… | |
… | |
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 | |
28 | void |
28 | void noinline |
29 | layout::alloc (int w, int h) |
29 | layout::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; |
… | |
… | |
74 | layout::~layout () |
74 | layout::~layout () |
75 | { |
75 | { |
76 | sfree ((char *)data, size); |
76 | sfree ((char *)data, size); |
77 | } |
77 | } |
78 | |
78 | |
79 | void |
79 | void noinline |
80 | layout::fill (char fill) |
80 | layout::fill (char fill) |
81 | { |
81 | { |
82 | memset (data [0], fill, w * h); |
82 | //memset (data [0], fill, w * h); // only when contiguous :/ |
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|
83 | fill_rect (0, 0, w, h, fill); |
83 | } |
84 | } |
84 | |
85 | |
85 | void |
86 | void noinline |
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|
87 | layout::replace (char from, char to) |
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|
88 | { |
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89 | for (int x = 0; x < w; ++x) |
|
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90 | for (int y = 0; y < h; ++y) |
|
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91 | if (data [x][y] == from) |
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92 | data [x][y] = to; |
|
|
93 | } |
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|
94 | |
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|
95 | void noinline |
86 | layout::rect (int x1, int y1, int x2, int y2, char fill) |
96 | layout::rect (int x1, int y1, int x2, int y2, char fill) |
87 | { |
97 | { |
88 | --x2; |
98 | --x2; |
89 | |
99 | |
90 | memset (data [x1] + y1, fill, y2 - y1); |
100 | memset (data [x1] + y1, fill, y2 - y1); |
… | |
… | |
92 | |
102 | |
93 | while (++x1 < x2) |
103 | while (++x1 < x2) |
94 | data [x1][y1] = data [x1][y2 - 1] = fill; |
104 | data [x1][y1] = data [x1][y2 - 1] = fill; |
95 | } |
105 | } |
96 | |
106 | |
97 | void |
107 | void noinline |
98 | layout::fill_rect (int x1, int y1, int x2, int y2, char fill) |
108 | layout::fill_rect (int x1, int y1, int x2, int y2, char fill) |
99 | { |
109 | { |
100 | for (; x1 < x2; ++x1) |
110 | for (; x1 < x2; ++x1) |
101 | memset (data [x1] + y1, fill, y2 - y1); |
111 | memset (data [x1] + y1, fill, y2 - y1); |
102 | } |
112 | } |
103 | |
113 | |
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114 | void |
104 | void layout::border (char fill) |
115 | layout::border (char fill) |
105 | { |
116 | { |
106 | rect (0, 0, w, h, fill); |
117 | rect (0, 0, w, h, fill); |
107 | } |
118 | } |
108 | |
119 | |
109 | void |
120 | void noinline |
110 | layout::fill_rand (int percent) |
121 | layout::fill_rand (int percent) |
111 | { |
122 | { |
112 | percent = lerp (percent, 0, 100, 0, 256); |
123 | percent = lerp (percent, 0, 100, 0, 256); |
113 | |
124 | |
114 | for (int x = w - 1; --x > 0; ) |
125 | for (int x = 0; x < w; ++x) |
115 | for (int y = h - 1; --y > 0; ) |
126 | for (int y = 0; y < h; ++y) |
116 | data [x][y] = rmg_rndm (256) > percent ? 0 : '#'; |
127 | data [x][y] = rmg_rndm (256) > percent ? 0 : '#'; |
117 | } |
128 | } |
118 | |
129 | |
119 | ///////////////////////////////////////////////////////////////////////////// |
130 | ///////////////////////////////////////////////////////////////////////////// |
120 | |
131 | |
121 | // erode by cellular automata |
132 | // erode by cellular automata |
122 | void |
133 | void noinline |
123 | layout::erode_1_2 (int c1, int c2, int repeat) |
134 | layout::erode_1_2 (int c1, int c2, int repeat) |
124 | { |
135 | { |
125 | layout neu (w, h); |
136 | layout neu (w, h); |
126 | |
137 | |
127 | while (repeat--) |
138 | while (repeat--) |
… | |
… | |
219 | 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); |
220 | 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); |
221 | } |
232 | } |
222 | } |
233 | } |
223 | |
234 | |
224 | static inline void |
235 | static void inline |
225 | make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d) |
236 | make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb) |
226 | { |
237 | { |
227 | for (;;) |
238 | for (;;) |
228 | { |
239 | { |
229 | point neigh[4]; |
240 | point neigh[4]; |
230 | int ncnt = 0; |
241 | int ncnt = 0; |
231 | |
242 | |
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243 | d += perturb > 1; |
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|
244 | |
232 | 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); |
233 | 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); |
234 | 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); |
235 | 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); |
236 | |
249 | |
237 | if (!ncnt) |
250 | if (!ncnt) |
238 | return; |
251 | return; |
239 | |
252 | |
240 | point &p = neigh [rmg_rndm (ncnt)]; |
253 | point p = neigh [perturb ? rmg_rndm (ncnt) : 0]; |
241 | |
254 | |
242 | seeds.push (p); |
255 | seeds.push (p); |
243 | |
256 | |
244 | x = p.x; |
257 | x = p.x; |
245 | y = p.y; |
258 | y = p.y; |
… | |
… | |
263 | } |
276 | } |
264 | |
277 | |
265 | // isolation remover, works on a "distance" map |
278 | // isolation remover, works on a "distance" map |
266 | // the map must be initialised with 0 == rooms, 255 = walls |
279 | // the map must be initialised with 0 == rooms, 255 = walls |
267 | static void noinline |
280 | static void noinline |
268 | isolation_remover (layout &dist) |
281 | isolation_remover (layout &dist, unsigned int perturb = 2) |
269 | { |
282 | { |
270 | // dist contains |
283 | // dist contains |
271 | // 0 == invisited rooms |
284 | // 0 == invisited rooms |
272 | // 1 == visited rooms |
285 | // 1 == visited rooms |
273 | // 2+ shortest distance to random near room |
286 | // 2+ shortest distance to random near room |
274 | |
287 | |
|
|
288 | clamp_it (perturb, 0, 2); |
|
|
289 | |
275 | // phase 1, find seed |
290 | // phase 1, find seed |
276 | int cnt = 0; |
291 | int cnt = 0; |
277 | int x, y; |
292 | int x, y; |
278 | |
293 | |
279 | for (int i = 0; i < dist.w; ++i) |
294 | for (int i = 0; i < dist.w; ++i) |
… | |
… | |
310 | |
325 | |
311 | if (!dist [x][y]) |
326 | if (!dist [x][y]) |
312 | { |
327 | { |
313 | // found new isolated area, make tunnel |
328 | // found new isolated area, make tunnel |
314 | push_flood_fill (dist, seeds, x, y); |
329 | push_flood_fill (dist, seeds, x, y); |
315 | make_tunnel (dist, seeds, x, y, 255); |
330 | make_tunnel (dist, seeds, x, y, 254, perturb); |
316 | } |
331 | } |
317 | else |
332 | else |
318 | { |
333 | { |
319 | // nothing here, continue to expand |
334 | // nothing here, continue to expand |
320 | U8 d = U8 (dist [x][y]) + 1; |
335 | U8 d = U8 (dist [x][y]) + 1; |
… | |
… | |
326 | } |
341 | } |
327 | } |
342 | } |
328 | } |
343 | } |
329 | |
344 | |
330 | void |
345 | void |
331 | layout::isolation_remover () |
346 | layout::isolation_remover (int perturb) |
332 | { |
347 | { |
333 | layout dist (w - 2, h - 2); // map without border |
348 | layout dist (w - 2, h - 2); // map without border |
334 | |
349 | |
335 | for (int x = 1; x < w - 1; ++x) |
350 | for (int x = 1; x < w - 1; ++x) |
336 | for (int y = 1; y < h - 1; ++y) |
351 | for (int y = 1; y < h - 1; ++y) |
337 | dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0; |
352 | dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0; |
338 | |
353 | |
339 | ::isolation_remover (dist); |
354 | ::isolation_remover (dist, perturb); |
340 | |
355 | |
341 | // now copy the tunnels over |
356 | // now copy the tunnels over |
342 | for (int x = 1; x < w - 1; ++x) |
357 | for (int x = 1; x < w - 1; ++x) |
343 | for (int y = 1; y < h - 1; ++y) |
358 | for (int y = 1; y < h - 1; ++y) |
344 | if (data [x][y] == '#' && dist [x - 1][y - 1] == 1) |
359 | if (data [x][y] == '#' && dist [x - 1][y - 1] == 1) |
345 | data [x][y] = 0; |
360 | data [x][y] = 0; |
346 | } |
361 | } |
347 | |
362 | |
348 | ///////////////////////////////////////////////////////////////////////////// |
363 | ///////////////////////////////////////////////////////////////////////////// |
349 | |
364 | |
350 | // inspired mostly by http://www.jimrandomh.org/misc/caves.txt |
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351 | void |
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352 | layout::gen_cave (int subtype) |
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353 | { |
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354 | switch (subtype) |
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355 | { |
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356 | // a rough cave |
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357 | case 0: |
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358 | fill_rand (rmg_rndm (85, 97)); |
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359 | break; |
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360 | |
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361 | // corridors |
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362 | case 1: |
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363 | fill_rand (rmg_rndm (5, 40)); |
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364 | erode_1_2 (5, 2, 10); |
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365 | erode_1_2 (5, -1, 10); |
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366 | erode_1_2 (5, 2, 1); |
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367 | break; |
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368 | |
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369 | // somewhat open, roundish |
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370 | case 2: |
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371 | fill_rand (45); |
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372 | erode_1_2 (5, 0, 5); |
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373 | erode_1_2 (5, 1, 1); |
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374 | break; |
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375 | |
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376 | // wide open, some room-like structures |
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377 | case 3: |
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378 | fill_rand (45); |
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379 | erode_1_2 (5, 2, 4); |
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380 | erode_1_2 (5, -1, 3); |
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381 | break; |
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382 | } |
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383 | |
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384 | border (); |
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385 | isolation_remover (); |
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386 | } |
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387 | |
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388 | ///////////////////////////////////////////////////////////////////////////// |
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389 | |
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390 | //+GPL |
365 | //+GPL |
391 | |
366 | |
392 | /* puts doors at appropriate locations in a maze. */ |
367 | /* puts doors at appropriate locations in a maze. */ |
393 | void |
368 | void |
394 | layout::doorify () |
369 | layout::doorify () |
395 | { |
370 | { |
396 | int ndoors = w * h / 60; /* reasonable number of doors. */ |
371 | int ndoors = w * h / 60; /* reasonable number of doors. */ |
397 | int doorlocs = 0; /* # of available doorlocations */ |
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398 | |
372 | |
399 | uint16 *doorlist_x = salloc<uint16> (w * h); |
373 | coroapi::cede_to_tick (); |
400 | uint16 *doorlist_y = salloc<uint16> (w * h); |
374 | |
|
|
375 | fixed_stack<point> doorloc (w * h); |
401 | |
376 | |
402 | /* make a list of possible door locations */ |
377 | /* make a list of possible door locations */ |
403 | for (int i = 1; i < w - 1; i++) |
378 | for (int i = 1; i < w - 1; i++) |
404 | for (int j = 1; j < h - 1; j++) |
379 | for (int j = 1; j < h - 1; j++) |
405 | { |
380 | { |
406 | int sindex = surround_flag (*this, i, j); |
381 | int sindex = surround_flag (*this, i, j); |
407 | |
382 | |
408 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
383 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
409 | { |
384 | doorloc.push (point (i, j)); |
410 | doorlist_x [doorlocs] = i; |
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|
411 | doorlist_y [doorlocs] = j; |
|
|
412 | doorlocs++; |
|
|
413 | } |
|
|
414 | } |
385 | } |
415 | |
386 | |
416 | while (ndoors > 0 && doorlocs > 0) |
387 | while (ndoors && doorloc.size) |
417 | { |
388 | { |
418 | int di = rmg_rndm (doorlocs); |
389 | point p = doorloc.remove (rmg_rndm (doorloc.size)); |
419 | int i = doorlist_x [di]; |
390 | |
420 | int j = doorlist_y [di]; |
|
|
421 | int sindex = surround_flag (*this, i, j); |
391 | int sindex = surround_flag (*this, p.x, p.y); |
422 | |
392 | |
423 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
393 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
424 | { |
394 | { |
425 | data [i][j] = 'D'; |
395 | data [p.x][p.y] = 'D'; |
426 | ndoors--; |
396 | --ndoors; |
427 | } |
397 | } |
428 | |
|
|
429 | /* reduce the size of the list */ |
|
|
430 | doorlocs--; |
|
|
431 | doorlist_x[di] = doorlist_x [doorlocs]; |
|
|
432 | doorlist_y[di] = doorlist_y [doorlocs]; |
|
|
433 | } |
398 | } |
434 | |
|
|
435 | sfree (doorlist_x, w * h); |
|
|
436 | sfree (doorlist_y, w * h); |
|
|
437 | } |
399 | } |
438 | |
400 | |
439 | /* takes a map and makes it symmetric: adjusts Xsize and |
401 | /* takes a map and makes it symmetric: adjusts Xsize and |
440 | * Ysize to produce a symmetric map. |
402 | * Ysize to produce a symmetric map. |
441 | */ |
403 | */ |
… | |
… | |
499 | //-GPL |
461 | //-GPL |
500 | |
462 | |
501 | void |
463 | void |
502 | layout::rotate (int rotation) |
464 | layout::rotate (int rotation) |
503 | { |
465 | { |
|
|
466 | coroapi::cede_to_tick (); |
|
|
467 | |
504 | switch (rotation & 3) |
468 | switch (rotation & 3) |
505 | { |
469 | { |
506 | case 2: /* a reflection */ |
470 | case 2: /* a reflection */ |
507 | { |
471 | { |
508 | layout new_layout (w, h); |
472 | layout new_layout (w, h); |
… | |
… | |
660 | { |
624 | { |
661 | layout new_layout (w * 2 - 1, h * 2 - 1); |
625 | layout new_layout (w * 2 - 1, h * 2 - 1); |
662 | |
626 | |
663 | new_layout.clear (); |
627 | new_layout.clear (); |
664 | |
628 | |
|
|
629 | coroapi::cede_to_tick (); |
|
|
630 | |
665 | for (int i = 0; i < w; i++) |
631 | for (int i = 0; i < w; i++) |
666 | for (int j = 0; j < h; j++) |
632 | for (int j = 0; j < h; j++) |
667 | switch (data [i][j]) |
633 | switch (data [i][j]) |
668 | { |
634 | { |
669 | case '#': expand_wall (new_layout, i, j, *this); break; |
635 | case '#': expand_wall (new_layout, i, j, *this); break; |
… | |
… | |
751 | |
717 | |
752 | return -1; |
718 | return -1; |
753 | } |
719 | } |
754 | |
720 | |
755 | int |
721 | int |
756 | make_wall (char **maze, int x, int y, int dir) |
722 | make_wall (layout &maze, int x, int y, int dir) |
757 | { |
723 | { |
758 | maze[x][y] = 'D'; /* mark a door */ |
724 | maze[x][y] = 'D'; /* mark a door */ |
759 | |
725 | |
760 | switch (dir) |
726 | switch (dir) |
761 | { |
727 | { |
… | |
… | |
778 | |
744 | |
779 | void |
745 | void |
780 | layout::roomify () |
746 | layout::roomify () |
781 | { |
747 | { |
782 | int tries = w * h / 30; |
748 | int tries = w * h / 30; |
|
|
749 | |
|
|
750 | coroapi::cede_to_tick (); |
783 | |
751 | |
784 | for (int ti = 0; ti < tries; ti++) |
752 | for (int ti = 0; ti < tries; ti++) |
785 | { |
753 | { |
786 | /* starting location for looking at creating a door */ |
754 | /* starting location for looking at creating a door */ |
787 | int dx = rmg_rndm (w); |
755 | int dx = rmg_rndm (w); |
… | |
… | |
810 | else |
778 | else |
811 | make_wall (*this, dx, dy, 1); |
779 | make_wall (*this, dx, dy, 1); |
812 | } |
780 | } |
813 | } |
781 | } |
814 | |
782 | |
|
|
783 | //-GPL |
|
|
784 | |
815 | ///////////////////////////////////////////////////////////////////////////// |
785 | ///////////////////////////////////////////////////////////////////////////// |
|
|
786 | |
|
|
787 | // inspired mostly by http://www.jimrandomh.org/misc/caves.txt |
|
|
788 | void |
|
|
789 | layout::gen_cave (int subtype) |
|
|
790 | { |
|
|
791 | switch (subtype) |
|
|
792 | { |
|
|
793 | // a rough cave |
|
|
794 | case 0: |
|
|
795 | fill_rand (rmg_rndm (85, 97)); |
|
|
796 | break; |
|
|
797 | |
|
|
798 | // corridors |
|
|
799 | case 1: |
|
|
800 | fill_rand (rmg_rndm (5, 40)); |
|
|
801 | erode_1_2 (5, 2, 10); |
|
|
802 | erode_1_2 (5, -1, 10); |
|
|
803 | erode_1_2 (5, 2, 1); |
|
|
804 | break; |
|
|
805 | |
|
|
806 | // somewhat open, some room-like structures |
|
|
807 | case 2: |
|
|
808 | fill_rand (45); |
|
|
809 | erode_1_2 (5, 2, 4); |
|
|
810 | erode_1_2 (5, -1, 3); |
|
|
811 | break; |
|
|
812 | |
|
|
813 | // wide open, roundish |
|
|
814 | case 3: |
|
|
815 | fill_rand (45); |
|
|
816 | erode_1_2 (5, 0, 5); |
|
|
817 | erode_1_2 (5, 1, 1); |
|
|
818 | break; |
|
|
819 | } |
|
|
820 | |
|
|
821 | border (); |
|
|
822 | isolation_remover (1); |
|
|
823 | } |
|
|
824 | |
|
|
825 | void |
|
|
826 | layout::gen_castle () |
|
|
827 | { |
|
|
828 | fill ('#'); |
|
|
829 | |
|
|
830 | for (int n = w * h / 30 + 1; n--; ) |
|
|
831 | { |
|
|
832 | int rw = rmg_rndm (6, 10); |
|
|
833 | int rh = rmg_rndm (6, 10); |
|
|
834 | |
|
|
835 | if (rw > w || rh > h) |
|
|
836 | continue; |
|
|
837 | |
|
|
838 | int rx = rmg_rndm (0, w - rw); |
|
|
839 | int ry = rmg_rndm (0, h - rh); |
|
|
840 | |
|
|
841 | rect (rx, ry, rx + rw, ry + rh, '#'); |
|
|
842 | fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0); |
|
|
843 | } |
|
|
844 | |
|
|
845 | border (); |
|
|
846 | isolation_remover (0); |
|
|
847 | } |
|
|
848 | |
|
|
849 | static void |
|
|
850 | gen_mixed_ (layout &maze, random_map_params *RP) |
|
|
851 | { |
|
|
852 | if (maze.w > maze.h && maze.w > 16) |
|
|
853 | { |
|
|
854 | int m = rmg_rndm (8, maze.w - 8); |
|
|
855 | |
|
|
856 | layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP); |
|
|
857 | layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP); |
|
|
858 | } |
|
|
859 | else if (maze.h > 16) |
|
|
860 | { |
|
|
861 | int m = rmg_rndm (8, maze.h - 8); |
|
|
862 | |
|
|
863 | layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP); |
|
|
864 | layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP); |
|
|
865 | } |
|
|
866 | else |
|
|
867 | { |
|
|
868 | RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1; |
|
|
869 | |
|
|
870 | if (RP->map_layout_style == LAYOUT_MULTIPLE) |
|
|
871 | ++RP->map_layout_style; |
|
|
872 | |
|
|
873 | maze.generate (RP); |
|
|
874 | } |
|
|
875 | |
|
|
876 | coroapi::cede_to_tick (); |
|
|
877 | } |
|
|
878 | |
|
|
879 | // recursive subdivision with random sublayouts |
|
|
880 | static void |
|
|
881 | gen_mixed (layout &maze, random_map_params *RP) |
|
|
882 | { |
|
|
883 | random_map_params &rp = *new random_map_params (RP); |
|
|
884 | gen_mixed_ (maze, &rp); |
|
|
885 | delete &rp; |
|
|
886 | |
|
|
887 | maze.border (); |
|
|
888 | |
|
|
889 | // exits currently do not work so well, as they |
|
|
890 | // are currently often found together, so nuke entrances |
|
|
891 | maze.replace ('<', ' '); |
|
|
892 | |
|
|
893 | maze.isolation_remover (0); |
|
|
894 | } |
|
|
895 | |
|
|
896 | //+GPL |
816 | |
897 | |
817 | /* function selects the maze function and gives it whatever |
898 | /* function selects the maze function and gives it whatever |
818 | arguments it needs. */ |
899 | arguments it needs. */ |
819 | void |
900 | void |
820 | layout::generate (random_map_params *RP) |
901 | layout::generate (random_map_params *RP) |
… | |
… | |
880 | if (rmg_rndm (2)) |
961 | if (rmg_rndm (2)) |
881 | doorify (); |
962 | doorify (); |
882 | |
963 | |
883 | break; |
964 | break; |
884 | |
965 | |
|
|
966 | case LAYOUT_CASTLE: |
|
|
967 | gen_castle (); |
|
|
968 | |
|
|
969 | if (rmg_rndm (2)) |
|
|
970 | doorify (); |
|
|
971 | |
|
|
972 | break; |
|
|
973 | |
|
|
974 | case LAYOUT_MULTIPLE: |
|
|
975 | gen_mixed (*this, RP); |
|
|
976 | break; |
|
|
977 | |
885 | default: |
978 | default: |
886 | abort (); |
979 | abort (); |
887 | } |
980 | } |
|
|
981 | } |
888 | |
982 | |
889 | /* rotate the maze randomly */ |
983 | //-GPL |
890 | rotate (rmg_rndm (4)); |
|
|
891 | |
|
|
892 | symmetrize (RP->symmetry_used); |
|
|
893 | |
984 | |
894 | #if 0 |
985 | #if 0 |
895 | print ();//D |
986 | static void |
896 | #endif |
987 | gen_village (layout &maze) |
|
|
988 | { |
|
|
989 | maze.clear (); |
|
|
990 | maze.border (); |
897 | |
991 | |
898 | if (RP->expand2x) |
992 | for (int n = maze.w * maze.h / 200 + 1; n--; ) |
899 | expand2x (); |
993 | { |
900 | } |
994 | int rw = rmg_rndm (6, 10); |
|
|
995 | int rh = rmg_rndm (6, 10); |
901 | |
996 | |
902 | //-GPL |
997 | int rx = rmg_rndm (2, maze.w - rw - 2); |
|
|
998 | int ry = rmg_rndm (2, maze.h - rh - 2); |
903 | |
999 | |
904 | #if 0 |
1000 | maze.rect (rx, ry, rx + rw, ry + rh, '#'); |
|
|
1001 | } |
|
|
1002 | |
|
|
1003 | maze.border (); |
|
|
1004 | maze.isolation_remover (2); |
|
|
1005 | } |
|
|
1006 | |
905 | static struct demo |
1007 | static struct demo |
906 | { |
1008 | { |
907 | demo () |
1009 | demo () |
908 | { |
1010 | { |
909 | rmg_rndm.seed (time (0)); |
1011 | rmg_rndm.seed (time (0)); |
910 | |
1012 | |
911 | for(int i=1;i<100;i++) |
1013 | for(int i=1;i<100;i++) |
912 | { |
1014 | { |
913 | layout maze (40, 25); |
1015 | layout maze (40, 30); |
914 | maze.fill_rand (85); |
1016 | gen_village (maze); |
915 | maze.border (); |
1017 | maze.doorify (); |
916 | maze.isolation_remover (); |
|
|
917 | maze.print (); |
1018 | maze.print (); |
|
|
1019 | exit(0); |
918 | } |
1020 | } |
919 | |
1021 | |
920 | exit (1); |
1022 | exit (1); |
921 | } |
1023 | } |
922 | } demo; |
1024 | } demo; |