--- deliantra/server/random_maps/layout.C 2010/07/03 03:09:27 1.15 +++ deliantra/server/random_maps/layout.C 2010/07/03 13:14:35 1.17 @@ -223,22 +223,24 @@ } static inline void -make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d) +make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb) { for (;;) { point neigh[4]; int ncnt = 0; - if (x > 0 && U8 (dist [x - 1][y]) <= d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y); - if (x < dist.w - 1 && U8 (dist [x + 1][y]) <= d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y); - if (y > 0 && U8 (dist [x][y - 1]) <= d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1); - if (y < dist.h - 1 && U8 (dist [x][y + 1]) <= d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1); + d += perturb > 1; + + if (x > 0 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y); + if (x < dist.w - 1 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y); + if (y > 0 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1); + if (y < dist.h - 1 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1); if (!ncnt) return; - point &p = neigh [rmg_rndm (ncnt)]; + point &p = neigh [perturb ? rmg_rndm (ncnt) : 0]; seeds.push (p); @@ -266,13 +268,16 @@ // isolation remover, works on a "distance" map // the map must be initialised with 0 == rooms, 255 = walls static void noinline -isolation_remover (layout &dist) +isolation_remover (layout &dist, unsigned int perturb = 2) { // dist contains // 0 == invisited rooms // 1 == visited rooms // 2+ shortest distance to random near room + max_it (perturb, 0); + min_it (perturb, 2); + // phase 1, find seed int cnt = 0; int x, y; @@ -313,7 +318,7 @@ { // found new isolated area, make tunnel push_flood_fill (dist, seeds, x, y); - make_tunnel (dist, seeds, x, y, 255); + make_tunnel (dist, seeds, x, y, 254, perturb); } else { @@ -329,7 +334,7 @@ } void -layout::isolation_remover () +layout::isolation_remover (int perturb) { layout dist (w - 2, h - 2); // map without border @@ -337,7 +342,7 @@ for (int y = 1; y < h - 1; ++y) dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0; - ::isolation_remover (dist); + ::isolation_remover (dist, perturb); // now copy the tunnels over for (int x = 1; x < w - 1; ++x) @@ -348,46 +353,6 @@ ///////////////////////////////////////////////////////////////////////////// -// inspired mostly by http://www.jimrandomh.org/misc/caves.txt -void -layout::gen_cave (int subtype) -{ - switch (subtype) - { - // a rough cave - case 0: - fill_rand (rmg_rndm (85, 97)); - break; - - // corridors - case 1: - fill_rand (rmg_rndm (5, 40)); - erode_1_2 (5, 2, 10); - erode_1_2 (5, -1, 10); - erode_1_2 (5, 2, 1); - break; - - // somewhat open, roundish - case 2: - fill_rand (45); - erode_1_2 (5, 0, 5); - erode_1_2 (5, 1, 1); - break; - - // wide open, some room-like structures - case 3: - fill_rand (45); - erode_1_2 (5, 2, 4); - erode_1_2 (5, -1, 3); - break; - } - - border (); - isolation_remover (); -} - -///////////////////////////////////////////////////////////////////////////// - //+GPL /* puts doors at appropriate locations in a maze. */ @@ -815,6 +780,65 @@ ///////////////////////////////////////////////////////////////////////////// +// inspired mostly by http://www.jimrandomh.org/misc/caves.txt +void +layout::gen_cave (int subtype) +{ + switch (subtype) + { + // a rough cave + case 0: + fill_rand (rmg_rndm (85, 97)); + break; + + // corridors + case 1: + fill_rand (rmg_rndm (5, 40)); + erode_1_2 (5, 2, 10); + erode_1_2 (5, -1, 10); + erode_1_2 (5, 2, 1); + break; + + // somewhat open, roundish + case 2: + fill_rand (45); + erode_1_2 (5, 0, 5); + erode_1_2 (5, 1, 1); + break; + + // wide open, some room-like structures + case 3: + fill_rand (45); + erode_1_2 (5, 2, 4); + erode_1_2 (5, -1, 3); + break; + } + + border (); + isolation_remover (); +} + +void +layout::gen_castle () +{ + fill ('#'); + + for (int n = w * h / 30 + 1; n--; ) + { + int rw = rmg_rndm (6, 10); + int rh = rmg_rndm (6, 10); + + int rx = rmg_rndm (0, w - rw); + int ry = rmg_rndm (0, h - rh); + + rect (rx, ry, rx + rw, ry + rh, '#'); + fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0); + } + + border (); + isolation_remover (0); +} + static void gen_mixed_ (layout &maze, random_map_params *RP, int dir) { @@ -846,6 +870,7 @@ } } +// recursive subdivision with random sublayouts static void gen_mixed (layout &maze, random_map_params *RP) { @@ -925,6 +950,14 @@ break; + case LAYOUT_CASTLE: + gen_castle (); + + if (rmg_rndm (2)) + doorify (); + + break; + case LAYOUT_MULTIPLE: gen_mixed (*this, RP); break; @@ -946,10 +979,10 @@ for(int i=1;i<100;i++) { layout maze (40, 25); - maze.fill_rand (85); - maze.border (); - maze.isolation_remover (); + maze.gen_castle (); + maze.doorify (); maze.print (); + exit(0); } exit (1);