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Revision 1.2 by root, Wed Jun 30 23:03:40 2010 UTC vs.
Revision 1.21 by root, Sun Jul 4 01:01:42 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
26LayoutData::LayoutData (int w, int h) 28void
27: w(w), h(h) 29layout::alloc (int w, int 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 size = (sizeof (cell *) + sizeof (cell) * h) * w;
30
31 col = (char **)salloc<char> (size); 40 data = (cell **)salloc<char> (size);
32 41
33 char *data = (char *)(col + w); 42 cell *p = (cell *)(data + w);
34 43
35 for (int x = w; x--; ) 44 for (int x = 0; x < w; ++x)
36 col [x] = data + x * h; 45 data [x] = p + x * h;
37} 46}
38 47
39LayoutData::~LayoutData () 48layout::layout (int w, int h)
40{ 49{
41 int size = (sizeof (char *) + sizeof (char) * h) * w; 50 alloc (w, h);
51}
42 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;
67 data = (cell **)salloc<char> (size);
68
69 // and now we point back into the original layout
70 for (int x = 0; x < w; ++x)
71 data [x] = orig.data [x + x1] + y1;
72}
73
74layout::~layout ()
75{
43 sfree ((char *)col, size); 76 sfree ((char *)data, size);
44} 77}
45 78
46void 79void
47LayoutData::fill (char fill) 80layout::fill (char fill)
48{ 81{
49 memset (col [0], fill, w * h); 82 //memset (data [0], fill, w * h); // only when contiguous :/
83 fill_rect (0, 0, w, h, fill);
50} 84}
51 85
52void 86void
53LayoutData::rect (int x1, int y1, int x2, int y2, char fill) 87layout::rect (int x1, int y1, int x2, int y2, char fill)
88{
89 --x2;
90
91 memset (data [x1] + y1, fill, y2 - y1);
92 memset (data [x2] + y1, fill, y2 - y1);
93
94 while (++x1 < x2)
95 data [x1][y1] = data [x1][y2 - 1] = fill;
96}
97
98void
99layout::fill_rect (int x1, int y1, int x2, int y2, char fill)
54{ 100{
55 for (; x1 < x2; ++x1) 101 for (; x1 < x2; ++x1)
56 memset (col [x1] + y1, fill, y2 - y1); 102 memset (data [x1] + y1, fill, y2 - y1);
57} 103}
58 104
59void LayoutData::border (char fill) 105void layout::border (char fill)
60{ 106{
61 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; 107 rect (0, 0, w, h, fill);
62 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
63} 108}
64 109
65void 110void
66LayoutData::fill_rand (int percent) 111layout::fill_rand (int percent)
67{ 112{
68 percent = lerp (percent, 0, 100, 0, 256); 113 percent = lerp (percent, 0, 100, 0, 256);
69 114
70 for (int x = w - 1; --x > 0; ) 115 for (int x = w - 1; --x > 0; )
71 for (int y = h - 1; --y > 0; ) 116 for (int y = h - 1; --y > 0; )
72 col [x][y] = rmg_rndm (256) > percent ? 0 : '#'; 117 data [x][y] = rmg_rndm (256) > percent ? 0 : '#';
73} 118}
74 119
75///////////////////////////////////////////////////////////////////////////// 120/////////////////////////////////////////////////////////////////////////////
76 121
77// erode by cellular automata 122// erode by cellular automata
78void 123void
79LayoutData::erode_1_2 (int c1, int c2, int repeat) 124layout::erode_1_2 (int c1, int c2, int repeat)
80{ 125{
81 LayoutData neu (w, h); 126 layout neu (w, h);
82 127
83 while (repeat--) 128 while (repeat--)
84 { 129 {
85 for (int x = 0; x < w; ++x) 130 for (int x = 0; x < w; ++x)
86 { 131 {
90 { 135 {
91 int n1 = 0, n2 = 0; 136 int n1 = 0, n2 = 0;
92 137
93 // a 5x5 area, dx, dy, distance (1 == <= 1, 0 <= 2) 138 // a 5x5 area, dx, dy, distance (1 == <= 1, 0 <= 2)
94 static I8 dds[][3] = { 139 static I8 dds[][3] = {
95 { -2, -1, 0 }, 140 { -2, -1, 0 }, { -2, 0, 0 }, { -2, 1, 0 },
96 { -2, 0, 0 }, 141 { -1, -2, 0 }, { -1, -1, 1 }, { -1, 0, 1 }, { -1, 1, 1 }, { -1, 2, 0 },
97 { -2, 1, 0 }, 142 { 0, -2, 0 }, { 0, -1, 1 }, { 0, 0, 1 }, { 0, 1, 1 }, { 0, 2, 0 },
98 143 { 1, -2, 0 }, { 1, -1, 1 }, { 1, 0, 1 }, { 1, 1, 1 }, { 1, 2, 0 },
99 { -1, -2, 0 }, 144 { 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 }; 145 };
121 146
122 for (int i = array_length (dds); i--; ) 147 for (int i = array_length (dds); i--; )
123 { 148 {
124 int nx = x + dds [i][0]; 149 int nx = x + dds [i][0];
125 int ny = y + dds [i][1]; 150 int ny = y + dds [i][1];
126 151
127 if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !col [nx][ny]) 152 if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny])
128 { 153 {
129 n1 += dds [i][2]; 154 n1 += dds [i][2];
130 n2++; 155 n2++;
131 } 156 }
132 } 157 }
140} 165}
141 166
142///////////////////////////////////////////////////////////////////////////// 167/////////////////////////////////////////////////////////////////////////////
143 168
144void 169void
145LayoutData::print () 170layout::print () const
146{ 171{
147 for (int y = 0; y < h; y++) 172 for (int y = 0; y < h; y++)
148 { 173 {
149 for (int x = 0; x < w; x++) 174 for (int x = 0; x < w; x++)
150 { 175 {
151 U8 c = (U8)col [x][y]; 176 U8 c = (U8)data [x][y];
152 177
153 if (!c) 178 if (!c)
154 c = ' '; 179 c = ' ';
155 else if (c < 10) 180 else if (c < 10)
156 c += '0'; 181 c += '0';
169///////////////////////////////////////////////////////////////////////////// 194/////////////////////////////////////////////////////////////////////////////
170// isolation remover - ensures single connected area 195// isolation remover - ensures single connected area
171 196
172typedef fixed_stack<point> pointlist; 197typedef fixed_stack<point> pointlist;
173 198
174static noinline void 199static void noinline
175push_flood_fill (LayoutData &maze, LayoutData &dist, pointlist &seeds, int x, int y) 200push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
176{ 201{
177 if (maze [x][y]) 202 if (dist [x][y])
178 return; 203 return;
179 204
180 while (y > 0 && !maze [x][y - 1]) 205 while (y > 0 && !dist [x][y - 1])
181 --y; 206 --y;
182 207
183 int y0 = y; 208 int y0 = y;
184 209
185 while (y < maze.h && !maze [x][y]) 210 while (y < dist.h && !dist [x][y])
186 { 211 {
187 seeds.push (point (x, y)); 212 seeds.push (point (x, y));
188 213
189 maze [x][y] = 1;
190 dist [x][y] = 1; 214 dist [x][y] = 1;
191 ++y; 215 ++y;
192 } 216 }
193 217
194 while (--y >= y0) 218 while (--y >= y0)
195 { 219 {
196 if (x > 0) push_flood_fill (maze, dist, seeds, x - 1, y); 220 if (x > 0 && !dist [x - 1][y]) push_flood_fill (dist, seeds, x - 1, y);
197 if (x < maze.w - 1) push_flood_fill (maze, dist, seeds, x + 1, y); 221 if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y);
198 } 222 }
199} 223}
200 224
201static inline void 225static inline void
202make_tunnel (LayoutData &maze, LayoutData &dist, pointlist &seeds, int x, int y, U8 d) 226make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb)
203{ 227{
204 for (;;) 228 for (;;)
205 { 229 {
230 point neigh[4];
231 int ncnt = 0;
232
233 d += perturb > 1;
234
235 if (x > 0 && 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);
237 if (y > 0 && 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);
239
240 if (!ncnt)
241 return;
242
243 point p = neigh [perturb ? rmg_rndm (ncnt) : 0];
244
206 seeds.push (point (x, y)); 245 seeds.push (p);
207 246
208 maze [x][y] = 1; 247 x = p.x;
248 y = p.y;
249
250 d = dist [x][y];
209 dist [x][y] = 1; 251 dist [x][y] = 1;
252 }
253}
210 254
211 if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) 255static void inline
256maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d)
257{
258 char &D = dist [x][y];
259
260 if (U8 (D) > d) // if wall and higher distance, lower distance
261 D = d;
262 else if (D) // otherwise, if it's no room, this space is uninteresting
263 return;
264
265 seeds.push (point (x, y));
266}
267
268// isolation remover, works on a "distance" map
269// the map must be initialised with 0 == rooms, 255 = walls
270static void noinline
271isolation_remover (layout &dist, unsigned int perturb = 2)
272{
273 // dist contains
274 // 0 == invisited rooms
275 // 1 == visited rooms
276 // 2+ shortest distance to random near room
277
278 clamp_it (perturb, 0, 2);
279
280 // phase 1, find seed
281 int cnt = 0;
282 int x, y;
283
284 for (int i = 0; i < dist.w; ++i)
285 for (int j = 0; j < dist.h; ++j)
286 if (!dist [i][j] && !rmg_rndm (++cnt))
287 x = i, y = j;
288
289 if (!cnt)
290 {
291 // map is completely massive, this is not good,
292 // so make it empty instead.
293 dist.fill (1);
294 return;
295 }
296
297 fixed_stack<point> seeds (dist.w * dist.h * 5);
298
299 // found first free space - picking the first one gives
300 // us a slight bias for tunnels, but usually you won't
301 // notice that in-game
302 seeds.push (point (x, y));
303
304 // phase 2, while we have seeds, if
305 // seed is empty, floodfill, else grow
306
307 while (seeds.size)
308 {
309 coroapi::cede_to_tick ();
310
311 point p = seeds.remove (rmg_rndm (seeds.size));
312
313 x = p.x;
314 y = p.y;
315
316 if (!dist [x][y])
212 --x; 317 {
213 else if (x < maze.w - 2 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) 318 // found new isolated area, make tunnel
319 push_flood_fill (dist, seeds, x, y);
320 make_tunnel (dist, seeds, x, y, 254, perturb);
214 ++x; 321 }
215 else if (y > 1 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1)
216 --y;
217 else if (y < maze.h - 2 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1)
218 ++y;
219 else 322 else
220 break;
221
222 d = dist [x][y];
223 }
224}
225
226static void
227isolation_remover (LayoutData &maze, bool dirty)
228{
229 LayoutData dist (maze.w, maze.h);
230
231 dist.fill (255);
232
233 fixed_stack<point> seeds (maze.w * maze.h * 4);
234
235 // phase 1, find seed
236 for (int x = 1; x < maze.w; ++x)
237 for (int y = 1; y < maze.h; ++y)
238 if (!maze [x][y])
239 {
240 // found first free space - picking the first one gives
241 // us a slight bias for tunnels, but usually you won't
242 // notice that in-game
243 seeds.push (point (x, y));
244
245 // phase 2, while we have seeds, if
246 // seed is empty, floodfill, else grow
247
248 while (seeds.size)
249 { 323 {
250 coroapi::cede_to_tick (); 324 // nothing here, continue to expand
251
252 point p = seeds.remove (rmg_rndm (seeds.size));
253
254 x = p.x;
255 y = p.y;
256
257 if (!maze [x][y])
258 {
259 // found new isolated area, make tunnel?
260 if (!dirty)
261 push_flood_fill (maze, dist, seeds, x, y);
262
263 make_tunnel (maze, dist, seeds, x, y, 255);
264
265 if (dirty)
266 push_flood_fill (maze, dist, seeds, x, y);
267 }
268 else
269 {
270 U8 d = U8 (dist [x][y]) + 1; 325 U8 d = U8 (dist [x][y]) + 1;
271 326
272 if (x < maze.w - 1 && U8 (dist [x + 1][y]) > d) 327 if (x < dist.w - 1) maybe_push (dist, seeds, x + 1, y, d);
273 { 328 if (x > 0) maybe_push (dist, seeds, x - 1, y, d);
274 dist [x + 1][y] = d; 329 if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d);
275 seeds.push (point (x + 1, y)); 330 if (y > 0) maybe_push (dist, seeds, x, y - 1, d);
276 }
277
278 if (x > 0 && U8 (dist [x - 1][y]) > d)
279 {
280 dist [x - 1][y] = d;
281 seeds.push (point (x - 1, y));
282 }
283
284 if (y < maze.h - 1 && U8 (dist [x][y + 1]) > d)
285 {
286 dist [x][y + 1] = d;
287 seeds.push (point (x, y + 1));
288 }
289
290 if (y > 0 && U8 (dist [x][y - 1]) > d)
291 {
292 dist [x][y - 1] = d;
293 seeds.push (point (x, y - 1));
294 }
295 }
296 } 331 }
332 }
333}
297 334
298 goto success; 335void
299 } 336layout::isolation_remover (int perturb)
337{
338 layout dist (w - 2, h - 2); // map without border
300 339
301success:
302
303 // we mark free but visited floors as 1, undo this here
304 for (int x = 0; x < maze.w; ++x) 340 for (int x = 1; x < w - 1; ++x)
305 for (int y = 0; y < maze.h; ++y) 341 for (int y = 1; y < h - 1; ++y)
306 if (maze [x][y] == 1) 342 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0;
343
344 ::isolation_remover (dist, perturb);
345
346 // now copy the tunnels over
347 for (int x = 1; x < w - 1; ++x)
348 for (int y = 1; y < h - 1; ++y)
349 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1)
307 maze [x][y] = 0; 350 data [x][y] = 0;
308}
309
310void
311LayoutData::isolation_remover (bool dirty)
312{
313 ::isolation_remover (*this, dirty);
314} 351}
315 352
316///////////////////////////////////////////////////////////////////////////// 353/////////////////////////////////////////////////////////////////////////////
317 354
355//+GPL
356
357/* puts doors at appropriate locations in a maze. */
358void
359layout::doorify ()
360{
361 int ndoors = w * h / 60; /* reasonable number of doors. */
362
363 fixed_stack<point> doorloc (w * h);
364
365 /* make a list of possible door locations */
366 for (int i = 1; i < w - 1; i++)
367 for (int j = 1; j < h - 1; j++)
368 {
369 int sindex = surround_flag (*this, i, j);
370
371 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
372 doorloc.push (point (i, j));
373 }
374
375 while (ndoors && doorloc.size)
376 {
377 point p = doorloc.remove (rmg_rndm (doorloc.size));
378
379 int sindex = surround_flag (*this, p.x, p.y);
380
381 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
382 {
383 data [p.x][p.y] = 'D';
384 --ndoors;
385 }
386 }
387}
388
389/* takes a map and makes it symmetric: adjusts Xsize and
390 * Ysize to produce a symmetric map.
391 */
392void
393layout::symmetrize (int symmetry)
394{
395 if (symmetry == SYMMETRY_NONE)
396 return;
397
398 layout sym_layout (
399 symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w,
400 symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h
401 );
402
403 if (symmetry == SYMMETRY_X)
404 for (int i = 0; i < sym_layout.w / 2 + 1; i++)
405 for (int j = 0; j < sym_layout.h; j++)
406 {
407 sym_layout[i ][j] =
408 sym_layout[sym_layout.w - i - 1][j] = data [i][j];
409 }
410
411 if (symmetry == SYMMETRY_Y)
412 for (int i = 0; i < sym_layout.w; i++)
413 for (int j = 0; j < sym_layout.h / 2 + 1; j++)
414 {
415 sym_layout[i][j ] =
416 sym_layout[i][sym_layout.h - j - 1] = data [i][j];
417 }
418
419 if (symmetry == SYMMETRY_XY)
420 for (int i = 0; i < sym_layout.w / 2 + 1; i++)
421 for (int j = 0; j < sym_layout.h / 2 + 1; j++)
422 {
423 sym_layout[i ][j ] =
424 sym_layout[i ][sym_layout.h - j - 1] =
425 sym_layout[sym_layout.w - i - 1][j ] =
426 sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j];
427 }
428
429 /* need to run the isolation remover for some layouts */
430#if 0
431 switch (RP->map_layout_style)
432 {
433 case LAYOUT_ONION:
434 case LAYOUT_SNAKE:
435 case LAYOUT_SQUARE_SPIRAL:
436 // safe
437 break;
438
439 default:
440 sym_layout.isolation_remover ();
441 break;
442 }
443#endif
444 sym_layout.isolation_remover ();
445
446 swap (sym_layout);
447}
448
449//-GPL
450
451void
452layout::rotate (int rotation)
453{
454 switch (rotation & 3)
455 {
456 case 2: /* a reflection */
457 {
458 layout new_layout (w, h);
459
460 for (int i = 0; i < w; i++) /* copy a reflection back */
461 for (int j = 0; j < h; j++)
462 new_layout [i][j] = data [w - i - 1][h - j - 1];
463
464 swap (new_layout);
465 }
466 break;
467
468 case 1:
469 case 3:
470 {
471 layout new_layout (h, w);
472
473 if (rotation == 1) /* swap x and y */
474 for (int i = 0; i < w; i++)
475 for (int j = 0; j < h; j++)
476 new_layout [j][i] = data [i][j];
477
478 if (rotation == 3) /* swap x and y */
479 for (int i = 0; i < w; i++)
480 for (int j = 0; j < h; j++)
481 new_layout [j][i] = data [w - i - 1][h - j - 1];
482
483 swap (new_layout);
484 }
485 break;
486 }
487}
488
489/////////////////////////////////////////////////////////////////////////////
490
491//+GPL
492
493/*
494 * Expands a maze by 2x in each dimension.
495 * H. S. Teoh
496 */
497
498/* Copy the old tile X into the new one at location (i*2, j*2) and
499 * fill up the rest of the 2x2 result with \0:
500 * X ---> X \0
501 * \0 \0
502 */
503static void inline
504expand_misc (layout &newlayout, int i, int j, layout &maze)
505{
506 newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = maze[i][j];
507 /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that
508 * for us.) */
509}
510
511/* Returns a bitmap that represents which squares on the right and bottom
512 * edges of a square (i,j) match the given character:
513 * 1 match on (i+1, j)
514 * 2 match on (i, j+1)
515 * 4 match on (i+1, j+1)
516 * and the possible combinations thereof.
517 */
518static int noinline
519calc_pattern (char ch, layout &maze, int i, int j)
520{
521 int pattern = 0;
522
523 if (i + 1 < maze.w && maze[i + 1][j] == ch)
524 pattern |= 1;
525
526 if (j + 1 < maze.h)
527 {
528 if (maze[i][j + 1] == ch)
529 pattern |= 2;
530
531 if (i + 1 < maze.w && maze[i + 1][j + 1] == ch)
532 pattern |= 4;
533 }
534
535 return pattern;
536}
537
538/* Expand a wall. This function will try to sensibly connect the resulting
539 * wall to adjacent wall squares, so that the result won't have disconnected
540 * walls.
541 */
542static void inline
543expand_wall (layout &newlayout, int i, int j, layout &maze)
544{
545 int wall_pattern = calc_pattern ('#', maze, i, j);
546 int door_pattern = calc_pattern ('D', maze, i, j);
547 int both_pattern = wall_pattern | door_pattern;
548
549 newlayout[i * 2][j * 2] = '#';
550
551 if (i + 1 < maze.w)
552 {
553 if (both_pattern & 1)
554 { /* join walls/doors to the right */
555/* newlayout[i*2+1][j*2] = '#'; */
556 newlayout[i * 2 + 1][j * 2] = maze[i + 1][j];
557 }
558 }
559
560 if (j + 1 < maze.h)
561 {
562 if (both_pattern & 2)
563 { /* join walls/doors to the bottom */
564/* newlayout[i*2][j*2+1] = '#'; */
565 newlayout[i * 2][j * 2 + 1] = maze[i][j + 1];
566 }
567
568 if (wall_pattern == 7)
569 { /* if orig maze is a 2x2 wall block,
570 * we fill the result with walls. */
571 newlayout[i * 2 + 1][j * 2 + 1] = '#';
572 }
573 }
574}
575
576/* This function will try to sensibly connect doors so that they meet up with
577 * adjacent walls. Note that it will also presumptuously delete (ignore) doors
578 * that it doesn't know how to correctly expand.
579 */
580static void inline
581expand_door (layout &newlayout, int i, int j, layout &maze)
582{
583 int wall_pattern = calc_pattern ('#', maze, i, j);
584 int door_pattern = calc_pattern ('D', maze, i, j);
585 int join_pattern;
586
587 /* Doors "like" to connect to walls more than other doors. If there is
588 * a wall and another door, this door will connect to the wall and
589 * disconnect from the other door. */
590 if (wall_pattern & 3)
591 join_pattern = wall_pattern;
592 else
593 join_pattern = door_pattern;
594
595 newlayout[i * 2][j * 2] = 'D';
596
597 if (i + 1 < maze.w)
598 if (join_pattern & 1)
599 /* there is a door/wall to the right */
600 newlayout[i * 2 + 1][j * 2] = 'D';
601
602 if (j + 1 < maze.h)
603 if (join_pattern & 2)
604 /* there is a door/wall below */
605 newlayout[i * 2][j * 2 + 1] = 'D';
606}
607
608void
609layout::expand2x ()
610{
611 layout new_layout (w * 2 - 1, h * 2 - 1);
612
613 new_layout.clear ();
614
615 for (int i = 0; i < w; i++)
616 for (int j = 0; j < h; j++)
617 switch (data [i][j])
618 {
619 case '#': expand_wall (new_layout, i, j, *this); break;
620 case 'D': expand_door (new_layout, i, j, *this); break;
621 default: expand_misc (new_layout, i, j, *this); break;
622 }
623
624 swap (new_layout);
625}
626
627/////////////////////////////////////////////////////////////////////////////
628
629/* checks the maze to see if I can stick a horizontal(dir = 0) wall
630 (or vertical, dir == 1)
631 here which ends up on other walls sensibly. */
632static int
633can_make_wall (const layout &maze, int dx, int dy, int dir)
634{
635 int i1;
636 int length = 0;
637
638 /* dont make walls if we're on the edge. */
639 if (dx == 0 || dx == (maze.w - 1) || dy == 0 || dy == (maze.h - 1))
640 return -1;
641
642 /* don't make walls if we're ON a wall. */
643 if (maze [dx][dy] != 0)
644 return -1;
645
646 if (dir == 0) /* horizontal */
647 {
648 int y = dy;
649
650 for (i1 = dx - 1; i1 > 0; i1--)
651 {
652 int sindex = surround_flag2 (maze, i1, y);
653
654 if (sindex == 1) break;
655 if (sindex != 0) return -1; /* can't make horiz. wall here */
656 if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
657
658 length++;
659 }
660
661 for (i1 = dx + 1; i1 < maze.w - 1; i1++)
662 {
663 int sindex = surround_flag2 (maze, i1, y);
664
665 if (sindex == 2) break;
666 if (sindex != 0) return -1; /* can't make horiz. wall here */
667 if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
668
669 length++;
670 }
671 return length;
672 }
673 else
674 { /* vertical */
675 int x = dx;
676
677 for (i1 = dy - 1; i1 > 0; i1--)
678 {
679 int sindex = surround_flag2 (maze, x, i1);
680
681 if (sindex == 4) break;
682 if (sindex != 0) return -1; /* can't make vert. wall here */
683 if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
684
685 length++;
686 }
687
688 for (i1 = dy + 1; i1 < maze.h - 1; i1++)
689 {
690 int sindex = surround_flag2 (maze, x, i1);
691
692 if (sindex == 8) break;
693 if (sindex != 0) return -1; /* can't make verti. wall here */
694 if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
695
696 length++;
697 }
698
699 return length;
700 }
701
702 return -1;
703}
704
705int
706make_wall (char **maze, int x, int y, int dir)
707{
708 maze[x][y] = 'D'; /* mark a door */
709
710 switch (dir)
711 {
712 case 0: /* horizontal */
713 {
714 for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
715 for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
716 break;
717 }
718 case 1: /* vertical */
719 {
720 for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
721 for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
722 break;
723 }
724 }
725
726 return 0;
727}
728
729void
730layout::roomify ()
731{
732 int tries = w * h / 30;
733
734 for (int ti = 0; ti < tries; ti++)
735 {
736 /* starting location for looking at creating a door */
737 int dx = rmg_rndm (w);
738 int dy = rmg_rndm (h);
739
740 /* results of checking on creating walls. */
741 int cx = can_make_wall (*this, dx, dy, 0); /* horizontal */
742 int cy = can_make_wall (*this, dx, dy, 1); /* vertical */
743
744 if (cx == -1)
745 {
746 if (cy != -1)
747 make_wall (*this, dx, dy, 1);
748
749 continue;
750 }
751
752 if (cy == -1)
753 {
754 make_wall (*this, dx, dy, 0);
755 continue;
756 }
757
758 if (cx < cy)
759 make_wall (*this, dx, dy, 0);
760 else
761 make_wall (*this, dx, dy, 1);
762 }
763}
764
765//-GPL
766
767/////////////////////////////////////////////////////////////////////////////
768
318// inspired mostly by http://www.jimrandomh.org/misc/caves.txt 769// inspired mostly by http://www.jimrandomh.org/misc/caves.txt
319void 770void
320LayoutData::gen_cave (int subtype) 771layout::gen_cave (int subtype)
321{ 772{
322 switch (subtype) 773 switch (subtype)
323 { 774 {
324 // a rough cave 775 // a rough cave
325 case 0: 776 case 0:
326 fill_rand (rmg_rndm (80, 95)); 777 fill_rand (rmg_rndm (85, 97));
327 break; 778 break;
328 779
329 // corridors 780 // corridors
330 case 1: 781 case 1:
331 fill_rand (rmg_rndm (5, 40)); 782 fill_rand (rmg_rndm (5, 40));
332 erode_1_2 (5, 2, 10); 783 erode_1_2 (5, 2, 10);
333 erode_1_2 (5, -1, 10); 784 erode_1_2 (5, -1, 10);
334 erode_1_2 (5, 2, 1); 785 erode_1_2 (5, 2, 1);
335 break; 786 break;
336 787
337 // somewhat open, roundish 788 // somewhat open, some room-like structures
338 case 2: 789 case 2:
790 fill_rand (45);
791 erode_1_2 (5, 2, 4);
792 erode_1_2 (5, -1, 3);
793 break;
794
795 // wide open, roundish
796 case 3:
339 fill_rand (45); 797 fill_rand (45);
340 erode_1_2 (5, 0, 5); 798 erode_1_2 (5, 0, 5);
341 erode_1_2 (5, 1, 1); 799 erode_1_2 (5, 1, 1);
342 break; 800 break;
343
344 // wide open, some room-like structures
345 case 3:
346 fill_rand (45);
347 erode_1_2 (5, 2, 4);
348 erode_1_2 (5, -1, 3);
349 break;
350 } 801 }
351 802
352 border (); 803 border ();
353 isolation_remover (); 804 isolation_remover (1);
354} 805}
806
807void
808layout::gen_castle ()
809{
810 fill ('#');
811
812 for (int n = w * h / 30 + 1; n--; )
813 {
814 int rw = rmg_rndm (6, 10);
815 int rh = rmg_rndm (6, 10);
816
817 if (rw > w || rh > h)
818 continue;
819
820 int rx = rmg_rndm (0, w - rw);
821 int ry = rmg_rndm (0, h - rh);
822
823 rect (rx, ry, rx + rw, ry + rh, '#');
824 fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0);
825 }
826
827 border ();
828 isolation_remover (0);
829}
830
831static void
832gen_mixed_ (layout &maze, random_map_params *RP)
833{
834 int dir;
835
836 if (maze.w < 20 && maze.h < 20 && !rmg_rndm (3))
837 dir = 2; // stop recursion randomly
838 else
839 dir = maze.w > maze.h;
840
841 if (dir == 0 && maze.w > 16)
842 {
843 int m = rmg_rndm (8, maze.w - 8);
844
845 layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP);
846 layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP);
847 }
848 else if (dir == 1 && maze.h > 16)
849 {
850 int m = rmg_rndm (8, maze.h - 8);
851
852 layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP);
853 layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP);
854 }
855 else
856 {
857 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1;
858
859 if (RP->map_layout_style == LAYOUT_MULTIPLE)
860 ++RP->map_layout_style;
861
862 maze.generate (RP);
863 }
864}
865
866// recursive subdivision with random sublayouts
867static void
868gen_mixed (layout &maze, random_map_params *RP)
869{
870 random_map_params &rp = *new random_map_params (RP);
871 gen_mixed_ (maze, &rp);
872 delete &rp;
873
874 maze.border ();
875 maze.isolation_remover (0);
876}
877
878//+GPL
879
880/* function selects the maze function and gives it whatever
881 arguments it needs. */
882void
883layout::generate (random_map_params *RP)
884{
885 switch (RP->map_layout_style)
886 {
887 case LAYOUT_ONION:
888 map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2);
889
890 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
891 roomify ();
892
893 break;
894
895 case LAYOUT_MAZE:
896 maze_gen (*this, RP->get_iv ("maze_type", rmg_rndm (4)));
897
898 if (rmg_rndm (2))
899 doorify ();
900
901 break;
902
903 case LAYOUT_SPIRAL:
904 map_gen_spiral (*this, RP->layoutoptions1);
905
906 if (rmg_rndm (2))
907 doorify ();
908
909 break;
910
911 case LAYOUT_ROGUELIKE:
912 /* Don't put symmetry in rogue maps. There isn't much reason to
913 * do so in the first place (doesn't make it any more interesting),
914 * but more importantly, the symmetry code presumes we are symmetrizing
915 * spirals, or maps with lots of passages - making a symmetric rogue
916 * map fails because its likely that the passages the symmetry process
917 * creates may not connect the rooms.
918 */
919 RP->symmetry_used = SYMMETRY_NONE;
920 roguelike_layout_gen (*this, RP->layoutoptions1);
921 /* no doorifying... done already */
922 break;
923
924 case LAYOUT_SNAKE:
925 make_snake_layout (*this, RP->layoutoptions1);
926
927 if (rmg_rndm (2))
928 roomify ();
929
930 break;
931
932 case LAYOUT_SQUARE_SPIRAL:
933 make_square_spiral_layout (*this, RP->layoutoptions1);
934
935 if (rmg_rndm (2))
936 roomify ();
937
938 break;
939
940 case LAYOUT_CAVE:
941 gen_cave (RP->get_iv ("cave_type", rmg_rndm (4)));
942
943 if (rmg_rndm (2))
944 doorify ();
945
946 break;
947
948 case LAYOUT_CASTLE:
949 gen_castle ();
950
951 if (rmg_rndm (2))
952 doorify ();
953
954 break;
955
956 case LAYOUT_MULTIPLE:
957 gen_mixed (*this, RP);
958 break;
959
960 default:
961 abort ();
962 }
963}
964
965//-GPL
355 966
356#if 0 967#if 0
968static void
969gen_village (layout &maze)
970{
971 maze.clear ();
972 maze.border ();
973
974 for (int n = maze.w * maze.h / 200 + 1; n--; )
975 {
976 int rw = rmg_rndm (6, 10);
977 int rh = rmg_rndm (6, 10);
978
979 int rx = rmg_rndm (2, maze.w - rw - 2);
980 int ry = rmg_rndm (2, maze.h - rh - 2);
981
982 maze.rect (rx, ry, rx + rw, ry + rh, '#');
983 }
984
985 maze.border ();
986 maze.isolation_remover (2);
987}
988
357static struct demo 989static struct demo
358{ 990{
359 demo () 991 demo ()
360 { 992 {
361 Layout maze (40, 25);
362 rmg_rndm.seed (time (0)); 993 rmg_rndm.seed (time (0));
363 994
364 for(int i=1;i<10;i) 995 for(int i=1;i<100;i++)
365 { 996 {
366 maze->gen_cave (3); 997 layout maze (40, 30);
998 gen_village (maze);
999 maze.doorify ();
367 maze->print (); 1000 maze.print ();
1001 exit(0);
368 } 1002 }
369 1003
370 exit (1); 1004 exit (1);
371 } 1005 }
372} demo; 1006} demo;

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