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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 1.14 by root, Sat Jul 3 02:19:10 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
29layout::alloc (int w, int h)
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!)
39 size = (sizeof (cell *) + sizeof (cell) * h) * w;
40 data = (cell **)salloc<char> (size);
41
42 cell *p = (cell *)(data + w);
43
44 for (int x = 0; x < w; ++x)
45 data [x] = p + x * h;
46}
47
28Layout::Layout (int w, int h) 48layout::layout (int w, int h)
29: w(w), h(h)
30{ 49{
31 int size = (sizeof (char *) + sizeof (char) * h) * w; 50 alloc (w, h);
51}
32 52
53layout::layout (layout &copy)
54{
55 alloc (copy.w, copy.h);
56
57 memcpy (data [0], copy.data [0], sizeof (cell) * h * w);
58}
59
60layout::layout (layout &orig, int x1, int y1, int x2, int y2)
61{
62 w = x2 - x1;
63 h = y2 - y1;
64
65 // we only allocate space for the pointers
66 size = sizeof (cell *) * w;
33 col = (char **)salloc<char> (size); 67 data = (cell **)salloc<char> (size);
34 68
35 char *data = (char *)(col + w); 69 // and now we point back into the original layout
36
37 for (int x = w; x--; ) 70 for (int x = 0; x < w; ++x)
38 col [x] = data + x * h; 71 data [x] = orig.data [x + x1] + y1;
39} 72}
40 73
41Layout::~Layout () 74layout::~layout ()
42{ 75{
43 int size = (sizeof (char *) + sizeof (char) * h) * w;
44
45 sfree ((char *)col, size); 76 sfree ((char *)data, size);
46} 77}
47 78
48void 79void
49Layout::fill (char fill) 80layout::fill (char fill)
50{ 81{
51 memset (col [0], fill, w * h); 82 memset (data [0], fill, w * h);
52} 83}
53 84
54void 85void
55Layout::rect (int x1, int y1, int x2, int y2, char fill) 86layout::rect (int x1, int y1, int x2, int y2, char fill)
87{
88 --x2;
89
90 memset (data [x1] + y1, fill, y2 - y1);
91 memset (data [x2] + y1, fill, y2 - y1);
92
93 while (++x1 < x2)
94 data [x1][y1] = data [x1][y2 - 1] = fill;
95}
96
97void
98layout::fill_rect (int x1, int y1, int x2, int y2, char fill)
56{ 99{
57 for (; x1 < x2; ++x1) 100 for (; x1 < x2; ++x1)
58 memset (col [x1] + y1, fill, y2 - y1); 101 memset (data [x1] + y1, fill, y2 - y1);
59} 102}
60 103
61void Layout::border (char fill) 104void layout::border (char fill)
62{ 105{
63 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; 106 rect (0, 0, w, h, fill);
64 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
65} 107}
66 108
67void 109void
68Layout::fill_rand (int percent) 110layout::fill_rand (int percent)
69{ 111{
70 percent = lerp (percent, 0, 100, 0, 256); 112 percent = lerp (percent, 0, 100, 0, 256);
71 113
72 for (int x = w - 1; --x > 0; ) 114 for (int x = w - 1; --x > 0; )
73 for (int y = h - 1; --y > 0; ) 115 for (int y = h - 1; --y > 0; )
74 col [x][y] = rmg_rndm (256) > percent ? 0 : '#'; 116 data [x][y] = rmg_rndm (256) > percent ? 0 : '#';
75} 117}
76 118
77///////////////////////////////////////////////////////////////////////////// 119/////////////////////////////////////////////////////////////////////////////
78 120
79// erode by cellular automata 121// erode by cellular automata
80void 122void
81Layout::erode_1_2 (int c1, int c2, int repeat) 123layout::erode_1_2 (int c1, int c2, int repeat)
82{ 124{
83 Layout neu (w, h); 125 layout neu (w, h);
84 126
85 while (repeat--) 127 while (repeat--)
86 { 128 {
87 for (int x = 0; x < w; ++x) 129 for (int x = 0; x < w; ++x)
88 { 130 {
104 for (int i = array_length (dds); i--; ) 146 for (int i = array_length (dds); i--; )
105 { 147 {
106 int nx = x + dds [i][0]; 148 int nx = x + dds [i][0];
107 int ny = y + dds [i][1]; 149 int ny = y + dds [i][1];
108 150
109 if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !col [nx][ny]) 151 if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny])
110 { 152 {
111 n1 += dds [i][2]; 153 n1 += dds [i][2];
112 n2++; 154 n2++;
113 } 155 }
114 } 156 }
122} 164}
123 165
124///////////////////////////////////////////////////////////////////////////// 166/////////////////////////////////////////////////////////////////////////////
125 167
126void 168void
127Layout::print () const 169layout::print () const
128{ 170{
129 for (int y = 0; y < h; y++) 171 for (int y = 0; y < h; y++)
130 { 172 {
131 for (int x = 0; x < w; x++) 173 for (int x = 0; x < w; x++)
132 { 174 {
133 U8 c = (U8)col [x][y]; 175 U8 c = (U8)data [x][y];
134 176
135 if (!c) 177 if (!c)
136 c = ' '; 178 c = ' ';
137 else if (c < 10) 179 else if (c < 10)
138 c += '0'; 180 c += '0';
151///////////////////////////////////////////////////////////////////////////// 193/////////////////////////////////////////////////////////////////////////////
152// isolation remover - ensures single connected area 194// isolation remover - ensures single connected area
153 195
154typedef fixed_stack<point> pointlist; 196typedef fixed_stack<point> pointlist;
155 197
156static noinline void 198static void noinline
157push_flood_fill (Layout &dist, pointlist &seeds, int x, int y) 199push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
158{ 200{
159 if (dist [x][y]) 201 if (dist [x][y])
160 return; 202 return;
161 203
162 while (y > 0 && !dist [x][y - 1]) 204 while (y > 0 && !dist [x][y - 1])
172 ++y; 214 ++y;
173 } 215 }
174 216
175 while (--y >= y0) 217 while (--y >= y0)
176 { 218 {
177 if (x > 0) push_flood_fill (dist, seeds, x - 1, y); 219 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); 220 if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y);
179 } 221 }
180} 222}
181 223
182static inline void 224static inline void
183make_tunnel (Layout &dist, pointlist &seeds, int x, int y, U8 d) 225make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d)
184{ 226{
185 for (;;) 227 for (;;)
186 { 228 {
229 point neigh[4];
230 int ncnt = 0;
231
187 if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) 232 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) 233 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) 234 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) 235 if (y < dist.h - 1 && U8 (dist [x][y + 1]) <= d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1);
194 ++y; 236
195 else 237 if (!ncnt)
196 break; 238 return;
239
240 point &p = neigh [rmg_rndm (ncnt)];
241
242 seeds.push (p);
243
244 x = p.x;
245 y = p.y;
197 246
198 d = dist [x][y]; 247 d = dist [x][y];
199 dist [x][y] = 1; 248 dist [x][y] = 1;
200 seeds.push (point (x, y));
201 } 249 }
202} 250}
203 251
204static void inline 252static void inline
205maybe_push (Layout &dist, pointlist &seeds, int x, int y, U8 d) 253maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d)
206{ 254{
207 char &D = dist [x][y]; 255 char &D = dist [x][y];
208 256
209 if (U8 (D) > d) // if wall and higher distance, lower distance 257 if (U8 (D) > d) // if wall and higher distance, lower distance
210 D = d; 258 D = d;
212 return; 260 return;
213 261
214 seeds.push (point (x, y)); 262 seeds.push (point (x, y));
215} 263}
216 264
217static void 265// isolation remover, works on a "distance" map
266// the map must be initialised with 0 == rooms, 255 = walls
267static void noinline
218isolation_remover (Layout &maze, bool dirty) 268isolation_remover (layout &dist)
219{ 269{
220 Layout dist (maze.w, maze.h);
221
222 // dist contains 270 // dist contains
223 // 0 == invisited rooms 271 // 0 == invisited rooms
224 // 1 == visited rooms 272 // 1 == visited rooms
225 // 2+ shortest distance to random near room 273 // 2+ shortest distance to random near room
226 274
227 // phase 1, initialise dist array, find seed 275 // phase 1, find seed
228 int cnt = 0; 276 int cnt = 0;
229 int x, y; 277 int x, y;
230 278
231 for (int i = 0; i < maze.w; ++i) 279 for (int i = 0; i < dist.w; ++i)
232 for (int j = 0; j < maze.h; ++j) 280 for (int j = 0; j < dist.h; ++j)
233 { 281 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; 282 x = i, y = j;
241 }
242 }
243 283
244 if (!cnt) 284 if (!cnt)
285 {
286 // map is completely massive, this is not good,
287 // so make it empty instead.
288 dist.fill (1);
245 return; 289 return;
290 }
246 291
247 fixed_stack<point> seeds (maze.w * maze.h * 5); 292 fixed_stack<point> seeds (dist.w * dist.h * 5);
248 293
249 // found first free space - picking the first one gives 294 // found first free space - picking the first one gives
250 // us a slight bias for tunnels, but usually you won't 295 // us a slight bias for tunnels, but usually you won't
251 // notice that in-game 296 // notice that in-game
252 seeds.push (point (x, y)); 297 seeds.push (point (x, y));
264 y = p.y; 309 y = p.y;
265 310
266 if (!dist [x][y]) 311 if (!dist [x][y])
267 { 312 {
268 // found new isolated area, make tunnel 313 // found new isolated area, make tunnel
269 if (!dirty)
270 push_flood_fill (dist, seeds, x, y); 314 push_flood_fill (dist, seeds, x, y);
271
272 make_tunnel (dist, seeds, x, y, 255); 315 make_tunnel (dist, seeds, x, y, 255);
273
274 if (dirty)
275 push_flood_fill (dist, seeds, x, y);
276 } 316 }
277 else 317 else
278 { 318 {
279 // nothing here, continue to expand 319 // nothing here, continue to expand
280 U8 d = U8 (dist [x][y]) + 1; 320 U8 d = U8 (dist [x][y]) + 1;
283 if (x > 0) maybe_push (dist, seeds, x - 1, y, d); 323 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); 324 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); 325 if (y > 0) maybe_push (dist, seeds, x, y - 1, d);
286 } 326 }
287 } 327 }
328}
329
330void
331layout::isolation_remover ()
332{
333 layout dist (w - 2, h - 2); // map without border
334
335 for (int x = 1; x < w - 1; ++x)
336 for (int y = 1; y < h - 1; ++y)
337 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0;
338
339 ::isolation_remover (dist);
288 340
289 // now copy the tunnels over 341 // now copy the tunnels over
290 for (int x = 0; x < maze.w; ++x) 342 for (int x = 1; x < w - 1; ++x)
291 for (int y = 0; y < maze.h; ++y) 343 for (int y = 1; y < h - 1; ++y)
292 if (maze [x][y] == '#' && dist [x][y] == 1) 344 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1)
293 maze [x][y] = 0; 345 data [x][y] = 0;
294}
295
296void
297Layout::isolation_remover (bool dirty)
298{
299 ::isolation_remover (*this, dirty);
300} 346}
301 347
302///////////////////////////////////////////////////////////////////////////// 348/////////////////////////////////////////////////////////////////////////////
303 349
304// inspired mostly by http://www.jimrandomh.org/misc/caves.txt 350// inspired mostly by http://www.jimrandomh.org/misc/caves.txt
305void 351void
306Layout::gen_cave (int subtype) 352layout::gen_cave (int subtype)
307{ 353{
308 switch (subtype) 354 switch (subtype)
309 { 355 {
310 // a rough cave 356 // a rough cave
311 case 0: 357 case 0:
312 fill_rand (rmg_rndm (80, 95)); 358 fill_rand (rmg_rndm (85, 97));
313 break; 359 break;
314 360
315 // corridors 361 // corridors
316 case 1: 362 case 1:
317 fill_rand (rmg_rndm (5, 40)); 363 fill_rand (rmg_rndm (5, 40));
341 387
342///////////////////////////////////////////////////////////////////////////// 388/////////////////////////////////////////////////////////////////////////////
343 389
344//+GPL 390//+GPL
345 391
346/* puts doors at appropriate locations in a layout. */ 392/* puts doors at appropriate locations in a maze. */
347void 393void
348Layout::doorify () 394layout::doorify ()
349{ 395{
350 int ndoors = w * h / 60; /* reasonable number of doors. */ 396 int ndoors = w * h / 60; /* reasonable number of doors. */
351 int doorlocs = 0; /* # of available doorlocations */ 397 int doorlocs = 0; /* # of available doorlocations */
352 398
353 uint16 *doorlist_x = salloc<uint16> (w * h); 399 uint16 *doorlist_x = salloc<uint16> (w * h);
374 int j = doorlist_y [di]; 420 int j = doorlist_y [di];
375 int sindex = surround_flag (*this, i, j); 421 int sindex = surround_flag (*this, i, j);
376 422
377 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 423 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
378 { 424 {
379 col [i][j] = 'D'; 425 data [i][j] = 'D';
380 ndoors--; 426 ndoors--;
381 } 427 }
382 428
383 /* reduce the size of the list */ 429 /* reduce the size of the list */
384 doorlocs--; 430 doorlocs--;
392 438
393/* takes a map and makes it symmetric: adjusts Xsize and 439/* takes a map and makes it symmetric: adjusts Xsize and
394 * Ysize to produce a symmetric map. 440 * Ysize to produce a symmetric map.
395 */ 441 */
396void 442void
397Layout::symmetrize (int symmetry) 443layout::symmetrize (int symmetry)
398{ 444{
399 if (symmetry == SYMMETRY_NONE) 445 if (symmetry == SYMMETRY_NONE)
400 return; 446 return;
401 447
402 Layout sym_layout ( 448 layout sym_layout (
403 symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w, 449 symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w,
404 symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h 450 symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h
405 ); 451 );
406 452
407 if (symmetry == SYMMETRY_X) 453 if (symmetry == SYMMETRY_X)
408 for (int i = 0; i < sym_layout.w / 2 + 1; i++) 454 for (int i = 0; i < sym_layout.w / 2 + 1; i++)
409 for (int j = 0; j < sym_layout.h; j++) 455 for (int j = 0; j < sym_layout.h; j++)
410 { 456 {
411 sym_layout[i ][j] = 457 sym_layout[i ][j] =
412 sym_layout[sym_layout.w - i - 1][j] = col[i][j]; 458 sym_layout[sym_layout.w - i - 1][j] = data [i][j];
413 } 459 }
414 460
415 if (symmetry == SYMMETRY_Y) 461 if (symmetry == SYMMETRY_Y)
416 for (int i = 0; i < sym_layout.w; i++) 462 for (int i = 0; i < sym_layout.w; i++)
417 for (int j = 0; j < sym_layout.h / 2 + 1; j++) 463 for (int j = 0; j < sym_layout.h / 2 + 1; j++)
418 { 464 {
419 sym_layout[i][j ] = 465 sym_layout[i][j ] =
420 sym_layout[i][sym_layout.h - j - 1] = col[i][j]; 466 sym_layout[i][sym_layout.h - j - 1] = data [i][j];
421 } 467 }
422 468
423 if (symmetry == SYMMETRY_XY) 469 if (symmetry == SYMMETRY_XY)
424 for (int i = 0; i < sym_layout.w / 2 + 1; i++) 470 for (int i = 0; i < sym_layout.w / 2 + 1; i++)
425 for (int j = 0; j < sym_layout.h / 2 + 1; j++) 471 for (int j = 0; j < sym_layout.h / 2 + 1; j++)
426 { 472 {
427 sym_layout[i ][j ] = 473 sym_layout[i ][j ] =
428 sym_layout[i ][sym_layout.h - j - 1] = 474 sym_layout[i ][sym_layout.h - j - 1] =
429 sym_layout[sym_layout.w - i - 1][j ] = 475 sym_layout[sym_layout.w - i - 1][j ] =
430 sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = col[i][j]; 476 sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j];
431 } 477 }
432 478
433 /* need to run the isolation remover for some layouts */ 479 /* need to run the isolation remover for some layouts */
434#if 0 480#if 0
435 switch (RP->map_layout_style) 481 switch (RP->map_layout_style)
451} 497}
452 498
453//-GPL 499//-GPL
454 500
455void 501void
456Layout::rotate (int rotation) 502layout::rotate (int rotation)
457{ 503{
458 switch (rotation & 3) 504 switch (rotation & 3)
459 { 505 {
460 case 2: /* a reflection */ 506 case 2: /* a reflection */
461 { 507 {
462 Layout new_layout (w, h); 508 layout new_layout (w, h);
463 509
464 for (int i = 0; i < w; i++) /* copy a reflection back */ 510 for (int i = 0; i < w; i++) /* copy a reflection back */
465 for (int j = 0; j < h; j++) 511 for (int j = 0; j < h; j++)
466 new_layout [i][j] = col [w - i - 1][h - j - 1]; 512 new_layout [i][j] = data [w - i - 1][h - j - 1];
467 513
468 swap (new_layout); 514 swap (new_layout);
469 } 515 }
470 break; 516 break;
471 517
472 case 1: 518 case 1:
473 case 3: 519 case 3:
474 { 520 {
475 Layout new_layout (h, w); 521 layout new_layout (h, w);
476 522
477 if (rotation == 1) /* swap x and y */ 523 if (rotation == 1) /* swap x and y */
478 for (int i = 0; i < w; i++) 524 for (int i = 0; i < w; i++)
479 for (int j = 0; j < h; j++) 525 for (int j = 0; j < h; j++)
480 new_layout [j][i] = col [i][j]; 526 new_layout [j][i] = data [i][j];
481 527
482 if (rotation == 3) /* swap x and y */ 528 if (rotation == 3) /* swap x and y */
483 for (int i = 0; i < w; i++) 529 for (int i = 0; i < w; i++)
484 for (int j = 0; j < h; j++) 530 for (int j = 0; j < h; j++)
485 new_layout [j][i] = col [w - i - 1][h - j - 1]; 531 new_layout [j][i] = data [w - i - 1][h - j - 1];
486 532
487 swap (new_layout); 533 swap (new_layout);
488 } 534 }
489 break; 535 break;
490 } 536 }
493///////////////////////////////////////////////////////////////////////////// 539/////////////////////////////////////////////////////////////////////////////
494 540
495//+GPL 541//+GPL
496 542
497/* 543/*
498 * Expands a layout by 2x in each dimension. 544 * Expands a maze by 2x in each dimension.
499 * H. S. Teoh 545 * H. S. Teoh
500 */ 546 */
501 547
502/* Copy the old tile X into the new one at location (i*2, j*2) and 548/* 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: 549 * fill up the rest of the 2x2 result with \0:
504 * X ---> X \0 550 * X ---> X \0
505 * \0 \0 551 * \0 \0
506 */ 552 */
507static void inline 553static void inline
508expand_misc (Layout &newlayout, int i, int j, Layout &layout) 554expand_misc (layout &newlayout, int i, int j, layout &maze)
509{ 555{
510 newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = layout[i][j]; 556 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 557 /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that
512 * for us.) */ 558 * for us.) */
513} 559}
514 560
515/* Returns a bitmap that represents which squares on the right and bottom 561/* Returns a bitmap that represents which squares on the right and bottom
518 * 2 match on (i, j+1) 564 * 2 match on (i, j+1)
519 * 4 match on (i+1, j+1) 565 * 4 match on (i+1, j+1)
520 * and the possible combinations thereof. 566 * and the possible combinations thereof.
521 */ 567 */
522static int noinline 568static int noinline
523calc_pattern (char ch, Layout &layout, int i, int j) 569calc_pattern (char ch, layout &maze, int i, int j)
524{ 570{
525 int pattern = 0; 571 int pattern = 0;
526 572
527 if (i + 1 < layout.w && layout[i + 1][j] == ch) 573 if (i + 1 < maze.w && maze[i + 1][j] == ch)
528 pattern |= 1; 574 pattern |= 1;
529 575
530 if (j + 1 < layout.h) 576 if (j + 1 < maze.h)
531 { 577 {
532 if (layout[i][j + 1] == ch) 578 if (maze[i][j + 1] == ch)
533 pattern |= 2; 579 pattern |= 2;
534 580
535 if (i + 1 < layout.w && layout[i + 1][j + 1] == ch) 581 if (i + 1 < maze.w && maze[i + 1][j + 1] == ch)
536 pattern |= 4; 582 pattern |= 4;
537 } 583 }
538 584
539 return pattern; 585 return pattern;
540} 586}
542/* Expand a wall. This function will try to sensibly connect the resulting 588/* 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 589 * wall to adjacent wall squares, so that the result won't have disconnected
544 * walls. 590 * walls.
545 */ 591 */
546static void inline 592static void inline
547expand_wall (Layout &newlayout, int i, int j, Layout &layout) 593expand_wall (layout &newlayout, int i, int j, layout &maze)
548{ 594{
549 int wall_pattern = calc_pattern ('#', layout, i, j); 595 int wall_pattern = calc_pattern ('#', maze, i, j);
550 int door_pattern = calc_pattern ('D', layout, i, j); 596 int door_pattern = calc_pattern ('D', maze, i, j);
551 int both_pattern = wall_pattern | door_pattern; 597 int both_pattern = wall_pattern | door_pattern;
552 598
553 newlayout[i * 2][j * 2] = '#'; 599 newlayout[i * 2][j * 2] = '#';
554 600
555 if (i + 1 < layout.w) 601 if (i + 1 < maze.w)
556 { 602 {
557 if (both_pattern & 1) 603 if (both_pattern & 1)
558 { /* join walls/doors to the right */ 604 { /* join walls/doors to the right */
559/* newlayout[i*2+1][j*2] = '#'; */ 605/* newlayout[i*2+1][j*2] = '#'; */
560 newlayout[i * 2 + 1][j * 2] = layout[i + 1][j]; 606 newlayout[i * 2 + 1][j * 2] = maze[i + 1][j];
561 } 607 }
562 } 608 }
563 609
564 if (j + 1 < layout.h) 610 if (j + 1 < maze.h)
565 { 611 {
566 if (both_pattern & 2) 612 if (both_pattern & 2)
567 { /* join walls/doors to the bottom */ 613 { /* join walls/doors to the bottom */
568/* newlayout[i*2][j*2+1] = '#'; */ 614/* newlayout[i*2][j*2+1] = '#'; */
569 newlayout[i * 2][j * 2 + 1] = layout[i][j + 1]; 615 newlayout[i * 2][j * 2 + 1] = maze[i][j + 1];
570 } 616 }
571 617
572 if (wall_pattern == 7) 618 if (wall_pattern == 7)
573 { /* if orig layout is a 2x2 wall block, 619 { /* if orig maze is a 2x2 wall block,
574 * we fill the result with walls. */ 620 * we fill the result with walls. */
575 newlayout[i * 2 + 1][j * 2 + 1] = '#'; 621 newlayout[i * 2 + 1][j * 2 + 1] = '#';
576 } 622 }
577 } 623 }
578} 624}
580/* This function will try to sensibly connect doors so that they meet up with 626/* 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 627 * adjacent walls. Note that it will also presumptuously delete (ignore) doors
582 * that it doesn't know how to correctly expand. 628 * that it doesn't know how to correctly expand.
583 */ 629 */
584static void inline 630static void inline
585expand_door (Layout &newlayout, int i, int j, Layout &layout) 631expand_door (layout &newlayout, int i, int j, layout &maze)
586{ 632{
587 int wall_pattern = calc_pattern ('#', layout, i, j); 633 int wall_pattern = calc_pattern ('#', maze, i, j);
588 int door_pattern = calc_pattern ('D', layout, i, j); 634 int door_pattern = calc_pattern ('D', maze, i, j);
589 int join_pattern; 635 int join_pattern;
590 636
591 /* Doors "like" to connect to walls more than other doors. If there is 637 /* 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 638 * a wall and another door, this door will connect to the wall and
593 * disconnect from the other door. */ 639 * disconnect from the other door. */
596 else 642 else
597 join_pattern = door_pattern; 643 join_pattern = door_pattern;
598 644
599 newlayout[i * 2][j * 2] = 'D'; 645 newlayout[i * 2][j * 2] = 'D';
600 646
601 if (i + 1 < layout.w) 647 if (i + 1 < maze.w)
602 if (join_pattern & 1) 648 if (join_pattern & 1)
603 /* there is a door/wall to the right */ 649 /* there is a door/wall to the right */
604 newlayout[i * 2 + 1][j * 2] = 'D'; 650 newlayout[i * 2 + 1][j * 2] = 'D';
605 651
606 if (j + 1 < layout.h) 652 if (j + 1 < maze.h)
607 if (join_pattern & 2) 653 if (join_pattern & 2)
608 /* there is a door/wall below */ 654 /* there is a door/wall below */
609 newlayout[i * 2][j * 2 + 1] = 'D'; 655 newlayout[i * 2][j * 2 + 1] = 'D';
610} 656}
611 657
612void 658void
613Layout::expand2x () 659layout::expand2x ()
614{ 660{
615 Layout new_layout (w * 2 - 1, h * 2 - 1); 661 layout new_layout (w * 2 - 1, h * 2 - 1);
616 662
617 new_layout.clear (); 663 new_layout.clear ();
618 664
619 for (int i = 0; i < w; i++) 665 for (int i = 0; i < w; i++)
620 for (int j = 0; j < h; j++) 666 for (int j = 0; j < h; j++)
621 switch (col [i][j]) 667 switch (data [i][j])
622 { 668 {
623 case '#': expand_wall (new_layout, i, j, *this); break; 669 case '#': expand_wall (new_layout, i, j, *this); break;
624 case 'D': expand_door (new_layout, i, j, *this); break; 670 case 'D': expand_door (new_layout, i, j, *this); break;
625 default: expand_misc (new_layout, i, j, *this); break; 671 default: expand_misc (new_layout, i, j, *this); break;
626 } 672 }
628 swap (new_layout); 674 swap (new_layout);
629} 675}
630 676
631///////////////////////////////////////////////////////////////////////////// 677/////////////////////////////////////////////////////////////////////////////
632 678
633/* checks the layout to see if I can stick a horizontal(dir = 0) wall 679/* checks the maze to see if I can stick a horizontal(dir = 0) wall
634 (or vertical, dir == 1) 680 (or vertical, dir == 1)
635 here which ends up on other walls sensibly. */ 681 here which ends up on other walls sensibly. */
636static int 682static int
637can_make_wall (const Layout &maze, int dx, int dy, int dir) 683can_make_wall (const layout &maze, int dx, int dy, int dir)
638{ 684{
639 int i1; 685 int i1;
640 int length = 0; 686 int length = 0;
641 687
642 /* dont make walls if we're on the edge. */ 688 /* dont make walls if we're on the edge. */
729 775
730 return 0; 776 return 0;
731} 777}
732 778
733void 779void
734Layout::roomify () 780layout::roomify ()
735{ 781{
736 int tries = w * h / 30; 782 int tries = w * h / 30;
737 783
738 for (int ti = 0; ti < tries; ti++) 784 for (int ti = 0; ti < tries; ti++)
739 { 785 {
766 } 812 }
767} 813}
768 814
769///////////////////////////////////////////////////////////////////////////// 815/////////////////////////////////////////////////////////////////////////////
770 816
771/* function selects the layout function and gives it whatever 817/* function selects the maze function and gives it whatever
772 arguments it needs. */ 818 arguments it needs. */
773void 819void
774Layout::generate (random_map_params *RP) 820layout::generate (random_map_params *RP)
775{ 821{
776 switch (RP->map_layout_style) 822 switch (RP->map_layout_style)
777 { 823 {
778 case LAYOUT_ONION: 824 case LAYOUT_ONION:
779 map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2); 825 map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2);
838 884
839 default: 885 default:
840 abort (); 886 abort ();
841 } 887 }
842 888
843 /* rotate the layout randomly */ 889 /* rotate the maze randomly */
844 rotate (rmg_rndm (4)); 890 rotate (rmg_rndm (4));
845 891
846 symmetrize (RP->symmetry_used); 892 symmetrize (RP->symmetry_used);
847 893
848#if 0 894#if 0
858#if 0 904#if 0
859static struct demo 905static struct demo
860{ 906{
861 demo () 907 demo ()
862 { 908 {
863 Layout maze (40, 25);
864 rmg_rndm.seed (time (0)); 909 rmg_rndm.seed (time (0));
865 910
866 for(int i=1;i<10;i) 911 for(int i=1;i<100;i++)
867 { 912 {
913 layout maze (40, 25);
868 maze.fill_rand (97); 914 maze.fill_rand (85);
869 maze.border (); 915 maze.border ();
870 maze.isolation_remover (); 916 maze.isolation_remover ();
871 maze.print (); 917 maze.print ();
872 } 918 }
873 919

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