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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 1.21 by root, Sun Jul 4 01:01:42 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); // only when contiguous :/
83 fill_rect (0, 0, w, h, fill);
52} 84}
53 85
54void 86void
55Layout::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)
56{ 100{
57 for (; x1 < x2; ++x1) 101 for (; x1 < x2; ++x1)
58 memset (col [x1] + y1, fill, y2 - y1); 102 memset (data [x1] + y1, fill, y2 - y1);
59} 103}
60 104
61void Layout::border (char fill) 105void layout::border (char fill)
62{ 106{
63 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; 107 rect (0, 0, w, h, fill);
64 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
65} 108}
66 109
67void 110void
68Layout::fill_rand (int percent) 111layout::fill_rand (int percent)
69{ 112{
70 percent = lerp (percent, 0, 100, 0, 256); 113 percent = lerp (percent, 0, 100, 0, 256);
71 114
72 for (int x = w - 1; --x > 0; ) 115 for (int x = w - 1; --x > 0; )
73 for (int y = h - 1; --y > 0; ) 116 for (int y = h - 1; --y > 0; )
74 col [x][y] = rmg_rndm (256) > percent ? 0 : '#'; 117 data [x][y] = rmg_rndm (256) > percent ? 0 : '#';
75} 118}
76 119
77///////////////////////////////////////////////////////////////////////////// 120/////////////////////////////////////////////////////////////////////////////
78 121
79// erode by cellular automata 122// erode by cellular automata
80void 123void
81Layout::erode_1_2 (int c1, int c2, int repeat) 124layout::erode_1_2 (int c1, int c2, int repeat)
82{ 125{
83 Layout neu (w, h); 126 layout neu (w, h);
84 127
85 while (repeat--) 128 while (repeat--)
86 { 129 {
87 for (int x = 0; x < w; ++x) 130 for (int x = 0; x < w; ++x)
88 { 131 {
104 for (int i = array_length (dds); i--; ) 147 for (int i = array_length (dds); i--; )
105 { 148 {
106 int nx = x + dds [i][0]; 149 int nx = x + dds [i][0];
107 int ny = y + dds [i][1]; 150 int ny = y + dds [i][1];
108 151
109 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])
110 { 153 {
111 n1 += dds [i][2]; 154 n1 += dds [i][2];
112 n2++; 155 n2++;
113 } 156 }
114 } 157 }
122} 165}
123 166
124///////////////////////////////////////////////////////////////////////////// 167/////////////////////////////////////////////////////////////////////////////
125 168
126void 169void
127Layout::print () const 170layout::print () const
128{ 171{
129 for (int y = 0; y < h; y++) 172 for (int y = 0; y < h; y++)
130 { 173 {
131 for (int x = 0; x < w; x++) 174 for (int x = 0; x < w; x++)
132 { 175 {
133 U8 c = (U8)col [x][y]; 176 U8 c = (U8)data [x][y];
134 177
135 if (!c) 178 if (!c)
136 c = ' '; 179 c = ' ';
137 else if (c < 10) 180 else if (c < 10)
138 c += '0'; 181 c += '0';
151///////////////////////////////////////////////////////////////////////////// 194/////////////////////////////////////////////////////////////////////////////
152// isolation remover - ensures single connected area 195// isolation remover - ensures single connected area
153 196
154typedef fixed_stack<point> pointlist; 197typedef fixed_stack<point> pointlist;
155 198
156static noinline void 199static void noinline
157push_flood_fill (Layout &dist, pointlist &seeds, int x, int y) 200push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
158{ 201{
159 if (dist [x][y]) 202 if (dist [x][y])
160 return; 203 return;
161 204
162 while (y > 0 && !dist [x][y - 1]) 205 while (y > 0 && !dist [x][y - 1])
172 ++y; 215 ++y;
173 } 216 }
174 217
175 while (--y >= y0) 218 while (--y >= y0)
176 { 219 {
177 if (x > 0) push_flood_fill (dist, seeds, x - 1, y); 220 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); 221 if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y);
179 } 222 }
180} 223}
181 224
182static inline void 225static inline void
183make_tunnel (Layout &dist, pointlist &seeds, int x, int y, U8 d) 226make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb)
184{ 227{
185 for (;;) 228 for (;;)
186 { 229 {
230 point neigh[4];
231 int ncnt = 0;
232
233 d += perturb > 1;
234
187 if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) 235 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) 236 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) 237 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) 238 if (y < dist.h - 1 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1);
194 ++y; 239
195 else 240 if (!ncnt)
196 break; 241 return;
242
243 point p = neigh [perturb ? rmg_rndm (ncnt) : 0];
244
245 seeds.push (p);
246
247 x = p.x;
248 y = p.y;
197 249
198 d = dist [x][y]; 250 d = dist [x][y];
199 dist [x][y] = 1; 251 dist [x][y] = 1;
200 seeds.push (point (x, y));
201 } 252 }
202} 253}
203 254
204static void inline 255static void inline
205maybe_push (Layout &dist, pointlist &seeds, int x, int y, U8 d) 256maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d)
206{ 257{
207 char &D = dist [x][y]; 258 char &D = dist [x][y];
208 259
209 if (U8 (D) > d) // if wall and higher distance, lower distance 260 if (U8 (D) > d) // if wall and higher distance, lower distance
210 D = d; 261 D = d;
212 return; 263 return;
213 264
214 seeds.push (point (x, y)); 265 seeds.push (point (x, y));
215} 266}
216 267
217static void 268// isolation remover, works on a "distance" map
218isolation_remover (Layout &maze, bool dirty) 269// the map must be initialised with 0 == rooms, 255 = walls
270static void noinline
271isolation_remover (layout &dist, unsigned int perturb = 2)
219{ 272{
220 Layout dist (maze.w, maze.h);
221
222 // dist contains 273 // dist contains
223 // 0 == invisited rooms 274 // 0 == invisited rooms
224 // 1 == visited rooms 275 // 1 == visited rooms
225 // 2+ shortest distance to random near room 276 // 2+ shortest distance to random near room
226 277
227 // phase 1, initialise dist array, find seed 278 clamp_it (perturb, 0, 2);
279
280 // phase 1, find seed
228 int cnt = 0; 281 int cnt = 0;
229 int x, y; 282 int x, y;
230 283
231 for (int i = 0; i < maze.w; ++i) 284 for (int i = 0; i < dist.w; ++i)
232 for (int j = 0; j < maze.h; ++j) 285 for (int j = 0; j < dist.h; ++j)
233 { 286 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; 287 x = i, y = j;
241 }
242 }
243 288
244 if (!cnt) 289 if (!cnt)
290 {
291 // map is completely massive, this is not good,
292 // so make it empty instead.
293 dist.fill (1);
245 return; 294 return;
295 }
246 296
247 fixed_stack<point> seeds (maze.w * maze.h * 5); 297 fixed_stack<point> seeds (dist.w * dist.h * 5);
248 298
249 // found first free space - picking the first one gives 299 // found first free space - picking the first one gives
250 // us a slight bias for tunnels, but usually you won't 300 // us a slight bias for tunnels, but usually you won't
251 // notice that in-game 301 // notice that in-game
252 seeds.push (point (x, y)); 302 seeds.push (point (x, y));
264 y = p.y; 314 y = p.y;
265 315
266 if (!dist [x][y]) 316 if (!dist [x][y])
267 { 317 {
268 // found new isolated area, make tunnel 318 // found new isolated area, make tunnel
269 if (!dirty)
270 push_flood_fill (dist, seeds, x, y); 319 push_flood_fill (dist, seeds, x, y);
271
272 make_tunnel (dist, seeds, x, y, 255); 320 make_tunnel (dist, seeds, x, y, 254, perturb);
273
274 if (dirty)
275 push_flood_fill (dist, seeds, x, y);
276 } 321 }
277 else 322 else
278 { 323 {
279 // nothing here, continue to expand 324 // nothing here, continue to expand
280 U8 d = U8 (dist [x][y]) + 1; 325 U8 d = U8 (dist [x][y]) + 1;
283 if (x > 0) maybe_push (dist, seeds, x - 1, y, d); 328 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); 329 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); 330 if (y > 0) maybe_push (dist, seeds, x, y - 1, d);
286 } 331 }
287 } 332 }
333}
334
335void
336layout::isolation_remover (int perturb)
337{
338 layout dist (w - 2, h - 2); // map without border
339
340 for (int x = 1; x < w - 1; ++x)
341 for (int y = 1; y < h - 1; ++y)
342 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0;
343
344 ::isolation_remover (dist, perturb);
288 345
289 // now copy the tunnels over 346 // now copy the tunnels over
290 for (int x = 0; x < maze.w; ++x) 347 for (int x = 1; x < w - 1; ++x)
291 for (int y = 0; y < maze.h; ++y) 348 for (int y = 1; y < h - 1; ++y)
292 if (maze [x][y] == '#' && dist [x][y] == 1) 349 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1)
293 maze [x][y] = 0; 350 data [x][y] = 0;
294}
295
296void
297Layout::isolation_remover (bool dirty)
298{
299 ::isolation_remover (*this, dirty);
300} 351}
301 352
302///////////////////////////////////////////////////////////////////////////// 353/////////////////////////////////////////////////////////////////////////////
303 354
304// inspired mostly by http://www.jimrandomh.org/misc/caves.txt
305void
306Layout::gen_cave (int subtype)
307{
308 switch (subtype)
309 {
310 // a rough cave
311 case 0:
312 fill_rand (rmg_rndm (80, 95));
313 break;
314
315 // corridors
316 case 1:
317 fill_rand (rmg_rndm (5, 40));
318 erode_1_2 (5, 2, 10);
319 erode_1_2 (5, -1, 10);
320 erode_1_2 (5, 2, 1);
321 break;
322
323 // somewhat open, roundish
324 case 2:
325 fill_rand (45);
326 erode_1_2 (5, 0, 5);
327 erode_1_2 (5, 1, 1);
328 break;
329
330 // wide open, some room-like structures
331 case 3:
332 fill_rand (45);
333 erode_1_2 (5, 2, 4);
334 erode_1_2 (5, -1, 3);
335 break;
336 }
337
338 border ();
339 isolation_remover ();
340}
341
342/////////////////////////////////////////////////////////////////////////////
343
344//+GPL 355//+GPL
345 356
346/* puts doors at appropriate locations in a layout. */ 357/* puts doors at appropriate locations in a maze. */
347void 358void
348Layout::doorify () 359layout::doorify ()
349{ 360{
350 int ndoors = w * h / 60; /* reasonable number of doors. */ 361 int ndoors = w * h / 60; /* reasonable number of doors. */
351 int doorlocs = 0; /* # of available doorlocations */
352 362
353 uint16 *doorlist_x = salloc<uint16> (w * h); 363 fixed_stack<point> doorloc (w * h);
354 uint16 *doorlist_y = salloc<uint16> (w * h);
355 364
356 /* make a list of possible door locations */ 365 /* make a list of possible door locations */
357 for (int i = 1; i < w - 1; i++) 366 for (int i = 1; i < w - 1; i++)
358 for (int j = 1; j < h - 1; j++) 367 for (int j = 1; j < h - 1; j++)
359 { 368 {
360 int sindex = surround_flag (*this, i, j); 369 int sindex = surround_flag (*this, i, j);
361 370
362 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 371 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
363 { 372 doorloc.push (point (i, j));
364 doorlist_x [doorlocs] = i;
365 doorlist_y [doorlocs] = j;
366 doorlocs++;
367 }
368 } 373 }
369 374
370 while (ndoors > 0 && doorlocs > 0) 375 while (ndoors && doorloc.size)
371 { 376 {
372 int di = rmg_rndm (doorlocs); 377 point p = doorloc.remove (rmg_rndm (doorloc.size));
373 int i = doorlist_x [di]; 378
374 int j = doorlist_y [di];
375 int sindex = surround_flag (*this, i, j); 379 int sindex = surround_flag (*this, p.x, p.y);
376 380
377 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 381 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
378 { 382 {
379 col [i][j] = 'D'; 383 data [p.x][p.y] = 'D';
380 ndoors--; 384 --ndoors;
381 } 385 }
382
383 /* reduce the size of the list */
384 doorlocs--;
385 doorlist_x[di] = doorlist_x [doorlocs];
386 doorlist_y[di] = doorlist_y [doorlocs];
387 } 386 }
388
389 sfree (doorlist_x, w * h);
390 sfree (doorlist_y, w * h);
391} 387}
392 388
393/* takes a map and makes it symmetric: adjusts Xsize and 389/* takes a map and makes it symmetric: adjusts Xsize and
394 * Ysize to produce a symmetric map. 390 * Ysize to produce a symmetric map.
395 */ 391 */
396void 392void
397Layout::symmetrize (int symmetry) 393layout::symmetrize (int symmetry)
398{ 394{
399 if (symmetry == SYMMETRY_NONE) 395 if (symmetry == SYMMETRY_NONE)
400 return; 396 return;
401 397
402 Layout sym_layout ( 398 layout sym_layout (
403 symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w, 399 symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w,
404 symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h 400 symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h
405 ); 401 );
406 402
407 if (symmetry == SYMMETRY_X) 403 if (symmetry == SYMMETRY_X)
408 for (int i = 0; i < sym_layout.w / 2 + 1; i++) 404 for (int i = 0; i < sym_layout.w / 2 + 1; i++)
409 for (int j = 0; j < sym_layout.h; j++) 405 for (int j = 0; j < sym_layout.h; j++)
410 { 406 {
411 sym_layout[i ][j] = 407 sym_layout[i ][j] =
412 sym_layout[sym_layout.w - i - 1][j] = col[i][j]; 408 sym_layout[sym_layout.w - i - 1][j] = data [i][j];
413 } 409 }
414 410
415 if (symmetry == SYMMETRY_Y) 411 if (symmetry == SYMMETRY_Y)
416 for (int i = 0; i < sym_layout.w; i++) 412 for (int i = 0; i < sym_layout.w; i++)
417 for (int j = 0; j < sym_layout.h / 2 + 1; j++) 413 for (int j = 0; j < sym_layout.h / 2 + 1; j++)
418 { 414 {
419 sym_layout[i][j ] = 415 sym_layout[i][j ] =
420 sym_layout[i][sym_layout.h - j - 1] = col[i][j]; 416 sym_layout[i][sym_layout.h - j - 1] = data [i][j];
421 } 417 }
422 418
423 if (symmetry == SYMMETRY_XY) 419 if (symmetry == SYMMETRY_XY)
424 for (int i = 0; i < sym_layout.w / 2 + 1; i++) 420 for (int i = 0; i < sym_layout.w / 2 + 1; i++)
425 for (int j = 0; j < sym_layout.h / 2 + 1; j++) 421 for (int j = 0; j < sym_layout.h / 2 + 1; j++)
426 { 422 {
427 sym_layout[i ][j ] = 423 sym_layout[i ][j ] =
428 sym_layout[i ][sym_layout.h - j - 1] = 424 sym_layout[i ][sym_layout.h - j - 1] =
429 sym_layout[sym_layout.w - i - 1][j ] = 425 sym_layout[sym_layout.w - i - 1][j ] =
430 sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = col[i][j]; 426 sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j];
431 } 427 }
432 428
433 /* need to run the isolation remover for some layouts */ 429 /* need to run the isolation remover for some layouts */
434#if 0 430#if 0
435 switch (RP->map_layout_style) 431 switch (RP->map_layout_style)
451} 447}
452 448
453//-GPL 449//-GPL
454 450
455void 451void
456Layout::rotate (int rotation) 452layout::rotate (int rotation)
457{ 453{
458 switch (rotation & 3) 454 switch (rotation & 3)
459 { 455 {
460 case 2: /* a reflection */ 456 case 2: /* a reflection */
461 { 457 {
462 Layout new_layout (w, h); 458 layout new_layout (w, h);
463 459
464 for (int i = 0; i < w; i++) /* copy a reflection back */ 460 for (int i = 0; i < w; i++) /* copy a reflection back */
465 for (int j = 0; j < h; j++) 461 for (int j = 0; j < h; j++)
466 new_layout [i][j] = col [w - i - 1][h - j - 1]; 462 new_layout [i][j] = data [w - i - 1][h - j - 1];
467 463
468 swap (new_layout); 464 swap (new_layout);
469 } 465 }
470 break; 466 break;
471 467
472 case 1: 468 case 1:
473 case 3: 469 case 3:
474 { 470 {
475 Layout new_layout (h, w); 471 layout new_layout (h, w);
476 472
477 if (rotation == 1) /* swap x and y */ 473 if (rotation == 1) /* swap x and y */
478 for (int i = 0; i < w; i++) 474 for (int i = 0; i < w; i++)
479 for (int j = 0; j < h; j++) 475 for (int j = 0; j < h; j++)
480 new_layout [j][i] = col [i][j]; 476 new_layout [j][i] = data [i][j];
481 477
482 if (rotation == 3) /* swap x and y */ 478 if (rotation == 3) /* swap x and y */
483 for (int i = 0; i < w; i++) 479 for (int i = 0; i < w; i++)
484 for (int j = 0; j < h; j++) 480 for (int j = 0; j < h; j++)
485 new_layout [j][i] = col [w - i - 1][h - j - 1]; 481 new_layout [j][i] = data [w - i - 1][h - j - 1];
486 482
487 swap (new_layout); 483 swap (new_layout);
488 } 484 }
489 break; 485 break;
490 } 486 }
493///////////////////////////////////////////////////////////////////////////// 489/////////////////////////////////////////////////////////////////////////////
494 490
495//+GPL 491//+GPL
496 492
497/* 493/*
498 * Expands a layout by 2x in each dimension. 494 * Expands a maze by 2x in each dimension.
499 * H. S. Teoh 495 * H. S. Teoh
500 */ 496 */
501 497
502/* Copy the old tile X into the new one at location (i*2, j*2) and 498/* 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: 499 * fill up the rest of the 2x2 result with \0:
504 * X ---> X \0 500 * X ---> X \0
505 * \0 \0 501 * \0 \0
506 */ 502 */
507static void inline 503static void inline
508expand_misc (Layout &newlayout, int i, int j, Layout &layout) 504expand_misc (layout &newlayout, int i, int j, layout &maze)
509{ 505{
510 newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = layout[i][j]; 506 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 507 /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that
512 * for us.) */ 508 * for us.) */
513} 509}
514 510
515/* Returns a bitmap that represents which squares on the right and bottom 511/* Returns a bitmap that represents which squares on the right and bottom
518 * 2 match on (i, j+1) 514 * 2 match on (i, j+1)
519 * 4 match on (i+1, j+1) 515 * 4 match on (i+1, j+1)
520 * and the possible combinations thereof. 516 * and the possible combinations thereof.
521 */ 517 */
522static int noinline 518static int noinline
523calc_pattern (char ch, Layout &layout, int i, int j) 519calc_pattern (char ch, layout &maze, int i, int j)
524{ 520{
525 int pattern = 0; 521 int pattern = 0;
526 522
527 if (i + 1 < layout.w && layout[i + 1][j] == ch) 523 if (i + 1 < maze.w && maze[i + 1][j] == ch)
528 pattern |= 1; 524 pattern |= 1;
529 525
530 if (j + 1 < layout.h) 526 if (j + 1 < maze.h)
531 { 527 {
532 if (layout[i][j + 1] == ch) 528 if (maze[i][j + 1] == ch)
533 pattern |= 2; 529 pattern |= 2;
534 530
535 if (i + 1 < layout.w && layout[i + 1][j + 1] == ch) 531 if (i + 1 < maze.w && maze[i + 1][j + 1] == ch)
536 pattern |= 4; 532 pattern |= 4;
537 } 533 }
538 534
539 return pattern; 535 return pattern;
540} 536}
542/* Expand a wall. This function will try to sensibly connect the resulting 538/* 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 539 * wall to adjacent wall squares, so that the result won't have disconnected
544 * walls. 540 * walls.
545 */ 541 */
546static void inline 542static void inline
547expand_wall (Layout &newlayout, int i, int j, Layout &layout) 543expand_wall (layout &newlayout, int i, int j, layout &maze)
548{ 544{
549 int wall_pattern = calc_pattern ('#', layout, i, j); 545 int wall_pattern = calc_pattern ('#', maze, i, j);
550 int door_pattern = calc_pattern ('D', layout, i, j); 546 int door_pattern = calc_pattern ('D', maze, i, j);
551 int both_pattern = wall_pattern | door_pattern; 547 int both_pattern = wall_pattern | door_pattern;
552 548
553 newlayout[i * 2][j * 2] = '#'; 549 newlayout[i * 2][j * 2] = '#';
554 550
555 if (i + 1 < layout.w) 551 if (i + 1 < maze.w)
556 { 552 {
557 if (both_pattern & 1) 553 if (both_pattern & 1)
558 { /* join walls/doors to the right */ 554 { /* join walls/doors to the right */
559/* newlayout[i*2+1][j*2] = '#'; */ 555/* newlayout[i*2+1][j*2] = '#'; */
560 newlayout[i * 2 + 1][j * 2] = layout[i + 1][j]; 556 newlayout[i * 2 + 1][j * 2] = maze[i + 1][j];
561 } 557 }
562 } 558 }
563 559
564 if (j + 1 < layout.h) 560 if (j + 1 < maze.h)
565 { 561 {
566 if (both_pattern & 2) 562 if (both_pattern & 2)
567 { /* join walls/doors to the bottom */ 563 { /* join walls/doors to the bottom */
568/* newlayout[i*2][j*2+1] = '#'; */ 564/* newlayout[i*2][j*2+1] = '#'; */
569 newlayout[i * 2][j * 2 + 1] = layout[i][j + 1]; 565 newlayout[i * 2][j * 2 + 1] = maze[i][j + 1];
570 } 566 }
571 567
572 if (wall_pattern == 7) 568 if (wall_pattern == 7)
573 { /* if orig layout is a 2x2 wall block, 569 { /* if orig maze is a 2x2 wall block,
574 * we fill the result with walls. */ 570 * we fill the result with walls. */
575 newlayout[i * 2 + 1][j * 2 + 1] = '#'; 571 newlayout[i * 2 + 1][j * 2 + 1] = '#';
576 } 572 }
577 } 573 }
578} 574}
580/* This function will try to sensibly connect doors so that they meet up with 576/* 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 577 * adjacent walls. Note that it will also presumptuously delete (ignore) doors
582 * that it doesn't know how to correctly expand. 578 * that it doesn't know how to correctly expand.
583 */ 579 */
584static void inline 580static void inline
585expand_door (Layout &newlayout, int i, int j, Layout &layout) 581expand_door (layout &newlayout, int i, int j, layout &maze)
586{ 582{
587 int wall_pattern = calc_pattern ('#', layout, i, j); 583 int wall_pattern = calc_pattern ('#', maze, i, j);
588 int door_pattern = calc_pattern ('D', layout, i, j); 584 int door_pattern = calc_pattern ('D', maze, i, j);
589 int join_pattern; 585 int join_pattern;
590 586
591 /* Doors "like" to connect to walls more than other doors. If there is 587 /* 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 588 * a wall and another door, this door will connect to the wall and
593 * disconnect from the other door. */ 589 * disconnect from the other door. */
596 else 592 else
597 join_pattern = door_pattern; 593 join_pattern = door_pattern;
598 594
599 newlayout[i * 2][j * 2] = 'D'; 595 newlayout[i * 2][j * 2] = 'D';
600 596
601 if (i + 1 < layout.w) 597 if (i + 1 < maze.w)
602 if (join_pattern & 1) 598 if (join_pattern & 1)
603 /* there is a door/wall to the right */ 599 /* there is a door/wall to the right */
604 newlayout[i * 2 + 1][j * 2] = 'D'; 600 newlayout[i * 2 + 1][j * 2] = 'D';
605 601
606 if (j + 1 < layout.h) 602 if (j + 1 < maze.h)
607 if (join_pattern & 2) 603 if (join_pattern & 2)
608 /* there is a door/wall below */ 604 /* there is a door/wall below */
609 newlayout[i * 2][j * 2 + 1] = 'D'; 605 newlayout[i * 2][j * 2 + 1] = 'D';
610} 606}
611 607
612void 608void
613Layout::expand2x () 609layout::expand2x ()
614{ 610{
615 Layout new_layout (w * 2 - 1, h * 2 - 1); 611 layout new_layout (w * 2 - 1, h * 2 - 1);
616 612
617 new_layout.clear (); 613 new_layout.clear ();
618 614
619 for (int i = 0; i < w; i++) 615 for (int i = 0; i < w; i++)
620 for (int j = 0; j < h; j++) 616 for (int j = 0; j < h; j++)
621 switch (col [i][j]) 617 switch (data [i][j])
622 { 618 {
623 case '#': expand_wall (new_layout, i, j, *this); break; 619 case '#': expand_wall (new_layout, i, j, *this); break;
624 case 'D': expand_door (new_layout, i, j, *this); break; 620 case 'D': expand_door (new_layout, i, j, *this); break;
625 default: expand_misc (new_layout, i, j, *this); break; 621 default: expand_misc (new_layout, i, j, *this); break;
626 } 622 }
628 swap (new_layout); 624 swap (new_layout);
629} 625}
630 626
631///////////////////////////////////////////////////////////////////////////// 627/////////////////////////////////////////////////////////////////////////////
632 628
633/* checks the layout to see if I can stick a horizontal(dir = 0) wall 629/* checks the maze to see if I can stick a horizontal(dir = 0) wall
634 (or vertical, dir == 1) 630 (or vertical, dir == 1)
635 here which ends up on other walls sensibly. */ 631 here which ends up on other walls sensibly. */
636static int 632static int
637can_make_wall (const Layout &maze, int dx, int dy, int dir) 633can_make_wall (const layout &maze, int dx, int dy, int dir)
638{ 634{
639 int i1; 635 int i1;
640 int length = 0; 636 int length = 0;
641 637
642 /* dont make walls if we're on the edge. */ 638 /* dont make walls if we're on the edge. */
729 725
730 return 0; 726 return 0;
731} 727}
732 728
733void 729void
734Layout::roomify () 730layout::roomify ()
735{ 731{
736 int tries = w * h / 30; 732 int tries = w * h / 30;
737 733
738 for (int ti = 0; ti < tries; ti++) 734 for (int ti = 0; ti < tries; ti++)
739 { 735 {
764 else 760 else
765 make_wall (*this, dx, dy, 1); 761 make_wall (*this, dx, dy, 1);
766 } 762 }
767} 763}
768 764
765//-GPL
766
769///////////////////////////////////////////////////////////////////////////// 767/////////////////////////////////////////////////////////////////////////////
770 768
769// inspired mostly by http://www.jimrandomh.org/misc/caves.txt
770void
771layout::gen_cave (int subtype)
772{
773 switch (subtype)
774 {
775 // a rough cave
776 case 0:
777 fill_rand (rmg_rndm (85, 97));
778 break;
779
780 // corridors
781 case 1:
782 fill_rand (rmg_rndm (5, 40));
783 erode_1_2 (5, 2, 10);
784 erode_1_2 (5, -1, 10);
785 erode_1_2 (5, 2, 1);
786 break;
787
788 // somewhat open, some room-like structures
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:
797 fill_rand (45);
798 erode_1_2 (5, 0, 5);
799 erode_1_2 (5, 1, 1);
800 break;
801 }
802
803 border ();
804 isolation_remover (1);
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
771/* function selects the layout function and gives it whatever 880/* function selects the maze function and gives it whatever
772 arguments it needs. */ 881 arguments it needs. */
773void 882void
774Layout::generate (random_map_params *RP) 883layout::generate (random_map_params *RP)
775{ 884{
776 switch (RP->map_layout_style) 885 switch (RP->map_layout_style)
777 { 886 {
778 case LAYOUT_ONION: 887 case LAYOUT_ONION:
779 map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2); 888 map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2);
834 if (rmg_rndm (2)) 943 if (rmg_rndm (2))
835 doorify (); 944 doorify ();
836 945
837 break; 946 break;
838 947
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
839 default: 960 default:
840 abort (); 961 abort ();
841 } 962 }
963}
842 964
843 /* rotate the layout randomly */ 965//-GPL
844 rotate (rmg_rndm (4));
845
846 symmetrize (RP->symmetry_used);
847 966
848#if 0 967#if 0
849 print ();//D 968static void
850#endif 969gen_village (layout &maze)
970{
971 maze.clear ();
972 maze.border ();
851 973
852 if (RP->expand2x) 974 for (int n = maze.w * maze.h / 200 + 1; n--; )
853 expand2x (); 975 {
854} 976 int rw = rmg_rndm (6, 10);
977 int rh = rmg_rndm (6, 10);
855 978
856//-GPL 979 int rx = rmg_rndm (2, maze.w - rw - 2);
980 int ry = rmg_rndm (2, maze.h - rh - 2);
857 981
858#if 0 982 maze.rect (rx, ry, rx + rw, ry + rh, '#');
983 }
984
985 maze.border ();
986 maze.isolation_remover (2);
987}
988
859static struct demo 989static struct demo
860{ 990{
861 demo () 991 demo ()
862 { 992 {
863 Layout maze (40, 25);
864 rmg_rndm.seed (time (0)); 993 rmg_rndm.seed (time (0));
865 994
866 for(int i=1;i<10;i) 995 for(int i=1;i<100;i++)
867 { 996 {
868 maze.fill_rand (97); 997 layout maze (40, 30);
998 gen_village (maze);
869 maze.border (); 999 maze.doorify ();
870 maze.isolation_remover ();
871 maze.print (); 1000 maze.print ();
1001 exit(0);
872 } 1002 }
873 1003
874 exit (1); 1004 exit (1);
875 } 1005 }
876} demo; 1006} demo;

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