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Revision: 1.24
Committed: Mon Jul 5 00:07:21 2010 UTC (13 years, 10 months ago) by root
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Branch: MAIN
Changes since 1.23: +33 -8 lines
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# User Rev Content
1 root 1.1 /*
2     * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3     *
4     * Copyright (©) 2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.5 * Copyright (©) Crossfire Development Team (restored, original file without copyright notice)
6 root 1.1 *
7     * Deliantra is free software: you can redistribute it and/or modify it under
8     * the terms of the Affero GNU General Public License as published by the
9     * Free Software Foundation, either version 3 of the License, or (at your
10     * option) any later version.
11     *
12     * This program is distributed in the hope that it will be useful,
13     * but WITHOUT ANY WARRANTY; without even the implied warranty of
14     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     * GNU General Public License for more details.
16     *
17     * You should have received a copy of the Affero GNU General Public License
18     * and the GNU General Public License along with this program. If not, see
19     * <http://www.gnu.org/licenses/>.
20     *
21     * The authors can be reached via e-mail to <support@deliantra.net>
22     */
23    
24     #include <global.h>
25     #include <random_map.h>
26 root 1.5 #include <rproto.h>
27 root 1.1
28 root 1.24 void noinline
29 root 1.9 layout::alloc (int w, int h)
30 root 1.1 {
31 root 1.8 assert (sizeof (cell) == 1);
32 root 1.1
33 root 1.9 this->w = w;
34     this->h = h;
35    
36 root 1.8 // we store the layout in a single contiguous memory layout
37     // first part consists of pointers to each column, followed
38     // by the actual columns (not rows!)
39 root 1.14 size = (sizeof (cell *) + sizeof (cell) * h) * w;
40 root 1.8 data = (cell **)salloc<char> (size);
41    
42     cell *p = (cell *)(data + w);
43 root 1.1
44 root 1.14 for (int x = 0; x < w; ++x)
45 root 1.8 data [x] = p + x * h;
46 root 1.1 }
47    
48 root 1.9 layout::layout (int w, int h)
49     {
50     alloc (w, h);
51     }
52    
53     layout::layout (layout &copy)
54     {
55     alloc (copy.w, copy.h);
56    
57     memcpy (data [0], copy.data [0], sizeof (cell) * h * w);
58     }
59    
60 root 1.14 layout::layout (layout &orig, int x1, int y1, int x2, int y2)
61     {
62     w = x2 - x1;
63     h = y2 - y1;
64    
65     // we only allocate space for the pointers
66     size = sizeof (cell *) * w;
67     data = (cell **)salloc<char> (size);
68    
69     // and now we point back into the original layout
70     for (int x = 0; x < w; ++x)
71     data [x] = orig.data [x + x1] + y1;
72     }
73    
74 root 1.7 layout::~layout ()
75 root 1.1 {
76 root 1.8 sfree ((char *)data, size);
77 root 1.1 }
78    
79 root 1.24 void noinline
80 root 1.7 layout::fill (char fill)
81 root 1.1 {
82 root 1.15 //memset (data [0], fill, w * h); // only when contiguous :/
83     fill_rect (0, 0, w, h, fill);
84 root 1.1 }
85    
86 root 1.24 void noinline
87     layout::replace (char from, char to)
88     {
89     for (int x = 0; x < w; ++x)
90     for (int y = 0; y < h; ++y)
91     if (data [x][y] == from)
92     data [x][y] = to;
93     }
94    
95     void noinline
96 root 1.7 layout::rect (int x1, int y1, int x2, int y2, char fill)
97 root 1.1 {
98 root 1.10 --x2;
99    
100     memset (data [x1] + y1, fill, y2 - y1);
101     memset (data [x2] + y1, fill, y2 - y1);
102    
103     while (++x1 < x2)
104     data [x1][y1] = data [x1][y2 - 1] = fill;
105     }
106    
107 root 1.24 void noinline
108 root 1.10 layout::fill_rect (int x1, int y1, int x2, int y2, char fill)
109     {
110 root 1.1 for (; x1 < x2; ++x1)
111 root 1.8 memset (data [x1] + y1, fill, y2 - y1);
112 root 1.1 }
113    
114 root 1.24 void
115     layout::border (char fill)
116 root 1.1 {
117 root 1.10 rect (0, 0, w, h, fill);
118 root 1.1 }
119    
120 root 1.24 void noinline
121 root 1.7 layout::fill_rand (int percent)
122 root 1.2 {
123     percent = lerp (percent, 0, 100, 0, 256);
124    
125 root 1.23 for (int x = 0; x < w; ++x)
126     for (int y = 0; y < h; ++y)
127 root 1.8 data [x][y] = rmg_rndm (256) > percent ? 0 : '#';
128 root 1.2 }
129    
130 root 1.1 /////////////////////////////////////////////////////////////////////////////
131    
132 root 1.2 // erode by cellular automata
133 root 1.24 void noinline
134 root 1.7 layout::erode_1_2 (int c1, int c2, int repeat)
135 root 1.1 {
136 root 1.7 layout neu (w, h);
137 root 1.2
138     while (repeat--)
139 root 1.1 {
140 root 1.2 for (int x = 0; x < w; ++x)
141 root 1.1 {
142 root 1.2 coroapi::cede_to_tick ();
143    
144     for (int y = 0; y < h; ++y)
145     {
146     int n1 = 0, n2 = 0;
147    
148     // a 5x5 area, dx, dy, distance (1 == <= 1, 0 <= 2)
149     static I8 dds[][3] = {
150 root 1.4 { -2, -1, 0 }, { -2, 0, 0 }, { -2, 1, 0 },
151     { -1, -2, 0 }, { -1, -1, 1 }, { -1, 0, 1 }, { -1, 1, 1 }, { -1, 2, 0 },
152     { 0, -2, 0 }, { 0, -1, 1 }, { 0, 0, 1 }, { 0, 1, 1 }, { 0, 2, 0 },
153     { 1, -2, 0 }, { 1, -1, 1 }, { 1, 0, 1 }, { 1, 1, 1 }, { 1, 2, 0 },
154     { 2, -1, 0 }, { 2, 0, 0 }, { 2, 1, 0 },
155 root 1.2 };
156    
157     for (int i = array_length (dds); i--; )
158     {
159     int nx = x + dds [i][0];
160     int ny = y + dds [i][1];
161    
162 root 1.8 if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny])
163 root 1.2 {
164     n1 += dds [i][2];
165     n2++;
166     }
167     }
168    
169     neu [x][y] = n1 >= c1 || n2 <= c2 ? '#' : 0;
170     }
171     }
172    
173     swap (neu);
174     }
175     }
176    
177     /////////////////////////////////////////////////////////////////////////////
178    
179     void
180 root 1.7 layout::print () const
181 root 1.2 {
182     for (int y = 0; y < h; y++)
183     {
184     for (int x = 0; x < w; x++)
185     {
186 root 1.8 U8 c = (U8)data [x][y];
187 root 1.1
188     if (!c)
189     c = ' ';
190     else if (c < 10)
191     c += '0';
192     else if (c < 32)
193     c += 'a' - 10;
194    
195     putc ((char)c, stdout);
196     }
197    
198     putc ('\n', stdout);
199     }
200    
201     putc ('\n', stdout);
202     }
203    
204     /////////////////////////////////////////////////////////////////////////////
205     // isolation remover - ensures single connected area
206    
207     typedef fixed_stack<point> pointlist;
208    
209 root 1.10 static void noinline
210 root 1.7 push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
211 root 1.1 {
212 root 1.3 if (dist [x][y])
213 root 1.1 return;
214    
215 root 1.3 while (y > 0 && !dist [x][y - 1])
216 root 1.1 --y;
217    
218     int y0 = y;
219    
220 root 1.3 while (y < dist.h && !dist [x][y])
221 root 1.1 {
222     seeds.push (point (x, y));
223    
224     dist [x][y] = 1;
225     ++y;
226     }
227    
228     while (--y >= y0)
229     {
230 root 1.11 if (x > 0 && !dist [x - 1][y]) push_flood_fill (dist, seeds, x - 1, y);
231     if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y);
232 root 1.1 }
233     }
234    
235 root 1.24 static void inline
236 root 1.17 make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb)
237 root 1.1 {
238     for (;;)
239     {
240 root 1.10 point neigh[4];
241     int ncnt = 0;
242    
243 root 1.17 d += perturb > 1;
244    
245     if (x > 0 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y);
246     if (x < dist.w - 1 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y);
247     if (y > 0 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1);
248     if (y < dist.h - 1 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1);
249 root 1.12
250 root 1.10 if (!ncnt)
251     return;
252    
253 root 1.19 point p = neigh [perturb ? rmg_rndm (ncnt) : 0];
254 root 1.10
255     seeds.push (p);
256    
257     x = p.x;
258     y = p.y;
259 root 1.1
260     d = dist [x][y];
261 root 1.3 dist [x][y] = 1;
262 root 1.1 }
263     }
264    
265 root 1.3 static void inline
266 root 1.7 maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d)
267 root 1.1 {
268 root 1.3 char &D = dist [x][y];
269    
270     if (U8 (D) > d) // if wall and higher distance, lower distance
271     D = d;
272     else if (D) // otherwise, if it's no room, this space is uninteresting
273     return;
274 root 1.1
275 root 1.3 seeds.push (point (x, y));
276     }
277 root 1.1
278 root 1.10 // isolation remover, works on a "distance" map
279     // the map must be initialised with 0 == rooms, 255 = walls
280     static void noinline
281 root 1.17 isolation_remover (layout &dist, unsigned int perturb = 2)
282 root 1.3 {
283     // dist contains
284     // 0 == invisited rooms
285     // 1 == visited rooms
286     // 2+ shortest distance to random near room
287 root 1.1
288 root 1.19 clamp_it (perturb, 0, 2);
289 root 1.17
290 root 1.10 // phase 1, find seed
291 root 1.3 int cnt = 0;
292     int x, y;
293 root 1.1
294 root 1.10 for (int i = 0; i < dist.w; ++i)
295     for (int j = 0; j < dist.h; ++j)
296     if (!dist [i][j] && !rmg_rndm (++cnt))
297     x = i, y = j;
298 root 1.2
299 root 1.3 if (!cnt)
300 root 1.6 {
301     // map is completely massive, this is not good,
302     // so make it empty instead.
303 root 1.12 dist.fill (1);
304 root 1.6 return;
305     }
306 root 1.1
307 root 1.10 fixed_stack<point> seeds (dist.w * dist.h * 5);
308 root 1.1
309 root 1.3 // found first free space - picking the first one gives
310     // us a slight bias for tunnels, but usually you won't
311     // notice that in-game
312     seeds.push (point (x, y));
313 root 1.1
314 root 1.3 // phase 2, while we have seeds, if
315     // seed is empty, floodfill, else grow
316 root 1.1
317 root 1.3 while (seeds.size)
318     {
319     coroapi::cede_to_tick ();
320 root 1.1
321 root 1.3 point p = seeds.remove (rmg_rndm (seeds.size));
322 root 1.1
323 root 1.3 x = p.x;
324     y = p.y;
325 root 1.1
326 root 1.3 if (!dist [x][y])
327     {
328     // found new isolated area, make tunnel
329 root 1.10 push_flood_fill (dist, seeds, x, y);
330 root 1.17 make_tunnel (dist, seeds, x, y, 254, perturb);
331 root 1.1 }
332 root 1.3 else
333     {
334     // nothing here, continue to expand
335     U8 d = U8 (dist [x][y]) + 1;
336 root 1.1
337 root 1.13 if (x < dist.w - 1) maybe_push (dist, seeds, x + 1, y, d);
338     if (x > 0) maybe_push (dist, seeds, x - 1, y, d);
339     if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d);
340     if (y > 0) maybe_push (dist, seeds, x, y - 1, d);
341 root 1.3 }
342     }
343 root 1.10 }
344    
345     void
346 root 1.17 layout::isolation_remover (int perturb)
347 root 1.10 {
348 root 1.13 layout dist (w - 2, h - 2); // map without border
349 root 1.10
350 root 1.12 for (int x = 1; x < w - 1; ++x)
351     for (int y = 1; y < h - 1; ++y)
352 root 1.13 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0;
353 root 1.10
354 root 1.17 ::isolation_remover (dist, perturb);
355 root 1.1
356 root 1.3 // now copy the tunnels over
357 root 1.12 for (int x = 1; x < w - 1; ++x)
358     for (int y = 1; y < h - 1; ++y)
359 root 1.13 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1)
360 root 1.8 data [x][y] = 0;
361 root 1.2 }
362    
363     /////////////////////////////////////////////////////////////////////////////
364    
365 root 1.5 //+GPL
366    
367 root 1.7 /* puts doors at appropriate locations in a maze. */
368 root 1.5 void
369 root 1.7 layout::doorify ()
370 root 1.5 {
371     int ndoors = w * h / 60; /* reasonable number of doors. */
372    
373 root 1.24 coroapi::cede_to_tick ();
374    
375 root 1.19 fixed_stack<point> doorloc (w * h);
376 root 1.5
377     /* make a list of possible door locations */
378     for (int i = 1; i < w - 1; i++)
379     for (int j = 1; j < h - 1; j++)
380     {
381     int sindex = surround_flag (*this, i, j);
382    
383     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
384 root 1.19 doorloc.push (point (i, j));
385 root 1.5 }
386    
387 root 1.19 while (ndoors && doorloc.size)
388 root 1.5 {
389 root 1.19 point p = doorloc.remove (rmg_rndm (doorloc.size));
390    
391     int sindex = surround_flag (*this, p.x, p.y);
392 root 1.5
393     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
394     {
395 root 1.19 data [p.x][p.y] = 'D';
396     --ndoors;
397 root 1.5 }
398     }
399     }
400    
401     /* takes a map and makes it symmetric: adjusts Xsize and
402     * Ysize to produce a symmetric map.
403     */
404     void
405 root 1.7 layout::symmetrize (int symmetry)
406 root 1.5 {
407     if (symmetry == SYMMETRY_NONE)
408     return;
409    
410 root 1.7 layout sym_layout (
411 root 1.5 symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w,
412     symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h
413     );
414    
415     if (symmetry == SYMMETRY_X)
416     for (int i = 0; i < sym_layout.w / 2 + 1; i++)
417     for (int j = 0; j < sym_layout.h; j++)
418     {
419     sym_layout[i ][j] =
420 root 1.8 sym_layout[sym_layout.w - i - 1][j] = data [i][j];
421 root 1.5 }
422    
423     if (symmetry == SYMMETRY_Y)
424     for (int i = 0; i < sym_layout.w; i++)
425     for (int j = 0; j < sym_layout.h / 2 + 1; j++)
426     {
427     sym_layout[i][j ] =
428 root 1.8 sym_layout[i][sym_layout.h - j - 1] = data [i][j];
429 root 1.5 }
430    
431     if (symmetry == SYMMETRY_XY)
432     for (int i = 0; i < sym_layout.w / 2 + 1; i++)
433     for (int j = 0; j < sym_layout.h / 2 + 1; j++)
434     {
435     sym_layout[i ][j ] =
436     sym_layout[i ][sym_layout.h - j - 1] =
437     sym_layout[sym_layout.w - i - 1][j ] =
438 root 1.8 sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j];
439 root 1.5 }
440    
441     /* need to run the isolation remover for some layouts */
442     #if 0
443     switch (RP->map_layout_style)
444     {
445     case LAYOUT_ONION:
446     case LAYOUT_SNAKE:
447     case LAYOUT_SQUARE_SPIRAL:
448     // safe
449     break;
450    
451     default:
452     sym_layout.isolation_remover ();
453     break;
454     }
455     #endif
456     sym_layout.isolation_remover ();
457    
458     swap (sym_layout);
459     }
460    
461     //-GPL
462    
463     void
464 root 1.7 layout::rotate (int rotation)
465 root 1.5 {
466 root 1.24 coroapi::cede_to_tick ();
467    
468 root 1.5 switch (rotation & 3)
469     {
470     case 2: /* a reflection */
471     {
472 root 1.7 layout new_layout (w, h);
473 root 1.5
474     for (int i = 0; i < w; i++) /* copy a reflection back */
475     for (int j = 0; j < h; j++)
476 root 1.8 new_layout [i][j] = data [w - i - 1][h - j - 1];
477 root 1.5
478     swap (new_layout);
479     }
480     break;
481    
482     case 1:
483     case 3:
484     {
485 root 1.7 layout new_layout (h, w);
486 root 1.5
487     if (rotation == 1) /* swap x and y */
488     for (int i = 0; i < w; i++)
489     for (int j = 0; j < h; j++)
490 root 1.8 new_layout [j][i] = data [i][j];
491 root 1.5
492     if (rotation == 3) /* swap x and y */
493     for (int i = 0; i < w; i++)
494     for (int j = 0; j < h; j++)
495 root 1.8 new_layout [j][i] = data [w - i - 1][h - j - 1];
496 root 1.5
497     swap (new_layout);
498     }
499     break;
500     }
501     }
502    
503     /////////////////////////////////////////////////////////////////////////////
504    
505     //+GPL
506    
507     /*
508 root 1.7 * Expands a maze by 2x in each dimension.
509 root 1.5 * H. S. Teoh
510     */
511    
512     /* Copy the old tile X into the new one at location (i*2, j*2) and
513     * fill up the rest of the 2x2 result with \0:
514     * X ---> X \0
515     * \0 \0
516     */
517     static void inline
518 root 1.7 expand_misc (layout &newlayout, int i, int j, layout &maze)
519 root 1.5 {
520 root 1.7 newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = maze[i][j];
521 root 1.5 /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that
522     * for us.) */
523     }
524    
525     /* Returns a bitmap that represents which squares on the right and bottom
526     * edges of a square (i,j) match the given character:
527     * 1 match on (i+1, j)
528     * 2 match on (i, j+1)
529     * 4 match on (i+1, j+1)
530     * and the possible combinations thereof.
531     */
532     static int noinline
533 root 1.7 calc_pattern (char ch, layout &maze, int i, int j)
534 root 1.5 {
535     int pattern = 0;
536    
537 root 1.7 if (i + 1 < maze.w && maze[i + 1][j] == ch)
538 root 1.5 pattern |= 1;
539    
540 root 1.7 if (j + 1 < maze.h)
541 root 1.5 {
542 root 1.7 if (maze[i][j + 1] == ch)
543 root 1.5 pattern |= 2;
544    
545 root 1.7 if (i + 1 < maze.w && maze[i + 1][j + 1] == ch)
546 root 1.5 pattern |= 4;
547     }
548    
549     return pattern;
550     }
551    
552     /* Expand a wall. This function will try to sensibly connect the resulting
553     * wall to adjacent wall squares, so that the result won't have disconnected
554     * walls.
555     */
556     static void inline
557 root 1.7 expand_wall (layout &newlayout, int i, int j, layout &maze)
558 root 1.5 {
559 root 1.7 int wall_pattern = calc_pattern ('#', maze, i, j);
560     int door_pattern = calc_pattern ('D', maze, i, j);
561 root 1.5 int both_pattern = wall_pattern | door_pattern;
562    
563     newlayout[i * 2][j * 2] = '#';
564    
565 root 1.7 if (i + 1 < maze.w)
566 root 1.5 {
567     if (both_pattern & 1)
568     { /* join walls/doors to the right */
569     /* newlayout[i*2+1][j*2] = '#'; */
570 root 1.7 newlayout[i * 2 + 1][j * 2] = maze[i + 1][j];
571 root 1.5 }
572     }
573    
574 root 1.7 if (j + 1 < maze.h)
575 root 1.5 {
576     if (both_pattern & 2)
577     { /* join walls/doors to the bottom */
578     /* newlayout[i*2][j*2+1] = '#'; */
579 root 1.7 newlayout[i * 2][j * 2 + 1] = maze[i][j + 1];
580 root 1.5 }
581    
582     if (wall_pattern == 7)
583 root 1.7 { /* if orig maze is a 2x2 wall block,
584 root 1.5 * we fill the result with walls. */
585     newlayout[i * 2 + 1][j * 2 + 1] = '#';
586     }
587     }
588     }
589    
590     /* This function will try to sensibly connect doors so that they meet up with
591     * adjacent walls. Note that it will also presumptuously delete (ignore) doors
592     * that it doesn't know how to correctly expand.
593     */
594     static void inline
595 root 1.7 expand_door (layout &newlayout, int i, int j, layout &maze)
596 root 1.5 {
597 root 1.7 int wall_pattern = calc_pattern ('#', maze, i, j);
598     int door_pattern = calc_pattern ('D', maze, i, j);
599 root 1.5 int join_pattern;
600    
601     /* Doors "like" to connect to walls more than other doors. If there is
602     * a wall and another door, this door will connect to the wall and
603     * disconnect from the other door. */
604     if (wall_pattern & 3)
605     join_pattern = wall_pattern;
606     else
607     join_pattern = door_pattern;
608    
609     newlayout[i * 2][j * 2] = 'D';
610    
611 root 1.7 if (i + 1 < maze.w)
612 root 1.5 if (join_pattern & 1)
613     /* there is a door/wall to the right */
614     newlayout[i * 2 + 1][j * 2] = 'D';
615    
616 root 1.7 if (j + 1 < maze.h)
617 root 1.5 if (join_pattern & 2)
618     /* there is a door/wall below */
619     newlayout[i * 2][j * 2 + 1] = 'D';
620     }
621    
622     void
623 root 1.7 layout::expand2x ()
624 root 1.5 {
625 root 1.7 layout new_layout (w * 2 - 1, h * 2 - 1);
626 root 1.5
627     new_layout.clear ();
628    
629 root 1.24 coroapi::cede_to_tick ();
630    
631 root 1.5 for (int i = 0; i < w; i++)
632     for (int j = 0; j < h; j++)
633 root 1.8 switch (data [i][j])
634 root 1.5 {
635     case '#': expand_wall (new_layout, i, j, *this); break;
636     case 'D': expand_door (new_layout, i, j, *this); break;
637     default: expand_misc (new_layout, i, j, *this); break;
638     }
639    
640     swap (new_layout);
641     }
642    
643     /////////////////////////////////////////////////////////////////////////////
644    
645 root 1.7 /* checks the maze to see if I can stick a horizontal(dir = 0) wall
646 root 1.5 (or vertical, dir == 1)
647     here which ends up on other walls sensibly. */
648     static int
649 root 1.7 can_make_wall (const layout &maze, int dx, int dy, int dir)
650 root 1.5 {
651     int i1;
652     int length = 0;
653    
654     /* dont make walls if we're on the edge. */
655     if (dx == 0 || dx == (maze.w - 1) || dy == 0 || dy == (maze.h - 1))
656     return -1;
657    
658     /* don't make walls if we're ON a wall. */
659     if (maze [dx][dy] != 0)
660     return -1;
661    
662     if (dir == 0) /* horizontal */
663     {
664     int y = dy;
665    
666     for (i1 = dx - 1; i1 > 0; i1--)
667     {
668     int sindex = surround_flag2 (maze, i1, y);
669    
670     if (sindex == 1) break;
671     if (sindex != 0) return -1; /* can't make horiz. wall here */
672     if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
673    
674     length++;
675     }
676    
677     for (i1 = dx + 1; i1 < maze.w - 1; i1++)
678     {
679     int sindex = surround_flag2 (maze, i1, y);
680    
681     if (sindex == 2) break;
682     if (sindex != 0) return -1; /* can't make horiz. wall here */
683     if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
684    
685     length++;
686     }
687     return length;
688     }
689     else
690     { /* vertical */
691     int x = dx;
692    
693     for (i1 = dy - 1; i1 > 0; i1--)
694     {
695     int sindex = surround_flag2 (maze, x, i1);
696    
697     if (sindex == 4) break;
698     if (sindex != 0) return -1; /* can't make vert. wall here */
699     if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
700    
701     length++;
702     }
703    
704     for (i1 = dy + 1; i1 < maze.h - 1; i1++)
705     {
706     int sindex = surround_flag2 (maze, x, i1);
707    
708     if (sindex == 8) break;
709     if (sindex != 0) return -1; /* can't make verti. wall here */
710     if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
711    
712     length++;
713     }
714    
715     return length;
716     }
717    
718     return -1;
719     }
720    
721     int
722 root 1.23 make_wall (layout &maze, int x, int y, int dir)
723 root 1.5 {
724     maze[x][y] = 'D'; /* mark a door */
725    
726     switch (dir)
727     {
728     case 0: /* horizontal */
729     {
730     for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
731     for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
732     break;
733     }
734     case 1: /* vertical */
735     {
736     for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
737     for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
738     break;
739     }
740     }
741    
742     return 0;
743     }
744    
745     void
746 root 1.7 layout::roomify ()
747 root 1.5 {
748     int tries = w * h / 30;
749    
750 root 1.24 coroapi::cede_to_tick ();
751    
752 root 1.5 for (int ti = 0; ti < tries; ti++)
753     {
754     /* starting location for looking at creating a door */
755     int dx = rmg_rndm (w);
756     int dy = rmg_rndm (h);
757    
758     /* results of checking on creating walls. */
759     int cx = can_make_wall (*this, dx, dy, 0); /* horizontal */
760     int cy = can_make_wall (*this, dx, dy, 1); /* vertical */
761    
762     if (cx == -1)
763     {
764     if (cy != -1)
765     make_wall (*this, dx, dy, 1);
766    
767     continue;
768     }
769    
770     if (cy == -1)
771     {
772     make_wall (*this, dx, dy, 0);
773     continue;
774     }
775    
776     if (cx < cy)
777     make_wall (*this, dx, dy, 0);
778     else
779     make_wall (*this, dx, dy, 1);
780     }
781     }
782    
783 root 1.18 //-GPL
784    
785 root 1.5 /////////////////////////////////////////////////////////////////////////////
786    
787 root 1.16 // inspired mostly by http://www.jimrandomh.org/misc/caves.txt
788     void
789     layout::gen_cave (int subtype)
790     {
791     switch (subtype)
792     {
793     // a rough cave
794     case 0:
795     fill_rand (rmg_rndm (85, 97));
796     break;
797    
798     // corridors
799     case 1:
800     fill_rand (rmg_rndm (5, 40));
801     erode_1_2 (5, 2, 10);
802     erode_1_2 (5, -1, 10);
803     erode_1_2 (5, 2, 1);
804     break;
805    
806 root 1.19 // somewhat open, some room-like structures
807 root 1.16 case 2:
808     fill_rand (45);
809 root 1.19 erode_1_2 (5, 2, 4);
810     erode_1_2 (5, -1, 3);
811 root 1.16 break;
812    
813 root 1.19 // wide open, roundish
814 root 1.16 case 3:
815     fill_rand (45);
816 root 1.19 erode_1_2 (5, 0, 5);
817     erode_1_2 (5, 1, 1);
818 root 1.16 break;
819     }
820    
821     border ();
822 root 1.19 isolation_remover (1);
823 root 1.16 }
824    
825 root 1.17 void
826     layout::gen_castle ()
827     {
828     fill ('#');
829    
830     for (int n = w * h / 30 + 1; n--; )
831     {
832     int rw = rmg_rndm (6, 10);
833     int rh = rmg_rndm (6, 10);
834    
835 root 1.20 if (rw > w || rh > h)
836     continue;
837    
838 root 1.17 int rx = rmg_rndm (0, w - rw);
839     int ry = rmg_rndm (0, h - rh);
840    
841     rect (rx, ry, rx + rw, ry + rh, '#');
842     fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0);
843     }
844    
845     border ();
846     isolation_remover (0);
847     }
848    
849 root 1.15 static void
850 root 1.21 gen_mixed_ (layout &maze, random_map_params *RP)
851 root 1.15 {
852 root 1.22 if (maze.w > maze.h && maze.w > 16)
853 root 1.15 {
854     int m = rmg_rndm (8, maze.w - 8);
855    
856 root 1.21 layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP);
857     layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP);
858 root 1.15 }
859 root 1.22 else if (maze.h > 16)
860 root 1.15 {
861     int m = rmg_rndm (8, maze.h - 8);
862    
863 root 1.21 layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP);
864     layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP);
865 root 1.15 }
866     else
867     {
868     RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1;
869    
870     if (RP->map_layout_style == LAYOUT_MULTIPLE)
871     ++RP->map_layout_style;
872    
873     maze.generate (RP);
874     }
875 root 1.24
876     coroapi::cede_to_tick ();
877 root 1.15 }
878    
879 root 1.16 // recursive subdivision with random sublayouts
880 root 1.15 static void
881     gen_mixed (layout &maze, random_map_params *RP)
882     {
883     random_map_params &rp = *new random_map_params (RP);
884 root 1.21 gen_mixed_ (maze, &rp);
885 root 1.15 delete &rp;
886    
887     maze.border ();
888 root 1.24
889     // exits currently do not work so well, as they
890     // are currently often found together, so nuke entrances
891     maze.replace ('<', ' ');
892    
893 root 1.19 maze.isolation_remover (0);
894 root 1.15 }
895    
896 root 1.18 //+GPL
897    
898 root 1.7 /* function selects the maze function and gives it whatever
899 root 1.5 arguments it needs. */
900     void
901 root 1.7 layout::generate (random_map_params *RP)
902 root 1.5 {
903     switch (RP->map_layout_style)
904     {
905     case LAYOUT_ONION:
906     map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2);
907    
908     if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
909     roomify ();
910    
911     break;
912    
913     case LAYOUT_MAZE:
914     maze_gen (*this, RP->get_iv ("maze_type", rmg_rndm (4)));
915    
916     if (rmg_rndm (2))
917     doorify ();
918    
919     break;
920    
921     case LAYOUT_SPIRAL:
922     map_gen_spiral (*this, RP->layoutoptions1);
923    
924     if (rmg_rndm (2))
925     doorify ();
926    
927     break;
928    
929     case LAYOUT_ROGUELIKE:
930     /* Don't put symmetry in rogue maps. There isn't much reason to
931     * do so in the first place (doesn't make it any more interesting),
932     * but more importantly, the symmetry code presumes we are symmetrizing
933     * spirals, or maps with lots of passages - making a symmetric rogue
934     * map fails because its likely that the passages the symmetry process
935     * creates may not connect the rooms.
936     */
937     RP->symmetry_used = SYMMETRY_NONE;
938     roguelike_layout_gen (*this, RP->layoutoptions1);
939     /* no doorifying... done already */
940     break;
941    
942     case LAYOUT_SNAKE:
943     make_snake_layout (*this, RP->layoutoptions1);
944    
945     if (rmg_rndm (2))
946     roomify ();
947    
948     break;
949    
950     case LAYOUT_SQUARE_SPIRAL:
951     make_square_spiral_layout (*this, RP->layoutoptions1);
952    
953     if (rmg_rndm (2))
954     roomify ();
955    
956     break;
957    
958     case LAYOUT_CAVE:
959     gen_cave (RP->get_iv ("cave_type", rmg_rndm (4)));
960    
961     if (rmg_rndm (2))
962     doorify ();
963    
964     break;
965    
966 root 1.17 case LAYOUT_CASTLE:
967     gen_castle ();
968    
969     if (rmg_rndm (2))
970     doorify ();
971    
972     break;
973    
974 root 1.15 case LAYOUT_MULTIPLE:
975     gen_mixed (*this, RP);
976     break;
977    
978 root 1.5 default:
979     abort ();
980     }
981     }
982    
983     //-GPL
984    
985 root 1.1 #if 0
986 root 1.19 static void
987     gen_village (layout &maze)
988     {
989     maze.clear ();
990     maze.border ();
991    
992     for (int n = maze.w * maze.h / 200 + 1; n--; )
993     {
994     int rw = rmg_rndm (6, 10);
995     int rh = rmg_rndm (6, 10);
996    
997     int rx = rmg_rndm (2, maze.w - rw - 2);
998     int ry = rmg_rndm (2, maze.h - rh - 2);
999    
1000     maze.rect (rx, ry, rx + rw, ry + rh, '#');
1001     }
1002    
1003     maze.border ();
1004     maze.isolation_remover (2);
1005     }
1006    
1007 root 1.1 static struct demo
1008     {
1009     demo ()
1010     {
1011     rmg_rndm.seed (time (0));
1012    
1013 root 1.10 for(int i=1;i<100;i++)
1014 root 1.1 {
1015 root 1.19 layout maze (40, 30);
1016     gen_village (maze);
1017 root 1.17 maze.doorify ();
1018 root 1.3 maze.print ();
1019 root 1.17 exit(0);
1020 root 1.1 }
1021 root 1.2
1022 root 1.1 exit (1);
1023     }
1024     } demo;
1025     #endif