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Comparing deliantra/server/random_maps/layout.C (file contents):
Revision 1.5 by root, Fri Jul 2 03:40:14 2010 UTC vs.
Revision 1.13 by root, Sat Jul 3 01:52:52 2010 UTC

23 23
24#include <global.h> 24#include <global.h>
25#include <random_map.h> 25#include <random_map.h>
26#include <rproto.h> 26#include <rproto.h>
27 27
28void
28Layout::Layout (int w, int h) 29layout::alloc (int w, int h)
29: w(w), h(h)
30{ 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!)
31 int size = (sizeof (char *) + sizeof (char) * h) * w; 39 int size = (sizeof (cell *) + sizeof (cell) * h) * w;
32 40
33 col = (char **)salloc<char> (size); 41 data = (cell **)salloc<char> (size);
34 42
35 char *data = (char *)(col + w); 43 cell *p = (cell *)(data + w);
36 44
37 for (int x = w; x--; ) 45 for (int x = w; x--; )
38 col [x] = data + x * h; 46 data [x] = p + x * h;
39} 47}
40 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
41Layout::~Layout () 61layout::~layout ()
42{ 62{
43 int size = (sizeof (char *) + sizeof (char) * h) * w; 63 int size = (sizeof (cell *) + sizeof (cell) * h) * w;
44 64
45 sfree ((char *)col, size); 65 sfree ((char *)data, size);
46} 66}
47 67
48void 68void
49Layout::fill (char fill) 69layout::fill (char fill)
50{ 70{
51 memset (col [0], fill, w * h); 71 memset (data [0], fill, w * h);
52} 72}
53 73
54void 74void
55Layout::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)
56{ 88{
57 for (; x1 < x2; ++x1) 89 for (; x1 < x2; ++x1)
58 memset (col [x1] + y1, fill, y2 - y1); 90 memset (data [x1] + y1, fill, y2 - y1);
59} 91}
60 92
61void Layout::border (char fill) 93void layout::border (char fill)
62{ 94{
63 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; 95 rect (0, 0, w, h, fill);
64 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
65} 96}
66 97
67void 98void
68Layout::fill_rand (int percent) 99layout::fill_rand (int percent)
69{ 100{
70 percent = lerp (percent, 0, 100, 0, 256); 101 percent = lerp (percent, 0, 100, 0, 256);
71 102
72 for (int x = w - 1; --x > 0; ) 103 for (int x = w - 1; --x > 0; )
73 for (int y = h - 1; --y > 0; ) 104 for (int y = h - 1; --y > 0; )
74 col [x][y] = rmg_rndm (256) > percent ? 0 : '#'; 105 data [x][y] = rmg_rndm (256) > percent ? 0 : '#';
75} 106}
76 107
77///////////////////////////////////////////////////////////////////////////// 108/////////////////////////////////////////////////////////////////////////////
78 109
79// erode by cellular automata 110// erode by cellular automata
80void 111void
81Layout::erode_1_2 (int c1, int c2, int repeat) 112layout::erode_1_2 (int c1, int c2, int repeat)
82{ 113{
83 Layout neu (w, h); 114 layout neu (w, h);
84 115
85 while (repeat--) 116 while (repeat--)
86 { 117 {
87 for (int x = 0; x < w; ++x) 118 for (int x = 0; x < w; ++x)
88 { 119 {
104 for (int i = array_length (dds); i--; ) 135 for (int i = array_length (dds); i--; )
105 { 136 {
106 int nx = x + dds [i][0]; 137 int nx = x + dds [i][0];
107 int ny = y + dds [i][1]; 138 int ny = y + dds [i][1];
108 139
109 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])
110 { 141 {
111 n1 += dds [i][2]; 142 n1 += dds [i][2];
112 n2++; 143 n2++;
113 } 144 }
114 } 145 }
122} 153}
123 154
124///////////////////////////////////////////////////////////////////////////// 155/////////////////////////////////////////////////////////////////////////////
125 156
126void 157void
127Layout::print () const 158layout::print () const
128{ 159{
129 for (int y = 0; y < h; y++) 160 for (int y = 0; y < h; y++)
130 { 161 {
131 for (int x = 0; x < w; x++) 162 for (int x = 0; x < w; x++)
132 { 163 {
133 U8 c = (U8)col [x][y]; 164 U8 c = (U8)data [x][y];
134 165
135 if (!c) 166 if (!c)
136 c = ' '; 167 c = ' ';
137 else if (c < 10) 168 else if (c < 10)
138 c += '0'; 169 c += '0';
151///////////////////////////////////////////////////////////////////////////// 182/////////////////////////////////////////////////////////////////////////////
152// isolation remover - ensures single connected area 183// isolation remover - ensures single connected area
153 184
154typedef fixed_stack<point> pointlist; 185typedef fixed_stack<point> pointlist;
155 186
156static noinline void 187static void noinline
157push_flood_fill (Layout &dist, pointlist &seeds, int x, int y) 188push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
158{ 189{
159 if (dist [x][y]) 190 if (dist [x][y])
160 return; 191 return;
161 192
162 while (y > 0 && !dist [x][y - 1]) 193 while (y > 0 && !dist [x][y - 1])
172 ++y; 203 ++y;
173 } 204 }
174 205
175 while (--y >= y0) 206 while (--y >= y0)
176 { 207 {
177 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);
178 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);
179 } 210 }
180} 211}
181 212
182static inline void 213static inline void
183make_tunnel (Layout &dist, pointlist &seeds, int x, int y, U8 d) 214make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d)
184{ 215{
185 for (;;) 216 for (;;)
186 { 217 {
218 point neigh[4];
219 int ncnt = 0;
220
187 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);
188 --x;
189 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);
190 ++x;
191 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);
192 --y;
193 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);
194 ++y; 225
195 else 226 if (!ncnt)
196 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;
197 235
198 d = dist [x][y]; 236 d = dist [x][y];
199 dist [x][y] = 1; 237 dist [x][y] = 1;
200 seeds.push (point (x, y));
201 } 238 }
202} 239}
203 240
204static void inline 241static void inline
205maybe_push (Layout &dist, pointlist &seeds, int x, int y, U8 d) 242maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d)
206{ 243{
207 char &D = dist [x][y]; 244 char &D = dist [x][y];
208 245
209 if (U8 (D) > d) // if wall and higher distance, lower distance 246 if (U8 (D) > d) // if wall and higher distance, lower distance
210 D = d; 247 D = d;
212 return; 249 return;
213 250
214 seeds.push (point (x, y)); 251 seeds.push (point (x, y));
215} 252}
216 253
217static void 254// isolation remover, works on a "distance" map
255// the map must be initialised with 0 == rooms, 255 = walls
256static void noinline
218isolation_remover (Layout &maze, bool dirty) 257isolation_remover (layout &dist)
219{ 258{
220 Layout dist (maze.w, maze.h);
221
222 // dist contains 259 // dist contains
223 // 0 == invisited rooms 260 // 0 == invisited rooms
224 // 1 == visited rooms 261 // 1 == visited rooms
225 // 2+ shortest distance to random near room 262 // 2+ shortest distance to random near room
226 263
227 // phase 1, initialise dist array, find seed 264 // phase 1, find seed
228 int cnt = 0; 265 int cnt = 0;
229 int x, y; 266 int x, y;
230 267
231 for (int i = 0; i < maze.w; ++i) 268 for (int i = 0; i < dist.w; ++i)
232 for (int j = 0; j < maze.h; ++j) 269 for (int j = 0; j < dist.h; ++j)
233 { 270 if (!dist [i][j] && !rmg_rndm (++cnt))
234 if (maze [i][j] == '#')
235 dist [i][j] = U8 (255);
236 else
237 {
238 dist [i][j] = 0;
239 if (!rmg_rndm (++cnt))
240 x = i, y = j; 271 x = i, y = j;
241 }
242 }
243 272
244 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);
245 return; 278 return;
279 }
246 280
247 fixed_stack<point> seeds (maze.w * maze.h * 5); 281 fixed_stack<point> seeds (dist.w * dist.h * 5);
248 282
249 // found first free space - picking the first one gives 283 // found first free space - picking the first one gives
250 // us a slight bias for tunnels, but usually you won't 284 // us a slight bias for tunnels, but usually you won't
251 // notice that in-game 285 // notice that in-game
252 seeds.push (point (x, y)); 286 seeds.push (point (x, y));
264 y = p.y; 298 y = p.y;
265 299
266 if (!dist [x][y]) 300 if (!dist [x][y])
267 { 301 {
268 // found new isolated area, make tunnel 302 // found new isolated area, make tunnel
269 if (!dirty)
270 push_flood_fill (dist, seeds, x, y); 303 push_flood_fill (dist, seeds, x, y);
271
272 make_tunnel (dist, seeds, x, y, 255); 304 make_tunnel (dist, seeds, x, y, 255);
273
274 if (dirty)
275 push_flood_fill (dist, seeds, x, y);
276 } 305 }
277 else 306 else
278 { 307 {
279 // nothing here, continue to expand 308 // nothing here, continue to expand
280 U8 d = U8 (dist [x][y]) + 1; 309 U8 d = U8 (dist [x][y]) + 1;
283 if (x > 0) maybe_push (dist, seeds, x - 1, y, d); 312 if (x > 0) maybe_push (dist, seeds, x - 1, y, d);
284 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);
285 if (y > 0) maybe_push (dist, seeds, x, y - 1, d); 314 if (y > 0) maybe_push (dist, seeds, x, y - 1, d);
286 } 315 }
287 } 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);
288 329
289 // now copy the tunnels over 330 // now copy the tunnels over
290 for (int x = 0; x < maze.w; ++x) 331 for (int x = 1; x < w - 1; ++x)
291 for (int y = 0; y < maze.h; ++y) 332 for (int y = 1; y < h - 1; ++y)
292 if (maze [x][y] == '#' && dist [x][y] == 1) 333 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1)
293 maze [x][y] = 0; 334 data [x][y] = 0;
294}
295
296void
297Layout::isolation_remover (bool dirty)
298{
299 ::isolation_remover (*this, dirty);
300} 335}
301 336
302///////////////////////////////////////////////////////////////////////////// 337/////////////////////////////////////////////////////////////////////////////
303 338
304// inspired mostly by http://www.jimrandomh.org/misc/caves.txt 339// inspired mostly by http://www.jimrandomh.org/misc/caves.txt
305void 340void
306Layout::gen_cave (int subtype) 341layout::gen_cave (int subtype)
307{ 342{
308 switch (subtype) 343 switch (subtype)
309 { 344 {
310 // a rough cave 345 // a rough cave
311 case 0: 346 case 0:
312 fill_rand (rmg_rndm (80, 95)); 347 fill_rand (rmg_rndm (85, 97));
313 break; 348 break;
314 349
315 // corridors 350 // corridors
316 case 1: 351 case 1:
317 fill_rand (rmg_rndm (5, 40)); 352 fill_rand (rmg_rndm (5, 40));
341 376
342///////////////////////////////////////////////////////////////////////////// 377/////////////////////////////////////////////////////////////////////////////
343 378
344//+GPL 379//+GPL
345 380
346/* puts doors at appropriate locations in a layout. */ 381/* puts doors at appropriate locations in a maze. */
347void 382void
348Layout::doorify () 383layout::doorify ()
349{ 384{
350 int ndoors = w * h / 60; /* reasonable number of doors. */ 385 int ndoors = w * h / 60; /* reasonable number of doors. */
351 int doorlocs = 0; /* # of available doorlocations */ 386 int doorlocs = 0; /* # of available doorlocations */
352 387
353 uint16 *doorlist_x = salloc<uint16> (w * h); 388 uint16 *doorlist_x = salloc<uint16> (w * h);
374 int j = doorlist_y [di]; 409 int j = doorlist_y [di];
375 int sindex = surround_flag (*this, i, j); 410 int sindex = surround_flag (*this, i, j);
376 411
377 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 412 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
378 { 413 {
379 col [i][j] = 'D'; 414 data [i][j] = 'D';
380 ndoors--; 415 ndoors--;
381 } 416 }
382 417
383 /* reduce the size of the list */ 418 /* reduce the size of the list */
384 doorlocs--; 419 doorlocs--;
392 427
393/* takes a map and makes it symmetric: adjusts Xsize and 428/* takes a map and makes it symmetric: adjusts Xsize and
394 * Ysize to produce a symmetric map. 429 * Ysize to produce a symmetric map.
395 */ 430 */
396void 431void
397Layout::symmetrize (int symmetry) 432layout::symmetrize (int symmetry)
398{ 433{
399 if (symmetry == SYMMETRY_NONE) 434 if (symmetry == SYMMETRY_NONE)
400 return; 435 return;
401 436
402 Layout sym_layout ( 437 layout sym_layout (
403 symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w, 438 symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w,
404 symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h 439 symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h
405 ); 440 );
406 441
407 if (symmetry == SYMMETRY_X) 442 if (symmetry == SYMMETRY_X)
408 for (int i = 0; i < sym_layout.w / 2 + 1; i++) 443 for (int i = 0; i < sym_layout.w / 2 + 1; i++)
409 for (int j = 0; j < sym_layout.h; j++) 444 for (int j = 0; j < sym_layout.h; j++)
410 { 445 {
411 sym_layout[i ][j] = 446 sym_layout[i ][j] =
412 sym_layout[sym_layout.w - i - 1][j] = col[i][j]; 447 sym_layout[sym_layout.w - i - 1][j] = data [i][j];
413 } 448 }
414 449
415 if (symmetry == SYMMETRY_Y) 450 if (symmetry == SYMMETRY_Y)
416 for (int i = 0; i < sym_layout.w; i++) 451 for (int i = 0; i < sym_layout.w; i++)
417 for (int j = 0; j < sym_layout.h / 2 + 1; j++) 452 for (int j = 0; j < sym_layout.h / 2 + 1; j++)
418 { 453 {
419 sym_layout[i][j ] = 454 sym_layout[i][j ] =
420 sym_layout[i][sym_layout.h - j - 1] = col[i][j]; 455 sym_layout[i][sym_layout.h - j - 1] = data [i][j];
421 } 456 }
422 457
423 if (symmetry == SYMMETRY_XY) 458 if (symmetry == SYMMETRY_XY)
424 for (int i = 0; i < sym_layout.w / 2 + 1; i++) 459 for (int i = 0; i < sym_layout.w / 2 + 1; i++)
425 for (int j = 0; j < sym_layout.h / 2 + 1; j++) 460 for (int j = 0; j < sym_layout.h / 2 + 1; j++)
426 { 461 {
427 sym_layout[i ][j ] = 462 sym_layout[i ][j ] =
428 sym_layout[i ][sym_layout.h - j - 1] = 463 sym_layout[i ][sym_layout.h - j - 1] =
429 sym_layout[sym_layout.w - i - 1][j ] = 464 sym_layout[sym_layout.w - i - 1][j ] =
430 sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = col[i][j]; 465 sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j];
431 } 466 }
432 467
433 /* need to run the isolation remover for some layouts */ 468 /* need to run the isolation remover for some layouts */
434#if 0 469#if 0
435 switch (RP->map_layout_style) 470 switch (RP->map_layout_style)
451} 486}
452 487
453//-GPL 488//-GPL
454 489
455void 490void
456Layout::rotate (int rotation) 491layout::rotate (int rotation)
457{ 492{
458 switch (rotation & 3) 493 switch (rotation & 3)
459 { 494 {
460 case 2: /* a reflection */ 495 case 2: /* a reflection */
461 { 496 {
462 Layout new_layout (w, h); 497 layout new_layout (w, h);
463 498
464 for (int i = 0; i < w; i++) /* copy a reflection back */ 499 for (int i = 0; i < w; i++) /* copy a reflection back */
465 for (int j = 0; j < h; j++) 500 for (int j = 0; j < h; j++)
466 new_layout [i][j] = col [w - i - 1][h - j - 1]; 501 new_layout [i][j] = data [w - i - 1][h - j - 1];
467 502
468 swap (new_layout); 503 swap (new_layout);
469 } 504 }
470 break; 505 break;
471 506
472 case 1: 507 case 1:
473 case 3: 508 case 3:
474 { 509 {
475 Layout new_layout (h, w); 510 layout new_layout (h, w);
476 511
477 if (rotation == 1) /* swap x and y */ 512 if (rotation == 1) /* swap x and y */
478 for (int i = 0; i < w; i++) 513 for (int i = 0; i < w; i++)
479 for (int j = 0; j < h; j++) 514 for (int j = 0; j < h; j++)
480 new_layout [j][i] = col [i][j]; 515 new_layout [j][i] = data [i][j];
481 516
482 if (rotation == 3) /* swap x and y */ 517 if (rotation == 3) /* swap x and y */
483 for (int i = 0; i < w; i++) 518 for (int i = 0; i < w; i++)
484 for (int j = 0; j < h; j++) 519 for (int j = 0; j < h; j++)
485 new_layout [j][i] = col [w - i - 1][h - j - 1]; 520 new_layout [j][i] = data [w - i - 1][h - j - 1];
486 521
487 swap (new_layout); 522 swap (new_layout);
488 } 523 }
489 break; 524 break;
490 } 525 }
493///////////////////////////////////////////////////////////////////////////// 528/////////////////////////////////////////////////////////////////////////////
494 529
495//+GPL 530//+GPL
496 531
497/* 532/*
498 * Expands a layout by 2x in each dimension. 533 * Expands a maze by 2x in each dimension.
499 * H. S. Teoh 534 * H. S. Teoh
500 */ 535 */
501 536
502/* Copy the old tile X into the new one at location (i*2, j*2) and 537/* Copy the old tile X into the new one at location (i*2, j*2) and
503 * fill up the rest of the 2x2 result with \0: 538 * fill up the rest of the 2x2 result with \0:
504 * X ---> X \0 539 * X ---> X \0
505 * \0 \0 540 * \0 \0
506 */ 541 */
507static void inline 542static void inline
508expand_misc (Layout &newlayout, int i, int j, Layout &layout) 543expand_misc (layout &newlayout, int i, int j, layout &maze)
509{ 544{
510 newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = layout[i][j]; 545 newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = maze[i][j];
511 /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that 546 /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that
512 * for us.) */ 547 * for us.) */
513} 548}
514 549
515/* Returns a bitmap that represents which squares on the right and bottom 550/* Returns a bitmap that represents which squares on the right and bottom
518 * 2 match on (i, j+1) 553 * 2 match on (i, j+1)
519 * 4 match on (i+1, j+1) 554 * 4 match on (i+1, j+1)
520 * and the possible combinations thereof. 555 * and the possible combinations thereof.
521 */ 556 */
522static int noinline 557static int noinline
523calc_pattern (char ch, Layout &layout, int i, int j) 558calc_pattern (char ch, layout &maze, int i, int j)
524{ 559{
525 int pattern = 0; 560 int pattern = 0;
526 561
527 if (i + 1 < layout.w && layout[i + 1][j] == ch) 562 if (i + 1 < maze.w && maze[i + 1][j] == ch)
528 pattern |= 1; 563 pattern |= 1;
529 564
530 if (j + 1 < layout.h) 565 if (j + 1 < maze.h)
531 { 566 {
532 if (layout[i][j + 1] == ch) 567 if (maze[i][j + 1] == ch)
533 pattern |= 2; 568 pattern |= 2;
534 569
535 if (i + 1 < layout.w && layout[i + 1][j + 1] == ch) 570 if (i + 1 < maze.w && maze[i + 1][j + 1] == ch)
536 pattern |= 4; 571 pattern |= 4;
537 } 572 }
538 573
539 return pattern; 574 return pattern;
540} 575}
542/* Expand a wall. This function will try to sensibly connect the resulting 577/* Expand a wall. This function will try to sensibly connect the resulting
543 * wall to adjacent wall squares, so that the result won't have disconnected 578 * wall to adjacent wall squares, so that the result won't have disconnected
544 * walls. 579 * walls.
545 */ 580 */
546static void inline 581static void inline
547expand_wall (Layout &newlayout, int i, int j, Layout &layout) 582expand_wall (layout &newlayout, int i, int j, layout &maze)
548{ 583{
549 int wall_pattern = calc_pattern ('#', layout, i, j); 584 int wall_pattern = calc_pattern ('#', maze, i, j);
550 int door_pattern = calc_pattern ('D', layout, i, j); 585 int door_pattern = calc_pattern ('D', maze, i, j);
551 int both_pattern = wall_pattern | door_pattern; 586 int both_pattern = wall_pattern | door_pattern;
552 587
553 newlayout[i * 2][j * 2] = '#'; 588 newlayout[i * 2][j * 2] = '#';
554 589
555 if (i + 1 < layout.w) 590 if (i + 1 < maze.w)
556 { 591 {
557 if (both_pattern & 1) 592 if (both_pattern & 1)
558 { /* join walls/doors to the right */ 593 { /* join walls/doors to the right */
559/* newlayout[i*2+1][j*2] = '#'; */ 594/* newlayout[i*2+1][j*2] = '#'; */
560 newlayout[i * 2 + 1][j * 2] = layout[i + 1][j]; 595 newlayout[i * 2 + 1][j * 2] = maze[i + 1][j];
561 } 596 }
562 } 597 }
563 598
564 if (j + 1 < layout.h) 599 if (j + 1 < maze.h)
565 { 600 {
566 if (both_pattern & 2) 601 if (both_pattern & 2)
567 { /* join walls/doors to the bottom */ 602 { /* join walls/doors to the bottom */
568/* newlayout[i*2][j*2+1] = '#'; */ 603/* newlayout[i*2][j*2+1] = '#'; */
569 newlayout[i * 2][j * 2 + 1] = layout[i][j + 1]; 604 newlayout[i * 2][j * 2 + 1] = maze[i][j + 1];
570 } 605 }
571 606
572 if (wall_pattern == 7) 607 if (wall_pattern == 7)
573 { /* if orig layout is a 2x2 wall block, 608 { /* if orig maze is a 2x2 wall block,
574 * we fill the result with walls. */ 609 * we fill the result with walls. */
575 newlayout[i * 2 + 1][j * 2 + 1] = '#'; 610 newlayout[i * 2 + 1][j * 2 + 1] = '#';
576 } 611 }
577 } 612 }
578} 613}
580/* This function will try to sensibly connect doors so that they meet up with 615/* This function will try to sensibly connect doors so that they meet up with
581 * adjacent walls. Note that it will also presumptuously delete (ignore) doors 616 * adjacent walls. Note that it will also presumptuously delete (ignore) doors
582 * that it doesn't know how to correctly expand. 617 * that it doesn't know how to correctly expand.
583 */ 618 */
584static void inline 619static void inline
585expand_door (Layout &newlayout, int i, int j, Layout &layout) 620expand_door (layout &newlayout, int i, int j, layout &maze)
586{ 621{
587 int wall_pattern = calc_pattern ('#', layout, i, j); 622 int wall_pattern = calc_pattern ('#', maze, i, j);
588 int door_pattern = calc_pattern ('D', layout, i, j); 623 int door_pattern = calc_pattern ('D', maze, i, j);
589 int join_pattern; 624 int join_pattern;
590 625
591 /* Doors "like" to connect to walls more than other doors. If there is 626 /* Doors "like" to connect to walls more than other doors. If there is
592 * a wall and another door, this door will connect to the wall and 627 * a wall and another door, this door will connect to the wall and
593 * disconnect from the other door. */ 628 * disconnect from the other door. */
596 else 631 else
597 join_pattern = door_pattern; 632 join_pattern = door_pattern;
598 633
599 newlayout[i * 2][j * 2] = 'D'; 634 newlayout[i * 2][j * 2] = 'D';
600 635
601 if (i + 1 < layout.w) 636 if (i + 1 < maze.w)
602 if (join_pattern & 1) 637 if (join_pattern & 1)
603 /* there is a door/wall to the right */ 638 /* there is a door/wall to the right */
604 newlayout[i * 2 + 1][j * 2] = 'D'; 639 newlayout[i * 2 + 1][j * 2] = 'D';
605 640
606 if (j + 1 < layout.h) 641 if (j + 1 < maze.h)
607 if (join_pattern & 2) 642 if (join_pattern & 2)
608 /* there is a door/wall below */ 643 /* there is a door/wall below */
609 newlayout[i * 2][j * 2 + 1] = 'D'; 644 newlayout[i * 2][j * 2 + 1] = 'D';
610} 645}
611 646
612void 647void
613Layout::expand2x () 648layout::expand2x ()
614{ 649{
615 Layout new_layout (w * 2 - 1, h * 2 - 1); 650 layout new_layout (w * 2 - 1, h * 2 - 1);
616 651
617 new_layout.clear (); 652 new_layout.clear ();
618 653
619 for (int i = 0; i < w; i++) 654 for (int i = 0; i < w; i++)
620 for (int j = 0; j < h; j++) 655 for (int j = 0; j < h; j++)
621 switch (col [i][j]) 656 switch (data [i][j])
622 { 657 {
623 case '#': expand_wall (new_layout, i, j, *this); break; 658 case '#': expand_wall (new_layout, i, j, *this); break;
624 case 'D': expand_door (new_layout, i, j, *this); break; 659 case 'D': expand_door (new_layout, i, j, *this); break;
625 default: expand_misc (new_layout, i, j, *this); break; 660 default: expand_misc (new_layout, i, j, *this); break;
626 } 661 }
628 swap (new_layout); 663 swap (new_layout);
629} 664}
630 665
631///////////////////////////////////////////////////////////////////////////// 666/////////////////////////////////////////////////////////////////////////////
632 667
633/* checks the layout to see if I can stick a horizontal(dir = 0) wall 668/* checks the maze to see if I can stick a horizontal(dir = 0) wall
634 (or vertical, dir == 1) 669 (or vertical, dir == 1)
635 here which ends up on other walls sensibly. */ 670 here which ends up on other walls sensibly. */
636static int 671static int
637can_make_wall (const Layout &maze, int dx, int dy, int dir) 672can_make_wall (const layout &maze, int dx, int dy, int dir)
638{ 673{
639 int i1; 674 int i1;
640 int length = 0; 675 int length = 0;
641 676
642 /* dont make walls if we're on the edge. */ 677 /* dont make walls if we're on the edge. */
729 764
730 return 0; 765 return 0;
731} 766}
732 767
733void 768void
734Layout::roomify () 769layout::roomify ()
735{ 770{
736 int tries = w * h / 30; 771 int tries = w * h / 30;
737 772
738 for (int ti = 0; ti < tries; ti++) 773 for (int ti = 0; ti < tries; ti++)
739 { 774 {
766 } 801 }
767} 802}
768 803
769///////////////////////////////////////////////////////////////////////////// 804/////////////////////////////////////////////////////////////////////////////
770 805
771/* function selects the layout function and gives it whatever 806/* function selects the maze function and gives it whatever
772 arguments it needs. */ 807 arguments it needs. */
773void 808void
774Layout::generate (random_map_params *RP) 809layout::generate (random_map_params *RP)
775{ 810{
776 switch (RP->map_layout_style) 811 switch (RP->map_layout_style)
777 { 812 {
778 case LAYOUT_ONION: 813 case LAYOUT_ONION:
779 map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2); 814 map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2);
838 873
839 default: 874 default:
840 abort (); 875 abort ();
841 } 876 }
842 877
843 /* rotate the layout randomly */ 878 /* rotate the maze randomly */
844 rotate (rmg_rndm (4)); 879 rotate (rmg_rndm (4));
845 880
846 symmetrize (RP->symmetry_used); 881 symmetrize (RP->symmetry_used);
847 882
848#if 0 883#if 0
858#if 0 893#if 0
859static struct demo 894static struct demo
860{ 895{
861 demo () 896 demo ()
862 { 897 {
863 Layout maze (40, 25);
864 rmg_rndm.seed (time (0)); 898 rmg_rndm.seed (time (0));
865 899
866 for(int i=1;i<10;i) 900 for(int i=1;i<100;i++)
867 { 901 {
902 layout maze (40, 25);
868 maze.fill_rand (97); 903 maze.fill_rand (85);
869 maze.border (); 904 maze.border ();
870 maze.isolation_remover (); 905 maze.isolation_remover ();
871 maze.print (); 906 maze.print ();
872 } 907 }
873 908

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