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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 noinline |
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layout::alloc (int w, int h) |
30 |
{ |
31 |
assert (sizeof (cell) == 1); |
32 |
|
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this->w = w; |
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this->h = h; |
35 |
|
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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); |
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|
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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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} |
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|
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layout::layout (layout ©) |
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{ |
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alloc (copy.w, copy.h); |
56 |
|
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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 |
} |
73 |
|
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layout::~layout () |
75 |
{ |
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sfree ((char *)data, size); |
77 |
} |
78 |
|
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void noinline |
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 noinline |
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layout::replace (char from, char to) |
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{ |
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for (int x = 0; x < w; ++x) |
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for (int y = 0; y < h; ++y) |
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if (data [x][y] == from) |
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data [x][y] = to; |
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} |
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|
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void noinline |
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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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} |
106 |
|
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void noinline |
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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 |
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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 noinline |
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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 = 0; x < w; ++x) |
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for (int y = 0; y < h; ++y) |
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data [x][y] = rmg_rndm (256) > percent ? 0 : '#'; |
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} |
129 |
|
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///////////////////////////////////////////////////////////////////////////// |
131 |
|
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// erode by cellular automata |
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void noinline |
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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--) |
139 |
{ |
140 |
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; |
147 |
|
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// a 5x5 area, dx, dy, distance (1 == <= 1, 0 <= 2) |
149 |
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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}; |
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 |
if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny]) |
163 |
{ |
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 |
|
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void |
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layout::print () const |
181 |
{ |
182 |
for (int y = 0; y < h; y++) |
183 |
{ |
184 |
for (int x = 0; x < w; x++) |
185 |
{ |
186 |
U8 c = (U8)data [x][y]; |
187 |
|
188 |
if (!c) |
189 |
c = ' '; |
190 |
else if (c < 10) |
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c += '0'; |
192 |
else if (c < 32) |
193 |
c += 'a' - 10; |
194 |
|
195 |
putc ((char)c, stdout); |
196 |
} |
197 |
|
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putc ('\n', stdout); |
199 |
} |
200 |
|
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putc ('\n', stdout); |
202 |
} |
203 |
|
204 |
///////////////////////////////////////////////////////////////////////////// |
205 |
// isolation remover - ensures single connected area |
206 |
|
207 |
typedef fixed_stack<point> pointlist; |
208 |
|
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static void noinline |
210 |
push_flood_fill (layout &dist, pointlist &seeds, int x, int y) |
211 |
{ |
212 |
if (dist [x][y]) |
213 |
return; |
214 |
|
215 |
while (y > 0 && !dist [x][y - 1]) |
216 |
--y; |
217 |
|
218 |
int y0 = y; |
219 |
|
220 |
while (y < dist.h && !dist [x][y]) |
221 |
{ |
222 |
seeds.push (point (x, y)); |
223 |
|
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dist [x][y] = 1; |
225 |
++y; |
226 |
} |
227 |
|
228 |
while (--y >= y0) |
229 |
{ |
230 |
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 |
} |
233 |
} |
234 |
|
235 |
static void inline |
236 |
make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb) |
237 |
{ |
238 |
for (;;) |
239 |
{ |
240 |
point neigh[4]; |
241 |
int ncnt = 0; |
242 |
|
243 |
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 |
|
250 |
if (!ncnt) |
251 |
return; |
252 |
|
253 |
point p = neigh [perturb ? rmg_rndm (ncnt) : 0]; |
254 |
|
255 |
seeds.push (p); |
256 |
|
257 |
x = p.x; |
258 |
y = p.y; |
259 |
|
260 |
d = dist [x][y]; |
261 |
dist [x][y] = 1; |
262 |
} |
263 |
} |
264 |
|
265 |
static void inline |
266 |
maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d) |
267 |
{ |
268 |
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 |
|
275 |
seeds.push (point (x, y)); |
276 |
} |
277 |
|
278 |
// isolation remover, works on a "distance" map |
279 |
// the map must be initialised with 0 == rooms, 255 = walls |
280 |
static void noinline |
281 |
isolation_remover (layout &dist, unsigned int perturb = 2) |
282 |
{ |
283 |
// dist contains |
284 |
// 0 == invisited rooms |
285 |
// 1 == visited rooms |
286 |
// 2+ shortest distance to random near room |
287 |
|
288 |
clamp_it (perturb, 0, 2); |
289 |
|
290 |
// phase 1, find seed |
291 |
int cnt = 0; |
292 |
int x, y; |
293 |
|
294 |
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 |
|
299 |
if (!cnt) |
300 |
{ |
301 |
// map is completely massive, this is not good, |
302 |
// so make it empty instead. |
303 |
dist.fill (1); |
304 |
return; |
305 |
} |
306 |
|
307 |
fixed_stack<point> seeds (dist.w * dist.h * 5); |
308 |
|
309 |
// 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 |
|
314 |
// phase 2, while we have seeds, if |
315 |
// seed is empty, floodfill, else grow |
316 |
|
317 |
while (seeds.size) |
318 |
{ |
319 |
coroapi::cede_to_tick (); |
320 |
|
321 |
point p = seeds.remove (rmg_rndm (seeds.size)); |
322 |
|
323 |
x = p.x; |
324 |
y = p.y; |
325 |
|
326 |
if (!dist [x][y]) |
327 |
{ |
328 |
// found new isolated area, make tunnel |
329 |
push_flood_fill (dist, seeds, x, y); |
330 |
make_tunnel (dist, seeds, x, y, 254, perturb); |
331 |
} |
332 |
else |
333 |
{ |
334 |
// nothing here, continue to expand |
335 |
U8 d = U8 (dist [x][y]) + 1; |
336 |
|
337 |
if (x < dist.w - 1) maybe_push (dist, seeds, x + 1, y, d); |
338 |
if (x > 0) maybe_push (dist, seeds, x - 1, y, d); |
339 |
if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d); |
340 |
if (y > 0) maybe_push (dist, seeds, x, y - 1, d); |
341 |
} |
342 |
} |
343 |
} |
344 |
|
345 |
void |
346 |
layout::isolation_remover (int perturb) |
347 |
{ |
348 |
layout dist (w - 2, h - 2); // map without border |
349 |
|
350 |
for (int x = 1; x < w - 1; ++x) |
351 |
for (int y = 1; y < h - 1; ++y) |
352 |
dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0; |
353 |
|
354 |
::isolation_remover (dist, perturb); |
355 |
|
356 |
// now copy the tunnels over |
357 |
for (int x = 1; x < w - 1; ++x) |
358 |
for (int y = 1; y < h - 1; ++y) |
359 |
if (data [x][y] == '#' && dist [x - 1][y - 1] == 1) |
360 |
data [x][y] = 0; |
361 |
} |
362 |
|
363 |
///////////////////////////////////////////////////////////////////////////// |
364 |
|
365 |
//+GPL |
366 |
|
367 |
/* puts doors at appropriate locations in a maze. */ |
368 |
void |
369 |
layout::doorify () |
370 |
{ |
371 |
int ndoors = w * h / 60; /* reasonable number of doors. */ |
372 |
|
373 |
coroapi::cede_to_tick (); |
374 |
|
375 |
fixed_stack<point> doorloc (w * h); |
376 |
|
377 |
/* make a list of possible door locations */ |
378 |
for (int i = 1; i < w - 1; i++) |
379 |
for (int j = 1; j < h - 1; j++) |
380 |
{ |
381 |
int sindex = surround_flag (*this, i, j); |
382 |
|
383 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
384 |
doorloc.push (point (i, j)); |
385 |
} |
386 |
|
387 |
while (ndoors && doorloc.size) |
388 |
{ |
389 |
point p = doorloc.remove (rmg_rndm (doorloc.size)); |
390 |
|
391 |
int sindex = surround_flag (*this, p.x, p.y); |
392 |
|
393 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
394 |
{ |
395 |
data [p.x][p.y] = 'D'; |
396 |
--ndoors; |
397 |
} |
398 |
} |
399 |
} |
400 |
|
401 |
/* takes a map and makes it symmetric: adjusts Xsize and |
402 |
* Ysize to produce a symmetric map. |
403 |
*/ |
404 |
void |
405 |
layout::symmetrize (int symmetry) |
406 |
{ |
407 |
if (symmetry == SYMMETRY_NONE) |
408 |
return; |
409 |
|
410 |
layout sym_layout ( |
411 |
symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w, |
412 |
symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h |
413 |
); |
414 |
|
415 |
if (symmetry == SYMMETRY_X) |
416 |
for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
417 |
for (int j = 0; j < sym_layout.h; j++) |
418 |
{ |
419 |
sym_layout[i ][j] = |
420 |
sym_layout[sym_layout.w - i - 1][j] = data [i][j]; |
421 |
} |
422 |
|
423 |
if (symmetry == SYMMETRY_Y) |
424 |
for (int i = 0; i < sym_layout.w; i++) |
425 |
for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
426 |
{ |
427 |
sym_layout[i][j ] = |
428 |
sym_layout[i][sym_layout.h - j - 1] = data [i][j]; |
429 |
} |
430 |
|
431 |
if (symmetry == SYMMETRY_XY) |
432 |
for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
433 |
for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
434 |
{ |
435 |
sym_layout[i ][j ] = |
436 |
sym_layout[i ][sym_layout.h - j - 1] = |
437 |
sym_layout[sym_layout.w - i - 1][j ] = |
438 |
sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j]; |
439 |
} |
440 |
|
441 |
/* need to run the isolation remover for some layouts */ |
442 |
#if 0 |
443 |
switch (RP->map_layout_style) |
444 |
{ |
445 |
case LAYOUT_ONION: |
446 |
case LAYOUT_SNAKE: |
447 |
case LAYOUT_SQUARE_SPIRAL: |
448 |
// safe |
449 |
break; |
450 |
|
451 |
default: |
452 |
sym_layout.isolation_remover (); |
453 |
break; |
454 |
} |
455 |
#endif |
456 |
sym_layout.isolation_remover (); |
457 |
|
458 |
swap (sym_layout); |
459 |
} |
460 |
|
461 |
//-GPL |
462 |
|
463 |
void |
464 |
layout::rotate (int rotation) |
465 |
{ |
466 |
coroapi::cede_to_tick (); |
467 |
|
468 |
switch (rotation & 3) |
469 |
{ |
470 |
case 2: /* a reflection */ |
471 |
{ |
472 |
layout new_layout (w, h); |
473 |
|
474 |
for (int i = 0; i < w; i++) /* copy a reflection back */ |
475 |
for (int j = 0; j < h; j++) |
476 |
new_layout [i][j] = data [w - i - 1][h - j - 1]; |
477 |
|
478 |
swap (new_layout); |
479 |
} |
480 |
break; |
481 |
|
482 |
case 1: |
483 |
case 3: |
484 |
{ |
485 |
layout new_layout (h, w); |
486 |
|
487 |
if (rotation == 1) /* swap x and y */ |
488 |
for (int i = 0; i < w; i++) |
489 |
for (int j = 0; j < h; j++) |
490 |
new_layout [j][i] = data [i][j]; |
491 |
|
492 |
if (rotation == 3) /* swap x and y */ |
493 |
for (int i = 0; i < w; i++) |
494 |
for (int j = 0; j < h; j++) |
495 |
new_layout [j][i] = data [w - i - 1][h - j - 1]; |
496 |
|
497 |
swap (new_layout); |
498 |
} |
499 |
break; |
500 |
} |
501 |
} |
502 |
|
503 |
///////////////////////////////////////////////////////////////////////////// |
504 |
|
505 |
//+GPL |
506 |
|
507 |
/* |
508 |
* Expands a maze by 2x in each dimension. |
509 |
* H. S. Teoh |
510 |
*/ |
511 |
|
512 |
/* Copy the old tile X into the new one at location (i*2, j*2) and |
513 |
* fill up the rest of the 2x2 result with \0: |
514 |
* X ---> X \0 |
515 |
* \0 \0 |
516 |
*/ |
517 |
static void inline |
518 |
expand_misc (layout &newlayout, int i, int j, layout &maze) |
519 |
{ |
520 |
newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = maze[i][j]; |
521 |
/* (Note: no need to reset rest of 2x2 area to \0 because calloc does that |
522 |
* for us.) */ |
523 |
} |
524 |
|
525 |
/* Returns a bitmap that represents which squares on the right and bottom |
526 |
* edges of a square (i,j) match the given character: |
527 |
* 1 match on (i+1, j) |
528 |
* 2 match on (i, j+1) |
529 |
* 4 match on (i+1, j+1) |
530 |
* and the possible combinations thereof. |
531 |
*/ |
532 |
static int noinline |
533 |
calc_pattern (char ch, layout &maze, int i, int j) |
534 |
{ |
535 |
int pattern = 0; |
536 |
|
537 |
if (i + 1 < maze.w && maze[i + 1][j] == ch) |
538 |
pattern |= 1; |
539 |
|
540 |
if (j + 1 < maze.h) |
541 |
{ |
542 |
if (maze[i][j + 1] == ch) |
543 |
pattern |= 2; |
544 |
|
545 |
if (i + 1 < maze.w && maze[i + 1][j + 1] == ch) |
546 |
pattern |= 4; |
547 |
} |
548 |
|
549 |
return pattern; |
550 |
} |
551 |
|
552 |
/* Expand a wall. This function will try to sensibly connect the resulting |
553 |
* wall to adjacent wall squares, so that the result won't have disconnected |
554 |
* walls. |
555 |
*/ |
556 |
static void inline |
557 |
expand_wall (layout &newlayout, int i, int j, layout &maze) |
558 |
{ |
559 |
int wall_pattern = calc_pattern ('#', maze, i, j); |
560 |
int door_pattern = calc_pattern ('D', maze, i, j); |
561 |
int both_pattern = wall_pattern | door_pattern; |
562 |
|
563 |
newlayout[i * 2][j * 2] = '#'; |
564 |
|
565 |
if (i + 1 < maze.w) |
566 |
{ |
567 |
if (both_pattern & 1) |
568 |
{ /* join walls/doors to the right */ |
569 |
/* newlayout[i*2+1][j*2] = '#'; */ |
570 |
newlayout[i * 2 + 1][j * 2] = maze[i + 1][j]; |
571 |
} |
572 |
} |
573 |
|
574 |
if (j + 1 < maze.h) |
575 |
{ |
576 |
if (both_pattern & 2) |
577 |
{ /* join walls/doors to the bottom */ |
578 |
/* newlayout[i*2][j*2+1] = '#'; */ |
579 |
newlayout[i * 2][j * 2 + 1] = maze[i][j + 1]; |
580 |
} |
581 |
|
582 |
if (wall_pattern == 7) |
583 |
{ /* if orig maze is a 2x2 wall block, |
584 |
* we fill the result with walls. */ |
585 |
newlayout[i * 2 + 1][j * 2 + 1] = '#'; |
586 |
} |
587 |
} |
588 |
} |
589 |
|
590 |
/* This function will try to sensibly connect doors so that they meet up with |
591 |
* adjacent walls. Note that it will also presumptuously delete (ignore) doors |
592 |
* that it doesn't know how to correctly expand. |
593 |
*/ |
594 |
static void inline |
595 |
expand_door (layout &newlayout, int i, int j, layout &maze) |
596 |
{ |
597 |
int wall_pattern = calc_pattern ('#', maze, i, j); |
598 |
int door_pattern = calc_pattern ('D', maze, i, j); |
599 |
int join_pattern; |
600 |
|
601 |
/* Doors "like" to connect to walls more than other doors. If there is |
602 |
* a wall and another door, this door will connect to the wall and |
603 |
* disconnect from the other door. */ |
604 |
if (wall_pattern & 3) |
605 |
join_pattern = wall_pattern; |
606 |
else |
607 |
join_pattern = door_pattern; |
608 |
|
609 |
newlayout[i * 2][j * 2] = 'D'; |
610 |
|
611 |
if (i + 1 < maze.w) |
612 |
if (join_pattern & 1) |
613 |
/* there is a door/wall to the right */ |
614 |
newlayout[i * 2 + 1][j * 2] = 'D'; |
615 |
|
616 |
if (j + 1 < maze.h) |
617 |
if (join_pattern & 2) |
618 |
/* there is a door/wall below */ |
619 |
newlayout[i * 2][j * 2 + 1] = 'D'; |
620 |
} |
621 |
|
622 |
void |
623 |
layout::expand2x () |
624 |
{ |
625 |
layout new_layout (w * 2 - 1, h * 2 - 1); |
626 |
|
627 |
new_layout.clear (); |
628 |
|
629 |
coroapi::cede_to_tick (); |
630 |
|
631 |
for (int i = 0; i < w; i++) |
632 |
for (int j = 0; j < h; j++) |
633 |
switch (data [i][j]) |
634 |
{ |
635 |
case '#': expand_wall (new_layout, i, j, *this); break; |
636 |
case 'D': expand_door (new_layout, i, j, *this); break; |
637 |
default: expand_misc (new_layout, i, j, *this); break; |
638 |
} |
639 |
|
640 |
swap (new_layout); |
641 |
} |
642 |
|
643 |
///////////////////////////////////////////////////////////////////////////// |
644 |
|
645 |
/* checks the maze to see if I can stick a horizontal(dir = 0) wall |
646 |
(or vertical, dir == 1) |
647 |
here which ends up on other walls sensibly. */ |
648 |
static int |
649 |
can_make_wall (const layout &maze, int dx, int dy, int dir) |
650 |
{ |
651 |
int i1; |
652 |
int length = 0; |
653 |
|
654 |
/* dont make walls if we're on the edge. */ |
655 |
if (dx == 0 || dx == (maze.w - 1) || dy == 0 || dy == (maze.h - 1)) |
656 |
return -1; |
657 |
|
658 |
/* don't make walls if we're ON a wall. */ |
659 |
if (maze [dx][dy] != 0) |
660 |
return -1; |
661 |
|
662 |
if (dir == 0) /* horizontal */ |
663 |
{ |
664 |
int y = dy; |
665 |
|
666 |
for (i1 = dx - 1; i1 > 0; i1--) |
667 |
{ |
668 |
int sindex = surround_flag2 (maze, i1, y); |
669 |
|
670 |
if (sindex == 1) break; |
671 |
if (sindex != 0) return -1; /* can't make horiz. wall here */ |
672 |
if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */ |
673 |
|
674 |
length++; |
675 |
} |
676 |
|
677 |
for (i1 = dx + 1; i1 < maze.w - 1; i1++) |
678 |
{ |
679 |
int sindex = surround_flag2 (maze, i1, y); |
680 |
|
681 |
if (sindex == 2) break; |
682 |
if (sindex != 0) return -1; /* can't make horiz. wall here */ |
683 |
if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */ |
684 |
|
685 |
length++; |
686 |
} |
687 |
return length; |
688 |
} |
689 |
else |
690 |
{ /* vertical */ |
691 |
int x = dx; |
692 |
|
693 |
for (i1 = dy - 1; i1 > 0; i1--) |
694 |
{ |
695 |
int sindex = surround_flag2 (maze, x, i1); |
696 |
|
697 |
if (sindex == 4) break; |
698 |
if (sindex != 0) return -1; /* can't make vert. wall here */ |
699 |
if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */ |
700 |
|
701 |
length++; |
702 |
} |
703 |
|
704 |
for (i1 = dy + 1; i1 < maze.h - 1; i1++) |
705 |
{ |
706 |
int sindex = surround_flag2 (maze, x, i1); |
707 |
|
708 |
if (sindex == 8) break; |
709 |
if (sindex != 0) return -1; /* can't make verti. wall here */ |
710 |
if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */ |
711 |
|
712 |
length++; |
713 |
} |
714 |
|
715 |
return length; |
716 |
} |
717 |
|
718 |
return -1; |
719 |
} |
720 |
|
721 |
int |
722 |
make_wall (layout &maze, int x, int y, int dir) |
723 |
{ |
724 |
maze[x][y] = 'D'; /* mark a door */ |
725 |
|
726 |
switch (dir) |
727 |
{ |
728 |
case 0: /* horizontal */ |
729 |
{ |
730 |
for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#'; |
731 |
for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#'; |
732 |
break; |
733 |
} |
734 |
case 1: /* vertical */ |
735 |
{ |
736 |
for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#'; |
737 |
for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#'; |
738 |
break; |
739 |
} |
740 |
} |
741 |
|
742 |
return 0; |
743 |
} |
744 |
|
745 |
void |
746 |
layout::roomify () |
747 |
{ |
748 |
int tries = w * h / 30; |
749 |
|
750 |
coroapi::cede_to_tick (); |
751 |
|
752 |
for (int ti = 0; ti < tries; ti++) |
753 |
{ |
754 |
/* starting location for looking at creating a door */ |
755 |
int dx = rmg_rndm (w); |
756 |
int dy = rmg_rndm (h); |
757 |
|
758 |
/* results of checking on creating walls. */ |
759 |
int cx = can_make_wall (*this, dx, dy, 0); /* horizontal */ |
760 |
int cy = can_make_wall (*this, dx, dy, 1); /* vertical */ |
761 |
|
762 |
if (cx == -1) |
763 |
{ |
764 |
if (cy != -1) |
765 |
make_wall (*this, dx, dy, 1); |
766 |
|
767 |
continue; |
768 |
} |
769 |
|
770 |
if (cy == -1) |
771 |
{ |
772 |
make_wall (*this, dx, dy, 0); |
773 |
continue; |
774 |
} |
775 |
|
776 |
if (cx < cy) |
777 |
make_wall (*this, dx, dy, 0); |
778 |
else |
779 |
make_wall (*this, dx, dy, 1); |
780 |
} |
781 |
} |
782 |
|
783 |
//-GPL |
784 |
|
785 |
///////////////////////////////////////////////////////////////////////////// |
786 |
|
787 |
// inspired mostly by http://www.jimrandomh.org/misc/caves.txt |
788 |
void |
789 |
layout::gen_cave (int subtype) |
790 |
{ |
791 |
switch (subtype) |
792 |
{ |
793 |
// a rough cave |
794 |
case 0: |
795 |
fill_rand (rmg_rndm (85, 97)); |
796 |
break; |
797 |
|
798 |
// corridors |
799 |
case 1: |
800 |
fill_rand (rmg_rndm (5, 40)); |
801 |
erode_1_2 (5, 2, 10); |
802 |
erode_1_2 (5, -1, 10); |
803 |
erode_1_2 (5, 2, 1); |
804 |
break; |
805 |
|
806 |
// somewhat open, some room-like structures |
807 |
case 2: |
808 |
fill_rand (45); |
809 |
erode_1_2 (5, 2, 4); |
810 |
erode_1_2 (5, -1, 3); |
811 |
break; |
812 |
|
813 |
// wide open, roundish |
814 |
case 3: |
815 |
fill_rand (45); |
816 |
erode_1_2 (5, 0, 5); |
817 |
erode_1_2 (5, 1, 1); |
818 |
break; |
819 |
} |
820 |
|
821 |
border (); |
822 |
isolation_remover (1); |
823 |
} |
824 |
|
825 |
void |
826 |
layout::gen_castle () |
827 |
{ |
828 |
fill ('#'); |
829 |
|
830 |
for (int n = w * h / 30 + 1; n--; ) |
831 |
{ |
832 |
int rw = rmg_rndm (6, 10); |
833 |
int rh = rmg_rndm (6, 10); |
834 |
|
835 |
if (rw > w || rh > h) |
836 |
continue; |
837 |
|
838 |
int rx = rmg_rndm (0, w - rw); |
839 |
int ry = rmg_rndm (0, h - rh); |
840 |
|
841 |
rect (rx, ry, rx + rw, ry + rh, '#'); |
842 |
fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0); |
843 |
} |
844 |
|
845 |
border (); |
846 |
isolation_remover (0); |
847 |
} |
848 |
|
849 |
static void |
850 |
gen_mixed_ (layout &maze, random_map_params *RP) |
851 |
{ |
852 |
if (maze.w > maze.h && maze.w > 16) |
853 |
{ |
854 |
int m = rmg_rndm (8, maze.w - 8); |
855 |
|
856 |
layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP); |
857 |
layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP); |
858 |
} |
859 |
else if (maze.h > 16) |
860 |
{ |
861 |
int m = rmg_rndm (8, maze.h - 8); |
862 |
|
863 |
layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP); |
864 |
layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP); |
865 |
} |
866 |
else |
867 |
{ |
868 |
RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1; |
869 |
|
870 |
if (RP->map_layout_style == LAYOUT_MULTIPLE) |
871 |
++RP->map_layout_style; |
872 |
|
873 |
maze.generate (RP); |
874 |
} |
875 |
|
876 |
coroapi::cede_to_tick (); |
877 |
} |
878 |
|
879 |
// recursive subdivision with random sublayouts |
880 |
static void |
881 |
gen_mixed (layout &maze, random_map_params *RP) |
882 |
{ |
883 |
random_map_params &rp = *new random_map_params (RP); |
884 |
gen_mixed_ (maze, &rp); |
885 |
delete &rp; |
886 |
|
887 |
maze.border (); |
888 |
|
889 |
// exits currently do not work so well, as they |
890 |
// are currently often found together, so nuke entrances |
891 |
maze.replace ('<', ' '); |
892 |
|
893 |
maze.isolation_remover (0); |
894 |
} |
895 |
|
896 |
//+GPL |
897 |
|
898 |
/* function selects the maze function and gives it whatever |
899 |
arguments it needs. */ |
900 |
void |
901 |
layout::generate (random_map_params *RP) |
902 |
{ |
903 |
switch (RP->map_layout_style) |
904 |
{ |
905 |
case LAYOUT_ONION: |
906 |
map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2); |
907 |
|
908 |
if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF))) |
909 |
roomify (); |
910 |
|
911 |
break; |
912 |
|
913 |
case LAYOUT_MAZE: |
914 |
maze_gen (*this, RP->get_iv ("maze_type", rmg_rndm (4))); |
915 |
|
916 |
if (rmg_rndm (2)) |
917 |
doorify (); |
918 |
|
919 |
break; |
920 |
|
921 |
case LAYOUT_SPIRAL: |
922 |
map_gen_spiral (*this, RP->layoutoptions1); |
923 |
|
924 |
if (rmg_rndm (2)) |
925 |
doorify (); |
926 |
|
927 |
break; |
928 |
|
929 |
case LAYOUT_ROGUELIKE: |
930 |
/* Don't put symmetry in rogue maps. There isn't much reason to |
931 |
* do so in the first place (doesn't make it any more interesting), |
932 |
* but more importantly, the symmetry code presumes we are symmetrizing |
933 |
* spirals, or maps with lots of passages - making a symmetric rogue |
934 |
* map fails because its likely that the passages the symmetry process |
935 |
* creates may not connect the rooms. |
936 |
*/ |
937 |
RP->symmetry_used = SYMMETRY_NONE; |
938 |
roguelike_layout_gen (*this, RP->layoutoptions1); |
939 |
/* no doorifying... done already */ |
940 |
break; |
941 |
|
942 |
case LAYOUT_SNAKE: |
943 |
make_snake_layout (*this, RP->layoutoptions1); |
944 |
|
945 |
if (rmg_rndm (2)) |
946 |
roomify (); |
947 |
|
948 |
break; |
949 |
|
950 |
case LAYOUT_SQUARE_SPIRAL: |
951 |
make_square_spiral_layout (*this, RP->layoutoptions1); |
952 |
|
953 |
if (rmg_rndm (2)) |
954 |
roomify (); |
955 |
|
956 |
break; |
957 |
|
958 |
case LAYOUT_CAVE: |
959 |
gen_cave (RP->get_iv ("cave_type", rmg_rndm (4))); |
960 |
|
961 |
if (rmg_rndm (2)) |
962 |
doorify (); |
963 |
|
964 |
break; |
965 |
|
966 |
case LAYOUT_CASTLE: |
967 |
gen_castle (); |
968 |
|
969 |
if (rmg_rndm (2)) |
970 |
doorify (); |
971 |
|
972 |
break; |
973 |
|
974 |
case LAYOUT_MULTIPLE: |
975 |
gen_mixed (*this, RP); |
976 |
break; |
977 |
|
978 |
default: |
979 |
abort (); |
980 |
} |
981 |
} |
982 |
|
983 |
//-GPL |
984 |
|
985 |
#if 0 |
986 |
static void |
987 |
gen_village (layout &maze) |
988 |
{ |
989 |
maze.clear (); |
990 |
maze.border (); |
991 |
|
992 |
for (int n = maze.w * maze.h / 200 + 1; n--; ) |
993 |
{ |
994 |
int rw = rmg_rndm (6, 10); |
995 |
int rh = rmg_rndm (6, 10); |
996 |
|
997 |
int rx = rmg_rndm (2, maze.w - rw - 2); |
998 |
int ry = rmg_rndm (2, maze.h - rh - 2); |
999 |
|
1000 |
maze.rect (rx, ry, rx + rw, ry + rh, '#'); |
1001 |
} |
1002 |
|
1003 |
maze.border (); |
1004 |
maze.isolation_remover (2); |
1005 |
} |
1006 |
|
1007 |
static struct demo |
1008 |
{ |
1009 |
demo () |
1010 |
{ |
1011 |
rmg_rndm.seed (time (0)); |
1012 |
|
1013 |
for(int i=1;i<100;i++) |
1014 |
{ |
1015 |
layout maze (40, 30); |
1016 |
gen_village (maze); |
1017 |
maze.doorify (); |
1018 |
maze.print (); |
1019 |
exit(0); |
1020 |
} |
1021 |
|
1022 |
exit (1); |
1023 |
} |
1024 |
} demo; |
1025 |
#endif |