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Comparing deliantra/server/random_maps/layout.C (file contents):
Revision 1.10 by root, Sat Jul 3 00:39:57 2010 UTC vs.
Revision 1.34 by root, Sat Nov 17 23:40:02 2018 UTC

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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) Crossfire Development Team (restored, original file without copyright notice) 6 * Copyright (©) 1994-2004 Crossfire Development Team (restored, original file without copyright notice)
6 * 7 *
7 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
9 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
10 * option) any later version. 11 * option) any later version.
11 * 12 *
12 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details. 16 * GNU General Public License for more details.
16 * 17 *
17 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
19 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <random_map.h> 26#include <rmg.h>
26#include <rproto.h> 27#include <rproto.h>
27 28
28void 29ecb_noinline void
29layout::alloc (int w, int h) 30layout::alloc (int w, int h)
30{ 31{
31 assert (sizeof (cell) == 1); 32 assert (sizeof (cell) == 1);
32 33
33 this->w = w; 34 this->w = w;
34 this->h = h; 35 this->h = h;
35 36
36 // we store the layout in a single contiguous memory layout 37 // we store the layout in a single contiguous memory layout
37 // first part consists of pointers to each column, followed 38 // first part consists of pointers to each column, followed
38 // by the actual columns (not rows!) 39 // by the actual columns (not rows!)
39 int size = (sizeof (cell *) + sizeof (cell) * h) * w; 40 size = (sizeof (cell *) + sizeof (cell) * h) * w;
40
41 data = (cell **)salloc<char> (size); 41 data = (cell **)salloc<char> (size);
42 42
43 cell *p = (cell *)(data + w); 43 cell *p = (cell *)(data + w);
44 44
45 for (int x = w; x--; ) 45 for (int x = 0; x < w; ++x)
46 data [x] = p + x * h; 46 data [x] = p + x * h;
47} 47}
48 48
49layout::layout (int w, int h) 49layout::layout (int w, int h)
50{ 50{
56 alloc (copy.w, copy.h); 56 alloc (copy.w, copy.h);
57 57
58 memcpy (data [0], copy.data [0], sizeof (cell) * h * w); 58 memcpy (data [0], copy.data [0], sizeof (cell) * h * w);
59} 59}
60 60
61layout::layout (layout &orig, int x1, int y1, int x2, int y2)
62{
63 w = x2 - x1;
64 h = y2 - y1;
65
66 // we only allocate space for the pointers
67 size = sizeof (cell *) * w;
68 data = (cell **)salloc<char> (size);
69
70 // and now we point back into the original layout
71 for (int x = 0; x < w; ++x)
72 data [x] = orig.data [x + x1] + y1;
73}
74
61layout::~layout () 75layout::~layout ()
62{ 76{
63 int size = (sizeof (cell *) + sizeof (cell) * h) * w;
64
65 sfree ((char *)data, size); 77 sfree ((char *)data, size);
66} 78}
67 79
68void 80ecb_noinline void
69layout::fill (char fill) 81layout::fill (char fill)
70{ 82{
71 memset (data [0], fill, w * h); 83 //memset (data [0], fill, w * h); // only when contiguous :/
84 fill_rect (0, 0, w, h, fill);
72} 85}
73 86
74void 87ecb_noinline void
88layout::replace (char from, char to)
89{
90 for (int x = 0; x < w; ++x)
91 for (int y = 0; y < h; ++y)
92 if (data [x][y] == from)
93 data [x][y] = to;
94}
95
96ecb_noinline void
75layout::rect (int x1, int y1, int x2, int y2, char fill) 97layout::rect (int x1, int y1, int x2, int y2, char fill)
76{ 98{
77 --x2; 99 --x2;
78 100
79 memset (data [x1] + y1, fill, y2 - y1); 101 memset (data [x1] + y1, fill, y2 - y1);
81 103
82 while (++x1 < x2) 104 while (++x1 < x2)
83 data [x1][y1] = data [x1][y2 - 1] = fill; 105 data [x1][y1] = data [x1][y2 - 1] = fill;
84} 106}
85 107
86void 108ecb_noinline void
87layout::fill_rect (int x1, int y1, int x2, int y2, char fill) 109layout::fill_rect (int x1, int y1, int x2, int y2, char fill)
88{ 110{
89 for (; x1 < x2; ++x1) 111 for (; x1 < x2; ++x1)
90 memset (data [x1] + y1, fill, y2 - y1); 112 memset (data [x1] + y1, fill, y2 - y1);
91} 113}
92 114
115void
93void layout::border (char fill) 116layout::border (char fill)
94{ 117{
95 rect (0, 0, w, h, fill); 118 rect (0, 0, w, h, fill);
96} 119}
97 120
98void 121ecb_noinline void
99layout::fill_rand (int percent) 122layout::fill_rand (int percent)
100{ 123{
101 percent = lerp (percent, 0, 100, 0, 256); 124 percent = lerp (percent, 0, 100, 0, 256);
102 125
103 for (int x = w - 1; --x > 0; ) 126 for (int x = 0; x < w; ++x)
104 for (int y = h - 1; --y > 0; ) 127 for (int y = 0; y < h; ++y)
105 data [x][y] = rmg_rndm (256) > percent ? 0 : '#'; 128 data [x][y] = rmg_rndm (256) > percent ? 0 : '#';
106} 129}
107 130
108///////////////////////////////////////////////////////////////////////////// 131/////////////////////////////////////////////////////////////////////////////
109 132
110// erode by cellular automata 133// erode by cellular automata
111void 134ecb_noinline void
112layout::erode_1_2 (int c1, int c2, int repeat) 135layout::erode_1_2 (int c1, int c2, int repeat)
113{ 136{
114 layout neu (w, h); 137 layout neu (w, h);
115 138
116 while (repeat--) 139 while (repeat--)
182///////////////////////////////////////////////////////////////////////////// 205/////////////////////////////////////////////////////////////////////////////
183// isolation remover - ensures single connected area 206// isolation remover - ensures single connected area
184 207
185typedef fixed_stack<point> pointlist; 208typedef fixed_stack<point> pointlist;
186 209
187static void noinline 210ecb_noinline static void
188push_flood_fill (layout &dist, pointlist &seeds, int x, int y) 211push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
189{ 212{
190 if (dist [x][y]) 213 if (dist [x][y])
191 return; 214 return;
192 215
203 ++y; 226 ++y;
204 } 227 }
205 228
206 while (--y >= y0) 229 while (--y >= y0)
207 { 230 {
208 if (x > 0) push_flood_fill (dist, seeds, x - 1, y); 231 if (x > 0 && !dist [x - 1][y]) push_flood_fill (dist, seeds, x - 1, y);
209 if (x < dist.w - 1) push_flood_fill (dist, seeds, x + 1, y); 232 if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y);
210 } 233 }
211} 234}
212 235
213static inline void 236static void inline
214make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d) 237make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb)
215{ 238{
216 for (;;) 239 for (;;)
217 { 240 {
218 point neigh[4]; 241 point neigh[4];
219 int ncnt = 0; 242 int ncnt = 0;
220 243
244 d += perturb > 1;
245
221 if (x > 1 && U8 (dist [x - 1][y]) <= d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y); 246 if (x > 0 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y);
222 if (x < dist.w - 2 && U8 (dist [x + 1][y]) <= d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y); 247 if (x < dist.w - 1 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y);
223 if (y > 1 && U8 (dist [x][y - 1]) <= d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1); 248 if (y > 0 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1);
224 if (y < dist.h - 2 && U8 (dist [x][y + 1]) <= d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1); 249 if (y < dist.h - 1 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1);
225 250
226 if (!ncnt) 251 if (!ncnt)
227 return; 252 return;
228 253
229 point &p = neigh [rmg_rndm (ncnt)]; 254 point p = neigh [perturb ? rmg_rndm (ncnt) : 0];
230 255
231 seeds.push (p); 256 seeds.push (p);
232 257
233 x = p.x; 258 x = p.x;
234 y = p.y; 259 y = p.y;
251 seeds.push (point (x, y)); 276 seeds.push (point (x, y));
252} 277}
253 278
254// isolation remover, works on a "distance" map 279// isolation remover, works on a "distance" map
255// the map must be initialised with 0 == rooms, 255 = walls 280// the map must be initialised with 0 == rooms, 255 = walls
256static void noinline 281ecb_noinline static void
257isolation_remover (layout &dist) 282isolation_remover (layout &dist, unsigned int perturb = 2)
258{ 283{
259 // dist contains 284 // dist contains
260 // 0 == invisited rooms 285 // 0 == invisited rooms
261 // 1 == visited rooms 286 // 1 == visited rooms
262 // 2+ shortest distance to random near room 287 // 2+ shortest distance to random near room
263 288
289 clamp_it (perturb, 0, 2);
290
264 // phase 1, find seed 291 // phase 1, find seed
265 int cnt = 0; 292 int cnt = 0;
266 int x, y; 293 int x, y;
267 294
268 for (int i = 0; i < dist.w; ++i) 295 for (int i = 0; i < dist.w; ++i)
272 299
273 if (!cnt) 300 if (!cnt)
274 { 301 {
275 // map is completely massive, this is not good, 302 // map is completely massive, this is not good,
276 // so make it empty instead. 303 // so make it empty instead.
277 dist.clear (); 304 dist.fill (1);
278 dist.border (255);
279 return; 305 return;
280 } 306 }
281 307
282 fixed_stack<point> seeds (dist.w * dist.h * 5); 308 fixed_stack<point> seeds (dist.w * dist.h * 5);
283 309
287 seeds.push (point (x, y)); 313 seeds.push (point (x, y));
288 314
289 // phase 2, while we have seeds, if 315 // phase 2, while we have seeds, if
290 // seed is empty, floodfill, else grow 316 // seed is empty, floodfill, else grow
291 317
318 int rem_index = 0; // used to remove "somewhat ordered"
319
292 while (seeds.size) 320 while (seeds.size)
293 { 321 {
294 coroapi::cede_to_tick (); 322 coroapi::cede_to_tick ();
295 323
324 int i = perturb
325 ? rmg_rndm (max (0, seeds.size - 8), seeds.size - 1)
326 : rem_index ++ % seeds.size;
327
296 point p = seeds.remove (rmg_rndm (seeds.size)); 328 point p = seeds.remove (i);
297 329
298 x = p.x; 330 x = p.x;
299 y = p.y; 331 y = p.y;
300 332
301 if (!dist [x][y]) 333 if (!dist [x][y])
302 { 334 {
303 // found new isolated area, make tunnel 335 // found new isolated area, make tunnel
304 push_flood_fill (dist, seeds, x, y); 336 push_flood_fill (dist, seeds, x, y);
305 make_tunnel (dist, seeds, x, y, 255); 337 make_tunnel (dist, seeds, x, y, 254, perturb);
306 } 338 }
307 else 339 else
308 { 340 {
309 // nothing here, continue to expand 341 // nothing here, continue to expand
310 U8 d = U8 (dist [x][y]) + 1; 342 U8 d = U8 (dist [x][y]) + 1;
316 } 348 }
317 } 349 }
318} 350}
319 351
320void 352void
321layout::isolation_remover () 353layout::isolation_remover (int perturb)
322{ 354{
323 layout dist (w, h); 355 layout dist (w - 2, h - 2); // map without border
324 356
325 for (int x = 0; x < w; ++x) 357 for (int x = 1; x < w - 1; ++x)
326 for (int y = 0; y < h; ++y) 358 for (int y = 1; y < h - 1; ++y)
327 dist [x][y] = data [x][y] == '#' ? U8 (255) : 0; 359 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0;
328 360
329 ::isolation_remover (dist); 361 ::isolation_remover (dist, perturb);
330 362
331 // now copy the tunnels over 363 // now copy the tunnels over
332 for (int x = 0; x < w; ++x) 364 for (int x = 1; x < w - 1; ++x)
333 for (int y = 0; y < h; ++y) 365 for (int y = 1; y < h - 1; ++y)
334 if (data [x][y] == '#' && dist [x][y] == 1) 366 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1)
335 data [x][y] = 0; 367 data [x][y] = 0;
336}
337
338/////////////////////////////////////////////////////////////////////////////
339
340// inspired mostly by http://www.jimrandomh.org/misc/caves.txt
341void
342layout::gen_cave (int subtype)
343{
344 switch (subtype)
345 {
346 // a rough cave
347 case 0:
348 fill_rand (rmg_rndm (85, 97));
349 break;
350
351 // corridors
352 case 1:
353 fill_rand (rmg_rndm (5, 40));
354 erode_1_2 (5, 2, 10);
355 erode_1_2 (5, -1, 10);
356 erode_1_2 (5, 2, 1);
357 break;
358
359 // somewhat open, roundish
360 case 2:
361 fill_rand (45);
362 erode_1_2 (5, 0, 5);
363 erode_1_2 (5, 1, 1);
364 break;
365
366 // wide open, some room-like structures
367 case 3:
368 fill_rand (45);
369 erode_1_2 (5, 2, 4);
370 erode_1_2 (5, -1, 3);
371 break;
372 }
373
374 border ();
375 isolation_remover ();
376} 368}
377 369
378///////////////////////////////////////////////////////////////////////////// 370/////////////////////////////////////////////////////////////////////////////
379 371
380//+GPL 372//+GPL
382/* puts doors at appropriate locations in a maze. */ 374/* puts doors at appropriate locations in a maze. */
383void 375void
384layout::doorify () 376layout::doorify ()
385{ 377{
386 int ndoors = w * h / 60; /* reasonable number of doors. */ 378 int ndoors = w * h / 60; /* reasonable number of doors. */
387 int doorlocs = 0; /* # of available doorlocations */
388 379
389 uint16 *doorlist_x = salloc<uint16> (w * h); 380 coroapi::cede_to_tick ();
390 uint16 *doorlist_y = salloc<uint16> (w * h); 381
382 fixed_stack<point> doorloc (w * h);
391 383
392 /* make a list of possible door locations */ 384 /* make a list of possible door locations */
393 for (int i = 1; i < w - 1; i++) 385 for (int i = 1; i < w - 1; i++)
394 for (int j = 1; j < h - 1; j++) 386 for (int j = 1; j < h - 1; j++)
395 { 387 {
396 int sindex = surround_flag (*this, i, j); 388 int sindex = surround_flag (*this, i, j);
397 389
398 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 390 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
399 { 391 doorloc.push (point (i, j));
400 doorlist_x [doorlocs] = i;
401 doorlist_y [doorlocs] = j;
402 doorlocs++;
403 }
404 } 392 }
405 393
406 while (ndoors > 0 && doorlocs > 0) 394 while (ndoors && doorloc.size)
407 { 395 {
408 int di = rmg_rndm (doorlocs); 396 point p = doorloc.remove (rmg_rndm (doorloc.size));
409 int i = doorlist_x [di]; 397
410 int j = doorlist_y [di];
411 int sindex = surround_flag (*this, i, j); 398 int sindex = surround_flag (*this, p.x, p.y);
412 399
413 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 400 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
414 { 401 {
415 data [i][j] = 'D'; 402 data [p.x][p.y] = 'D';
416 ndoors--; 403 --ndoors;
417 } 404 }
418
419 /* reduce the size of the list */
420 doorlocs--;
421 doorlist_x[di] = doorlist_x [doorlocs];
422 doorlist_y[di] = doorlist_y [doorlocs];
423 } 405 }
424
425 sfree (doorlist_x, w * h);
426 sfree (doorlist_y, w * h);
427} 406}
428 407
429/* takes a map and makes it symmetric: adjusts Xsize and 408/* takes a map and makes it symmetric: adjusts Xsize and
430 * Ysize to produce a symmetric map. 409 * Ysize to produce a symmetric map.
431 */ 410 */
489//-GPL 468//-GPL
490 469
491void 470void
492layout::rotate (int rotation) 471layout::rotate (int rotation)
493{ 472{
473 coroapi::cede_to_tick ();
474
494 switch (rotation & 3) 475 switch (rotation & 3)
495 { 476 {
496 case 2: /* a reflection */ 477 case 2: /* a reflection */
497 { 478 {
498 layout new_layout (w, h); 479 layout new_layout (w, h);
553 * 1 match on (i+1, j) 534 * 1 match on (i+1, j)
554 * 2 match on (i, j+1) 535 * 2 match on (i, j+1)
555 * 4 match on (i+1, j+1) 536 * 4 match on (i+1, j+1)
556 * and the possible combinations thereof. 537 * and the possible combinations thereof.
557 */ 538 */
558static int noinline 539ecb_noinline static int
559calc_pattern (char ch, layout &maze, int i, int j) 540calc_pattern (char ch, layout &maze, int i, int j)
560{ 541{
561 int pattern = 0; 542 int pattern = 0;
562 543
563 if (i + 1 < maze.w && maze[i + 1][j] == ch) 544 if (i + 1 < maze.w && maze[i + 1][j] == ch)
650{ 631{
651 layout new_layout (w * 2 - 1, h * 2 - 1); 632 layout new_layout (w * 2 - 1, h * 2 - 1);
652 633
653 new_layout.clear (); 634 new_layout.clear ();
654 635
636 coroapi::cede_to_tick ();
637
655 for (int i = 0; i < w; i++) 638 for (int i = 0; i < w; i++)
656 for (int j = 0; j < h; j++) 639 for (int j = 0; j < h; j++)
657 switch (data [i][j]) 640 switch (data [i][j])
658 { 641 {
659 case '#': expand_wall (new_layout, i, j, *this); break; 642 case '#': expand_wall (new_layout, i, j, *this); break;
660 case 'D': expand_door (new_layout, i, j, *this); break; 643 case 'D': expand_door (new_layout, i, j, *this); break;
661 default: expand_misc (new_layout, i, j, *this); break; 644 default: expand_misc (new_layout, i, j, *this); break;
662 } 645 }
663 646
664 swap (new_layout); 647 swap (new_layout);
665} 648}
741 724
742 return -1; 725 return -1;
743} 726}
744 727
745int 728int
746make_wall (char **maze, int x, int y, int dir) 729make_wall (layout &maze, int x, int y, int dir)
747{ 730{
748 maze[x][y] = 'D'; /* mark a door */ 731 maze[x][y] = 'D'; /* mark a door */
749 732
750 switch (dir) 733 switch (dir)
751 { 734 {
768 751
769void 752void
770layout::roomify () 753layout::roomify ()
771{ 754{
772 int tries = w * h / 30; 755 int tries = w * h / 30;
756
757 coroapi::cede_to_tick ();
773 758
774 for (int ti = 0; ti < tries; ti++) 759 for (int ti = 0; ti < tries; ti++)
775 { 760 {
776 /* starting location for looking at creating a door */ 761 /* starting location for looking at creating a door */
777 int dx = rmg_rndm (w); 762 int dx = rmg_rndm (w);
800 else 785 else
801 make_wall (*this, dx, dy, 1); 786 make_wall (*this, dx, dy, 1);
802 } 787 }
803} 788}
804 789
790//-GPL
791
805///////////////////////////////////////////////////////////////////////////// 792/////////////////////////////////////////////////////////////////////////////
793
794// inspired mostly by http://www.jimrandomh.org/misc/caves.txt
795void
796layout::gen_cave (int subtype)
797{
798 switch (subtype)
799 {
800 // a rough cave
801 case 0:
802 fill_rand (rmg_rndm (85, 97));
803 break;
804
805 // corridors
806 case 1:
807 fill_rand (rmg_rndm (5, 40));
808 erode_1_2 (5, 2, 10);
809 erode_1_2 (5, -1, 10);
810 erode_1_2 (5, 2, 1);
811 break;
812
813 // somewhat open, some room-like structures
814 case 2:
815 fill_rand (45);
816 erode_1_2 (5, 2, 4);
817 erode_1_2 (5, -1, 3);
818 break;
819
820 // wide open, roundish
821 case 3:
822 fill_rand (45);
823 erode_1_2 (5, 0, 5);
824 erode_1_2 (5, 1, 1);
825 break;
826 }
827
828 border ();
829 isolation_remover (1);
830}
831
832void
833layout::gen_castle ()
834{
835 fill ('#');
836
837 for (int n = w * h / 30 + 1; n--; )
838 {
839 int rw = rmg_rndm (6, 10);
840 int rh = rmg_rndm (6, 10);
841
842 if (rw > w || rh > h)
843 continue;
844
845 int rx = rmg_rndm (0, w - rw);
846 int ry = rmg_rndm (0, h - rh);
847
848 rect (rx, ry, rx + rw, ry + rh, '#');
849 fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0);
850 }
851
852 border ();
853 isolation_remover (0);
854}
855
856static void
857gen_mixed_ (layout &maze, random_map_params *RP)
858{
859 if (maze.w > maze.h && maze.w > 16)
860 {
861 int m = rmg_rndm (8, maze.w - 8);
862
863 layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP);
864 layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP);
865 }
866 else if (maze.h > 16)
867 {
868 int m = rmg_rndm (8, maze.h - 8);
869
870 layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP);
871 layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP);
872 }
873 else
874 {
875 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1;
876
877 if (RP->map_layout_style == LAYOUT_MULTIPLE)
878 ++RP->map_layout_style;
879
880 maze.generate (RP);
881 }
882
883 coroapi::cede_to_tick ();
884}
885
886// recursive subdivision with random sublayouts
887static void
888gen_mixed (layout &maze, random_map_params *RP)
889{
890 random_map_params &rp = *new random_map_params (RP);
891 gen_mixed_ (maze, &rp);
892 delete &rp;
893
894 maze.border ();
895
896 // exits currently do not work so well, as they
897 // are currently often found together, so nuke entrances
898 maze.replace ('<', ' ');
899
900 maze.isolation_remover (0);
901}
902
903//+GPL
806 904
807/* function selects the maze function and gives it whatever 905/* function selects the maze function and gives it whatever
808 arguments it needs. */ 906 arguments it needs. */
809void 907void
810layout::generate (random_map_params *RP) 908layout::generate (random_map_params *RP)
870 if (rmg_rndm (2)) 968 if (rmg_rndm (2))
871 doorify (); 969 doorify ();
872 970
873 break; 971 break;
874 972
973 case LAYOUT_CASTLE:
974 gen_castle ();
975
976 if (rmg_rndm (2))
977 doorify ();
978
979 break;
980
981 case LAYOUT_MULTIPLE:
982 gen_mixed (*this, RP);
983 break;
984
875 default: 985 default:
876 abort (); 986 abort ();
877 } 987 }
988}
878 989
879 /* rotate the maze randomly */ 990//-GPL
880 rotate (rmg_rndm (4));
881
882 symmetrize (RP->symmetry_used);
883 991
884#if 0 992#if 0
885 print ();//D 993static void
886#endif 994gen_village (layout &maze)
995{
996 maze.clear ();
997 maze.border ();
887 998
888 if (RP->expand2x) 999 for (int n = maze.w * maze.h / 200 + 1; n--; )
889 expand2x (); 1000 {
890} 1001 int rw = rmg_rndm (6, 10);
1002 int rh = rmg_rndm (6, 10);
891 1003
892//-GPL 1004 int rx = rmg_rndm (2, maze.w - rw - 2);
1005 int ry = rmg_rndm (2, maze.h - rh - 2);
893 1006
894#if 0 1007 maze.rect (rx, ry, rx + rw, ry + rh, '#');
1008 }
1009
1010 maze.border ();
1011 maze.isolation_remover (2);
1012}
1013
895static struct demo 1014static struct demo
896{ 1015{
897 demo () 1016 demo ()
898 { 1017 {
899 rmg_rndm.seed (time (0)); 1018 rmg_rndm.seed (time (0));
1019 extern void hack();hack ();
900 1020
901 for(int i=1;i<100;i++) 1021 for(int i=1;i<100;i++)
902 { 1022 {
903 layout maze (40, 25); 1023 layout maze (40, 30);
904 maze.fill_rand (85); 1024 maze.fill_rand (99);
905 maze.border (); 1025 maze.border ();
906 maze.isolation_remover (); 1026 maze.isolation_remover (2);
907 maze.print (); 1027 maze.print ();
908 } 1028 }
909 1029
910 exit (1); 1030 exit (1);
911 } 1031 }

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