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Revision: 1.32
Committed: Sun Jan 29 02:47:05 2017 UTC (7 years, 3 months ago) by root
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Branch: MAIN
Changes since 1.31: +2 -2 lines
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# User Rev Content
1 root 1.1 /*
2     * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.30 *
4 root 1.31 * Copyright (©) 2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.28 * Copyright (©) 1994-2004 Crossfire Development Team (restored, original file without copyright notice)
6 root 1.30 *
7 root 1.1 * 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 root 1.30 *
12 root 1.1 * 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 root 1.30 *
17 root 1.1 * 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 root 1.30 *
21 root 1.1 * The authors can be reached via e-mail to <support@deliantra.net>
22     */
23    
24     #include <global.h>
25 root 1.27 #include <rmg.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 1.25 int rem_index = 0; // used to remove "somewhat ordered"
318    
319 root 1.3 while (seeds.size)
320     {
321     coroapi::cede_to_tick ();
322 root 1.1
323 root 1.25 int i = perturb
324     ? rmg_rndm (max (0, seeds.size - 8), seeds.size - 1)
325     : rem_index ++ % seeds.size;
326    
327     point p = seeds.remove (i);
328 root 1.1
329 root 1.3 x = p.x;
330     y = p.y;
331 root 1.1
332 root 1.3 if (!dist [x][y])
333     {
334     // found new isolated area, make tunnel
335 root 1.10 push_flood_fill (dist, seeds, x, y);
336 root 1.17 make_tunnel (dist, seeds, x, y, 254, perturb);
337 root 1.1 }
338 root 1.3 else
339     {
340     // nothing here, continue to expand
341     U8 d = U8 (dist [x][y]) + 1;
342 root 1.1
343 root 1.13 if (x < dist.w - 1) maybe_push (dist, seeds, x + 1, y, d);
344     if (x > 0) maybe_push (dist, seeds, x - 1, y, d);
345     if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d);
346     if (y > 0) maybe_push (dist, seeds, x, y - 1, d);
347 root 1.3 }
348     }
349 root 1.10 }
350    
351     void
352 root 1.17 layout::isolation_remover (int perturb)
353 root 1.10 {
354 root 1.13 layout dist (w - 2, h - 2); // map without border
355 root 1.10
356 root 1.12 for (int x = 1; x < w - 1; ++x)
357     for (int y = 1; y < h - 1; ++y)
358 root 1.13 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0;
359 root 1.10
360 root 1.17 ::isolation_remover (dist, perturb);
361 root 1.1
362 root 1.3 // now copy the tunnels over
363 root 1.12 for (int x = 1; x < w - 1; ++x)
364     for (int y = 1; y < h - 1; ++y)
365 root 1.13 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1)
366 root 1.8 data [x][y] = 0;
367 root 1.2 }
368    
369     /////////////////////////////////////////////////////////////////////////////
370    
371 root 1.5 //+GPL
372    
373 root 1.7 /* puts doors at appropriate locations in a maze. */
374 root 1.5 void
375 root 1.7 layout::doorify ()
376 root 1.5 {
377     int ndoors = w * h / 60; /* reasonable number of doors. */
378    
379 root 1.24 coroapi::cede_to_tick ();
380    
381 root 1.19 fixed_stack<point> doorloc (w * h);
382 root 1.5
383     /* make a list of possible door locations */
384     for (int i = 1; i < w - 1; i++)
385     for (int j = 1; j < h - 1; j++)
386     {
387     int sindex = surround_flag (*this, i, j);
388    
389     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
390 root 1.19 doorloc.push (point (i, j));
391 root 1.5 }
392    
393 root 1.19 while (ndoors && doorloc.size)
394 root 1.5 {
395 root 1.19 point p = doorloc.remove (rmg_rndm (doorloc.size));
396    
397     int sindex = surround_flag (*this, p.x, p.y);
398 root 1.5
399     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
400     {
401 root 1.19 data [p.x][p.y] = 'D';
402     --ndoors;
403 root 1.5 }
404     }
405     }
406    
407     /* takes a map and makes it symmetric: adjusts Xsize and
408     * Ysize to produce a symmetric map.
409     */
410     void
411 root 1.7 layout::symmetrize (int symmetry)
412 root 1.5 {
413     if (symmetry == SYMMETRY_NONE)
414     return;
415    
416 root 1.7 layout sym_layout (
417 root 1.5 symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w,
418     symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h
419     );
420    
421     if (symmetry == SYMMETRY_X)
422     for (int i = 0; i < sym_layout.w / 2 + 1; i++)
423     for (int j = 0; j < sym_layout.h; j++)
424     {
425     sym_layout[i ][j] =
426 root 1.8 sym_layout[sym_layout.w - i - 1][j] = data [i][j];
427 root 1.5 }
428    
429     if (symmetry == SYMMETRY_Y)
430     for (int i = 0; i < sym_layout.w; i++)
431     for (int j = 0; j < sym_layout.h / 2 + 1; j++)
432     {
433     sym_layout[i][j ] =
434 root 1.8 sym_layout[i][sym_layout.h - j - 1] = data [i][j];
435 root 1.5 }
436    
437     if (symmetry == SYMMETRY_XY)
438     for (int i = 0; i < sym_layout.w / 2 + 1; i++)
439     for (int j = 0; j < sym_layout.h / 2 + 1; j++)
440     {
441     sym_layout[i ][j ] =
442     sym_layout[i ][sym_layout.h - j - 1] =
443     sym_layout[sym_layout.w - i - 1][j ] =
444 root 1.8 sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j];
445 root 1.5 }
446    
447     /* need to run the isolation remover for some layouts */
448     #if 0
449     switch (RP->map_layout_style)
450     {
451     case LAYOUT_ONION:
452     case LAYOUT_SNAKE:
453     case LAYOUT_SQUARE_SPIRAL:
454     // safe
455     break;
456    
457     default:
458     sym_layout.isolation_remover ();
459     break;
460     }
461     #endif
462     sym_layout.isolation_remover ();
463    
464     swap (sym_layout);
465     }
466    
467     //-GPL
468    
469     void
470 root 1.7 layout::rotate (int rotation)
471 root 1.5 {
472 root 1.24 coroapi::cede_to_tick ();
473    
474 root 1.5 switch (rotation & 3)
475     {
476     case 2: /* a reflection */
477     {
478 root 1.7 layout new_layout (w, h);
479 root 1.5
480     for (int i = 0; i < w; i++) /* copy a reflection back */
481     for (int j = 0; j < h; j++)
482 root 1.8 new_layout [i][j] = data [w - i - 1][h - j - 1];
483 root 1.5
484     swap (new_layout);
485     }
486     break;
487    
488     case 1:
489     case 3:
490     {
491 root 1.7 layout new_layout (h, w);
492 root 1.5
493     if (rotation == 1) /* swap x and y */
494     for (int i = 0; i < w; i++)
495     for (int j = 0; j < h; j++)
496 root 1.8 new_layout [j][i] = data [i][j];
497 root 1.5
498     if (rotation == 3) /* swap x and y */
499     for (int i = 0; i < w; i++)
500     for (int j = 0; j < h; j++)
501 root 1.8 new_layout [j][i] = data [w - i - 1][h - j - 1];
502 root 1.5
503     swap (new_layout);
504     }
505     break;
506     }
507     }
508    
509     /////////////////////////////////////////////////////////////////////////////
510    
511     //+GPL
512    
513     /*
514 root 1.7 * Expands a maze by 2x in each dimension.
515 root 1.5 * H. S. Teoh
516     */
517    
518     /* Copy the old tile X into the new one at location (i*2, j*2) and
519     * fill up the rest of the 2x2 result with \0:
520     * X ---> X \0
521     * \0 \0
522     */
523     static void inline
524 root 1.7 expand_misc (layout &newlayout, int i, int j, layout &maze)
525 root 1.5 {
526 root 1.7 newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = maze[i][j];
527 root 1.5 /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that
528     * for us.) */
529     }
530    
531     /* Returns a bitmap that represents which squares on the right and bottom
532     * edges of a square (i,j) match the given character:
533     * 1 match on (i+1, j)
534     * 2 match on (i, j+1)
535     * 4 match on (i+1, j+1)
536     * and the possible combinations thereof.
537     */
538     static int noinline
539 root 1.7 calc_pattern (char ch, layout &maze, int i, int j)
540 root 1.5 {
541     int pattern = 0;
542    
543 root 1.7 if (i + 1 < maze.w && maze[i + 1][j] == ch)
544 root 1.5 pattern |= 1;
545    
546 root 1.7 if (j + 1 < maze.h)
547 root 1.5 {
548 root 1.7 if (maze[i][j + 1] == ch)
549 root 1.5 pattern |= 2;
550    
551 root 1.7 if (i + 1 < maze.w && maze[i + 1][j + 1] == ch)
552 root 1.5 pattern |= 4;
553     }
554    
555     return pattern;
556     }
557    
558     /* Expand a wall. This function will try to sensibly connect the resulting
559     * wall to adjacent wall squares, so that the result won't have disconnected
560     * walls.
561     */
562     static void inline
563 root 1.7 expand_wall (layout &newlayout, int i, int j, layout &maze)
564 root 1.5 {
565 root 1.7 int wall_pattern = calc_pattern ('#', maze, i, j);
566     int door_pattern = calc_pattern ('D', maze, i, j);
567 root 1.5 int both_pattern = wall_pattern | door_pattern;
568    
569     newlayout[i * 2][j * 2] = '#';
570    
571 root 1.7 if (i + 1 < maze.w)
572 root 1.5 {
573     if (both_pattern & 1)
574     { /* join walls/doors to the right */
575     /* newlayout[i*2+1][j*2] = '#'; */
576 root 1.7 newlayout[i * 2 + 1][j * 2] = maze[i + 1][j];
577 root 1.5 }
578     }
579    
580 root 1.7 if (j + 1 < maze.h)
581 root 1.5 {
582     if (both_pattern & 2)
583     { /* join walls/doors to the bottom */
584     /* newlayout[i*2][j*2+1] = '#'; */
585 root 1.7 newlayout[i * 2][j * 2 + 1] = maze[i][j + 1];
586 root 1.5 }
587    
588     if (wall_pattern == 7)
589 root 1.7 { /* if orig maze is a 2x2 wall block,
590 root 1.5 * we fill the result with walls. */
591     newlayout[i * 2 + 1][j * 2 + 1] = '#';
592     }
593     }
594     }
595    
596     /* This function will try to sensibly connect doors so that they meet up with
597     * adjacent walls. Note that it will also presumptuously delete (ignore) doors
598     * that it doesn't know how to correctly expand.
599     */
600     static void inline
601 root 1.7 expand_door (layout &newlayout, int i, int j, layout &maze)
602 root 1.5 {
603 root 1.7 int wall_pattern = calc_pattern ('#', maze, i, j);
604     int door_pattern = calc_pattern ('D', maze, i, j);
605 root 1.5 int join_pattern;
606    
607     /* Doors "like" to connect to walls more than other doors. If there is
608     * a wall and another door, this door will connect to the wall and
609     * disconnect from the other door. */
610     if (wall_pattern & 3)
611     join_pattern = wall_pattern;
612     else
613     join_pattern = door_pattern;
614    
615     newlayout[i * 2][j * 2] = 'D';
616    
617 root 1.7 if (i + 1 < maze.w)
618 root 1.5 if (join_pattern & 1)
619     /* there is a door/wall to the right */
620     newlayout[i * 2 + 1][j * 2] = 'D';
621    
622 root 1.7 if (j + 1 < maze.h)
623 root 1.5 if (join_pattern & 2)
624     /* there is a door/wall below */
625     newlayout[i * 2][j * 2 + 1] = 'D';
626     }
627    
628     void
629 root 1.7 layout::expand2x ()
630 root 1.5 {
631 root 1.7 layout new_layout (w * 2 - 1, h * 2 - 1);
632 root 1.5
633     new_layout.clear ();
634    
635 root 1.24 coroapi::cede_to_tick ();
636    
637 root 1.5 for (int i = 0; i < w; i++)
638     for (int j = 0; j < h; j++)
639 root 1.8 switch (data [i][j])
640 root 1.5 {
641 root 1.32 case '#': expand_wall (new_layout, i, j, *this); break;
642     case 'D': expand_door (new_layout, i, j, *this); break;
643 root 1.5 default: expand_misc (new_layout, i, j, *this); break;
644     }
645    
646     swap (new_layout);
647     }
648    
649     /////////////////////////////////////////////////////////////////////////////
650    
651 root 1.7 /* checks the maze to see if I can stick a horizontal(dir = 0) wall
652 root 1.5 (or vertical, dir == 1)
653     here which ends up on other walls sensibly. */
654     static int
655 root 1.7 can_make_wall (const layout &maze, int dx, int dy, int dir)
656 root 1.5 {
657     int i1;
658     int length = 0;
659    
660     /* dont make walls if we're on the edge. */
661     if (dx == 0 || dx == (maze.w - 1) || dy == 0 || dy == (maze.h - 1))
662     return -1;
663    
664     /* don't make walls if we're ON a wall. */
665     if (maze [dx][dy] != 0)
666     return -1;
667    
668     if (dir == 0) /* horizontal */
669     {
670     int y = dy;
671    
672     for (i1 = dx - 1; i1 > 0; i1--)
673     {
674     int sindex = surround_flag2 (maze, i1, y);
675    
676     if (sindex == 1) break;
677     if (sindex != 0) return -1; /* can't make horiz. wall here */
678     if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
679    
680     length++;
681     }
682    
683     for (i1 = dx + 1; i1 < maze.w - 1; i1++)
684     {
685     int sindex = surround_flag2 (maze, i1, y);
686    
687     if (sindex == 2) break;
688     if (sindex != 0) return -1; /* can't make horiz. wall here */
689     if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
690    
691     length++;
692     }
693     return length;
694     }
695     else
696     { /* vertical */
697     int x = dx;
698    
699     for (i1 = dy - 1; i1 > 0; i1--)
700     {
701     int sindex = surround_flag2 (maze, x, i1);
702    
703     if (sindex == 4) break;
704     if (sindex != 0) return -1; /* can't make vert. wall here */
705     if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
706    
707     length++;
708     }
709    
710     for (i1 = dy + 1; i1 < maze.h - 1; i1++)
711     {
712     int sindex = surround_flag2 (maze, x, i1);
713    
714     if (sindex == 8) break;
715     if (sindex != 0) return -1; /* can't make verti. wall here */
716     if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
717    
718     length++;
719     }
720    
721     return length;
722     }
723    
724     return -1;
725     }
726    
727     int
728 root 1.23 make_wall (layout &maze, int x, int y, int dir)
729 root 1.5 {
730     maze[x][y] = 'D'; /* mark a door */
731    
732     switch (dir)
733     {
734     case 0: /* horizontal */
735     {
736     for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
737     for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
738     break;
739     }
740     case 1: /* vertical */
741     {
742     for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
743     for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
744     break;
745     }
746     }
747    
748     return 0;
749     }
750    
751     void
752 root 1.7 layout::roomify ()
753 root 1.5 {
754     int tries = w * h / 30;
755    
756 root 1.24 coroapi::cede_to_tick ();
757    
758 root 1.5 for (int ti = 0; ti < tries; ti++)
759     {
760     /* starting location for looking at creating a door */
761     int dx = rmg_rndm (w);
762     int dy = rmg_rndm (h);
763    
764     /* results of checking on creating walls. */
765     int cx = can_make_wall (*this, dx, dy, 0); /* horizontal */
766     int cy = can_make_wall (*this, dx, dy, 1); /* vertical */
767    
768     if (cx == -1)
769     {
770     if (cy != -1)
771     make_wall (*this, dx, dy, 1);
772    
773     continue;
774     }
775    
776     if (cy == -1)
777     {
778     make_wall (*this, dx, dy, 0);
779     continue;
780     }
781    
782     if (cx < cy)
783     make_wall (*this, dx, dy, 0);
784     else
785     make_wall (*this, dx, dy, 1);
786     }
787     }
788    
789 root 1.18 //-GPL
790    
791 root 1.5 /////////////////////////////////////////////////////////////////////////////
792    
793 root 1.16 // inspired mostly by http://www.jimrandomh.org/misc/caves.txt
794     void
795     layout::gen_cave (int subtype)
796     {
797     switch (subtype)
798     {
799     // a rough cave
800     case 0:
801     fill_rand (rmg_rndm (85, 97));
802     break;
803    
804     // corridors
805     case 1:
806     fill_rand (rmg_rndm (5, 40));
807     erode_1_2 (5, 2, 10);
808     erode_1_2 (5, -1, 10);
809     erode_1_2 (5, 2, 1);
810     break;
811    
812 root 1.19 // somewhat open, some room-like structures
813 root 1.16 case 2:
814     fill_rand (45);
815 root 1.19 erode_1_2 (5, 2, 4);
816     erode_1_2 (5, -1, 3);
817 root 1.16 break;
818    
819 root 1.19 // wide open, roundish
820 root 1.16 case 3:
821     fill_rand (45);
822 root 1.19 erode_1_2 (5, 0, 5);
823     erode_1_2 (5, 1, 1);
824 root 1.16 break;
825     }
826    
827     border ();
828 root 1.19 isolation_remover (1);
829 root 1.16 }
830    
831 root 1.17 void
832     layout::gen_castle ()
833     {
834     fill ('#');
835    
836     for (int n = w * h / 30 + 1; n--; )
837     {
838     int rw = rmg_rndm (6, 10);
839     int rh = rmg_rndm (6, 10);
840    
841 root 1.20 if (rw > w || rh > h)
842     continue;
843    
844 root 1.17 int rx = rmg_rndm (0, w - rw);
845     int ry = rmg_rndm (0, h - rh);
846    
847     rect (rx, ry, rx + rw, ry + rh, '#');
848     fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0);
849     }
850    
851     border ();
852     isolation_remover (0);
853     }
854    
855 root 1.15 static void
856 root 1.21 gen_mixed_ (layout &maze, random_map_params *RP)
857 root 1.15 {
858 root 1.22 if (maze.w > maze.h && maze.w > 16)
859 root 1.15 {
860     int m = rmg_rndm (8, maze.w - 8);
861    
862 root 1.21 layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP);
863     layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP);
864 root 1.15 }
865 root 1.22 else if (maze.h > 16)
866 root 1.15 {
867     int m = rmg_rndm (8, maze.h - 8);
868    
869 root 1.21 layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP);
870     layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP);
871 root 1.15 }
872     else
873     {
874     RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1;
875    
876     if (RP->map_layout_style == LAYOUT_MULTIPLE)
877     ++RP->map_layout_style;
878    
879     maze.generate (RP);
880     }
881 root 1.24
882     coroapi::cede_to_tick ();
883 root 1.15 }
884    
885 root 1.16 // recursive subdivision with random sublayouts
886 root 1.15 static void
887     gen_mixed (layout &maze, random_map_params *RP)
888     {
889     random_map_params &rp = *new random_map_params (RP);
890 root 1.21 gen_mixed_ (maze, &rp);
891 root 1.15 delete &rp;
892    
893     maze.border ();
894 root 1.24
895     // exits currently do not work so well, as they
896     // are currently often found together, so nuke entrances
897     maze.replace ('<', ' ');
898    
899 root 1.19 maze.isolation_remover (0);
900 root 1.15 }
901    
902 root 1.18 //+GPL
903    
904 root 1.7 /* function selects the maze function and gives it whatever
905 root 1.5 arguments it needs. */
906     void
907 root 1.7 layout::generate (random_map_params *RP)
908 root 1.5 {
909     switch (RP->map_layout_style)
910     {
911     case LAYOUT_ONION:
912     map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2);
913    
914     if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
915     roomify ();
916    
917     break;
918    
919     case LAYOUT_MAZE:
920     maze_gen (*this, RP->get_iv ("maze_type", rmg_rndm (4)));
921    
922     if (rmg_rndm (2))
923     doorify ();
924    
925     break;
926    
927     case LAYOUT_SPIRAL:
928     map_gen_spiral (*this, RP->layoutoptions1);
929    
930     if (rmg_rndm (2))
931     doorify ();
932    
933     break;
934    
935     case LAYOUT_ROGUELIKE:
936     /* Don't put symmetry in rogue maps. There isn't much reason to
937     * do so in the first place (doesn't make it any more interesting),
938     * but more importantly, the symmetry code presumes we are symmetrizing
939     * spirals, or maps with lots of passages - making a symmetric rogue
940     * map fails because its likely that the passages the symmetry process
941     * creates may not connect the rooms.
942     */
943     RP->symmetry_used = SYMMETRY_NONE;
944     roguelike_layout_gen (*this, RP->layoutoptions1);
945     /* no doorifying... done already */
946     break;
947    
948     case LAYOUT_SNAKE:
949     make_snake_layout (*this, RP->layoutoptions1);
950    
951     if (rmg_rndm (2))
952     roomify ();
953    
954     break;
955    
956     case LAYOUT_SQUARE_SPIRAL:
957     make_square_spiral_layout (*this, RP->layoutoptions1);
958    
959     if (rmg_rndm (2))
960     roomify ();
961    
962     break;
963    
964     case LAYOUT_CAVE:
965     gen_cave (RP->get_iv ("cave_type", rmg_rndm (4)));
966    
967     if (rmg_rndm (2))
968     doorify ();
969    
970     break;
971    
972 root 1.17 case LAYOUT_CASTLE:
973     gen_castle ();
974    
975     if (rmg_rndm (2))
976     doorify ();
977    
978     break;
979    
980 root 1.15 case LAYOUT_MULTIPLE:
981     gen_mixed (*this, RP);
982     break;
983    
984 root 1.5 default:
985     abort ();
986     }
987     }
988    
989     //-GPL
990    
991 root 1.1 #if 0
992 root 1.19 static void
993     gen_village (layout &maze)
994     {
995     maze.clear ();
996     maze.border ();
997    
998     for (int n = maze.w * maze.h / 200 + 1; n--; )
999     {
1000     int rw = rmg_rndm (6, 10);
1001     int rh = rmg_rndm (6, 10);
1002    
1003     int rx = rmg_rndm (2, maze.w - rw - 2);
1004     int ry = rmg_rndm (2, maze.h - rh - 2);
1005    
1006     maze.rect (rx, ry, rx + rw, ry + rh, '#');
1007     }
1008    
1009     maze.border ();
1010     maze.isolation_remover (2);
1011     }
1012    
1013 root 1.1 static struct demo
1014     {
1015     demo ()
1016     {
1017     rmg_rndm.seed (time (0));
1018 root 1.26 extern void hack();hack ();
1019 root 1.1
1020 root 1.10 for(int i=1;i<100;i++)
1021 root 1.1 {
1022 root 1.19 layout maze (40, 30);
1023 root 1.25 maze.fill_rand (99);
1024     maze.border ();
1025     maze.isolation_remover (2);
1026 root 1.3 maze.print ();
1027 root 1.1 }
1028 root 1.2
1029 root 1.1 exit (1);
1030     }
1031     } demo;
1032     #endif