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Comparing deliantra/server/random_maps/layout.C (file contents):
Revision 1.16 by root, Sat Jul 3 11:52:11 2010 UTC vs.
Revision 1.33 by root, Sat Nov 17 23:33:18 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 (©) 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) 5 * Copyright (©) 1994-2004 Crossfire Development Team (restored, original file without copyright notice)
6 * 6 *
7 * 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
8 * 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
9 * 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
10 * option) any later version. 10 * option) any later version.
11 * 11 *
12 * This program is distributed in the hope that it will be useful, 12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of 13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details. 15 * GNU General Public License for more details.
16 * 16 *
17 * You should have received a copy of the Affero GNU General Public License 17 * 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 18 * and the GNU General Public License along with this program. If not, see
19 * <http://www.gnu.org/licenses/>. 19 * <http://www.gnu.org/licenses/>.
20 * 20 *
21 * 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>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <random_map.h> 25#include <rmg.h>
26#include <rproto.h> 26#include <rproto.h>
27 27
28void 28ecb_noinline void
29layout::alloc (int w, int h) 29layout::alloc (int w, int h)
30{ 30{
31 assert (sizeof (cell) == 1); 31 assert (sizeof (cell) == 1);
32 32
33 this->w = w; 33 this->w = w;
74layout::~layout () 74layout::~layout ()
75{ 75{
76 sfree ((char *)data, size); 76 sfree ((char *)data, size);
77} 77}
78 78
79void 79ecb_noinline void
80layout::fill (char fill) 80layout::fill (char fill)
81{ 81{
82 //memset (data [0], fill, w * h); // only when contiguous :/ 82 //memset (data [0], fill, w * h); // only when contiguous :/
83 fill_rect (0, 0, w, h, fill); 83 fill_rect (0, 0, w, h, fill);
84} 84}
85 85
86void 86ecb_noinline void
87layout::replace (char from, char to)
88{
89 for (int x = 0; x < w; ++x)
90 for (int y = 0; y < h; ++y)
91 if (data [x][y] == from)
92 data [x][y] = to;
93}
94
95ecb_noinline void
87layout::rect (int x1, int y1, int x2, int y2, char fill) 96layout::rect (int x1, int y1, int x2, int y2, char fill)
88{ 97{
89 --x2; 98 --x2;
90 99
91 memset (data [x1] + y1, fill, y2 - y1); 100 memset (data [x1] + y1, fill, y2 - y1);
93 102
94 while (++x1 < x2) 103 while (++x1 < x2)
95 data [x1][y1] = data [x1][y2 - 1] = fill; 104 data [x1][y1] = data [x1][y2 - 1] = fill;
96} 105}
97 106
98void 107ecb_noinline void
99layout::fill_rect (int x1, int y1, int x2, int y2, char fill) 108layout::fill_rect (int x1, int y1, int x2, int y2, char fill)
100{ 109{
101 for (; x1 < x2; ++x1) 110 for (; x1 < x2; ++x1)
102 memset (data [x1] + y1, fill, y2 - y1); 111 memset (data [x1] + y1, fill, y2 - y1);
103} 112}
104 113
114void
105void layout::border (char fill) 115layout::border (char fill)
106{ 116{
107 rect (0, 0, w, h, fill); 117 rect (0, 0, w, h, fill);
108} 118}
109 119
110void 120ecb_noinline void
111layout::fill_rand (int percent) 121layout::fill_rand (int percent)
112{ 122{
113 percent = lerp (percent, 0, 100, 0, 256); 123 percent = lerp (percent, 0, 100, 0, 256);
114 124
115 for (int x = w - 1; --x > 0; ) 125 for (int x = 0; x < w; ++x)
116 for (int y = h - 1; --y > 0; ) 126 for (int y = 0; y < h; ++y)
117 data [x][y] = rmg_rndm (256) > percent ? 0 : '#'; 127 data [x][y] = rmg_rndm (256) > percent ? 0 : '#';
118} 128}
119 129
120///////////////////////////////////////////////////////////////////////////// 130/////////////////////////////////////////////////////////////////////////////
121 131
122// erode by cellular automata 132// erode by cellular automata
123void 133ecb_noinline void
124layout::erode_1_2 (int c1, int c2, int repeat) 134layout::erode_1_2 (int c1, int c2, int repeat)
125{ 135{
126 layout neu (w, h); 136 layout neu (w, h);
127 137
128 while (repeat--) 138 while (repeat--)
194///////////////////////////////////////////////////////////////////////////// 204/////////////////////////////////////////////////////////////////////////////
195// isolation remover - ensures single connected area 205// isolation remover - ensures single connected area
196 206
197typedef fixed_stack<point> pointlist; 207typedef fixed_stack<point> pointlist;
198 208
199static void noinline 209ecb_noinline static void
200push_flood_fill (layout &dist, pointlist &seeds, int x, int y) 210push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
201{ 211{
202 if (dist [x][y]) 212 if (dist [x][y])
203 return; 213 return;
204 214
220 if (x > 0 && !dist [x - 1][y]) push_flood_fill (dist, seeds, x - 1, y); 230 if (x > 0 && !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); 231 if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y);
222 } 232 }
223} 233}
224 234
225static inline void 235static void inline
226make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d) 236make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb)
227{ 237{
228 for (;;) 238 for (;;)
229 { 239 {
230 point neigh[4]; 240 point neigh[4];
231 int ncnt = 0; 241 int ncnt = 0;
232 242
243 d += perturb > 1;
244
233 if (x > 0 && U8 (dist [x - 1][y]) <= d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y); 245 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); 246 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); 247 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); 248 if (y < dist.h - 1 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1);
237 249
238 if (!ncnt) 250 if (!ncnt)
239 return; 251 return;
240 252
241 point &p = neigh [rmg_rndm (ncnt)]; 253 point p = neigh [perturb ? rmg_rndm (ncnt) : 0];
242 254
243 seeds.push (p); 255 seeds.push (p);
244 256
245 x = p.x; 257 x = p.x;
246 y = p.y; 258 y = p.y;
263 seeds.push (point (x, y)); 275 seeds.push (point (x, y));
264} 276}
265 277
266// isolation remover, works on a "distance" map 278// isolation remover, works on a "distance" map
267// the map must be initialised with 0 == rooms, 255 = walls 279// the map must be initialised with 0 == rooms, 255 = walls
268static void noinline 280ecb_noinline static void
269isolation_remover (layout &dist) 281isolation_remover (layout &dist, unsigned int perturb = 2)
270{ 282{
271 // dist contains 283 // dist contains
272 // 0 == invisited rooms 284 // 0 == invisited rooms
273 // 1 == visited rooms 285 // 1 == visited rooms
274 // 2+ shortest distance to random near room 286 // 2+ shortest distance to random near room
275 287
288 clamp_it (perturb, 0, 2);
289
276 // phase 1, find seed 290 // phase 1, find seed
277 int cnt = 0; 291 int cnt = 0;
278 int x, y; 292 int x, y;
279 293
280 for (int i = 0; i < dist.w; ++i) 294 for (int i = 0; i < dist.w; ++i)
298 seeds.push (point (x, y)); 312 seeds.push (point (x, y));
299 313
300 // phase 2, while we have seeds, if 314 // phase 2, while we have seeds, if
301 // seed is empty, floodfill, else grow 315 // seed is empty, floodfill, else grow
302 316
317 int rem_index = 0; // used to remove "somewhat ordered"
318
303 while (seeds.size) 319 while (seeds.size)
304 { 320 {
305 coroapi::cede_to_tick (); 321 coroapi::cede_to_tick ();
306 322
323 int i = perturb
324 ? rmg_rndm (max (0, seeds.size - 8), seeds.size - 1)
325 : rem_index ++ % seeds.size;
326
307 point p = seeds.remove (rmg_rndm (seeds.size)); 327 point p = seeds.remove (i);
308 328
309 x = p.x; 329 x = p.x;
310 y = p.y; 330 y = p.y;
311 331
312 if (!dist [x][y]) 332 if (!dist [x][y])
313 { 333 {
314 // found new isolated area, make tunnel 334 // found new isolated area, make tunnel
315 push_flood_fill (dist, seeds, x, y); 335 push_flood_fill (dist, seeds, x, y);
316 make_tunnel (dist, seeds, x, y, 255); 336 make_tunnel (dist, seeds, x, y, 254, perturb);
317 } 337 }
318 else 338 else
319 { 339 {
320 // nothing here, continue to expand 340 // nothing here, continue to expand
321 U8 d = U8 (dist [x][y]) + 1; 341 U8 d = U8 (dist [x][y]) + 1;
327 } 347 }
328 } 348 }
329} 349}
330 350
331void 351void
332layout::isolation_remover () 352layout::isolation_remover (int perturb)
333{ 353{
334 layout dist (w - 2, h - 2); // map without border 354 layout dist (w - 2, h - 2); // map without border
335 355
336 for (int x = 1; x < w - 1; ++x) 356 for (int x = 1; x < w - 1; ++x)
337 for (int y = 1; y < h - 1; ++y) 357 for (int y = 1; y < h - 1; ++y)
338 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0; 358 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0;
339 359
340 ::isolation_remover (dist); 360 ::isolation_remover (dist, perturb);
341 361
342 // now copy the tunnels over 362 // now copy the tunnels over
343 for (int x = 1; x < w - 1; ++x) 363 for (int x = 1; x < w - 1; ++x)
344 for (int y = 1; y < h - 1; ++y) 364 for (int y = 1; y < h - 1; ++y)
345 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1) 365 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1)
353/* puts doors at appropriate locations in a maze. */ 373/* puts doors at appropriate locations in a maze. */
354void 374void
355layout::doorify () 375layout::doorify ()
356{ 376{
357 int ndoors = w * h / 60; /* reasonable number of doors. */ 377 int ndoors = w * h / 60; /* reasonable number of doors. */
358 int doorlocs = 0; /* # of available doorlocations */
359 378
360 uint16 *doorlist_x = salloc<uint16> (w * h); 379 coroapi::cede_to_tick ();
361 uint16 *doorlist_y = salloc<uint16> (w * h); 380
381 fixed_stack<point> doorloc (w * h);
362 382
363 /* make a list of possible door locations */ 383 /* make a list of possible door locations */
364 for (int i = 1; i < w - 1; i++) 384 for (int i = 1; i < w - 1; i++)
365 for (int j = 1; j < h - 1; j++) 385 for (int j = 1; j < h - 1; j++)
366 { 386 {
367 int sindex = surround_flag (*this, i, j); 387 int sindex = surround_flag (*this, i, j);
368 388
369 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 389 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
370 { 390 doorloc.push (point (i, j));
371 doorlist_x [doorlocs] = i;
372 doorlist_y [doorlocs] = j;
373 doorlocs++;
374 }
375 } 391 }
376 392
377 while (ndoors > 0 && doorlocs > 0) 393 while (ndoors && doorloc.size)
378 { 394 {
379 int di = rmg_rndm (doorlocs); 395 point p = doorloc.remove (rmg_rndm (doorloc.size));
380 int i = doorlist_x [di]; 396
381 int j = doorlist_y [di];
382 int sindex = surround_flag (*this, i, j); 397 int sindex = surround_flag (*this, p.x, p.y);
383 398
384 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 399 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
385 { 400 {
386 data [i][j] = 'D'; 401 data [p.x][p.y] = 'D';
387 ndoors--; 402 --ndoors;
388 } 403 }
389
390 /* reduce the size of the list */
391 doorlocs--;
392 doorlist_x[di] = doorlist_x [doorlocs];
393 doorlist_y[di] = doorlist_y [doorlocs];
394 } 404 }
395
396 sfree (doorlist_x, w * h);
397 sfree (doorlist_y, w * h);
398} 405}
399 406
400/* takes a map and makes it symmetric: adjusts Xsize and 407/* takes a map and makes it symmetric: adjusts Xsize and
401 * Ysize to produce a symmetric map. 408 * Ysize to produce a symmetric map.
402 */ 409 */
460//-GPL 467//-GPL
461 468
462void 469void
463layout::rotate (int rotation) 470layout::rotate (int rotation)
464{ 471{
472 coroapi::cede_to_tick ();
473
465 switch (rotation & 3) 474 switch (rotation & 3)
466 { 475 {
467 case 2: /* a reflection */ 476 case 2: /* a reflection */
468 { 477 {
469 layout new_layout (w, h); 478 layout new_layout (w, h);
524 * 1 match on (i+1, j) 533 * 1 match on (i+1, j)
525 * 2 match on (i, j+1) 534 * 2 match on (i, j+1)
526 * 4 match on (i+1, j+1) 535 * 4 match on (i+1, j+1)
527 * and the possible combinations thereof. 536 * and the possible combinations thereof.
528 */ 537 */
529static int noinline 538ecb_noinline static int
530calc_pattern (char ch, layout &maze, int i, int j) 539calc_pattern (char ch, layout &maze, int i, int j)
531{ 540{
532 int pattern = 0; 541 int pattern = 0;
533 542
534 if (i + 1 < maze.w && maze[i + 1][j] == ch) 543 if (i + 1 < maze.w && maze[i + 1][j] == ch)
621{ 630{
622 layout new_layout (w * 2 - 1, h * 2 - 1); 631 layout new_layout (w * 2 - 1, h * 2 - 1);
623 632
624 new_layout.clear (); 633 new_layout.clear ();
625 634
635 coroapi::cede_to_tick ();
636
626 for (int i = 0; i < w; i++) 637 for (int i = 0; i < w; i++)
627 for (int j = 0; j < h; j++) 638 for (int j = 0; j < h; j++)
628 switch (data [i][j]) 639 switch (data [i][j])
629 { 640 {
630 case '#': expand_wall (new_layout, i, j, *this); break; 641 case '#': expand_wall (new_layout, i, j, *this); break;
631 case 'D': expand_door (new_layout, i, j, *this); break; 642 case 'D': expand_door (new_layout, i, j, *this); break;
632 default: expand_misc (new_layout, i, j, *this); break; 643 default: expand_misc (new_layout, i, j, *this); break;
633 } 644 }
634 645
635 swap (new_layout); 646 swap (new_layout);
636} 647}
712 723
713 return -1; 724 return -1;
714} 725}
715 726
716int 727int
717make_wall (char **maze, int x, int y, int dir) 728make_wall (layout &maze, int x, int y, int dir)
718{ 729{
719 maze[x][y] = 'D'; /* mark a door */ 730 maze[x][y] = 'D'; /* mark a door */
720 731
721 switch (dir) 732 switch (dir)
722 { 733 {
739 750
740void 751void
741layout::roomify () 752layout::roomify ()
742{ 753{
743 int tries = w * h / 30; 754 int tries = w * h / 30;
755
756 coroapi::cede_to_tick ();
744 757
745 for (int ti = 0; ti < tries; ti++) 758 for (int ti = 0; ti < tries; ti++)
746 { 759 {
747 /* starting location for looking at creating a door */ 760 /* starting location for looking at creating a door */
748 int dx = rmg_rndm (w); 761 int dx = rmg_rndm (w);
770 make_wall (*this, dx, dy, 0); 783 make_wall (*this, dx, dy, 0);
771 else 784 else
772 make_wall (*this, dx, dy, 1); 785 make_wall (*this, dx, dy, 1);
773 } 786 }
774} 787}
788
789//-GPL
775 790
776///////////////////////////////////////////////////////////////////////////// 791/////////////////////////////////////////////////////////////////////////////
777 792
778// inspired mostly by http://www.jimrandomh.org/misc/caves.txt 793// inspired mostly by http://www.jimrandomh.org/misc/caves.txt
779void 794void
792 erode_1_2 (5, 2, 10); 807 erode_1_2 (5, 2, 10);
793 erode_1_2 (5, -1, 10); 808 erode_1_2 (5, -1, 10);
794 erode_1_2 (5, 2, 1); 809 erode_1_2 (5, 2, 1);
795 break; 810 break;
796 811
797 // somewhat open, roundish 812 // somewhat open, some room-like structures
798 case 2: 813 case 2:
814 fill_rand (45);
815 erode_1_2 (5, 2, 4);
816 erode_1_2 (5, -1, 3);
817 break;
818
819 // wide open, roundish
820 case 3:
799 fill_rand (45); 821 fill_rand (45);
800 erode_1_2 (5, 0, 5); 822 erode_1_2 (5, 0, 5);
801 erode_1_2 (5, 1, 1); 823 erode_1_2 (5, 1, 1);
802 break; 824 break;
803
804 // wide open, some room-like structures
805 case 3:
806 fill_rand (45);
807 erode_1_2 (5, 2, 4);
808 erode_1_2 (5, -1, 3);
809 break;
810 } 825 }
811 826
812 border (); 827 border ();
813 isolation_remover (); 828 isolation_remover (1);
829}
830
831void
832layout::gen_castle ()
833{
834 fill ('#');
835
836 for (int n = w * h / 30 + 1; n--; )
837 {
838 int rw = rmg_rndm (6, 10);
839 int rh = rmg_rndm (6, 10);
840
841 if (rw > w || rh > h)
842 continue;
843
844 int rx = rmg_rndm (0, w - rw);
845 int ry = rmg_rndm (0, h - rh);
846
847 rect (rx, ry, rx + rw, ry + rh, '#');
848 fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0);
849 }
850
851 border ();
852 isolation_remover (0);
814} 853}
815 854
816static void 855static void
817gen_mixed_ (layout &maze, random_map_params *RP, int dir) 856gen_mixed_ (layout &maze, random_map_params *RP)
818{ 857{
819 if (maze.w < 20 && maze.h < 20 && !rmg_rndm (3)) 858 if (maze.w > maze.h && maze.w > 16)
820 dir = 2; // stop recursion randomly
821
822 if (dir == 0 && maze.w > 16)
823 { 859 {
824 int m = rmg_rndm (8, maze.w - 8); 860 int m = rmg_rndm (8, maze.w - 8);
825 861
826 layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP, !dir); 862 layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP);
827 layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP, !dir); 863 layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP);
828 } 864 }
829 else if (dir == 1 && maze.h > 16) 865 else if (maze.h > 16)
830 { 866 {
831 int m = rmg_rndm (8, maze.h - 8); 867 int m = rmg_rndm (8, maze.h - 8);
832 868
833 layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP, !dir); 869 layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP);
834 layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP, !dir); 870 layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP);
835 } 871 }
836 else 872 else
837 { 873 {
838 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1; 874 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1;
839 875
840 if (RP->map_layout_style == LAYOUT_MULTIPLE) 876 if (RP->map_layout_style == LAYOUT_MULTIPLE)
841 ++RP->map_layout_style; 877 ++RP->map_layout_style;
842 878
843 maze.generate (RP); 879 maze.generate (RP);
844 } 880 }
881
882 coroapi::cede_to_tick ();
845} 883}
846 884
847// recursive subdivision with random sublayouts 885// recursive subdivision with random sublayouts
848static void 886static void
849gen_mixed (layout &maze, random_map_params *RP) 887gen_mixed (layout &maze, random_map_params *RP)
850{ 888{
851 random_map_params &rp = *new random_map_params (RP); 889 random_map_params &rp = *new random_map_params (RP);
852 gen_mixed_ (maze, &rp, rmg_rndm (2)); 890 gen_mixed_ (maze, &rp);
853 delete &rp; 891 delete &rp;
854 892
855 maze.border (); 893 maze.border ();
894
895 // exits currently do not work so well, as they
896 // are currently often found together, so nuke entrances
897 maze.replace ('<', ' ');
898
856 maze.isolation_remover (); 899 maze.isolation_remover (0);
857} 900}
901
902//+GPL
858 903
859/* function selects the maze function and gives it whatever 904/* function selects the maze function and gives it whatever
860 arguments it needs. */ 905 arguments it needs. */
861void 906void
862layout::generate (random_map_params *RP) 907layout::generate (random_map_params *RP)
922 if (rmg_rndm (2)) 967 if (rmg_rndm (2))
923 doorify (); 968 doorify ();
924 969
925 break; 970 break;
926 971
972 case LAYOUT_CASTLE:
973 gen_castle ();
974
975 if (rmg_rndm (2))
976 doorify ();
977
978 break;
979
927 case LAYOUT_MULTIPLE: 980 case LAYOUT_MULTIPLE:
928 gen_mixed (*this, RP); 981 gen_mixed (*this, RP);
929 break; 982 break;
930 983
931 default: 984 default:
934} 987}
935 988
936//-GPL 989//-GPL
937 990
938#if 0 991#if 0
992static void
993gen_village (layout &maze)
994{
995 maze.clear ();
996 maze.border ();
997
998 for (int n = maze.w * maze.h / 200 + 1; n--; )
999 {
1000 int rw = rmg_rndm (6, 10);
1001 int rh = rmg_rndm (6, 10);
1002
1003 int rx = rmg_rndm (2, maze.w - rw - 2);
1004 int ry = rmg_rndm (2, maze.h - rh - 2);
1005
1006 maze.rect (rx, ry, rx + rw, ry + rh, '#');
1007 }
1008
1009 maze.border ();
1010 maze.isolation_remover (2);
1011}
1012
939static struct demo 1013static struct demo
940{ 1014{
941 demo () 1015 demo ()
942 { 1016 {
943 rmg_rndm.seed (time (0)); 1017 rmg_rndm.seed (time (0));
1018 extern void hack();hack ();
944 1019
945 for(int i=1;i<100;i++) 1020 for(int i=1;i<100;i++)
946 { 1021 {
947 layout maze (40, 25); 1022 layout maze (40, 30);
948 maze.fill_rand (85); 1023 maze.fill_rand (99);
949 maze.border (); 1024 maze.border ();
950 maze.isolation_remover (); 1025 maze.isolation_remover (2);
951 maze.print (); 1026 maze.print ();
952 } 1027 }
953 1028
954 exit (1); 1029 exit (1);
955 } 1030 }

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