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Revision 1.3 by root, Thu Jul 1 01:22:44 2010 UTC vs.
Revision 1.13 by root, Sat Jul 3 01:52:52 2010 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 (©) 2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) Crossfire Development Team (restored, original file without copyright notice)
5 * 6 *
6 * Deliantra is free software: you can redistribute it and/or modify it under 7 * Deliantra is free software: you can redistribute it and/or modify it under
7 * the terms of the Affero GNU General Public License as published by the 8 * the terms of the Affero GNU General Public License as published by the
8 * Free Software Foundation, either version 3 of the License, or (at your 9 * Free Software Foundation, either version 3 of the License, or (at your
9 * option) any later version. 10 * option) any later version.
20 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 */ 22 */
22 23
23#include <global.h> 24#include <global.h>
24#include <random_map.h> 25#include <random_map.h>
26#include <rproto.h>
25 27
28void
26Layout::Layout (int w, int h) 29layout::alloc (int w, int h)
27: w(w), h(h)
28{ 30{
31 assert (sizeof (cell) == 1);
32
33 this->w = w;
34 this->h = h;
35
36 // we store the layout in a single contiguous memory layout
37 // first part consists of pointers to each column, followed
38 // by the actual columns (not rows!)
29 int size = (sizeof (char *) + sizeof (char) * h) * w; 39 int size = (sizeof (cell *) + sizeof (cell) * h) * w;
30 40
31 col = (char **)salloc<char> (size); 41 data = (cell **)salloc<char> (size);
32 42
33 char *data = (char *)(col + w); 43 cell *p = (cell *)(data + w);
34 44
35 for (int x = w; x--; ) 45 for (int x = w; x--; )
36 col [x] = data + x * h; 46 data [x] = p + x * h;
37} 47}
38 48
49layout::layout (int w, int h)
50{
51 alloc (w, h);
52}
53
54layout::layout (layout &copy)
55{
56 alloc (copy.w, copy.h);
57
58 memcpy (data [0], copy.data [0], sizeof (cell) * h * w);
59}
60
39Layout::~Layout () 61layout::~layout ()
40{ 62{
41 int size = (sizeof (char *) + sizeof (char) * h) * w; 63 int size = (sizeof (cell *) + sizeof (cell) * h) * w;
42 64
43 sfree ((char *)col, size); 65 sfree ((char *)data, size);
44} 66}
45 67
46void 68void
47Layout::fill (char fill) 69layout::fill (char fill)
48{ 70{
49 memset (col [0], fill, w * h); 71 memset (data [0], fill, w * h);
50} 72}
51 73
52void 74void
53Layout::rect (int x1, int y1, int x2, int y2, char fill) 75layout::rect (int x1, int y1, int x2, int y2, char fill)
76{
77 --x2;
78
79 memset (data [x1] + y1, fill, y2 - y1);
80 memset (data [x2] + y1, fill, y2 - y1);
81
82 while (++x1 < x2)
83 data [x1][y1] = data [x1][y2 - 1] = fill;
84}
85
86void
87layout::fill_rect (int x1, int y1, int x2, int y2, char fill)
54{ 88{
55 for (; x1 < x2; ++x1) 89 for (; x1 < x2; ++x1)
56 memset (col [x1] + y1, fill, y2 - y1); 90 memset (data [x1] + y1, fill, y2 - y1);
57} 91}
58 92
59void Layout::border (char fill) 93void layout::border (char fill)
60{ 94{
61 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; 95 rect (0, 0, w, h, fill);
62 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
63} 96}
64 97
65void 98void
66Layout::fill_rand (int percent) 99layout::fill_rand (int percent)
67{ 100{
68 percent = lerp (percent, 0, 100, 0, 256); 101 percent = lerp (percent, 0, 100, 0, 256);
69 102
70 for (int x = w - 1; --x > 0; ) 103 for (int x = w - 1; --x > 0; )
71 for (int y = h - 1; --y > 0; ) 104 for (int y = h - 1; --y > 0; )
72 col [x][y] = rmg_rndm (256) > percent ? 0 : '#'; 105 data [x][y] = rmg_rndm (256) > percent ? 0 : '#';
73} 106}
74 107
75///////////////////////////////////////////////////////////////////////////// 108/////////////////////////////////////////////////////////////////////////////
76 109
77// erode by cellular automata 110// erode by cellular automata
78void 111void
79Layout::erode_1_2 (int c1, int c2, int repeat) 112layout::erode_1_2 (int c1, int c2, int repeat)
80{ 113{
81 Layout neu (w, h); 114 layout neu (w, h);
82 115
83 while (repeat--) 116 while (repeat--)
84 { 117 {
85 for (int x = 0; x < w; ++x) 118 for (int x = 0; x < w; ++x)
86 { 119 {
90 { 123 {
91 int n1 = 0, n2 = 0; 124 int n1 = 0, n2 = 0;
92 125
93 // a 5x5 area, dx, dy, distance (1 == <= 1, 0 <= 2) 126 // a 5x5 area, dx, dy, distance (1 == <= 1, 0 <= 2)
94 static I8 dds[][3] = { 127 static I8 dds[][3] = {
95 { -2, -1, 0 }, 128 { -2, -1, 0 }, { -2, 0, 0 }, { -2, 1, 0 },
96 { -2, 0, 0 }, 129 { -1, -2, 0 }, { -1, -1, 1 }, { -1, 0, 1 }, { -1, 1, 1 }, { -1, 2, 0 },
97 { -2, 1, 0 }, 130 { 0, -2, 0 }, { 0, -1, 1 }, { 0, 0, 1 }, { 0, 1, 1 }, { 0, 2, 0 },
98 131 { 1, -2, 0 }, { 1, -1, 1 }, { 1, 0, 1 }, { 1, 1, 1 }, { 1, 2, 0 },
99 { -1, -2, 0 }, 132 { 2, -1, 0 }, { 2, 0, 0 }, { 2, 1, 0 },
100 { -1, -1, 1 },
101 { -1, 0, 1 },
102 { -1, 1, 1 },
103 { -1, 2, 0 },
104
105 { 0, -2, 0 },
106 { 0, -1, 1 },
107 { 0, 0, 1 },
108 { 0, 1, 1 },
109 { 0, 2, 0 },
110
111 { 1, -2, 0 },
112 { 1, -1, 1 },
113 { 1, 0, 1 },
114 { 1, 1, 1 },
115 { 1, 2, 0 },
116
117 { 2, -1, 0 },
118 { 2, 0, 0 },
119 { 2, 1, 0 },
120 }; 133 };
121 134
122 for (int i = array_length (dds); i--; ) 135 for (int i = array_length (dds); i--; )
123 { 136 {
124 int nx = x + dds [i][0]; 137 int nx = x + dds [i][0];
125 int ny = y + dds [i][1]; 138 int ny = y + dds [i][1];
126 139
127 if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !col [nx][ny]) 140 if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny])
128 { 141 {
129 n1 += dds [i][2]; 142 n1 += dds [i][2];
130 n2++; 143 n2++;
131 } 144 }
132 } 145 }
140} 153}
141 154
142///////////////////////////////////////////////////////////////////////////// 155/////////////////////////////////////////////////////////////////////////////
143 156
144void 157void
145Layout::print () 158layout::print () const
146{ 159{
147 for (int y = 0; y < h; y++) 160 for (int y = 0; y < h; y++)
148 { 161 {
149 for (int x = 0; x < w; x++) 162 for (int x = 0; x < w; x++)
150 { 163 {
151 U8 c = (U8)col [x][y]; 164 U8 c = (U8)data [x][y];
152 165
153 if (!c) 166 if (!c)
154 c = ' '; 167 c = ' ';
155 else if (c < 10) 168 else if (c < 10)
156 c += '0'; 169 c += '0';
169///////////////////////////////////////////////////////////////////////////// 182/////////////////////////////////////////////////////////////////////////////
170// isolation remover - ensures single connected area 183// isolation remover - ensures single connected area
171 184
172typedef fixed_stack<point> pointlist; 185typedef fixed_stack<point> pointlist;
173 186
174static noinline void 187static void noinline
175push_flood_fill (Layout &dist, pointlist &seeds, int x, int y) 188push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
176{ 189{
177 if (dist [x][y]) 190 if (dist [x][y])
178 return; 191 return;
179 192
180 while (y > 0 && !dist [x][y - 1]) 193 while (y > 0 && !dist [x][y - 1])
190 ++y; 203 ++y;
191 } 204 }
192 205
193 while (--y >= y0) 206 while (--y >= y0)
194 { 207 {
195 if (x > 0) push_flood_fill (dist, seeds, x - 1, y); 208 if (x > 0 && !dist [x - 1][y]) push_flood_fill (dist, seeds, x - 1, y);
196 if (x < dist.w - 1) push_flood_fill (dist, seeds, x + 1, y); 209 if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y);
197 } 210 }
198} 211}
199 212
200static inline void 213static inline void
201make_tunnel (Layout &dist, pointlist &seeds, int x, int y, U8 d) 214make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d)
202{ 215{
203 for (;;) 216 for (;;)
204 { 217 {
218 point neigh[4];
219 int ncnt = 0;
220
205 if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) 221 if (x > 0 && U8 (dist [x - 1][y]) <= d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y);
206 --x;
207 else if (x < dist.w - 2 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) 222 if (x < dist.w - 1 && U8 (dist [x + 1][y]) <= d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y);
208 ++x;
209 else if (y > 1 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) 223 if (y > 0 && U8 (dist [x][y - 1]) <= d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1);
210 --y;
211 else if (y < dist.h - 2 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) 224 if (y < dist.h - 1 && U8 (dist [x][y + 1]) <= d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1);
212 ++y; 225
213 else 226 if (!ncnt)
214 break; 227 return;
228
229 point &p = neigh [rmg_rndm (ncnt)];
230
231 seeds.push (p);
232
233 x = p.x;
234 y = p.y;
215 235
216 d = dist [x][y]; 236 d = dist [x][y];
217 dist [x][y] = 1; 237 dist [x][y] = 1;
218 seeds.push (point (x, y));
219 } 238 }
220} 239}
221 240
222static void inline 241static void inline
223maybe_push (Layout &dist, pointlist &seeds, int x, int y, U8 d) 242maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d)
224{ 243{
225 char &D = dist [x][y]; 244 char &D = dist [x][y];
226 245
227 if (U8 (D) > d) // if wall and higher distance, lower distance 246 if (U8 (D) > d) // if wall and higher distance, lower distance
228 D = d; 247 D = d;
230 return; 249 return;
231 250
232 seeds.push (point (x, y)); 251 seeds.push (point (x, y));
233} 252}
234 253
235static void 254// isolation remover, works on a "distance" map
255// the map must be initialised with 0 == rooms, 255 = walls
256static void noinline
236isolation_remover (Layout &maze, bool dirty) 257isolation_remover (layout &dist)
237{ 258{
238 Layout dist (maze.w, maze.h);
239
240 // dist contains 259 // dist contains
241 // 0 == invisited rooms 260 // 0 == invisited rooms
242 // 1 == visited rooms 261 // 1 == visited rooms
243 // 2+ shortest distance to random near room 262 // 2+ shortest distance to random near room
244 263
245 // phase 1, initialise dist array, find seed 264 // phase 1, find seed
246 int cnt = 0; 265 int cnt = 0;
247 int x, y; 266 int x, y;
248 267
249 for (int i = 0; i < maze.w; ++i) 268 for (int i = 0; i < dist.w; ++i)
250 for (int j = 0; j < maze.h; ++j) 269 for (int j = 0; j < dist.h; ++j)
251 { 270 if (!dist [i][j] && !rmg_rndm (++cnt))
252 if (maze [i][j] == '#')
253 dist [i][j] = U8 (255);
254 else
255 {
256 dist [i][j] = 0;
257 if (!rmg_rndm (++cnt))
258 x = i, y = j; 271 x = i, y = j;
259 }
260 }
261 272
262 if (!cnt) 273 if (!cnt)
274 {
275 // map is completely massive, this is not good,
276 // so make it empty instead.
277 dist.fill (1);
263 return; 278 return;
279 }
264 280
265 fixed_stack<point> seeds (maze.w * maze.h * 5); 281 fixed_stack<point> seeds (dist.w * dist.h * 5);
266 282
267 // found first free space - picking the first one gives 283 // found first free space - picking the first one gives
268 // us a slight bias for tunnels, but usually you won't 284 // us a slight bias for tunnels, but usually you won't
269 // notice that in-game 285 // notice that in-game
270 seeds.push (point (x, y)); 286 seeds.push (point (x, y));
282 y = p.y; 298 y = p.y;
283 299
284 if (!dist [x][y]) 300 if (!dist [x][y])
285 { 301 {
286 // found new isolated area, make tunnel 302 // found new isolated area, make tunnel
287 if (!dirty)
288 push_flood_fill (dist, seeds, x, y); 303 push_flood_fill (dist, seeds, x, y);
289
290 make_tunnel (dist, seeds, x, y, 255); 304 make_tunnel (dist, seeds, x, y, 255);
291
292 if (dirty)
293 push_flood_fill (dist, seeds, x, y);
294 } 305 }
295 else 306 else
296 { 307 {
297 // nothing here, continue to expand 308 // nothing here, continue to expand
298 U8 d = U8 (dist [x][y]) + 1; 309 U8 d = U8 (dist [x][y]) + 1;
301 if (x > 0) maybe_push (dist, seeds, x - 1, y, d); 312 if (x > 0) maybe_push (dist, seeds, x - 1, y, d);
302 if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d); 313 if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d);
303 if (y > 0) maybe_push (dist, seeds, x, y - 1, d); 314 if (y > 0) maybe_push (dist, seeds, x, y - 1, d);
304 } 315 }
305 } 316 }
317}
318
319void
320layout::isolation_remover ()
321{
322 layout dist (w - 2, h - 2); // map without border
323
324 for (int x = 1; x < w - 1; ++x)
325 for (int y = 1; y < h - 1; ++y)
326 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0;
327
328 ::isolation_remover (dist);
306 329
307 // now copy the tunnels over 330 // now copy the tunnels over
308 for (int x = 0; x < maze.w; ++x) 331 for (int x = 1; x < w - 1; ++x)
309 for (int y = 0; y < maze.h; ++y) 332 for (int y = 1; y < h - 1; ++y)
310 if (maze [x][y] == '#' && dist [x][y] == 1) 333 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1)
311 maze [x][y] = 0; 334 data [x][y] = 0;
312}
313
314void
315Layout::isolation_remover (bool dirty)
316{
317 ::isolation_remover (*this, dirty);
318} 335}
319 336
320///////////////////////////////////////////////////////////////////////////// 337/////////////////////////////////////////////////////////////////////////////
321 338
322// inspired mostly by http://www.jimrandomh.org/misc/caves.txt 339// inspired mostly by http://www.jimrandomh.org/misc/caves.txt
323void 340void
324Layout::gen_cave (int subtype) 341layout::gen_cave (int subtype)
325{ 342{
326 switch (subtype) 343 switch (subtype)
327 { 344 {
328 // a rough cave 345 // a rough cave
329 case 0: 346 case 0:
330 fill_rand (rmg_rndm (80, 95)); 347 fill_rand (rmg_rndm (85, 97));
331 break; 348 break;
332 349
333 // corridors 350 // corridors
334 case 1: 351 case 1:
335 fill_rand (rmg_rndm (5, 40)); 352 fill_rand (rmg_rndm (5, 40));
355 372
356 border (); 373 border ();
357 isolation_remover (); 374 isolation_remover ();
358} 375}
359 376
377/////////////////////////////////////////////////////////////////////////////
378
379//+GPL
380
381/* puts doors at appropriate locations in a maze. */
382void
383layout::doorify ()
384{
385 int ndoors = w * h / 60; /* reasonable number of doors. */
386 int doorlocs = 0; /* # of available doorlocations */
387
388 uint16 *doorlist_x = salloc<uint16> (w * h);
389 uint16 *doorlist_y = salloc<uint16> (w * h);
390
391 /* make a list of possible door locations */
392 for (int i = 1; i < w - 1; i++)
393 for (int j = 1; j < h - 1; j++)
394 {
395 int sindex = surround_flag (*this, i, j);
396
397 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
398 {
399 doorlist_x [doorlocs] = i;
400 doorlist_y [doorlocs] = j;
401 doorlocs++;
402 }
403 }
404
405 while (ndoors > 0 && doorlocs > 0)
406 {
407 int di = rmg_rndm (doorlocs);
408 int i = doorlist_x [di];
409 int j = doorlist_y [di];
410 int sindex = surround_flag (*this, i, j);
411
412 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
413 {
414 data [i][j] = 'D';
415 ndoors--;
416 }
417
418 /* reduce the size of the list */
419 doorlocs--;
420 doorlist_x[di] = doorlist_x [doorlocs];
421 doorlist_y[di] = doorlist_y [doorlocs];
422 }
423
424 sfree (doorlist_x, w * h);
425 sfree (doorlist_y, w * h);
426}
427
428/* takes a map and makes it symmetric: adjusts Xsize and
429 * Ysize to produce a symmetric map.
430 */
431void
432layout::symmetrize (int symmetry)
433{
434 if (symmetry == SYMMETRY_NONE)
435 return;
436
437 layout sym_layout (
438 symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w,
439 symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h
440 );
441
442 if (symmetry == SYMMETRY_X)
443 for (int i = 0; i < sym_layout.w / 2 + 1; i++)
444 for (int j = 0; j < sym_layout.h; j++)
445 {
446 sym_layout[i ][j] =
447 sym_layout[sym_layout.w - i - 1][j] = data [i][j];
448 }
449
450 if (symmetry == SYMMETRY_Y)
451 for (int i = 0; i < sym_layout.w; i++)
452 for (int j = 0; j < sym_layout.h / 2 + 1; j++)
453 {
454 sym_layout[i][j ] =
455 sym_layout[i][sym_layout.h - j - 1] = data [i][j];
456 }
457
458 if (symmetry == SYMMETRY_XY)
459 for (int i = 0; i < sym_layout.w / 2 + 1; i++)
460 for (int j = 0; j < sym_layout.h / 2 + 1; j++)
461 {
462 sym_layout[i ][j ] =
463 sym_layout[i ][sym_layout.h - j - 1] =
464 sym_layout[sym_layout.w - i - 1][j ] =
465 sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j];
466 }
467
468 /* need to run the isolation remover for some layouts */
469#if 0
470 switch (RP->map_layout_style)
471 {
472 case LAYOUT_ONION:
473 case LAYOUT_SNAKE:
474 case LAYOUT_SQUARE_SPIRAL:
475 // safe
476 break;
477
478 default:
479 sym_layout.isolation_remover ();
480 break;
481 }
482#endif
483 sym_layout.isolation_remover ();
484
485 swap (sym_layout);
486}
487
488//-GPL
489
490void
491layout::rotate (int rotation)
492{
493 switch (rotation & 3)
494 {
495 case 2: /* a reflection */
496 {
497 layout new_layout (w, h);
498
499 for (int i = 0; i < w; i++) /* copy a reflection back */
500 for (int j = 0; j < h; j++)
501 new_layout [i][j] = data [w - i - 1][h - j - 1];
502
503 swap (new_layout);
504 }
505 break;
506
507 case 1:
508 case 3:
509 {
510 layout new_layout (h, w);
511
512 if (rotation == 1) /* swap x and y */
513 for (int i = 0; i < w; i++)
514 for (int j = 0; j < h; j++)
515 new_layout [j][i] = data [i][j];
516
517 if (rotation == 3) /* swap x and y */
518 for (int i = 0; i < w; i++)
519 for (int j = 0; j < h; j++)
520 new_layout [j][i] = data [w - i - 1][h - j - 1];
521
522 swap (new_layout);
523 }
524 break;
525 }
526}
527
528/////////////////////////////////////////////////////////////////////////////
529
530//+GPL
531
532/*
533 * Expands a maze by 2x in each dimension.
534 * H. S. Teoh
535 */
536
537/* Copy the old tile X into the new one at location (i*2, j*2) and
538 * fill up the rest of the 2x2 result with \0:
539 * X ---> X \0
540 * \0 \0
541 */
542static void inline
543expand_misc (layout &newlayout, int i, int j, layout &maze)
544{
545 newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = maze[i][j];
546 /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that
547 * for us.) */
548}
549
550/* Returns a bitmap that represents which squares on the right and bottom
551 * edges of a square (i,j) match the given character:
552 * 1 match on (i+1, j)
553 * 2 match on (i, j+1)
554 * 4 match on (i+1, j+1)
555 * and the possible combinations thereof.
556 */
557static int noinline
558calc_pattern (char ch, layout &maze, int i, int j)
559{
560 int pattern = 0;
561
562 if (i + 1 < maze.w && maze[i + 1][j] == ch)
563 pattern |= 1;
564
565 if (j + 1 < maze.h)
566 {
567 if (maze[i][j + 1] == ch)
568 pattern |= 2;
569
570 if (i + 1 < maze.w && maze[i + 1][j + 1] == ch)
571 pattern |= 4;
572 }
573
574 return pattern;
575}
576
577/* Expand a wall. This function will try to sensibly connect the resulting
578 * wall to adjacent wall squares, so that the result won't have disconnected
579 * walls.
580 */
581static void inline
582expand_wall (layout &newlayout, int i, int j, layout &maze)
583{
584 int wall_pattern = calc_pattern ('#', maze, i, j);
585 int door_pattern = calc_pattern ('D', maze, i, j);
586 int both_pattern = wall_pattern | door_pattern;
587
588 newlayout[i * 2][j * 2] = '#';
589
590 if (i + 1 < maze.w)
591 {
592 if (both_pattern & 1)
593 { /* join walls/doors to the right */
594/* newlayout[i*2+1][j*2] = '#'; */
595 newlayout[i * 2 + 1][j * 2] = maze[i + 1][j];
596 }
597 }
598
599 if (j + 1 < maze.h)
600 {
601 if (both_pattern & 2)
602 { /* join walls/doors to the bottom */
603/* newlayout[i*2][j*2+1] = '#'; */
604 newlayout[i * 2][j * 2 + 1] = maze[i][j + 1];
605 }
606
607 if (wall_pattern == 7)
608 { /* if orig maze is a 2x2 wall block,
609 * we fill the result with walls. */
610 newlayout[i * 2 + 1][j * 2 + 1] = '#';
611 }
612 }
613}
614
615/* This function will try to sensibly connect doors so that they meet up with
616 * adjacent walls. Note that it will also presumptuously delete (ignore) doors
617 * that it doesn't know how to correctly expand.
618 */
619static void inline
620expand_door (layout &newlayout, int i, int j, layout &maze)
621{
622 int wall_pattern = calc_pattern ('#', maze, i, j);
623 int door_pattern = calc_pattern ('D', maze, i, j);
624 int join_pattern;
625
626 /* Doors "like" to connect to walls more than other doors. If there is
627 * a wall and another door, this door will connect to the wall and
628 * disconnect from the other door. */
629 if (wall_pattern & 3)
630 join_pattern = wall_pattern;
631 else
632 join_pattern = door_pattern;
633
634 newlayout[i * 2][j * 2] = 'D';
635
636 if (i + 1 < maze.w)
637 if (join_pattern & 1)
638 /* there is a door/wall to the right */
639 newlayout[i * 2 + 1][j * 2] = 'D';
640
641 if (j + 1 < maze.h)
642 if (join_pattern & 2)
643 /* there is a door/wall below */
644 newlayout[i * 2][j * 2 + 1] = 'D';
645}
646
647void
648layout::expand2x ()
649{
650 layout new_layout (w * 2 - 1, h * 2 - 1);
651
652 new_layout.clear ();
653
654 for (int i = 0; i < w; i++)
655 for (int j = 0; j < h; j++)
656 switch (data [i][j])
657 {
658 case '#': expand_wall (new_layout, i, j, *this); break;
659 case 'D': expand_door (new_layout, i, j, *this); break;
660 default: expand_misc (new_layout, i, j, *this); break;
661 }
662
663 swap (new_layout);
664}
665
666/////////////////////////////////////////////////////////////////////////////
667
668/* checks the maze to see if I can stick a horizontal(dir = 0) wall
669 (or vertical, dir == 1)
670 here which ends up on other walls sensibly. */
671static int
672can_make_wall (const layout &maze, int dx, int dy, int dir)
673{
674 int i1;
675 int length = 0;
676
677 /* dont make walls if we're on the edge. */
678 if (dx == 0 || dx == (maze.w - 1) || dy == 0 || dy == (maze.h - 1))
679 return -1;
680
681 /* don't make walls if we're ON a wall. */
682 if (maze [dx][dy] != 0)
683 return -1;
684
685 if (dir == 0) /* horizontal */
686 {
687 int y = dy;
688
689 for (i1 = dx - 1; i1 > 0; i1--)
690 {
691 int sindex = surround_flag2 (maze, i1, y);
692
693 if (sindex == 1) break;
694 if (sindex != 0) return -1; /* can't make horiz. wall here */
695 if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
696
697 length++;
698 }
699
700 for (i1 = dx + 1; i1 < maze.w - 1; i1++)
701 {
702 int sindex = surround_flag2 (maze, i1, y);
703
704 if (sindex == 2) break;
705 if (sindex != 0) return -1; /* can't make horiz. wall here */
706 if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
707
708 length++;
709 }
710 return length;
711 }
712 else
713 { /* vertical */
714 int x = dx;
715
716 for (i1 = dy - 1; i1 > 0; i1--)
717 {
718 int sindex = surround_flag2 (maze, x, i1);
719
720 if (sindex == 4) break;
721 if (sindex != 0) return -1; /* can't make vert. wall here */
722 if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
723
724 length++;
725 }
726
727 for (i1 = dy + 1; i1 < maze.h - 1; i1++)
728 {
729 int sindex = surround_flag2 (maze, x, i1);
730
731 if (sindex == 8) break;
732 if (sindex != 0) return -1; /* can't make verti. wall here */
733 if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
734
735 length++;
736 }
737
738 return length;
739 }
740
741 return -1;
742}
743
744int
745make_wall (char **maze, int x, int y, int dir)
746{
747 maze[x][y] = 'D'; /* mark a door */
748
749 switch (dir)
750 {
751 case 0: /* horizontal */
752 {
753 for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
754 for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
755 break;
756 }
757 case 1: /* vertical */
758 {
759 for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
760 for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
761 break;
762 }
763 }
764
765 return 0;
766}
767
768void
769layout::roomify ()
770{
771 int tries = w * h / 30;
772
773 for (int ti = 0; ti < tries; ti++)
774 {
775 /* starting location for looking at creating a door */
776 int dx = rmg_rndm (w);
777 int dy = rmg_rndm (h);
778
779 /* results of checking on creating walls. */
780 int cx = can_make_wall (*this, dx, dy, 0); /* horizontal */
781 int cy = can_make_wall (*this, dx, dy, 1); /* vertical */
782
783 if (cx == -1)
784 {
785 if (cy != -1)
786 make_wall (*this, dx, dy, 1);
787
788 continue;
789 }
790
791 if (cy == -1)
792 {
793 make_wall (*this, dx, dy, 0);
794 continue;
795 }
796
797 if (cx < cy)
798 make_wall (*this, dx, dy, 0);
799 else
800 make_wall (*this, dx, dy, 1);
801 }
802}
803
804/////////////////////////////////////////////////////////////////////////////
805
806/* function selects the maze function and gives it whatever
807 arguments it needs. */
808void
809layout::generate (random_map_params *RP)
810{
811 switch (RP->map_layout_style)
812 {
813 case LAYOUT_ONION:
814 map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2);
815
816 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
817 roomify ();
818
819 break;
820
821 case LAYOUT_MAZE:
822 maze_gen (*this, RP->get_iv ("maze_type", rmg_rndm (4)));
823
824 if (rmg_rndm (2))
825 doorify ();
826
827 break;
828
829 case LAYOUT_SPIRAL:
830 map_gen_spiral (*this, RP->layoutoptions1);
831
832 if (rmg_rndm (2))
833 doorify ();
834
835 break;
836
837 case LAYOUT_ROGUELIKE:
838 /* Don't put symmetry in rogue maps. There isn't much reason to
839 * do so in the first place (doesn't make it any more interesting),
840 * but more importantly, the symmetry code presumes we are symmetrizing
841 * spirals, or maps with lots of passages - making a symmetric rogue
842 * map fails because its likely that the passages the symmetry process
843 * creates may not connect the rooms.
844 */
845 RP->symmetry_used = SYMMETRY_NONE;
846 roguelike_layout_gen (*this, RP->layoutoptions1);
847 /* no doorifying... done already */
848 break;
849
850 case LAYOUT_SNAKE:
851 make_snake_layout (*this, RP->layoutoptions1);
852
853 if (rmg_rndm (2))
854 roomify ();
855
856 break;
857
858 case LAYOUT_SQUARE_SPIRAL:
859 make_square_spiral_layout (*this, RP->layoutoptions1);
860
861 if (rmg_rndm (2))
862 roomify ();
863
864 break;
865
866 case LAYOUT_CAVE:
867 gen_cave (RP->get_iv ("cave_type", rmg_rndm (4)));
868
869 if (rmg_rndm (2))
870 doorify ();
871
872 break;
873
874 default:
875 abort ();
876 }
877
878 /* rotate the maze randomly */
879 rotate (rmg_rndm (4));
880
881 symmetrize (RP->symmetry_used);
882
883#if 0
884 print ();//D
885#endif
886
887 if (RP->expand2x)
888 expand2x ();
889}
890
891//-GPL
892
360#if 0 893#if 0
361static struct demo 894static struct demo
362{ 895{
363 demo () 896 demo ()
364 { 897 {
365 Layout maze (40, 25);
366 rmg_rndm.seed (time (0)); 898 rmg_rndm.seed (time (0));
367 899
368 for(int i=1;i<10;i) 900 for(int i=1;i<100;i++)
369 { 901 {
902 layout maze (40, 25);
370 maze.fill_rand (97); 903 maze.fill_rand (85);
371 maze.border (); 904 maze.border ();
372 maze.isolation_remover (); 905 maze.isolation_remover ();
373 maze.print (); 906 maze.print ();
374 } 907 }
375 908

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