… | |
… | |
221 | if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y); |
221 | if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y); |
222 | } |
222 | } |
223 | } |
223 | } |
224 | |
224 | |
225 | static inline void |
225 | static inline void |
226 | make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d) |
226 | make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb) |
227 | { |
227 | { |
228 | for (;;) |
228 | for (;;) |
229 | { |
229 | { |
230 | point neigh[4]; |
230 | point neigh[4]; |
231 | int ncnt = 0; |
231 | int ncnt = 0; |
232 | |
232 | |
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233 | d += perturb > 1; |
|
|
234 | |
233 | if (x > 0 && U8 (dist [x - 1][y]) <= d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y); |
235 | if (x > 0 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y); |
234 | if (x < dist.w - 1 && U8 (dist [x + 1][y]) <= d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y); |
236 | if (x < dist.w - 1 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y); |
235 | if (y > 0 && U8 (dist [x][y - 1]) <= d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1); |
237 | if (y > 0 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1); |
236 | if (y < dist.h - 1 && U8 (dist [x][y + 1]) <= d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1); |
238 | if (y < dist.h - 1 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1); |
237 | |
239 | |
238 | if (!ncnt) |
240 | if (!ncnt) |
239 | return; |
241 | return; |
240 | |
242 | |
241 | point &p = neigh [rmg_rndm (ncnt)]; |
243 | point &p = neigh [perturb ? rmg_rndm (ncnt) : 0]; |
242 | |
244 | |
243 | seeds.push (p); |
245 | seeds.push (p); |
244 | |
246 | |
245 | x = p.x; |
247 | x = p.x; |
246 | y = p.y; |
248 | y = p.y; |
… | |
… | |
264 | } |
266 | } |
265 | |
267 | |
266 | // isolation remover, works on a "distance" map |
268 | // isolation remover, works on a "distance" map |
267 | // the map must be initialised with 0 == rooms, 255 = walls |
269 | // the map must be initialised with 0 == rooms, 255 = walls |
268 | static void noinline |
270 | static void noinline |
269 | isolation_remover (layout &dist) |
271 | isolation_remover (layout &dist, unsigned int perturb = 2) |
270 | { |
272 | { |
271 | // dist contains |
273 | // dist contains |
272 | // 0 == invisited rooms |
274 | // 0 == invisited rooms |
273 | // 1 == visited rooms |
275 | // 1 == visited rooms |
274 | // 2+ shortest distance to random near room |
276 | // 2+ shortest distance to random near room |
275 | |
277 | |
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|
278 | max_it (perturb, 0); |
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|
279 | min_it (perturb, 2); |
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|
280 | |
276 | // phase 1, find seed |
281 | // phase 1, find seed |
277 | int cnt = 0; |
282 | int cnt = 0; |
278 | int x, y; |
283 | int x, y; |
279 | |
284 | |
280 | for (int i = 0; i < dist.w; ++i) |
285 | for (int i = 0; i < dist.w; ++i) |
… | |
… | |
311 | |
316 | |
312 | if (!dist [x][y]) |
317 | if (!dist [x][y]) |
313 | { |
318 | { |
314 | // found new isolated area, make tunnel |
319 | // found new isolated area, make tunnel |
315 | push_flood_fill (dist, seeds, x, y); |
320 | push_flood_fill (dist, seeds, x, y); |
316 | make_tunnel (dist, seeds, x, y, 255); |
321 | make_tunnel (dist, seeds, x, y, 254, perturb); |
317 | } |
322 | } |
318 | else |
323 | else |
319 | { |
324 | { |
320 | // nothing here, continue to expand |
325 | // nothing here, continue to expand |
321 | U8 d = U8 (dist [x][y]) + 1; |
326 | U8 d = U8 (dist [x][y]) + 1; |
… | |
… | |
327 | } |
332 | } |
328 | } |
333 | } |
329 | } |
334 | } |
330 | |
335 | |
331 | void |
336 | void |
332 | layout::isolation_remover () |
337 | layout::isolation_remover (int perturb) |
333 | { |
338 | { |
334 | layout dist (w - 2, h - 2); // map without border |
339 | layout dist (w - 2, h - 2); // map without border |
335 | |
340 | |
336 | for (int x = 1; x < w - 1; ++x) |
341 | for (int x = 1; x < w - 1; ++x) |
337 | for (int y = 1; y < h - 1; ++y) |
342 | for (int y = 1; y < h - 1; ++y) |
338 | dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0; |
343 | dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0; |
339 | |
344 | |
340 | ::isolation_remover (dist); |
345 | ::isolation_remover (dist, perturb); |
341 | |
346 | |
342 | // now copy the tunnels over |
347 | // now copy the tunnels over |
343 | for (int x = 1; x < w - 1; ++x) |
348 | for (int x = 1; x < w - 1; ++x) |
344 | for (int y = 1; y < h - 1; ++y) |
349 | for (int y = 1; y < h - 1; ++y) |
345 | if (data [x][y] == '#' && dist [x - 1][y - 1] == 1) |
350 | if (data [x][y] == '#' && dist [x - 1][y - 1] == 1) |
346 | data [x][y] = 0; |
351 | data [x][y] = 0; |
347 | } |
|
|
348 | |
|
|
349 | ///////////////////////////////////////////////////////////////////////////// |
|
|
350 | |
|
|
351 | // inspired mostly by http://www.jimrandomh.org/misc/caves.txt |
|
|
352 | void |
|
|
353 | layout::gen_cave (int subtype) |
|
|
354 | { |
|
|
355 | switch (subtype) |
|
|
356 | { |
|
|
357 | // a rough cave |
|
|
358 | case 0: |
|
|
359 | fill_rand (rmg_rndm (85, 97)); |
|
|
360 | break; |
|
|
361 | |
|
|
362 | // corridors |
|
|
363 | case 1: |
|
|
364 | fill_rand (rmg_rndm (5, 40)); |
|
|
365 | erode_1_2 (5, 2, 10); |
|
|
366 | erode_1_2 (5, -1, 10); |
|
|
367 | erode_1_2 (5, 2, 1); |
|
|
368 | break; |
|
|
369 | |
|
|
370 | // somewhat open, roundish |
|
|
371 | case 2: |
|
|
372 | fill_rand (45); |
|
|
373 | erode_1_2 (5, 0, 5); |
|
|
374 | erode_1_2 (5, 1, 1); |
|
|
375 | break; |
|
|
376 | |
|
|
377 | // wide open, some room-like structures |
|
|
378 | case 3: |
|
|
379 | fill_rand (45); |
|
|
380 | erode_1_2 (5, 2, 4); |
|
|
381 | erode_1_2 (5, -1, 3); |
|
|
382 | break; |
|
|
383 | } |
|
|
384 | |
|
|
385 | border (); |
|
|
386 | isolation_remover (); |
|
|
387 | } |
352 | } |
388 | |
353 | |
389 | ///////////////////////////////////////////////////////////////////////////// |
354 | ///////////////////////////////////////////////////////////////////////////// |
390 | |
355 | |
391 | //+GPL |
356 | //+GPL |
… | |
… | |
811 | else |
776 | else |
812 | make_wall (*this, dx, dy, 1); |
777 | make_wall (*this, dx, dy, 1); |
813 | } |
778 | } |
814 | } |
779 | } |
815 | |
780 | |
|
|
781 | //-GPL |
|
|
782 | |
816 | ///////////////////////////////////////////////////////////////////////////// |
783 | ///////////////////////////////////////////////////////////////////////////// |
|
|
784 | |
|
|
785 | // inspired mostly by http://www.jimrandomh.org/misc/caves.txt |
|
|
786 | void |
|
|
787 | layout::gen_cave (int subtype) |
|
|
788 | { |
|
|
789 | switch (subtype) |
|
|
790 | { |
|
|
791 | // a rough cave |
|
|
792 | case 0: |
|
|
793 | fill_rand (rmg_rndm (85, 97)); |
|
|
794 | break; |
|
|
795 | |
|
|
796 | // corridors |
|
|
797 | case 1: |
|
|
798 | fill_rand (rmg_rndm (5, 40)); |
|
|
799 | erode_1_2 (5, 2, 10); |
|
|
800 | erode_1_2 (5, -1, 10); |
|
|
801 | erode_1_2 (5, 2, 1); |
|
|
802 | break; |
|
|
803 | |
|
|
804 | // somewhat open, roundish |
|
|
805 | case 2: |
|
|
806 | fill_rand (45); |
|
|
807 | erode_1_2 (5, 0, 5); |
|
|
808 | erode_1_2 (5, 1, 1); |
|
|
809 | break; |
|
|
810 | |
|
|
811 | // wide open, some room-like structures |
|
|
812 | case 3: |
|
|
813 | fill_rand (45); |
|
|
814 | erode_1_2 (5, 2, 4); |
|
|
815 | erode_1_2 (5, -1, 3); |
|
|
816 | break; |
|
|
817 | } |
|
|
818 | |
|
|
819 | border (); |
|
|
820 | isolation_remover (); |
|
|
821 | } |
|
|
822 | |
|
|
823 | void |
|
|
824 | layout::gen_castle () |
|
|
825 | { |
|
|
826 | fill ('#'); |
|
|
827 | |
|
|
828 | for (int n = w * h / 30 + 1; n--; ) |
|
|
829 | { |
|
|
830 | int rw = rmg_rndm (6, 10); |
|
|
831 | int rh = rmg_rndm (6, 10); |
|
|
832 | |
|
|
833 | int rx = rmg_rndm (0, w - rw); |
|
|
834 | int ry = rmg_rndm (0, h - rh); |
|
|
835 | |
|
|
836 | rect (rx, ry, rx + rw, ry + rh, '#'); |
|
|
837 | fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0); |
|
|
838 | } |
|
|
839 | |
|
|
840 | border (); |
|
|
841 | isolation_remover (0); |
|
|
842 | } |
817 | |
843 | |
818 | static void |
844 | static void |
819 | gen_mixed_ (layout &maze, random_map_params *RP, int dir) |
845 | gen_mixed_ (layout &maze, random_map_params *RP, int dir) |
820 | { |
846 | { |
821 | if (maze.w < 20 && maze.h < 20 && !rmg_rndm (3)) |
847 | if (maze.w < 20 && maze.h < 20 && !rmg_rndm (3)) |
… | |
… | |
844 | |
870 | |
845 | maze.generate (RP); |
871 | maze.generate (RP); |
846 | } |
872 | } |
847 | } |
873 | } |
848 | |
874 | |
|
|
875 | // recursive subdivision with random sublayouts |
849 | static void |
876 | static void |
850 | gen_mixed (layout &maze, random_map_params *RP) |
877 | gen_mixed (layout &maze, random_map_params *RP) |
851 | { |
878 | { |
852 | random_map_params &rp = *new random_map_params (RP); |
879 | random_map_params &rp = *new random_map_params (RP); |
853 | gen_mixed_ (maze, &rp, rmg_rndm (2)); |
880 | gen_mixed_ (maze, &rp, rmg_rndm (2)); |
854 | delete &rp; |
881 | delete &rp; |
855 | |
882 | |
856 | maze.border (); |
883 | maze.border (); |
857 | maze.isolation_remover (); |
884 | maze.isolation_remover (); |
858 | } |
885 | } |
|
|
886 | |
|
|
887 | //+GPL |
859 | |
888 | |
860 | /* function selects the maze function and gives it whatever |
889 | /* function selects the maze function and gives it whatever |
861 | arguments it needs. */ |
890 | arguments it needs. */ |
862 | void |
891 | void |
863 | layout::generate (random_map_params *RP) |
892 | layout::generate (random_map_params *RP) |
… | |
… | |
923 | if (rmg_rndm (2)) |
952 | if (rmg_rndm (2)) |
924 | doorify (); |
953 | doorify (); |
925 | |
954 | |
926 | break; |
955 | break; |
927 | |
956 | |
|
|
957 | case LAYOUT_CASTLE: |
|
|
958 | gen_castle (); |
|
|
959 | |
|
|
960 | if (rmg_rndm (2)) |
|
|
961 | doorify (); |
|
|
962 | |
|
|
963 | break; |
|
|
964 | |
928 | case LAYOUT_MULTIPLE: |
965 | case LAYOUT_MULTIPLE: |
929 | gen_mixed (*this, RP); |
966 | gen_mixed (*this, RP); |
930 | break; |
967 | break; |
931 | |
968 | |
932 | default: |
969 | default: |
… | |
… | |
944 | rmg_rndm.seed (time (0)); |
981 | rmg_rndm.seed (time (0)); |
945 | |
982 | |
946 | for(int i=1;i<100;i++) |
983 | for(int i=1;i<100;i++) |
947 | { |
984 | { |
948 | layout maze (40, 25); |
985 | layout maze (40, 25); |
949 | maze.fill_rand (85); |
986 | maze.gen_castle (); |
950 | maze.border (); |
987 | maze.doorify (); |
951 | maze.isolation_remover (); |
|
|
952 | maze.print (); |
988 | maze.print (); |
|
|
989 | exit(0); |
953 | } |
990 | } |
954 | |
991 | |
955 | exit (1); |
992 | exit (1); |
956 | } |
993 | } |
957 | } demo; |
994 | } demo; |