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