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 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. |
… | |
… | |
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 | |
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28 | void noinline |
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29 | layout::alloc (int w, int h) |
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30 | { |
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31 | assert (sizeof (cell) == 1); |
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32 | |
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33 | this->w = w; |
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34 | this->h = h; |
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35 | |
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36 | // we store the layout in a single contiguous memory layout |
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37 | // first part consists of pointers to each column, followed |
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38 | // by the actual columns (not rows!) |
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39 | size = (sizeof (cell *) + sizeof (cell) * h) * w; |
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40 | data = (cell **)salloc<char> (size); |
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41 | |
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42 | cell *p = (cell *)(data + w); |
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43 | |
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44 | for (int x = 0; x < w; ++x) |
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45 | data [x] = p + x * h; |
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46 | } |
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47 | |
28 | Layout::Layout (int w, int h) |
48 | layout::layout (int w, int h) |
29 | : w(w), h(h) |
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30 | { |
49 | { |
31 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
50 | alloc (w, h); |
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51 | } |
32 | |
52 | |
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53 | layout::layout (layout ©) |
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54 | { |
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55 | alloc (copy.w, copy.h); |
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56 | |
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57 | memcpy (data [0], copy.data [0], sizeof (cell) * h * w); |
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58 | } |
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59 | |
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60 | layout::layout (layout &orig, int x1, int y1, int x2, int y2) |
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61 | { |
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62 | w = x2 - x1; |
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63 | h = y2 - y1; |
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64 | |
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65 | // we only allocate space for the pointers |
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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 | |
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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 | |
41 | Layout::~Layout () |
74 | layout::~layout () |
42 | { |
75 | { |
43 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
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44 | |
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45 | sfree ((char *)col, size); |
76 | sfree ((char *)data, size); |
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77 | } |
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78 | |
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79 | void noinline |
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80 | layout::fill (char fill) |
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81 | { |
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82 | //memset (data [0], fill, w * h); // only when contiguous :/ |
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83 | fill_rect (0, 0, w, h, fill); |
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84 | } |
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85 | |
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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; |
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93 | } |
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94 | |
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95 | void noinline |
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96 | layout::rect (int x1, int y1, int x2, int y2, char fill) |
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97 | { |
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98 | --x2; |
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99 | |
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100 | memset (data [x1] + y1, fill, y2 - y1); |
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101 | memset (data [x2] + y1, fill, y2 - y1); |
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102 | |
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103 | while (++x1 < x2) |
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104 | data [x1][y1] = data [x1][y2 - 1] = fill; |
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105 | } |
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106 | |
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107 | void noinline |
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108 | layout::fill_rect (int x1, int y1, int x2, int y2, char fill) |
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109 | { |
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110 | for (; x1 < x2; ++x1) |
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111 | memset (data [x1] + y1, fill, y2 - y1); |
46 | } |
112 | } |
47 | |
113 | |
48 | void |
114 | void |
49 | Layout::fill (char fill) |
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50 | { |
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51 | memset (col [0], fill, w * h); |
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52 | } |
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53 | |
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54 | void |
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55 | Layout::rect (int x1, int y1, int x2, int y2, char fill) |
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56 | { |
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57 | for (; x1 < x2; ++x1) |
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58 | memset (col [x1] + y1, fill, y2 - y1); |
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59 | } |
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60 | |
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61 | void Layout::border (char fill) |
115 | layout::border (char fill) |
62 | { |
116 | { |
63 | for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
117 | rect (0, 0, w, h, fill); |
64 | for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
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65 | } |
118 | } |
66 | |
119 | |
67 | void |
120 | void noinline |
68 | Layout::fill_rand (int percent) |
121 | layout::fill_rand (int percent) |
69 | { |
122 | { |
70 | percent = lerp (percent, 0, 100, 0, 256); |
123 | percent = lerp (percent, 0, 100, 0, 256); |
71 | |
124 | |
72 | for (int x = w - 1; --x > 0; ) |
125 | for (int x = 0; x < w; ++x) |
73 | for (int y = h - 1; --y > 0; ) |
126 | for (int y = 0; y < h; ++y) |
74 | col [x][y] = rmg_rndm (256) > percent ? 0 : '#'; |
127 | data [x][y] = rmg_rndm (256) > percent ? 0 : '#'; |
75 | } |
128 | } |
76 | |
129 | |
77 | ///////////////////////////////////////////////////////////////////////////// |
130 | ///////////////////////////////////////////////////////////////////////////// |
78 | |
131 | |
79 | // erode by cellular automata |
132 | // erode by cellular automata |
80 | void |
133 | void noinline |
81 | Layout::erode_1_2 (int c1, int c2, int repeat) |
134 | layout::erode_1_2 (int c1, int c2, int repeat) |
82 | { |
135 | { |
83 | Layout neu (w, h); |
136 | layout neu (w, h); |
84 | |
137 | |
85 | while (repeat--) |
138 | while (repeat--) |
86 | { |
139 | { |
87 | for (int x = 0; x < w; ++x) |
140 | for (int x = 0; x < w; ++x) |
88 | { |
141 | { |
… | |
… | |
104 | for (int i = array_length (dds); i--; ) |
157 | for (int i = array_length (dds); i--; ) |
105 | { |
158 | { |
106 | int nx = x + dds [i][0]; |
159 | int nx = x + dds [i][0]; |
107 | int ny = y + dds [i][1]; |
160 | int ny = y + dds [i][1]; |
108 | |
161 | |
109 | if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !col [nx][ny]) |
162 | if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny]) |
110 | { |
163 | { |
111 | n1 += dds [i][2]; |
164 | n1 += dds [i][2]; |
112 | n2++; |
165 | n2++; |
113 | } |
166 | } |
114 | } |
167 | } |
… | |
… | |
122 | } |
175 | } |
123 | |
176 | |
124 | ///////////////////////////////////////////////////////////////////////////// |
177 | ///////////////////////////////////////////////////////////////////////////// |
125 | |
178 | |
126 | void |
179 | void |
127 | Layout::print () const |
180 | layout::print () const |
128 | { |
181 | { |
129 | for (int y = 0; y < h; y++) |
182 | for (int y = 0; y < h; y++) |
130 | { |
183 | { |
131 | for (int x = 0; x < w; x++) |
184 | for (int x = 0; x < w; x++) |
132 | { |
185 | { |
133 | U8 c = (U8)col [x][y]; |
186 | U8 c = (U8)data [x][y]; |
134 | |
187 | |
135 | if (!c) |
188 | if (!c) |
136 | c = ' '; |
189 | c = ' '; |
137 | else if (c < 10) |
190 | else if (c < 10) |
138 | c += '0'; |
191 | c += '0'; |
… | |
… | |
151 | ///////////////////////////////////////////////////////////////////////////// |
204 | ///////////////////////////////////////////////////////////////////////////// |
152 | // isolation remover - ensures single connected area |
205 | // isolation remover - ensures single connected area |
153 | |
206 | |
154 | typedef fixed_stack<point> pointlist; |
207 | typedef fixed_stack<point> pointlist; |
155 | |
208 | |
156 | static noinline void |
209 | static void noinline |
157 | push_flood_fill (Layout &dist, pointlist &seeds, int x, int y) |
210 | push_flood_fill (layout &dist, pointlist &seeds, int x, int y) |
158 | { |
211 | { |
159 | if (dist [x][y]) |
212 | if (dist [x][y]) |
160 | return; |
213 | return; |
161 | |
214 | |
162 | while (y > 0 && !dist [x][y - 1]) |
215 | while (y > 0 && !dist [x][y - 1]) |
… | |
… | |
172 | ++y; |
225 | ++y; |
173 | } |
226 | } |
174 | |
227 | |
175 | while (--y >= y0) |
228 | while (--y >= y0) |
176 | { |
229 | { |
177 | if (x > 0) push_flood_fill (dist, seeds, x - 1, y); |
230 | 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); |
231 | if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y); |
179 | } |
232 | } |
180 | } |
233 | } |
181 | |
234 | |
182 | static inline void |
235 | static void inline |
183 | 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) |
184 | { |
237 | { |
185 | for (;;) |
238 | for (;;) |
186 | { |
239 | { |
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240 | point neigh[4]; |
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241 | int ncnt = 0; |
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242 | |
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243 | d += perturb > 1; |
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244 | |
187 | if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) |
245 | if (x > 0 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y); |
188 | --x; |
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189 | else if (x < dist.w - 2 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) |
246 | if (x < dist.w - 1 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y); |
190 | ++x; |
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191 | else if (y > 1 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) |
247 | if (y > 0 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1); |
192 | --y; |
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193 | else if (y < dist.h - 2 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) |
248 | if (y < dist.h - 1 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1); |
194 | ++y; |
249 | |
195 | else |
250 | if (!ncnt) |
196 | break; |
251 | return; |
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252 | |
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253 | point p = neigh [perturb ? rmg_rndm (ncnt) : 0]; |
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254 | |
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255 | seeds.push (p); |
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256 | |
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257 | x = p.x; |
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258 | y = p.y; |
197 | |
259 | |
198 | d = dist [x][y]; |
260 | d = dist [x][y]; |
199 | dist [x][y] = 1; |
261 | dist [x][y] = 1; |
200 | seeds.push (point (x, y)); |
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201 | } |
262 | } |
202 | } |
263 | } |
203 | |
264 | |
204 | static void inline |
265 | static void inline |
205 | maybe_push (Layout &dist, pointlist &seeds, int x, int y, U8 d) |
266 | maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d) |
206 | { |
267 | { |
207 | char &D = dist [x][y]; |
268 | char &D = dist [x][y]; |
208 | |
269 | |
209 | if (U8 (D) > d) // if wall and higher distance, lower distance |
270 | if (U8 (D) > d) // if wall and higher distance, lower distance |
210 | D = d; |
271 | D = d; |
… | |
… | |
212 | return; |
273 | return; |
213 | |
274 | |
214 | seeds.push (point (x, y)); |
275 | seeds.push (point (x, y)); |
215 | } |
276 | } |
216 | |
277 | |
217 | static void |
278 | // isolation remover, works on a "distance" map |
218 | isolation_remover (Layout &maze, bool dirty) |
279 | // the map must be initialised with 0 == rooms, 255 = walls |
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280 | static void noinline |
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281 | isolation_remover (layout &dist, unsigned int perturb = 2) |
219 | { |
282 | { |
220 | Layout dist (maze.w, maze.h); |
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221 | |
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222 | // dist contains |
283 | // dist contains |
223 | // 0 == invisited rooms |
284 | // 0 == invisited rooms |
224 | // 1 == visited rooms |
285 | // 1 == visited rooms |
225 | // 2+ shortest distance to random near room |
286 | // 2+ shortest distance to random near room |
226 | |
287 | |
227 | // phase 1, initialise dist array, find seed |
288 | clamp_it (perturb, 0, 2); |
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289 | |
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290 | // phase 1, find seed |
228 | int cnt = 0; |
291 | int cnt = 0; |
229 | int x, y; |
292 | int x, y; |
230 | |
293 | |
231 | for (int i = 0; i < maze.w; ++i) |
294 | for (int i = 0; i < dist.w; ++i) |
232 | for (int j = 0; j < maze.h; ++j) |
295 | for (int j = 0; j < dist.h; ++j) |
233 | { |
296 | if (!dist [i][j] && !rmg_rndm (++cnt)) |
234 | if (maze [i][j] == '#') |
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235 | dist [i][j] = U8 (255); |
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236 | else |
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237 | { |
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238 | dist [i][j] = 0; |
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239 | if (!rmg_rndm (++cnt)) |
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240 | x = i, y = j; |
297 | x = i, y = j; |
241 | } |
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242 | } |
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243 | |
298 | |
244 | if (!cnt) |
299 | if (!cnt) |
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300 | { |
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301 | // map is completely massive, this is not good, |
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302 | // so make it empty instead. |
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303 | dist.fill (1); |
245 | return; |
304 | return; |
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305 | } |
246 | |
306 | |
247 | fixed_stack<point> seeds (maze.w * maze.h * 5); |
307 | fixed_stack<point> seeds (dist.w * dist.h * 5); |
248 | |
308 | |
249 | // found first free space - picking the first one gives |
309 | // found first free space - picking the first one gives |
250 | // us a slight bias for tunnels, but usually you won't |
310 | // us a slight bias for tunnels, but usually you won't |
251 | // notice that in-game |
311 | // notice that in-game |
252 | seeds.push (point (x, y)); |
312 | seeds.push (point (x, y)); |
253 | |
313 | |
254 | // phase 2, while we have seeds, if |
314 | // phase 2, while we have seeds, if |
255 | // seed is empty, floodfill, else grow |
315 | // seed is empty, floodfill, else grow |
256 | |
316 | |
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317 | int rem_index = 0; // used to remove "somewhat ordered" |
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318 | |
257 | while (seeds.size) |
319 | while (seeds.size) |
258 | { |
320 | { |
259 | coroapi::cede_to_tick (); |
321 | coroapi::cede_to_tick (); |
260 | |
322 | |
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323 | int i = perturb |
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324 | ? rmg_rndm (max (0, seeds.size - 8), seeds.size - 1) |
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325 | : rem_index ++ % seeds.size; |
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326 | |
261 | point p = seeds.remove (rmg_rndm (seeds.size)); |
327 | point p = seeds.remove (i); |
262 | |
328 | |
263 | x = p.x; |
329 | x = p.x; |
264 | y = p.y; |
330 | y = p.y; |
265 | |
331 | |
266 | if (!dist [x][y]) |
332 | if (!dist [x][y]) |
267 | { |
333 | { |
268 | // found new isolated area, make tunnel |
334 | // found new isolated area, make tunnel |
269 | if (!dirty) |
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270 | push_flood_fill (dist, seeds, x, y); |
335 | push_flood_fill (dist, seeds, x, y); |
271 | |
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272 | make_tunnel (dist, seeds, x, y, 255); |
336 | make_tunnel (dist, seeds, x, y, 254, perturb); |
273 | |
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274 | if (dirty) |
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275 | push_flood_fill (dist, seeds, x, y); |
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276 | } |
337 | } |
277 | else |
338 | else |
278 | { |
339 | { |
279 | // nothing here, continue to expand |
340 | // nothing here, continue to expand |
280 | U8 d = U8 (dist [x][y]) + 1; |
341 | U8 d = U8 (dist [x][y]) + 1; |
… | |
… | |
283 | if (x > 0) maybe_push (dist, seeds, x - 1, y, d); |
344 | 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); |
345 | 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); |
346 | if (y > 0) maybe_push (dist, seeds, x, y - 1, d); |
286 | } |
347 | } |
287 | } |
348 | } |
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349 | } |
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350 | |
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351 | void |
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352 | layout::isolation_remover (int perturb) |
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353 | { |
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354 | layout dist (w - 2, h - 2); // map without border |
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355 | |
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356 | for (int x = 1; x < w - 1; ++x) |
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357 | for (int y = 1; y < h - 1; ++y) |
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358 | dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0; |
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359 | |
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360 | ::isolation_remover (dist, perturb); |
288 | |
361 | |
289 | // now copy the tunnels over |
362 | // now copy the tunnels over |
290 | for (int x = 0; x < maze.w; ++x) |
363 | for (int x = 1; x < w - 1; ++x) |
291 | for (int y = 0; y < maze.h; ++y) |
364 | for (int y = 1; y < h - 1; ++y) |
292 | if (maze [x][y] == '#' && dist [x][y] == 1) |
365 | if (data [x][y] == '#' && dist [x - 1][y - 1] == 1) |
293 | maze [x][y] = 0; |
366 | data [x][y] = 0; |
294 | } |
367 | } |
295 | |
368 | |
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369 | ///////////////////////////////////////////////////////////////////////////// |
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370 | |
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371 | //+GPL |
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372 | |
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373 | /* puts doors at appropriate locations in a maze. */ |
296 | void |
374 | void |
297 | Layout::isolation_remover (bool dirty) |
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298 | { |
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299 | ::isolation_remover (*this, dirty); |
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300 | } |
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301 | |
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302 | ///////////////////////////////////////////////////////////////////////////// |
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303 | |
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304 | // inspired mostly by http://www.jimrandomh.org/misc/caves.txt |
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305 | void |
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306 | Layout::gen_cave (int subtype) |
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307 | { |
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308 | switch (subtype) |
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309 | { |
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310 | // a rough cave |
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311 | case 0: |
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312 | fill_rand (rmg_rndm (80, 95)); |
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313 | break; |
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314 | |
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315 | // corridors |
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316 | case 1: |
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317 | fill_rand (rmg_rndm (5, 40)); |
|
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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 |
|
|
345 | |
|
|
346 | /* puts doors at appropriate locations in a layout. */ |
|
|
347 | void |
|
|
348 | Layout::doorify () |
375 | layout::doorify () |
349 | { |
376 | { |
350 | int ndoors = w * h / 60; /* reasonable number of doors. */ |
377 | int ndoors = w * h / 60; /* reasonable number of doors. */ |
351 | int doorlocs = 0; /* # of available doorlocations */ |
|
|
352 | |
378 | |
353 | uint16 *doorlist_x = salloc<uint16> (w * h); |
379 | coroapi::cede_to_tick (); |
354 | uint16 *doorlist_y = salloc<uint16> (w * h); |
380 | |
|
|
381 | fixed_stack<point> doorloc (w * h); |
355 | |
382 | |
356 | /* make a list of possible door locations */ |
383 | /* make a list of possible door locations */ |
357 | for (int i = 1; i < w - 1; i++) |
384 | for (int i = 1; i < w - 1; i++) |
358 | for (int j = 1; j < h - 1; j++) |
385 | for (int j = 1; j < h - 1; j++) |
359 | { |
386 | { |
360 | int sindex = surround_flag (*this, i, j); |
387 | int sindex = surround_flag (*this, i, j); |
361 | |
388 | |
362 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
389 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
363 | { |
390 | doorloc.push (point (i, j)); |
364 | doorlist_x [doorlocs] = i; |
|
|
365 | doorlist_y [doorlocs] = j; |
|
|
366 | doorlocs++; |
|
|
367 | } |
|
|
368 | } |
391 | } |
369 | |
392 | |
370 | while (ndoors > 0 && doorlocs > 0) |
393 | while (ndoors && doorloc.size) |
371 | { |
394 | { |
372 | int di = rmg_rndm (doorlocs); |
395 | point p = doorloc.remove (rmg_rndm (doorloc.size)); |
373 | int i = doorlist_x [di]; |
396 | |
374 | int j = doorlist_y [di]; |
|
|
375 | int sindex = surround_flag (*this, i, j); |
397 | int sindex = surround_flag (*this, p.x, p.y); |
376 | |
398 | |
377 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
399 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
378 | { |
400 | { |
379 | col [i][j] = 'D'; |
401 | data [p.x][p.y] = 'D'; |
380 | ndoors--; |
402 | --ndoors; |
381 | } |
403 | } |
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 | } |
404 | } |
388 | |
|
|
389 | sfree (doorlist_x, w * h); |
|
|
390 | sfree (doorlist_y, w * h); |
|
|
391 | } |
405 | } |
392 | |
406 | |
393 | /* takes a map and makes it symmetric: adjusts Xsize and |
407 | /* takes a map and makes it symmetric: adjusts Xsize and |
394 | * Ysize to produce a symmetric map. |
408 | * Ysize to produce a symmetric map. |
395 | */ |
409 | */ |
396 | void |
410 | void |
397 | Layout::symmetrize (int symmetry) |
411 | layout::symmetrize (int symmetry) |
398 | { |
412 | { |
399 | if (symmetry == SYMMETRY_NONE) |
413 | if (symmetry == SYMMETRY_NONE) |
400 | return; |
414 | return; |
401 | |
415 | |
402 | Layout sym_layout ( |
416 | layout sym_layout ( |
403 | symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w, |
417 | symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w, |
404 | symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h |
418 | symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h |
405 | ); |
419 | ); |
406 | |
420 | |
407 | if (symmetry == SYMMETRY_X) |
421 | if (symmetry == SYMMETRY_X) |
408 | for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
422 | for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
409 | for (int j = 0; j < sym_layout.h; j++) |
423 | for (int j = 0; j < sym_layout.h; j++) |
410 | { |
424 | { |
411 | sym_layout[i ][j] = |
425 | sym_layout[i ][j] = |
412 | sym_layout[sym_layout.w - i - 1][j] = col[i][j]; |
426 | sym_layout[sym_layout.w - i - 1][j] = data [i][j]; |
413 | } |
427 | } |
414 | |
428 | |
415 | if (symmetry == SYMMETRY_Y) |
429 | if (symmetry == SYMMETRY_Y) |
416 | for (int i = 0; i < sym_layout.w; i++) |
430 | for (int i = 0; i < sym_layout.w; i++) |
417 | for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
431 | for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
418 | { |
432 | { |
419 | sym_layout[i][j ] = |
433 | sym_layout[i][j ] = |
420 | sym_layout[i][sym_layout.h - j - 1] = col[i][j]; |
434 | sym_layout[i][sym_layout.h - j - 1] = data [i][j]; |
421 | } |
435 | } |
422 | |
436 | |
423 | if (symmetry == SYMMETRY_XY) |
437 | if (symmetry == SYMMETRY_XY) |
424 | for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
438 | for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
425 | for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
439 | for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
426 | { |
440 | { |
427 | sym_layout[i ][j ] = |
441 | sym_layout[i ][j ] = |
428 | sym_layout[i ][sym_layout.h - j - 1] = |
442 | sym_layout[i ][sym_layout.h - j - 1] = |
429 | sym_layout[sym_layout.w - i - 1][j ] = |
443 | sym_layout[sym_layout.w - i - 1][j ] = |
430 | sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = col[i][j]; |
444 | sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j]; |
431 | } |
445 | } |
432 | |
446 | |
433 | /* need to run the isolation remover for some layouts */ |
447 | /* need to run the isolation remover for some layouts */ |
434 | #if 0 |
448 | #if 0 |
435 | switch (RP->map_layout_style) |
449 | switch (RP->map_layout_style) |
… | |
… | |
451 | } |
465 | } |
452 | |
466 | |
453 | //-GPL |
467 | //-GPL |
454 | |
468 | |
455 | void |
469 | void |
456 | Layout::rotate (int rotation) |
470 | layout::rotate (int rotation) |
457 | { |
471 | { |
|
|
472 | coroapi::cede_to_tick (); |
|
|
473 | |
458 | switch (rotation & 3) |
474 | switch (rotation & 3) |
459 | { |
475 | { |
460 | case 2: /* a reflection */ |
476 | case 2: /* a reflection */ |
461 | { |
477 | { |
462 | Layout new_layout (w, h); |
478 | layout new_layout (w, h); |
463 | |
479 | |
464 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
480 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
465 | for (int j = 0; j < h; j++) |
481 | for (int j = 0; j < h; j++) |
466 | new_layout [i][j] = col [w - i - 1][h - j - 1]; |
482 | new_layout [i][j] = data [w - i - 1][h - j - 1]; |
467 | |
483 | |
468 | swap (new_layout); |
484 | swap (new_layout); |
469 | } |
485 | } |
470 | break; |
486 | break; |
471 | |
487 | |
472 | case 1: |
488 | case 1: |
473 | case 3: |
489 | case 3: |
474 | { |
490 | { |
475 | Layout new_layout (h, w); |
491 | layout new_layout (h, w); |
476 | |
492 | |
477 | if (rotation == 1) /* swap x and y */ |
493 | if (rotation == 1) /* swap x and y */ |
478 | for (int i = 0; i < w; i++) |
494 | for (int i = 0; i < w; i++) |
479 | for (int j = 0; j < h; j++) |
495 | for (int j = 0; j < h; j++) |
480 | new_layout [j][i] = col [i][j]; |
496 | new_layout [j][i] = data [i][j]; |
481 | |
497 | |
482 | if (rotation == 3) /* swap x and y */ |
498 | if (rotation == 3) /* swap x and y */ |
483 | for (int i = 0; i < w; i++) |
499 | for (int i = 0; i < w; i++) |
484 | for (int j = 0; j < h; j++) |
500 | for (int j = 0; j < h; j++) |
485 | new_layout [j][i] = col [w - i - 1][h - j - 1]; |
501 | new_layout [j][i] = data [w - i - 1][h - j - 1]; |
486 | |
502 | |
487 | swap (new_layout); |
503 | swap (new_layout); |
488 | } |
504 | } |
489 | break; |
505 | break; |
490 | } |
506 | } |
… | |
… | |
493 | ///////////////////////////////////////////////////////////////////////////// |
509 | ///////////////////////////////////////////////////////////////////////////// |
494 | |
510 | |
495 | //+GPL |
511 | //+GPL |
496 | |
512 | |
497 | /* |
513 | /* |
498 | * Expands a layout by 2x in each dimension. |
514 | * Expands a maze by 2x in each dimension. |
499 | * H. S. Teoh |
515 | * H. S. Teoh |
500 | */ |
516 | */ |
501 | |
517 | |
502 | /* Copy the old tile X into the new one at location (i*2, j*2) and |
518 | /* 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: |
519 | * fill up the rest of the 2x2 result with \0: |
504 | * X ---> X \0 |
520 | * X ---> X \0 |
505 | * \0 \0 |
521 | * \0 \0 |
506 | */ |
522 | */ |
507 | static void inline |
523 | static void inline |
508 | expand_misc (Layout &newlayout, int i, int j, Layout &layout) |
524 | expand_misc (layout &newlayout, int i, int j, layout &maze) |
509 | { |
525 | { |
510 | newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = layout[i][j]; |
526 | 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 |
527 | /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that |
512 | * for us.) */ |
528 | * for us.) */ |
513 | } |
529 | } |
514 | |
530 | |
515 | /* Returns a bitmap that represents which squares on the right and bottom |
531 | /* Returns a bitmap that represents which squares on the right and bottom |
… | |
… | |
518 | * 2 match on (i, j+1) |
534 | * 2 match on (i, j+1) |
519 | * 4 match on (i+1, j+1) |
535 | * 4 match on (i+1, j+1) |
520 | * and the possible combinations thereof. |
536 | * and the possible combinations thereof. |
521 | */ |
537 | */ |
522 | static int noinline |
538 | static int noinline |
523 | calc_pattern (char ch, Layout &layout, int i, int j) |
539 | calc_pattern (char ch, layout &maze, int i, int j) |
524 | { |
540 | { |
525 | int pattern = 0; |
541 | int pattern = 0; |
526 | |
542 | |
527 | if (i + 1 < layout.w && layout[i + 1][j] == ch) |
543 | if (i + 1 < maze.w && maze[i + 1][j] == ch) |
528 | pattern |= 1; |
544 | pattern |= 1; |
529 | |
545 | |
530 | if (j + 1 < layout.h) |
546 | if (j + 1 < maze.h) |
531 | { |
547 | { |
532 | if (layout[i][j + 1] == ch) |
548 | if (maze[i][j + 1] == ch) |
533 | pattern |= 2; |
549 | pattern |= 2; |
534 | |
550 | |
535 | if (i + 1 < layout.w && layout[i + 1][j + 1] == ch) |
551 | if (i + 1 < maze.w && maze[i + 1][j + 1] == ch) |
536 | pattern |= 4; |
552 | pattern |= 4; |
537 | } |
553 | } |
538 | |
554 | |
539 | return pattern; |
555 | return pattern; |
540 | } |
556 | } |
… | |
… | |
542 | /* Expand a wall. This function will try to sensibly connect the resulting |
558 | /* 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 |
559 | * wall to adjacent wall squares, so that the result won't have disconnected |
544 | * walls. |
560 | * walls. |
545 | */ |
561 | */ |
546 | static void inline |
562 | static void inline |
547 | expand_wall (Layout &newlayout, int i, int j, Layout &layout) |
563 | expand_wall (layout &newlayout, int i, int j, layout &maze) |
548 | { |
564 | { |
549 | int wall_pattern = calc_pattern ('#', layout, i, j); |
565 | int wall_pattern = calc_pattern ('#', maze, i, j); |
550 | int door_pattern = calc_pattern ('D', layout, i, j); |
566 | int door_pattern = calc_pattern ('D', maze, i, j); |
551 | int both_pattern = wall_pattern | door_pattern; |
567 | int both_pattern = wall_pattern | door_pattern; |
552 | |
568 | |
553 | newlayout[i * 2][j * 2] = '#'; |
569 | newlayout[i * 2][j * 2] = '#'; |
554 | |
570 | |
555 | if (i + 1 < layout.w) |
571 | if (i + 1 < maze.w) |
556 | { |
572 | { |
557 | if (both_pattern & 1) |
573 | if (both_pattern & 1) |
558 | { /* join walls/doors to the right */ |
574 | { /* join walls/doors to the right */ |
559 | /* newlayout[i*2+1][j*2] = '#'; */ |
575 | /* newlayout[i*2+1][j*2] = '#'; */ |
560 | newlayout[i * 2 + 1][j * 2] = layout[i + 1][j]; |
576 | newlayout[i * 2 + 1][j * 2] = maze[i + 1][j]; |
561 | } |
577 | } |
562 | } |
578 | } |
563 | |
579 | |
564 | if (j + 1 < layout.h) |
580 | if (j + 1 < maze.h) |
565 | { |
581 | { |
566 | if (both_pattern & 2) |
582 | if (both_pattern & 2) |
567 | { /* join walls/doors to the bottom */ |
583 | { /* join walls/doors to the bottom */ |
568 | /* newlayout[i*2][j*2+1] = '#'; */ |
584 | /* newlayout[i*2][j*2+1] = '#'; */ |
569 | newlayout[i * 2][j * 2 + 1] = layout[i][j + 1]; |
585 | newlayout[i * 2][j * 2 + 1] = maze[i][j + 1]; |
570 | } |
586 | } |
571 | |
587 | |
572 | if (wall_pattern == 7) |
588 | if (wall_pattern == 7) |
573 | { /* if orig layout is a 2x2 wall block, |
589 | { /* if orig maze is a 2x2 wall block, |
574 | * we fill the result with walls. */ |
590 | * we fill the result with walls. */ |
575 | newlayout[i * 2 + 1][j * 2 + 1] = '#'; |
591 | newlayout[i * 2 + 1][j * 2 + 1] = '#'; |
576 | } |
592 | } |
577 | } |
593 | } |
578 | } |
594 | } |
… | |
… | |
580 | /* This function will try to sensibly connect doors so that they meet up with |
596 | /* 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 |
597 | * adjacent walls. Note that it will also presumptuously delete (ignore) doors |
582 | * that it doesn't know how to correctly expand. |
598 | * that it doesn't know how to correctly expand. |
583 | */ |
599 | */ |
584 | static void inline |
600 | static void inline |
585 | expand_door (Layout &newlayout, int i, int j, Layout &layout) |
601 | expand_door (layout &newlayout, int i, int j, layout &maze) |
586 | { |
602 | { |
587 | int wall_pattern = calc_pattern ('#', layout, i, j); |
603 | int wall_pattern = calc_pattern ('#', maze, i, j); |
588 | int door_pattern = calc_pattern ('D', layout, i, j); |
604 | int door_pattern = calc_pattern ('D', maze, i, j); |
589 | int join_pattern; |
605 | int join_pattern; |
590 | |
606 | |
591 | /* Doors "like" to connect to walls more than other doors. If there is |
607 | /* 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 |
608 | * a wall and another door, this door will connect to the wall and |
593 | * disconnect from the other door. */ |
609 | * disconnect from the other door. */ |
… | |
… | |
596 | else |
612 | else |
597 | join_pattern = door_pattern; |
613 | join_pattern = door_pattern; |
598 | |
614 | |
599 | newlayout[i * 2][j * 2] = 'D'; |
615 | newlayout[i * 2][j * 2] = 'D'; |
600 | |
616 | |
601 | if (i + 1 < layout.w) |
617 | if (i + 1 < maze.w) |
602 | if (join_pattern & 1) |
618 | if (join_pattern & 1) |
603 | /* there is a door/wall to the right */ |
619 | /* there is a door/wall to the right */ |
604 | newlayout[i * 2 + 1][j * 2] = 'D'; |
620 | newlayout[i * 2 + 1][j * 2] = 'D'; |
605 | |
621 | |
606 | if (j + 1 < layout.h) |
622 | if (j + 1 < maze.h) |
607 | if (join_pattern & 2) |
623 | if (join_pattern & 2) |
608 | /* there is a door/wall below */ |
624 | /* there is a door/wall below */ |
609 | newlayout[i * 2][j * 2 + 1] = 'D'; |
625 | newlayout[i * 2][j * 2 + 1] = 'D'; |
610 | } |
626 | } |
611 | |
627 | |
612 | void |
628 | void |
613 | Layout::expand2x () |
629 | layout::expand2x () |
614 | { |
630 | { |
615 | Layout new_layout (w * 2 - 1, h * 2 - 1); |
631 | layout new_layout (w * 2 - 1, h * 2 - 1); |
616 | |
632 | |
617 | new_layout.clear (); |
633 | new_layout.clear (); |
|
|
634 | |
|
|
635 | coroapi::cede_to_tick (); |
618 | |
636 | |
619 | for (int i = 0; i < w; i++) |
637 | for (int i = 0; i < w; i++) |
620 | for (int j = 0; j < h; j++) |
638 | for (int j = 0; j < h; j++) |
621 | switch (col [i][j]) |
639 | switch (data [i][j]) |
622 | { |
640 | { |
623 | case '#': expand_wall (new_layout, i, j, *this); break; |
641 | case '#': expand_wall (new_layout, i, j, *this); break; |
624 | case 'D': expand_door (new_layout, i, j, *this); break; |
642 | case 'D': expand_door (new_layout, i, j, *this); break; |
625 | default: expand_misc (new_layout, i, j, *this); break; |
643 | default: expand_misc (new_layout, i, j, *this); break; |
626 | } |
644 | } |
… | |
… | |
628 | swap (new_layout); |
646 | swap (new_layout); |
629 | } |
647 | } |
630 | |
648 | |
631 | ///////////////////////////////////////////////////////////////////////////// |
649 | ///////////////////////////////////////////////////////////////////////////// |
632 | |
650 | |
633 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
651 | /* checks the maze to see if I can stick a horizontal(dir = 0) wall |
634 | (or vertical, dir == 1) |
652 | (or vertical, dir == 1) |
635 | here which ends up on other walls sensibly. */ |
653 | here which ends up on other walls sensibly. */ |
636 | static int |
654 | static int |
637 | can_make_wall (const Layout &maze, int dx, int dy, int dir) |
655 | can_make_wall (const layout &maze, int dx, int dy, int dir) |
638 | { |
656 | { |
639 | int i1; |
657 | int i1; |
640 | int length = 0; |
658 | int length = 0; |
641 | |
659 | |
642 | /* dont make walls if we're on the edge. */ |
660 | /* dont make walls if we're on the edge. */ |
… | |
… | |
705 | |
723 | |
706 | return -1; |
724 | return -1; |
707 | } |
725 | } |
708 | |
726 | |
709 | int |
727 | int |
710 | make_wall (char **maze, int x, int y, int dir) |
728 | make_wall (layout &maze, int x, int y, int dir) |
711 | { |
729 | { |
712 | maze[x][y] = 'D'; /* mark a door */ |
730 | maze[x][y] = 'D'; /* mark a door */ |
713 | |
731 | |
714 | switch (dir) |
732 | switch (dir) |
715 | { |
733 | { |
… | |
… | |
729 | |
747 | |
730 | return 0; |
748 | return 0; |
731 | } |
749 | } |
732 | |
750 | |
733 | void |
751 | void |
734 | Layout::roomify () |
752 | layout::roomify () |
735 | { |
753 | { |
736 | int tries = w * h / 30; |
754 | int tries = w * h / 30; |
|
|
755 | |
|
|
756 | coroapi::cede_to_tick (); |
737 | |
757 | |
738 | for (int ti = 0; ti < tries; ti++) |
758 | for (int ti = 0; ti < tries; ti++) |
739 | { |
759 | { |
740 | /* starting location for looking at creating a door */ |
760 | /* starting location for looking at creating a door */ |
741 | int dx = rmg_rndm (w); |
761 | int dx = rmg_rndm (w); |
… | |
… | |
764 | else |
784 | else |
765 | make_wall (*this, dx, dy, 1); |
785 | make_wall (*this, dx, dy, 1); |
766 | } |
786 | } |
767 | } |
787 | } |
768 | |
788 | |
|
|
789 | //-GPL |
|
|
790 | |
769 | ///////////////////////////////////////////////////////////////////////////// |
791 | ///////////////////////////////////////////////////////////////////////////// |
770 | |
792 | |
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793 | // inspired mostly by http://www.jimrandomh.org/misc/caves.txt |
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794 | void |
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795 | layout::gen_cave (int subtype) |
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796 | { |
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797 | switch (subtype) |
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798 | { |
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799 | // a rough cave |
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800 | case 0: |
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801 | fill_rand (rmg_rndm (85, 97)); |
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802 | break; |
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803 | |
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804 | // corridors |
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805 | case 1: |
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806 | fill_rand (rmg_rndm (5, 40)); |
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807 | erode_1_2 (5, 2, 10); |
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808 | erode_1_2 (5, -1, 10); |
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809 | erode_1_2 (5, 2, 1); |
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810 | break; |
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811 | |
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812 | // somewhat open, some room-like structures |
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813 | case 2: |
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814 | fill_rand (45); |
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815 | erode_1_2 (5, 2, 4); |
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816 | erode_1_2 (5, -1, 3); |
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817 | break; |
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818 | |
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819 | // wide open, roundish |
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820 | case 3: |
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821 | fill_rand (45); |
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822 | erode_1_2 (5, 0, 5); |
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823 | erode_1_2 (5, 1, 1); |
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824 | break; |
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825 | } |
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826 | |
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827 | border (); |
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828 | isolation_remover (1); |
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829 | } |
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830 | |
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831 | void |
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832 | layout::gen_castle () |
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833 | { |
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834 | fill ('#'); |
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835 | |
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836 | for (int n = w * h / 30 + 1; n--; ) |
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837 | { |
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838 | int rw = rmg_rndm (6, 10); |
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839 | int rh = rmg_rndm (6, 10); |
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840 | |
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841 | if (rw > w || rh > h) |
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842 | continue; |
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843 | |
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844 | int rx = rmg_rndm (0, w - rw); |
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845 | int ry = rmg_rndm (0, h - rh); |
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846 | |
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847 | rect (rx, ry, rx + rw, ry + rh, '#'); |
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848 | fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0); |
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849 | } |
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850 | |
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851 | border (); |
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852 | isolation_remover (0); |
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853 | } |
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854 | |
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855 | static void |
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856 | gen_mixed_ (layout &maze, random_map_params *RP) |
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857 | { |
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858 | if (maze.w > maze.h && maze.w > 16) |
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859 | { |
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860 | int m = rmg_rndm (8, maze.w - 8); |
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861 | |
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862 | layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP); |
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863 | layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP); |
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864 | } |
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865 | else if (maze.h > 16) |
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866 | { |
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867 | int m = rmg_rndm (8, maze.h - 8); |
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868 | |
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869 | layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP); |
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870 | layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP); |
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871 | } |
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872 | else |
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873 | { |
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874 | RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1; |
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875 | |
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876 | if (RP->map_layout_style == LAYOUT_MULTIPLE) |
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877 | ++RP->map_layout_style; |
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878 | |
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879 | maze.generate (RP); |
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880 | } |
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881 | |
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882 | coroapi::cede_to_tick (); |
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883 | } |
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884 | |
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885 | // recursive subdivision with random sublayouts |
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886 | static void |
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887 | gen_mixed (layout &maze, random_map_params *RP) |
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888 | { |
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889 | random_map_params &rp = *new random_map_params (RP); |
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890 | gen_mixed_ (maze, &rp); |
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891 | delete &rp; |
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892 | |
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893 | maze.border (); |
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894 | |
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895 | // exits currently do not work so well, as they |
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896 | // are currently often found together, so nuke entrances |
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897 | maze.replace ('<', ' '); |
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898 | |
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899 | maze.isolation_remover (0); |
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900 | } |
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901 | |
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902 | //+GPL |
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903 | |
771 | /* function selects the layout function and gives it whatever |
904 | /* function selects the maze function and gives it whatever |
772 | arguments it needs. */ |
905 | arguments it needs. */ |
773 | void |
906 | void |
774 | Layout::generate (random_map_params *RP) |
907 | layout::generate (random_map_params *RP) |
775 | { |
908 | { |
776 | switch (RP->map_layout_style) |
909 | switch (RP->map_layout_style) |
777 | { |
910 | { |
778 | case LAYOUT_ONION: |
911 | case LAYOUT_ONION: |
779 | map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2); |
912 | map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2); |
… | |
… | |
834 | if (rmg_rndm (2)) |
967 | if (rmg_rndm (2)) |
835 | doorify (); |
968 | doorify (); |
836 | |
969 | |
837 | break; |
970 | break; |
838 | |
971 | |
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972 | case LAYOUT_CASTLE: |
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973 | gen_castle (); |
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974 | |
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975 | if (rmg_rndm (2)) |
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976 | doorify (); |
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977 | |
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978 | break; |
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979 | |
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980 | case LAYOUT_MULTIPLE: |
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981 | gen_mixed (*this, RP); |
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982 | break; |
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983 | |
839 | default: |
984 | default: |
840 | abort (); |
985 | abort (); |
841 | } |
986 | } |
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987 | } |
842 | |
988 | |
843 | /* rotate the layout randomly */ |
989 | //-GPL |
844 | rotate (rmg_rndm (4)); |
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845 | |
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846 | symmetrize (RP->symmetry_used); |
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847 | |
990 | |
848 | #if 0 |
991 | #if 0 |
849 | print ();//D |
992 | static void |
850 | #endif |
993 | gen_village (layout &maze) |
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994 | { |
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995 | maze.clear (); |
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996 | maze.border (); |
851 | |
997 | |
852 | if (RP->expand2x) |
998 | for (int n = maze.w * maze.h / 200 + 1; n--; ) |
853 | expand2x (); |
999 | { |
854 | } |
1000 | int rw = rmg_rndm (6, 10); |
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1001 | int rh = rmg_rndm (6, 10); |
855 | |
1002 | |
856 | //-GPL |
1003 | int rx = rmg_rndm (2, maze.w - rw - 2); |
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1004 | int ry = rmg_rndm (2, maze.h - rh - 2); |
857 | |
1005 | |
858 | #if 0 |
1006 | maze.rect (rx, ry, rx + rw, ry + rh, '#'); |
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1007 | } |
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1008 | |
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1009 | maze.border (); |
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1010 | maze.isolation_remover (2); |
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1011 | } |
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1012 | |
859 | static struct demo |
1013 | static struct demo |
860 | { |
1014 | { |
861 | demo () |
1015 | demo () |
862 | { |
1016 | { |
863 | Layout maze (40, 25); |
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|
864 | rmg_rndm.seed (time (0)); |
1017 | rmg_rndm.seed (time (0)); |
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|
1018 | extern void hack();hack (); |
865 | |
1019 | |
866 | for(int i=1;i<10;i) |
1020 | for(int i=1;i<100;i++) |
867 | { |
1021 | { |
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|
1022 | layout maze (40, 30); |
868 | maze.fill_rand (97); |
1023 | maze.fill_rand (99); |
869 | maze.border (); |
1024 | maze.border (); |
870 | maze.isolation_remover (); |
1025 | maze.isolation_remover (2); |
871 | maze.print (); |
1026 | maze.print (); |
872 | } |
1027 | } |
873 | |
1028 | |
874 | exit (1); |
1029 | exit (1); |
875 | } |
1030 | } |