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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) Crossfire Development Team (restored, original file without copyright notice) |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <global.h> |
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#include <random_map.h> |
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#include <rproto.h> |
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|
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void |
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layout::alloc (int w, int h) |
30 |
{ |
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assert (sizeof (cell) == 1); |
32 |
|
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this->w = w; |
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this->h = h; |
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|
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// we store the layout in a single contiguous memory layout |
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// first part consists of pointers to each column, followed |
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// by the actual columns (not rows!) |
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size = (sizeof (cell *) + sizeof (cell) * h) * w; |
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data = (cell **)salloc<char> (size); |
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|
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cell *p = (cell *)(data + w); |
43 |
|
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for (int x = 0; x < w; ++x) |
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data [x] = p + x * h; |
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} |
47 |
|
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layout::layout (int w, int h) |
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{ |
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alloc (w, h); |
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} |
52 |
|
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layout::layout (layout ©) |
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{ |
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alloc (copy.w, copy.h); |
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|
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memcpy (data [0], copy.data [0], sizeof (cell) * h * w); |
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} |
59 |
|
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layout::layout (layout &orig, int x1, int y1, int x2, int y2) |
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{ |
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w = x2 - x1; |
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h = y2 - y1; |
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|
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// we only allocate space for the pointers |
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size = sizeof (cell *) * w; |
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data = (cell **)salloc<char> (size); |
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|
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// and now we point back into the original layout |
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for (int x = 0; x < w; ++x) |
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data [x] = orig.data [x + x1] + y1; |
72 |
} |
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|
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layout::~layout () |
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{ |
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sfree ((char *)data, size); |
77 |
} |
78 |
|
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void |
80 |
layout::fill (char fill) |
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{ |
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//memset (data [0], fill, w * h); // only when contiguous :/ |
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fill_rect (0, 0, w, h, fill); |
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} |
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|
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void |
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layout::rect (int x1, int y1, int x2, int y2, char fill) |
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{ |
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--x2; |
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|
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memset (data [x1] + y1, fill, y2 - y1); |
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memset (data [x2] + y1, fill, y2 - y1); |
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|
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while (++x1 < x2) |
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data [x1][y1] = data [x1][y2 - 1] = fill; |
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} |
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|
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void |
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layout::fill_rect (int x1, int y1, int x2, int y2, char fill) |
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{ |
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for (; x1 < x2; ++x1) |
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memset (data [x1] + y1, fill, y2 - y1); |
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} |
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|
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void layout::border (char fill) |
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{ |
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rect (0, 0, w, h, fill); |
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} |
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|
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void |
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layout::fill_rand (int percent) |
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{ |
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percent = lerp (percent, 0, 100, 0, 256); |
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|
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for (int x = w - 1; --x > 0; ) |
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for (int y = h - 1; --y > 0; ) |
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data [x][y] = rmg_rndm (256) > percent ? 0 : '#'; |
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} |
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|
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///////////////////////////////////////////////////////////////////////////// |
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|
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// erode by cellular automata |
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void |
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layout::erode_1_2 (int c1, int c2, int repeat) |
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{ |
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layout neu (w, h); |
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|
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while (repeat--) |
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{ |
130 |
for (int x = 0; x < w; ++x) |
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{ |
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coroapi::cede_to_tick (); |
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|
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for (int y = 0; y < h; ++y) |
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{ |
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int n1 = 0, n2 = 0; |
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|
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// a 5x5 area, dx, dy, distance (1 == <= 1, 0 <= 2) |
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static I8 dds[][3] = { |
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{ -2, -1, 0 }, { -2, 0, 0 }, { -2, 1, 0 }, |
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{ -1, -2, 0 }, { -1, -1, 1 }, { -1, 0, 1 }, { -1, 1, 1 }, { -1, 2, 0 }, |
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{ 0, -2, 0 }, { 0, -1, 1 }, { 0, 0, 1 }, { 0, 1, 1 }, { 0, 2, 0 }, |
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{ 1, -2, 0 }, { 1, -1, 1 }, { 1, 0, 1 }, { 1, 1, 1 }, { 1, 2, 0 }, |
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{ 2, -1, 0 }, { 2, 0, 0 }, { 2, 1, 0 }, |
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}; |
146 |
|
147 |
for (int i = array_length (dds); i--; ) |
148 |
{ |
149 |
int nx = x + dds [i][0]; |
150 |
int ny = y + dds [i][1]; |
151 |
|
152 |
if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny]) |
153 |
{ |
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n1 += dds [i][2]; |
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n2++; |
156 |
} |
157 |
} |
158 |
|
159 |
neu [x][y] = n1 >= c1 || n2 <= c2 ? '#' : 0; |
160 |
} |
161 |
} |
162 |
|
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swap (neu); |
164 |
} |
165 |
} |
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|
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///////////////////////////////////////////////////////////////////////////// |
168 |
|
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void |
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layout::print () const |
171 |
{ |
172 |
for (int y = 0; y < h; y++) |
173 |
{ |
174 |
for (int x = 0; x < w; x++) |
175 |
{ |
176 |
U8 c = (U8)data [x][y]; |
177 |
|
178 |
if (!c) |
179 |
c = ' '; |
180 |
else if (c < 10) |
181 |
c += '0'; |
182 |
else if (c < 32) |
183 |
c += 'a' - 10; |
184 |
|
185 |
putc ((char)c, stdout); |
186 |
} |
187 |
|
188 |
putc ('\n', stdout); |
189 |
} |
190 |
|
191 |
putc ('\n', stdout); |
192 |
} |
193 |
|
194 |
///////////////////////////////////////////////////////////////////////////// |
195 |
// isolation remover - ensures single connected area |
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|
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typedef fixed_stack<point> pointlist; |
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|
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static void noinline |
200 |
push_flood_fill (layout &dist, pointlist &seeds, int x, int y) |
201 |
{ |
202 |
if (dist [x][y]) |
203 |
return; |
204 |
|
205 |
while (y > 0 && !dist [x][y - 1]) |
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--y; |
207 |
|
208 |
int y0 = y; |
209 |
|
210 |
while (y < dist.h && !dist [x][y]) |
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{ |
212 |
seeds.push (point (x, y)); |
213 |
|
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dist [x][y] = 1; |
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++y; |
216 |
} |
217 |
|
218 |
while (--y >= y0) |
219 |
{ |
220 |
if (x > 0 && !dist [x - 1][y]) 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); |
222 |
} |
223 |
} |
224 |
|
225 |
static inline void |
226 |
make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb) |
227 |
{ |
228 |
for (;;) |
229 |
{ |
230 |
point neigh[4]; |
231 |
int ncnt = 0; |
232 |
|
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d += perturb > 1; |
234 |
|
235 |
if (x > 0 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y); |
236 |
if (x < dist.w - 1 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y); |
237 |
if (y > 0 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1); |
238 |
if (y < dist.h - 1 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1); |
239 |
|
240 |
if (!ncnt) |
241 |
return; |
242 |
|
243 |
point p = neigh [perturb ? rmg_rndm (ncnt) : 0]; |
244 |
|
245 |
seeds.push (p); |
246 |
|
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x = p.x; |
248 |
y = p.y; |
249 |
|
250 |
d = dist [x][y]; |
251 |
dist [x][y] = 1; |
252 |
} |
253 |
} |
254 |
|
255 |
static void inline |
256 |
maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d) |
257 |
{ |
258 |
char &D = dist [x][y]; |
259 |
|
260 |
if (U8 (D) > d) // if wall and higher distance, lower distance |
261 |
D = d; |
262 |
else if (D) // otherwise, if it's no room, this space is uninteresting |
263 |
return; |
264 |
|
265 |
seeds.push (point (x, y)); |
266 |
} |
267 |
|
268 |
// isolation remover, works on a "distance" map |
269 |
// the map must be initialised with 0 == rooms, 255 = walls |
270 |
static void noinline |
271 |
isolation_remover (layout &dist, unsigned int perturb = 2) |
272 |
{ |
273 |
// dist contains |
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// 0 == invisited rooms |
275 |
// 1 == visited rooms |
276 |
// 2+ shortest distance to random near room |
277 |
|
278 |
clamp_it (perturb, 0, 2); |
279 |
|
280 |
// phase 1, find seed |
281 |
int cnt = 0; |
282 |
int x, y; |
283 |
|
284 |
for (int i = 0; i < dist.w; ++i) |
285 |
for (int j = 0; j < dist.h; ++j) |
286 |
if (!dist [i][j] && !rmg_rndm (++cnt)) |
287 |
x = i, y = j; |
288 |
|
289 |
if (!cnt) |
290 |
{ |
291 |
// map is completely massive, this is not good, |
292 |
// so make it empty instead. |
293 |
dist.fill (1); |
294 |
return; |
295 |
} |
296 |
|
297 |
fixed_stack<point> seeds (dist.w * dist.h * 5); |
298 |
|
299 |
// found first free space - picking the first one gives |
300 |
// us a slight bias for tunnels, but usually you won't |
301 |
// notice that in-game |
302 |
seeds.push (point (x, y)); |
303 |
|
304 |
// phase 2, while we have seeds, if |
305 |
// seed is empty, floodfill, else grow |
306 |
|
307 |
while (seeds.size) |
308 |
{ |
309 |
coroapi::cede_to_tick (); |
310 |
|
311 |
point p = seeds.remove (rmg_rndm (seeds.size)); |
312 |
|
313 |
x = p.x; |
314 |
y = p.y; |
315 |
|
316 |
if (!dist [x][y]) |
317 |
{ |
318 |
// found new isolated area, make tunnel |
319 |
push_flood_fill (dist, seeds, x, y); |
320 |
make_tunnel (dist, seeds, x, y, 254, perturb); |
321 |
} |
322 |
else |
323 |
{ |
324 |
// nothing here, continue to expand |
325 |
U8 d = U8 (dist [x][y]) + 1; |
326 |
|
327 |
if (x < dist.w - 1) maybe_push (dist, seeds, x + 1, y, d); |
328 |
if (x > 0) maybe_push (dist, seeds, x - 1, y, d); |
329 |
if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d); |
330 |
if (y > 0) maybe_push (dist, seeds, x, y - 1, d); |
331 |
} |
332 |
} |
333 |
} |
334 |
|
335 |
void |
336 |
layout::isolation_remover (int perturb) |
337 |
{ |
338 |
layout dist (w - 2, h - 2); // map without border |
339 |
|
340 |
for (int x = 1; x < w - 1; ++x) |
341 |
for (int y = 1; y < h - 1; ++y) |
342 |
dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0; |
343 |
|
344 |
::isolation_remover (dist, perturb); |
345 |
|
346 |
// now copy the tunnels over |
347 |
for (int x = 1; x < w - 1; ++x) |
348 |
for (int y = 1; y < h - 1; ++y) |
349 |
if (data [x][y] == '#' && dist [x - 1][y - 1] == 1) |
350 |
data [x][y] = 0; |
351 |
} |
352 |
|
353 |
///////////////////////////////////////////////////////////////////////////// |
354 |
|
355 |
//+GPL |
356 |
|
357 |
/* puts doors at appropriate locations in a maze. */ |
358 |
void |
359 |
layout::doorify () |
360 |
{ |
361 |
int ndoors = w * h / 60; /* reasonable number of doors. */ |
362 |
|
363 |
fixed_stack<point> doorloc (w * h); |
364 |
|
365 |
/* make a list of possible door locations */ |
366 |
for (int i = 1; i < w - 1; i++) |
367 |
for (int j = 1; j < h - 1; j++) |
368 |
{ |
369 |
int sindex = surround_flag (*this, i, j); |
370 |
|
371 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
372 |
doorloc.push (point (i, j)); |
373 |
} |
374 |
|
375 |
while (ndoors && doorloc.size) |
376 |
{ |
377 |
point p = doorloc.remove (rmg_rndm (doorloc.size)); |
378 |
|
379 |
int sindex = surround_flag (*this, p.x, p.y); |
380 |
|
381 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
382 |
{ |
383 |
data [p.x][p.y] = 'D'; |
384 |
--ndoors; |
385 |
} |
386 |
} |
387 |
} |
388 |
|
389 |
/* takes a map and makes it symmetric: adjusts Xsize and |
390 |
* Ysize to produce a symmetric map. |
391 |
*/ |
392 |
void |
393 |
layout::symmetrize (int symmetry) |
394 |
{ |
395 |
if (symmetry == SYMMETRY_NONE) |
396 |
return; |
397 |
|
398 |
layout sym_layout ( |
399 |
symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w, |
400 |
symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h |
401 |
); |
402 |
|
403 |
if (symmetry == SYMMETRY_X) |
404 |
for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
405 |
for (int j = 0; j < sym_layout.h; j++) |
406 |
{ |
407 |
sym_layout[i ][j] = |
408 |
sym_layout[sym_layout.w - i - 1][j] = data [i][j]; |
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 |
|
769 |
// inspired mostly by http://www.jimrandomh.org/misc/caves.txt |
770 |
void |
771 |
layout::gen_cave (int subtype) |
772 |
{ |
773 |
switch (subtype) |
774 |
{ |
775 |
// a rough cave |
776 |
case 0: |
777 |
fill_rand (rmg_rndm (85, 97)); |
778 |
break; |
779 |
|
780 |
// corridors |
781 |
case 1: |
782 |
fill_rand (rmg_rndm (5, 40)); |
783 |
erode_1_2 (5, 2, 10); |
784 |
erode_1_2 (5, -1, 10); |
785 |
erode_1_2 (5, 2, 1); |
786 |
break; |
787 |
|
788 |
// somewhat open, some room-like structures |
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: |
797 |
fill_rand (45); |
798 |
erode_1_2 (5, 0, 5); |
799 |
erode_1_2 (5, 1, 1); |
800 |
break; |
801 |
} |
802 |
|
803 |
border (); |
804 |
isolation_remover (1); |
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 |
int rx = rmg_rndm (0, w - rw); |
818 |
int ry = rmg_rndm (0, h - rh); |
819 |
|
820 |
rect (rx, ry, rx + rw, ry + rh, '#'); |
821 |
fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0); |
822 |
} |
823 |
|
824 |
border (); |
825 |
isolation_remover (0); |
826 |
} |
827 |
|
828 |
static void |
829 |
gen_mixed_ (layout &maze, random_map_params *RP, int dir) |
830 |
{ |
831 |
if (maze.w < 20 && maze.h < 20 && !rmg_rndm (3)) |
832 |
dir = 2; // stop recursion randomly |
833 |
|
834 |
if (dir == 0 && maze.w > 16) |
835 |
{ |
836 |
int m = rmg_rndm (8, maze.w - 8); |
837 |
|
838 |
layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP, !dir); |
839 |
layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP, !dir); |
840 |
} |
841 |
else if (dir == 1 && maze.h > 16) |
842 |
{ |
843 |
int m = rmg_rndm (8, maze.h - 8); |
844 |
|
845 |
layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP, !dir); |
846 |
layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP, !dir); |
847 |
} |
848 |
else |
849 |
{ |
850 |
RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1; |
851 |
|
852 |
if (RP->map_layout_style == LAYOUT_MULTIPLE) |
853 |
++RP->map_layout_style; |
854 |
|
855 |
maze.generate (RP); |
856 |
} |
857 |
} |
858 |
|
859 |
// recursive subdivision with random sublayouts |
860 |
static void |
861 |
gen_mixed (layout &maze, random_map_params *RP) |
862 |
{ |
863 |
random_map_params &rp = *new random_map_params (RP); |
864 |
gen_mixed_ (maze, &rp, rmg_rndm (2)); |
865 |
delete &rp; |
866 |
|
867 |
maze.border (); |
868 |
maze.isolation_remover (0); |
869 |
} |
870 |
|
871 |
//+GPL |
872 |
|
873 |
/* function selects the maze function and gives it whatever |
874 |
arguments it needs. */ |
875 |
void |
876 |
layout::generate (random_map_params *RP) |
877 |
{ |
878 |
switch (RP->map_layout_style) |
879 |
{ |
880 |
case LAYOUT_ONION: |
881 |
map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2); |
882 |
|
883 |
if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF))) |
884 |
roomify (); |
885 |
|
886 |
break; |
887 |
|
888 |
case LAYOUT_MAZE: |
889 |
maze_gen (*this, RP->get_iv ("maze_type", rmg_rndm (4))); |
890 |
|
891 |
if (rmg_rndm (2)) |
892 |
doorify (); |
893 |
|
894 |
break; |
895 |
|
896 |
case LAYOUT_SPIRAL: |
897 |
map_gen_spiral (*this, RP->layoutoptions1); |
898 |
|
899 |
if (rmg_rndm (2)) |
900 |
doorify (); |
901 |
|
902 |
break; |
903 |
|
904 |
case LAYOUT_ROGUELIKE: |
905 |
/* Don't put symmetry in rogue maps. There isn't much reason to |
906 |
* do so in the first place (doesn't make it any more interesting), |
907 |
* but more importantly, the symmetry code presumes we are symmetrizing |
908 |
* spirals, or maps with lots of passages - making a symmetric rogue |
909 |
* map fails because its likely that the passages the symmetry process |
910 |
* creates may not connect the rooms. |
911 |
*/ |
912 |
RP->symmetry_used = SYMMETRY_NONE; |
913 |
roguelike_layout_gen (*this, RP->layoutoptions1); |
914 |
/* no doorifying... done already */ |
915 |
break; |
916 |
|
917 |
case LAYOUT_SNAKE: |
918 |
make_snake_layout (*this, RP->layoutoptions1); |
919 |
|
920 |
if (rmg_rndm (2)) |
921 |
roomify (); |
922 |
|
923 |
break; |
924 |
|
925 |
case LAYOUT_SQUARE_SPIRAL: |
926 |
make_square_spiral_layout (*this, RP->layoutoptions1); |
927 |
|
928 |
if (rmg_rndm (2)) |
929 |
roomify (); |
930 |
|
931 |
break; |
932 |
|
933 |
case LAYOUT_CAVE: |
934 |
gen_cave (RP->get_iv ("cave_type", rmg_rndm (4))); |
935 |
|
936 |
if (rmg_rndm (2)) |
937 |
doorify (); |
938 |
|
939 |
break; |
940 |
|
941 |
case LAYOUT_CASTLE: |
942 |
gen_castle (); |
943 |
|
944 |
if (rmg_rndm (2)) |
945 |
doorify (); |
946 |
|
947 |
break; |
948 |
|
949 |
case LAYOUT_MULTIPLE: |
950 |
gen_mixed (*this, RP); |
951 |
break; |
952 |
|
953 |
default: |
954 |
abort (); |
955 |
} |
956 |
} |
957 |
|
958 |
//-GPL |
959 |
|
960 |
#if 0 |
961 |
static void |
962 |
gen_village (layout &maze) |
963 |
{ |
964 |
maze.clear (); |
965 |
maze.border (); |
966 |
|
967 |
for (int n = maze.w * maze.h / 200 + 1; n--; ) |
968 |
{ |
969 |
int rw = rmg_rndm (6, 10); |
970 |
int rh = rmg_rndm (6, 10); |
971 |
|
972 |
int rx = rmg_rndm (2, maze.w - rw - 2); |
973 |
int ry = rmg_rndm (2, maze.h - rh - 2); |
974 |
|
975 |
maze.rect (rx, ry, rx + rw, ry + rh, '#'); |
976 |
} |
977 |
|
978 |
maze.border (); |
979 |
maze.isolation_remover (2); |
980 |
} |
981 |
|
982 |
static struct demo |
983 |
{ |
984 |
demo () |
985 |
{ |
986 |
rmg_rndm.seed (time (0)); |
987 |
|
988 |
for(int i=1;i<100;i++) |
989 |
{ |
990 |
layout maze (40, 30); |
991 |
gen_village (maze); |
992 |
maze.doorify (); |
993 |
maze.print (); |
994 |
exit(0); |
995 |
} |
996 |
|
997 |
exit (1); |
998 |
} |
999 |
} demo; |
1000 |
#endif |