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Comparing deliantra/server/random_maps/layout.C (file contents):
Revision 1.15 by root, Sat Jul 3 03:09:27 2010 UTC vs.
Revision 1.35 by root, Sat Dec 1 20:22:13 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) Crossfire Development Team (restored, original file without copyright notice) 6 * Copyright (©) 1994-2004 Crossfire Development Team (restored, original file without copyright notice)
6 * 7 *
7 * Deliantra is free software: you can redistribute it and/or modify it under 8 * 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 9 * 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 10 * Free Software Foundation, either version 3 of the License, or (at your
10 * option) any later version. 11 * option) any later version.
11 * 12 *
12 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details. 16 * GNU General Public License for more details.
16 * 17 *
17 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
19 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <random_map.h> 26#include <rmg.h>
26#include <rproto.h> 27#include <rproto.h>
27 28
28void 29ecb_noinline void
29layout::alloc (int w, int h) 30layout::alloc (int w, int h)
30{ 31{
31 assert (sizeof (cell) == 1); 32 assert (sizeof (cell) == 1);
32 33
33 this->w = w; 34 this->w = w;
74layout::~layout () 75layout::~layout ()
75{ 76{
76 sfree ((char *)data, size); 77 sfree ((char *)data, size);
77} 78}
78 79
79void 80ecb_noinline void
80layout::fill (char fill) 81layout::fill (char fill)
81{ 82{
82 //memset (data [0], fill, w * h); // only when contiguous :/ 83 //memset (data [0], fill, w * h); // only when contiguous :/
83 fill_rect (0, 0, w, h, fill); 84 fill_rect (0, 0, w, h, fill);
84} 85}
85 86
86void 87ecb_noinline void
88layout::replace (char from, char to)
89{
90 for (int x = 0; x < w; ++x)
91 for (int y = 0; y < h; ++y)
92 if (data [x][y] == from)
93 data [x][y] = to;
94}
95
96ecb_noinline void
87layout::rect (int x1, int y1, int x2, int y2, char fill) 97layout::rect (int x1, int y1, int x2, int y2, char fill)
88{ 98{
89 --x2; 99 --x2;
90 100
91 memset (data [x1] + y1, fill, y2 - y1); 101 memset (data [x1] + y1, fill, y2 - y1);
93 103
94 while (++x1 < x2) 104 while (++x1 < x2)
95 data [x1][y1] = data [x1][y2 - 1] = fill; 105 data [x1][y1] = data [x1][y2 - 1] = fill;
96} 106}
97 107
98void 108ecb_noinline void
99layout::fill_rect (int x1, int y1, int x2, int y2, char fill) 109layout::fill_rect (int x1, int y1, int x2, int y2, char fill)
100{ 110{
101 for (; x1 < x2; ++x1) 111 for (; x1 < x2; ++x1)
102 memset (data [x1] + y1, fill, y2 - y1); 112 memset (data [x1] + y1, fill, y2 - y1);
103} 113}
104 114
115void
105void layout::border (char fill) 116layout::border (char fill)
106{ 117{
107 rect (0, 0, w, h, fill); 118 rect (0, 0, w, h, fill);
108} 119}
109 120
110void 121ecb_noinline void
111layout::fill_rand (int percent) 122layout::fill_rand (int percent)
112{ 123{
113 percent = lerp (percent, 0, 100, 0, 256); 124 percent = lerp (percent, 0, 100, 0, 256);
114 125
115 for (int x = w - 1; --x > 0; ) 126 for (int x = 0; x < w; ++x)
116 for (int y = h - 1; --y > 0; ) 127 for (int y = 0; y < h; ++y)
117 data [x][y] = rmg_rndm (256) > percent ? 0 : '#'; 128 data [x][y] = rmg_rndm (256) > percent ? 0 : '#';
118} 129}
119 130
120///////////////////////////////////////////////////////////////////////////// 131/////////////////////////////////////////////////////////////////////////////
121 132
122// erode by cellular automata 133// erode by cellular automata
123void 134ecb_noinline void
124layout::erode_1_2 (int c1, int c2, int repeat) 135layout::erode_1_2 (int c1, int c2, int repeat)
125{ 136{
126 layout neu (w, h); 137 layout neu (w, h);
127 138
128 while (repeat--) 139 while (repeat--)
142 { 0, -2, 0 }, { 0, -1, 1 }, { 0, 0, 1 }, { 0, 1, 1 }, { 0, 2, 0 }, 153 { 0, -2, 0 }, { 0, -1, 1 }, { 0, 0, 1 }, { 0, 1, 1 }, { 0, 2, 0 },
143 { 1, -2, 0 }, { 1, -1, 1 }, { 1, 0, 1 }, { 1, 1, 1 }, { 1, 2, 0 }, 154 { 1, -2, 0 }, { 1, -1, 1 }, { 1, 0, 1 }, { 1, 1, 1 }, { 1, 2, 0 },
144 { 2, -1, 0 }, { 2, 0, 0 }, { 2, 1, 0 }, 155 { 2, -1, 0 }, { 2, 0, 0 }, { 2, 1, 0 },
145 }; 156 };
146 157
147 for (int i = array_length (dds); i--; ) 158 for (int i = ecb_array_length (dds); i--; )
148 { 159 {
149 int nx = x + dds [i][0]; 160 int nx = x + dds [i][0];
150 int ny = y + dds [i][1]; 161 int ny = y + dds [i][1];
151 162
152 if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny]) 163 if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny])
194///////////////////////////////////////////////////////////////////////////// 205/////////////////////////////////////////////////////////////////////////////
195// isolation remover - ensures single connected area 206// isolation remover - ensures single connected area
196 207
197typedef fixed_stack<point> pointlist; 208typedef fixed_stack<point> pointlist;
198 209
199static void noinline 210ecb_noinline static void
200push_flood_fill (layout &dist, pointlist &seeds, int x, int y) 211push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
201{ 212{
202 if (dist [x][y]) 213 if (dist [x][y])
203 return; 214 return;
204 215
220 if (x > 0 && !dist [x - 1][y]) push_flood_fill (dist, seeds, x - 1, y); 231 if (x > 0 && !dist [x - 1][y]) push_flood_fill (dist, seeds, x - 1, y);
221 if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y); 232 if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y);
222 } 233 }
223} 234}
224 235
225static inline void 236static void inline
226make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d) 237make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb)
227{ 238{
228 for (;;) 239 for (;;)
229 { 240 {
230 point neigh[4]; 241 point neigh[4];
231 int ncnt = 0; 242 int ncnt = 0;
232 243
244 d += perturb > 1;
245
233 if (x > 0 && U8 (dist [x - 1][y]) <= d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y); 246 if (x > 0 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y);
234 if (x < dist.w - 1 && U8 (dist [x + 1][y]) <= d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y); 247 if (x < dist.w - 1 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y);
235 if (y > 0 && U8 (dist [x][y - 1]) <= d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1); 248 if (y > 0 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1);
236 if (y < dist.h - 1 && U8 (dist [x][y + 1]) <= d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1); 249 if (y < dist.h - 1 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1);
237 250
238 if (!ncnt) 251 if (!ncnt)
239 return; 252 return;
240 253
241 point &p = neigh [rmg_rndm (ncnt)]; 254 point p = neigh [perturb ? rmg_rndm (ncnt) : 0];
242 255
243 seeds.push (p); 256 seeds.push (p);
244 257
245 x = p.x; 258 x = p.x;
246 y = p.y; 259 y = p.y;
263 seeds.push (point (x, y)); 276 seeds.push (point (x, y));
264} 277}
265 278
266// isolation remover, works on a "distance" map 279// isolation remover, works on a "distance" map
267// the map must be initialised with 0 == rooms, 255 = walls 280// the map must be initialised with 0 == rooms, 255 = walls
268static void noinline 281ecb_noinline static void
269isolation_remover (layout &dist) 282isolation_remover (layout &dist, unsigned int perturb = 2)
270{ 283{
271 // dist contains 284 // dist contains
272 // 0 == invisited rooms 285 // 0 == invisited rooms
273 // 1 == visited rooms 286 // 1 == visited rooms
274 // 2+ shortest distance to random near room 287 // 2+ shortest distance to random near room
275 288
289 clamp_it (perturb, 0, 2);
290
276 // phase 1, find seed 291 // phase 1, find seed
277 int cnt = 0; 292 int cnt = 0;
278 int x, y; 293 int x, y;
279 294
280 for (int i = 0; i < dist.w; ++i) 295 for (int i = 0; i < dist.w; ++i)
298 seeds.push (point (x, y)); 313 seeds.push (point (x, y));
299 314
300 // phase 2, while we have seeds, if 315 // phase 2, while we have seeds, if
301 // seed is empty, floodfill, else grow 316 // seed is empty, floodfill, else grow
302 317
318 int rem_index = 0; // used to remove "somewhat ordered"
319
303 while (seeds.size) 320 while (seeds.size)
304 { 321 {
305 coroapi::cede_to_tick (); 322 coroapi::cede_to_tick ();
306 323
324 int i = perturb
325 ? rmg_rndm (max (0, seeds.size - 8), seeds.size - 1)
326 : rem_index ++ % seeds.size;
327
307 point p = seeds.remove (rmg_rndm (seeds.size)); 328 point p = seeds.remove (i);
308 329
309 x = p.x; 330 x = p.x;
310 y = p.y; 331 y = p.y;
311 332
312 if (!dist [x][y]) 333 if (!dist [x][y])
313 { 334 {
314 // found new isolated area, make tunnel 335 // found new isolated area, make tunnel
315 push_flood_fill (dist, seeds, x, y); 336 push_flood_fill (dist, seeds, x, y);
316 make_tunnel (dist, seeds, x, y, 255); 337 make_tunnel (dist, seeds, x, y, 254, perturb);
317 } 338 }
318 else 339 else
319 { 340 {
320 // nothing here, continue to expand 341 // nothing here, continue to expand
321 U8 d = U8 (dist [x][y]) + 1; 342 U8 d = U8 (dist [x][y]) + 1;
327 } 348 }
328 } 349 }
329} 350}
330 351
331void 352void
332layout::isolation_remover () 353layout::isolation_remover (int perturb)
333{ 354{
334 layout dist (w - 2, h - 2); // map without border 355 layout dist (w - 2, h - 2); // map without border
335 356
336 for (int x = 1; x < w - 1; ++x) 357 for (int x = 1; x < w - 1; ++x)
337 for (int y = 1; y < h - 1; ++y) 358 for (int y = 1; y < h - 1; ++y)
338 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0; 359 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0;
339 360
340 ::isolation_remover (dist); 361 ::isolation_remover (dist, perturb);
341 362
342 // now copy the tunnels over 363 // now copy the tunnels over
343 for (int x = 1; x < w - 1; ++x) 364 for (int x = 1; x < w - 1; ++x)
344 for (int y = 1; y < h - 1; ++y) 365 for (int y = 1; y < h - 1; ++y)
345 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1) 366 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1)
346 data [x][y] = 0; 367 data [x][y] = 0;
347} 368}
348 369
349///////////////////////////////////////////////////////////////////////////// 370/////////////////////////////////////////////////////////////////////////////
350 371
351// inspired mostly by http://www.jimrandomh.org/misc/caves.txt
352void
353layout::gen_cave (int subtype)
354{
355 switch (subtype)
356 {
357 // a rough cave
358 case 0:
359 fill_rand (rmg_rndm (85, 97));
360 break;
361
362 // corridors
363 case 1:
364 fill_rand (rmg_rndm (5, 40));
365 erode_1_2 (5, 2, 10);
366 erode_1_2 (5, -1, 10);
367 erode_1_2 (5, 2, 1);
368 break;
369
370 // somewhat open, roundish
371 case 2:
372 fill_rand (45);
373 erode_1_2 (5, 0, 5);
374 erode_1_2 (5, 1, 1);
375 break;
376
377 // wide open, some room-like structures
378 case 3:
379 fill_rand (45);
380 erode_1_2 (5, 2, 4);
381 erode_1_2 (5, -1, 3);
382 break;
383 }
384
385 border ();
386 isolation_remover ();
387}
388
389/////////////////////////////////////////////////////////////////////////////
390
391//+GPL 372//+GPL
392 373
393/* puts doors at appropriate locations in a maze. */ 374/* puts doors at appropriate locations in a maze. */
394void 375void
395layout::doorify () 376layout::doorify ()
396{ 377{
397 int ndoors = w * h / 60; /* reasonable number of doors. */ 378 int ndoors = w * h / 60; /* reasonable number of doors. */
398 int doorlocs = 0; /* # of available doorlocations */
399 379
400 uint16 *doorlist_x = salloc<uint16> (w * h); 380 coroapi::cede_to_tick ();
401 uint16 *doorlist_y = salloc<uint16> (w * h); 381
382 fixed_stack<point> doorloc (w * h);
402 383
403 /* make a list of possible door locations */ 384 /* make a list of possible door locations */
404 for (int i = 1; i < w - 1; i++) 385 for (int i = 1; i < w - 1; i++)
405 for (int j = 1; j < h - 1; j++) 386 for (int j = 1; j < h - 1; j++)
406 { 387 {
407 int sindex = surround_flag (*this, i, j); 388 int sindex = surround_flag (*this, i, j);
408 389
409 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 390 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
410 { 391 doorloc.push (point (i, j));
411 doorlist_x [doorlocs] = i;
412 doorlist_y [doorlocs] = j;
413 doorlocs++;
414 }
415 } 392 }
416 393
417 while (ndoors > 0 && doorlocs > 0) 394 while (ndoors && doorloc.size)
418 { 395 {
419 int di = rmg_rndm (doorlocs); 396 point p = doorloc.remove (rmg_rndm (doorloc.size));
420 int i = doorlist_x [di]; 397
421 int j = doorlist_y [di];
422 int sindex = surround_flag (*this, i, j); 398 int sindex = surround_flag (*this, p.x, p.y);
423 399
424 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 400 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
425 { 401 {
426 data [i][j] = 'D'; 402 data [p.x][p.y] = 'D';
427 ndoors--; 403 --ndoors;
428 } 404 }
429
430 /* reduce the size of the list */
431 doorlocs--;
432 doorlist_x[di] = doorlist_x [doorlocs];
433 doorlist_y[di] = doorlist_y [doorlocs];
434 } 405 }
435
436 sfree (doorlist_x, w * h);
437 sfree (doorlist_y, w * h);
438} 406}
439 407
440/* takes a map and makes it symmetric: adjusts Xsize and 408/* takes a map and makes it symmetric: adjusts Xsize and
441 * Ysize to produce a symmetric map. 409 * Ysize to produce a symmetric map.
442 */ 410 */
500//-GPL 468//-GPL
501 469
502void 470void
503layout::rotate (int rotation) 471layout::rotate (int rotation)
504{ 472{
473 coroapi::cede_to_tick ();
474
505 switch (rotation & 3) 475 switch (rotation & 3)
506 { 476 {
507 case 2: /* a reflection */ 477 case 2: /* a reflection */
508 { 478 {
509 layout new_layout (w, h); 479 layout new_layout (w, h);
564 * 1 match on (i+1, j) 534 * 1 match on (i+1, j)
565 * 2 match on (i, j+1) 535 * 2 match on (i, j+1)
566 * 4 match on (i+1, j+1) 536 * 4 match on (i+1, j+1)
567 * and the possible combinations thereof. 537 * and the possible combinations thereof.
568 */ 538 */
569static int noinline 539ecb_noinline static int
570calc_pattern (char ch, layout &maze, int i, int j) 540calc_pattern (char ch, layout &maze, int i, int j)
571{ 541{
572 int pattern = 0; 542 int pattern = 0;
573 543
574 if (i + 1 < maze.w && maze[i + 1][j] == ch) 544 if (i + 1 < maze.w && maze[i + 1][j] == ch)
661{ 631{
662 layout new_layout (w * 2 - 1, h * 2 - 1); 632 layout new_layout (w * 2 - 1, h * 2 - 1);
663 633
664 new_layout.clear (); 634 new_layout.clear ();
665 635
636 coroapi::cede_to_tick ();
637
666 for (int i = 0; i < w; i++) 638 for (int i = 0; i < w; i++)
667 for (int j = 0; j < h; j++) 639 for (int j = 0; j < h; j++)
668 switch (data [i][j]) 640 switch (data [i][j])
669 { 641 {
670 case '#': expand_wall (new_layout, i, j, *this); break; 642 case '#': expand_wall (new_layout, i, j, *this); break;
671 case 'D': expand_door (new_layout, i, j, *this); break; 643 case 'D': expand_door (new_layout, i, j, *this); break;
672 default: expand_misc (new_layout, i, j, *this); break; 644 default: expand_misc (new_layout, i, j, *this); break;
673 } 645 }
674 646
675 swap (new_layout); 647 swap (new_layout);
676} 648}
752 724
753 return -1; 725 return -1;
754} 726}
755 727
756int 728int
757make_wall (char **maze, int x, int y, int dir) 729make_wall (layout &maze, int x, int y, int dir)
758{ 730{
759 maze[x][y] = 'D'; /* mark a door */ 731 maze[x][y] = 'D'; /* mark a door */
760 732
761 switch (dir) 733 switch (dir)
762 { 734 {
779 751
780void 752void
781layout::roomify () 753layout::roomify ()
782{ 754{
783 int tries = w * h / 30; 755 int tries = w * h / 30;
756
757 coroapi::cede_to_tick ();
784 758
785 for (int ti = 0; ti < tries; ti++) 759 for (int ti = 0; ti < tries; ti++)
786 { 760 {
787 /* starting location for looking at creating a door */ 761 /* starting location for looking at creating a door */
788 int dx = rmg_rndm (w); 762 int dx = rmg_rndm (w);
811 else 785 else
812 make_wall (*this, dx, dy, 1); 786 make_wall (*this, dx, dy, 1);
813 } 787 }
814} 788}
815 789
790//-GPL
791
816///////////////////////////////////////////////////////////////////////////// 792/////////////////////////////////////////////////////////////////////////////
817 793
794// inspired mostly by http://www.jimrandomh.org/misc/caves.txt
795void
796layout::gen_cave (int subtype)
797{
798 switch (subtype)
799 {
800 // a rough cave
801 case 0:
802 fill_rand (rmg_rndm (85, 97));
803 break;
804
805 // corridors
806 case 1:
807 fill_rand (rmg_rndm (5, 40));
808 erode_1_2 (5, 2, 10);
809 erode_1_2 (5, -1, 10);
810 erode_1_2 (5, 2, 1);
811 break;
812
813 // somewhat open, some room-like structures
814 case 2:
815 fill_rand (45);
816 erode_1_2 (5, 2, 4);
817 erode_1_2 (5, -1, 3);
818 break;
819
820 // wide open, roundish
821 case 3:
822 fill_rand (45);
823 erode_1_2 (5, 0, 5);
824 erode_1_2 (5, 1, 1);
825 break;
826 }
827
828 border ();
829 isolation_remover (1);
830}
831
832void
833layout::gen_castle ()
834{
835 fill ('#');
836
837 for (int n = w * h / 30 + 1; n--; )
838 {
839 int rw = rmg_rndm (6, 10);
840 int rh = rmg_rndm (6, 10);
841
842 if (rw > w || rh > h)
843 continue;
844
845 int rx = rmg_rndm (0, w - rw);
846 int ry = rmg_rndm (0, h - rh);
847
848 rect (rx, ry, rx + rw, ry + rh, '#');
849 fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0);
850 }
851
852 border ();
853 isolation_remover (0);
854}
855
818static void 856static void
819gen_mixed_ (layout &maze, random_map_params *RP, int dir) 857gen_mixed_ (layout &maze, random_map_params *RP)
820{ 858{
821 if (maze.w < 20 && maze.h < 20 && !rmg_rndm (3)) 859 if (maze.w > maze.h && maze.w > 16)
822 dir = 2; // stop recursion randomly
823
824 if (dir == 0 && maze.w > 16)
825 { 860 {
826 int m = rmg_rndm (8, maze.w - 8); 861 int m = rmg_rndm (8, maze.w - 8);
827 862
828 layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP, !dir); 863 layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP);
829 layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP, !dir); 864 layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP);
830 } 865 }
831 else if (dir == 1 && maze.h > 16) 866 else if (maze.h > 16)
832 { 867 {
833 int m = rmg_rndm (8, maze.h - 8); 868 int m = rmg_rndm (8, maze.h - 8);
834 869
835 layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP, !dir); 870 layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP);
836 layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP, !dir); 871 layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP);
837 } 872 }
838 else 873 else
839 { 874 {
840 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1; 875 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1;
841 876
842 if (RP->map_layout_style == LAYOUT_MULTIPLE) 877 if (RP->map_layout_style == LAYOUT_MULTIPLE)
843 ++RP->map_layout_style; 878 ++RP->map_layout_style;
844 879
845 maze.generate (RP); 880 maze.generate (RP);
846 } 881 }
847}
848 882
883 coroapi::cede_to_tick ();
884}
885
886// recursive subdivision with random sublayouts
849static void 887static void
850gen_mixed (layout &maze, random_map_params *RP) 888gen_mixed (layout &maze, random_map_params *RP)
851{ 889{
852 random_map_params &rp = *new random_map_params (RP); 890 random_map_params &rp = *new random_map_params (RP);
853 gen_mixed_ (maze, &rp, rmg_rndm (2)); 891 gen_mixed_ (maze, &rp);
854 delete &rp; 892 delete &rp;
855 893
856 maze.border (); 894 maze.border ();
895
896 // exits currently do not work so well, as they
897 // are currently often found together, so nuke entrances
898 maze.replace ('<', ' ');
899
857 maze.isolation_remover (); 900 maze.isolation_remover (0);
858} 901}
902
903//+GPL
859 904
860/* function selects the maze function and gives it whatever 905/* function selects the maze function and gives it whatever
861 arguments it needs. */ 906 arguments it needs. */
862void 907void
863layout::generate (random_map_params *RP) 908layout::generate (random_map_params *RP)
923 if (rmg_rndm (2)) 968 if (rmg_rndm (2))
924 doorify (); 969 doorify ();
925 970
926 break; 971 break;
927 972
973 case LAYOUT_CASTLE:
974 gen_castle ();
975
976 if (rmg_rndm (2))
977 doorify ();
978
979 break;
980
928 case LAYOUT_MULTIPLE: 981 case LAYOUT_MULTIPLE:
929 gen_mixed (*this, RP); 982 gen_mixed (*this, RP);
930 break; 983 break;
931 984
932 default: 985 default:
935} 988}
936 989
937//-GPL 990//-GPL
938 991
939#if 0 992#if 0
993static void
994gen_village (layout &maze)
995{
996 maze.clear ();
997 maze.border ();
998
999 for (int n = maze.w * maze.h / 200 + 1; n--; )
1000 {
1001 int rw = rmg_rndm (6, 10);
1002 int rh = rmg_rndm (6, 10);
1003
1004 int rx = rmg_rndm (2, maze.w - rw - 2);
1005 int ry = rmg_rndm (2, maze.h - rh - 2);
1006
1007 maze.rect (rx, ry, rx + rw, ry + rh, '#');
1008 }
1009
1010 maze.border ();
1011 maze.isolation_remover (2);
1012}
1013
940static struct demo 1014static struct demo
941{ 1015{
942 demo () 1016 demo ()
943 { 1017 {
944 rmg_rndm.seed (time (0)); 1018 rmg_rndm.seed (time (0));
1019 extern void hack();hack ();
945 1020
946 for(int i=1;i<100;i++) 1021 for(int i=1;i<100;i++)
947 { 1022 {
948 layout maze (40, 25); 1023 layout maze (40, 30);
949 maze.fill_rand (85); 1024 maze.fill_rand (99);
950 maze.border (); 1025 maze.border ();
951 maze.isolation_remover (); 1026 maze.isolation_remover (2);
952 maze.print (); 1027 maze.print ();
953 } 1028 }
954 1029
955 exit (1); 1030 exit (1);
956 } 1031 }

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