… | |
… | |
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 | Layout::Layout (int w, int h) |
29 | layout::alloc (int w, int h) |
29 | : w(w), h(h) |
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30 | { |
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 |
|
|
37 | // first part consists of pointers to each column, followed |
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|
38 | // by the actual columns (not rows!) |
31 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
39 | int size = (sizeof (cell *) + sizeof (cell) * h) * w; |
32 | |
40 | |
33 | col = (char **)salloc<char> (size); |
41 | data = (cell **)salloc<char> (size); |
34 | |
42 | |
35 | char *data = (char *)(col + w); |
43 | cell *p = (cell *)(data + w); |
36 | |
44 | |
37 | for (int x = w; x--; ) |
45 | for (int x = w; x--; ) |
38 | col [x] = data + x * h; |
46 | data [x] = p + x * h; |
39 | } |
47 | } |
40 | |
48 | |
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|
49 | layout::layout (int w, int h) |
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50 | { |
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51 | alloc (w, h); |
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52 | } |
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53 | |
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54 | layout::layout (layout ©) |
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55 | { |
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56 | alloc (copy.w, copy.h); |
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57 | |
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58 | memcpy (data [0], copy.data [0], sizeof (cell) * h * w); |
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59 | } |
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60 | |
41 | Layout::~Layout () |
61 | layout::~layout () |
42 | { |
62 | { |
43 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
63 | int size = (sizeof (cell *) + sizeof (cell) * h) * w; |
44 | |
64 | |
45 | sfree ((char *)col, size); |
65 | sfree ((char *)data, size); |
46 | } |
66 | } |
47 | |
67 | |
48 | void |
68 | void |
49 | Layout::fill (char fill) |
69 | layout::fill (char fill) |
50 | { |
70 | { |
51 | memset (col [0], fill, w * h); |
71 | memset (data [0], fill, w * h); |
52 | } |
72 | } |
53 | |
73 | |
54 | void |
74 | void |
55 | Layout::rect (int x1, int y1, int x2, int y2, char fill) |
75 | layout::rect (int x1, int y1, int x2, int y2, char fill) |
56 | { |
76 | { |
57 | for (; x1 < x2; ++x1) |
77 | for (; x1 < x2; ++x1) |
58 | memset (col [x1] + y1, fill, y2 - y1); |
78 | memset (data [x1] + y1, fill, y2 - y1); |
59 | } |
79 | } |
60 | |
80 | |
61 | void Layout::border (char fill) |
81 | void layout::border (char fill) |
62 | { |
82 | { |
63 | for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
83 | for (int i = 0; i < w; i++) data [i][0] = data [i][h - 1] = fill; |
64 | for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
84 | for (int j = 0; j < h; j++) data [0][j] = data [w - 1][j] = fill; |
65 | } |
85 | } |
66 | |
86 | |
67 | void |
87 | void |
68 | Layout::fill_rand (int percent) |
88 | layout::fill_rand (int percent) |
69 | { |
89 | { |
70 | percent = lerp (percent, 0, 100, 0, 256); |
90 | percent = lerp (percent, 0, 100, 0, 256); |
71 | |
91 | |
72 | for (int x = w - 1; --x > 0; ) |
92 | for (int x = w - 1; --x > 0; ) |
73 | for (int y = h - 1; --y > 0; ) |
93 | for (int y = h - 1; --y > 0; ) |
74 | col [x][y] = rmg_rndm (256) > percent ? 0 : '#'; |
94 | data [x][y] = rmg_rndm (256) > percent ? 0 : '#'; |
75 | } |
95 | } |
76 | |
96 | |
77 | ///////////////////////////////////////////////////////////////////////////// |
97 | ///////////////////////////////////////////////////////////////////////////// |
78 | |
98 | |
79 | // erode by cellular automata |
99 | // erode by cellular automata |
80 | void |
100 | void |
81 | Layout::erode_1_2 (int c1, int c2, int repeat) |
101 | layout::erode_1_2 (int c1, int c2, int repeat) |
82 | { |
102 | { |
83 | Layout neu (w, h); |
103 | layout neu (w, h); |
84 | |
104 | |
85 | while (repeat--) |
105 | while (repeat--) |
86 | { |
106 | { |
87 | for (int x = 0; x < w; ++x) |
107 | for (int x = 0; x < w; ++x) |
88 | { |
108 | { |
… | |
… | |
104 | for (int i = array_length (dds); i--; ) |
124 | for (int i = array_length (dds); i--; ) |
105 | { |
125 | { |
106 | int nx = x + dds [i][0]; |
126 | int nx = x + dds [i][0]; |
107 | int ny = y + dds [i][1]; |
127 | int ny = y + dds [i][1]; |
108 | |
128 | |
109 | if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !col [nx][ny]) |
129 | if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny]) |
110 | { |
130 | { |
111 | n1 += dds [i][2]; |
131 | n1 += dds [i][2]; |
112 | n2++; |
132 | n2++; |
113 | } |
133 | } |
114 | } |
134 | } |
… | |
… | |
122 | } |
142 | } |
123 | |
143 | |
124 | ///////////////////////////////////////////////////////////////////////////// |
144 | ///////////////////////////////////////////////////////////////////////////// |
125 | |
145 | |
126 | void |
146 | void |
127 | Layout::print () const |
147 | layout::print () const |
128 | { |
148 | { |
129 | for (int y = 0; y < h; y++) |
149 | for (int y = 0; y < h; y++) |
130 | { |
150 | { |
131 | for (int x = 0; x < w; x++) |
151 | for (int x = 0; x < w; x++) |
132 | { |
152 | { |
133 | U8 c = (U8)col [x][y]; |
153 | U8 c = (U8)data [x][y]; |
134 | |
154 | |
135 | if (!c) |
155 | if (!c) |
136 | c = ' '; |
156 | c = ' '; |
137 | else if (c < 10) |
157 | else if (c < 10) |
138 | c += '0'; |
158 | c += '0'; |
… | |
… | |
152 | // isolation remover - ensures single connected area |
172 | // isolation remover - ensures single connected area |
153 | |
173 | |
154 | typedef fixed_stack<point> pointlist; |
174 | typedef fixed_stack<point> pointlist; |
155 | |
175 | |
156 | static noinline void |
176 | static noinline void |
157 | push_flood_fill (Layout &dist, pointlist &seeds, int x, int y) |
177 | push_flood_fill (layout &dist, pointlist &seeds, int x, int y) |
158 | { |
178 | { |
159 | if (dist [x][y]) |
179 | if (dist [x][y]) |
160 | return; |
180 | return; |
161 | |
181 | |
162 | while (y > 0 && !dist [x][y - 1]) |
182 | while (y > 0 && !dist [x][y - 1]) |
… | |
… | |
178 | if (x < dist.w - 1) push_flood_fill (dist, seeds, x + 1, y); |
198 | if (x < dist.w - 1) push_flood_fill (dist, seeds, x + 1, y); |
179 | } |
199 | } |
180 | } |
200 | } |
181 | |
201 | |
182 | static inline void |
202 | static inline void |
183 | make_tunnel (Layout &dist, pointlist &seeds, int x, int y, U8 d) |
203 | make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d) |
184 | { |
204 | { |
185 | for (;;) |
205 | for (;;) |
186 | { |
206 | { |
187 | if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) |
207 | if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) |
188 | --x; |
208 | --x; |
… | |
… | |
200 | seeds.push (point (x, y)); |
220 | seeds.push (point (x, y)); |
201 | } |
221 | } |
202 | } |
222 | } |
203 | |
223 | |
204 | static void inline |
224 | static void inline |
205 | maybe_push (Layout &dist, pointlist &seeds, int x, int y, U8 d) |
225 | maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d) |
206 | { |
226 | { |
207 | char &D = dist [x][y]; |
227 | char &D = dist [x][y]; |
208 | |
228 | |
209 | if (U8 (D) > d) // if wall and higher distance, lower distance |
229 | if (U8 (D) > d) // if wall and higher distance, lower distance |
210 | D = d; |
230 | D = d; |
… | |
… | |
213 | |
233 | |
214 | seeds.push (point (x, y)); |
234 | seeds.push (point (x, y)); |
215 | } |
235 | } |
216 | |
236 | |
217 | void |
237 | void |
218 | Layout::isolation_remover (bool dirty) |
238 | layout::isolation_remover (bool dirty) |
219 | { |
239 | { |
220 | Layout dist (w, h); |
240 | layout dist (w, h); |
221 | |
241 | |
222 | // dist contains |
242 | // dist contains |
223 | // 0 == invisited rooms |
243 | // 0 == invisited rooms |
224 | // 1 == visited rooms |
244 | // 1 == visited rooms |
225 | // 2+ shortest distance to random near room |
245 | // 2+ shortest distance to random near room |
… | |
… | |
229 | int x, y; |
249 | int x, y; |
230 | |
250 | |
231 | for (int i = 0; i < w; ++i) |
251 | for (int i = 0; i < w; ++i) |
232 | for (int j = 0; j < h; ++j) |
252 | for (int j = 0; j < h; ++j) |
233 | { |
253 | { |
234 | if (col [i][j] == '#') |
254 | if (data [i][j] == '#') |
235 | dist [i][j] = U8 (255); |
255 | dist [i][j] = U8 (255); |
236 | else |
256 | else |
237 | { |
257 | { |
238 | dist [i][j] = 0; |
258 | dist [i][j] = 0; |
239 | if (!rmg_rndm (++cnt)) |
259 | if (!rmg_rndm (++cnt)) |
… | |
… | |
293 | } |
313 | } |
294 | |
314 | |
295 | // now copy the tunnels over |
315 | // now copy the tunnels over |
296 | for (int x = 0; x < w; ++x) |
316 | for (int x = 0; x < w; ++x) |
297 | for (int y = 0; y < h; ++y) |
317 | for (int y = 0; y < h; ++y) |
298 | if (col [x][y] == '#' && dist [x][y] == 1) |
318 | if (data [x][y] == '#' && dist [x][y] == 1) |
299 | col [x][y] = 0; |
319 | data [x][y] = 0; |
300 | } |
320 | } |
301 | |
321 | |
302 | ///////////////////////////////////////////////////////////////////////////// |
322 | ///////////////////////////////////////////////////////////////////////////// |
303 | |
323 | |
304 | // inspired mostly by http://www.jimrandomh.org/misc/caves.txt |
324 | // inspired mostly by http://www.jimrandomh.org/misc/caves.txt |
305 | void |
325 | void |
306 | Layout::gen_cave (int subtype) |
326 | layout::gen_cave (int subtype) |
307 | { |
327 | { |
308 | switch (subtype) |
328 | switch (subtype) |
309 | { |
329 | { |
310 | // a rough cave |
330 | // a rough cave |
311 | case 0: |
331 | case 0: |
… | |
… | |
341 | |
361 | |
342 | ///////////////////////////////////////////////////////////////////////////// |
362 | ///////////////////////////////////////////////////////////////////////////// |
343 | |
363 | |
344 | //+GPL |
364 | //+GPL |
345 | |
365 | |
346 | /* puts doors at appropriate locations in a layout. */ |
366 | /* puts doors at appropriate locations in a maze. */ |
347 | void |
367 | void |
348 | Layout::doorify () |
368 | layout::doorify () |
349 | { |
369 | { |
350 | int ndoors = w * h / 60; /* reasonable number of doors. */ |
370 | int ndoors = w * h / 60; /* reasonable number of doors. */ |
351 | int doorlocs = 0; /* # of available doorlocations */ |
371 | int doorlocs = 0; /* # of available doorlocations */ |
352 | |
372 | |
353 | uint16 *doorlist_x = salloc<uint16> (w * h); |
373 | uint16 *doorlist_x = salloc<uint16> (w * h); |
… | |
… | |
374 | int j = doorlist_y [di]; |
394 | int j = doorlist_y [di]; |
375 | int sindex = surround_flag (*this, i, j); |
395 | int sindex = surround_flag (*this, i, j); |
376 | |
396 | |
377 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
397 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
378 | { |
398 | { |
379 | col [i][j] = 'D'; |
399 | data [i][j] = 'D'; |
380 | ndoors--; |
400 | ndoors--; |
381 | } |
401 | } |
382 | |
402 | |
383 | /* reduce the size of the list */ |
403 | /* reduce the size of the list */ |
384 | doorlocs--; |
404 | doorlocs--; |
… | |
… | |
392 | |
412 | |
393 | /* takes a map and makes it symmetric: adjusts Xsize and |
413 | /* takes a map and makes it symmetric: adjusts Xsize and |
394 | * Ysize to produce a symmetric map. |
414 | * Ysize to produce a symmetric map. |
395 | */ |
415 | */ |
396 | void |
416 | void |
397 | Layout::symmetrize (int symmetry) |
417 | layout::symmetrize (int symmetry) |
398 | { |
418 | { |
399 | if (symmetry == SYMMETRY_NONE) |
419 | if (symmetry == SYMMETRY_NONE) |
400 | return; |
420 | return; |
401 | |
421 | |
402 | Layout sym_layout ( |
422 | layout sym_layout ( |
403 | symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w, |
423 | symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w, |
404 | symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h |
424 | symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h |
405 | ); |
425 | ); |
406 | |
426 | |
407 | if (symmetry == SYMMETRY_X) |
427 | if (symmetry == SYMMETRY_X) |
408 | for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
428 | for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
409 | for (int j = 0; j < sym_layout.h; j++) |
429 | for (int j = 0; j < sym_layout.h; j++) |
410 | { |
430 | { |
411 | sym_layout[i ][j] = |
431 | sym_layout[i ][j] = |
412 | sym_layout[sym_layout.w - i - 1][j] = col[i][j]; |
432 | sym_layout[sym_layout.w - i - 1][j] = data [i][j]; |
413 | } |
433 | } |
414 | |
434 | |
415 | if (symmetry == SYMMETRY_Y) |
435 | if (symmetry == SYMMETRY_Y) |
416 | for (int i = 0; i < sym_layout.w; i++) |
436 | for (int i = 0; i < sym_layout.w; i++) |
417 | for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
437 | for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
418 | { |
438 | { |
419 | sym_layout[i][j ] = |
439 | sym_layout[i][j ] = |
420 | sym_layout[i][sym_layout.h - j - 1] = col[i][j]; |
440 | sym_layout[i][sym_layout.h - j - 1] = data [i][j]; |
421 | } |
441 | } |
422 | |
442 | |
423 | if (symmetry == SYMMETRY_XY) |
443 | if (symmetry == SYMMETRY_XY) |
424 | for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
444 | for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
425 | for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
445 | for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
426 | { |
446 | { |
427 | sym_layout[i ][j ] = |
447 | sym_layout[i ][j ] = |
428 | sym_layout[i ][sym_layout.h - j - 1] = |
448 | sym_layout[i ][sym_layout.h - j - 1] = |
429 | sym_layout[sym_layout.w - i - 1][j ] = |
449 | sym_layout[sym_layout.w - i - 1][j ] = |
430 | sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = col[i][j]; |
450 | sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j]; |
431 | } |
451 | } |
432 | |
452 | |
433 | /* need to run the isolation remover for some layouts */ |
453 | /* need to run the isolation remover for some layouts */ |
434 | #if 0 |
454 | #if 0 |
435 | switch (RP->map_layout_style) |
455 | switch (RP->map_layout_style) |
… | |
… | |
451 | } |
471 | } |
452 | |
472 | |
453 | //-GPL |
473 | //-GPL |
454 | |
474 | |
455 | void |
475 | void |
456 | Layout::rotate (int rotation) |
476 | layout::rotate (int rotation) |
457 | { |
477 | { |
458 | switch (rotation & 3) |
478 | switch (rotation & 3) |
459 | { |
479 | { |
460 | case 2: /* a reflection */ |
480 | case 2: /* a reflection */ |
461 | { |
481 | { |
462 | Layout new_layout (w, h); |
482 | layout new_layout (w, h); |
463 | |
483 | |
464 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
484 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
465 | for (int j = 0; j < h; j++) |
485 | for (int j = 0; j < h; j++) |
466 | new_layout [i][j] = col [w - i - 1][h - j - 1]; |
486 | new_layout [i][j] = data [w - i - 1][h - j - 1]; |
467 | |
487 | |
468 | swap (new_layout); |
488 | swap (new_layout); |
469 | } |
489 | } |
470 | break; |
490 | break; |
471 | |
491 | |
472 | case 1: |
492 | case 1: |
473 | case 3: |
493 | case 3: |
474 | { |
494 | { |
475 | Layout new_layout (h, w); |
495 | layout new_layout (h, w); |
476 | |
496 | |
477 | if (rotation == 1) /* swap x and y */ |
497 | if (rotation == 1) /* swap x and y */ |
478 | for (int i = 0; i < w; i++) |
498 | for (int i = 0; i < w; i++) |
479 | for (int j = 0; j < h; j++) |
499 | for (int j = 0; j < h; j++) |
480 | new_layout [j][i] = col [i][j]; |
500 | new_layout [j][i] = data [i][j]; |
481 | |
501 | |
482 | if (rotation == 3) /* swap x and y */ |
502 | if (rotation == 3) /* swap x and y */ |
483 | for (int i = 0; i < w; i++) |
503 | for (int i = 0; i < w; i++) |
484 | for (int j = 0; j < h; j++) |
504 | for (int j = 0; j < h; j++) |
485 | new_layout [j][i] = col [w - i - 1][h - j - 1]; |
505 | new_layout [j][i] = data [w - i - 1][h - j - 1]; |
486 | |
506 | |
487 | swap (new_layout); |
507 | swap (new_layout); |
488 | } |
508 | } |
489 | break; |
509 | break; |
490 | } |
510 | } |
… | |
… | |
493 | ///////////////////////////////////////////////////////////////////////////// |
513 | ///////////////////////////////////////////////////////////////////////////// |
494 | |
514 | |
495 | //+GPL |
515 | //+GPL |
496 | |
516 | |
497 | /* |
517 | /* |
498 | * Expands a layout by 2x in each dimension. |
518 | * Expands a maze by 2x in each dimension. |
499 | * H. S. Teoh |
519 | * H. S. Teoh |
500 | */ |
520 | */ |
501 | |
521 | |
502 | /* Copy the old tile X into the new one at location (i*2, j*2) and |
522 | /* 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: |
523 | * fill up the rest of the 2x2 result with \0: |
504 | * X ---> X \0 |
524 | * X ---> X \0 |
505 | * \0 \0 |
525 | * \0 \0 |
506 | */ |
526 | */ |
507 | static void inline |
527 | static void inline |
508 | expand_misc (Layout &newlayout, int i, int j, Layout &layout) |
528 | expand_misc (layout &newlayout, int i, int j, layout &maze) |
509 | { |
529 | { |
510 | newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = layout[i][j]; |
530 | 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 |
531 | /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that |
512 | * for us.) */ |
532 | * for us.) */ |
513 | } |
533 | } |
514 | |
534 | |
515 | /* Returns a bitmap that represents which squares on the right and bottom |
535 | /* Returns a bitmap that represents which squares on the right and bottom |
… | |
… | |
518 | * 2 match on (i, j+1) |
538 | * 2 match on (i, j+1) |
519 | * 4 match on (i+1, j+1) |
539 | * 4 match on (i+1, j+1) |
520 | * and the possible combinations thereof. |
540 | * and the possible combinations thereof. |
521 | */ |
541 | */ |
522 | static int noinline |
542 | static int noinline |
523 | calc_pattern (char ch, Layout &layout, int i, int j) |
543 | calc_pattern (char ch, layout &maze, int i, int j) |
524 | { |
544 | { |
525 | int pattern = 0; |
545 | int pattern = 0; |
526 | |
546 | |
527 | if (i + 1 < layout.w && layout[i + 1][j] == ch) |
547 | if (i + 1 < maze.w && maze[i + 1][j] == ch) |
528 | pattern |= 1; |
548 | pattern |= 1; |
529 | |
549 | |
530 | if (j + 1 < layout.h) |
550 | if (j + 1 < maze.h) |
531 | { |
551 | { |
532 | if (layout[i][j + 1] == ch) |
552 | if (maze[i][j + 1] == ch) |
533 | pattern |= 2; |
553 | pattern |= 2; |
534 | |
554 | |
535 | if (i + 1 < layout.w && layout[i + 1][j + 1] == ch) |
555 | if (i + 1 < maze.w && maze[i + 1][j + 1] == ch) |
536 | pattern |= 4; |
556 | pattern |= 4; |
537 | } |
557 | } |
538 | |
558 | |
539 | return pattern; |
559 | return pattern; |
540 | } |
560 | } |
… | |
… | |
542 | /* Expand a wall. This function will try to sensibly connect the resulting |
562 | /* 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 |
563 | * wall to adjacent wall squares, so that the result won't have disconnected |
544 | * walls. |
564 | * walls. |
545 | */ |
565 | */ |
546 | static void inline |
566 | static void inline |
547 | expand_wall (Layout &newlayout, int i, int j, Layout &layout) |
567 | expand_wall (layout &newlayout, int i, int j, layout &maze) |
548 | { |
568 | { |
549 | int wall_pattern = calc_pattern ('#', layout, i, j); |
569 | int wall_pattern = calc_pattern ('#', maze, i, j); |
550 | int door_pattern = calc_pattern ('D', layout, i, j); |
570 | int door_pattern = calc_pattern ('D', maze, i, j); |
551 | int both_pattern = wall_pattern | door_pattern; |
571 | int both_pattern = wall_pattern | door_pattern; |
552 | |
572 | |
553 | newlayout[i * 2][j * 2] = '#'; |
573 | newlayout[i * 2][j * 2] = '#'; |
554 | |
574 | |
555 | if (i + 1 < layout.w) |
575 | if (i + 1 < maze.w) |
556 | { |
576 | { |
557 | if (both_pattern & 1) |
577 | if (both_pattern & 1) |
558 | { /* join walls/doors to the right */ |
578 | { /* join walls/doors to the right */ |
559 | /* newlayout[i*2+1][j*2] = '#'; */ |
579 | /* newlayout[i*2+1][j*2] = '#'; */ |
560 | newlayout[i * 2 + 1][j * 2] = layout[i + 1][j]; |
580 | newlayout[i * 2 + 1][j * 2] = maze[i + 1][j]; |
561 | } |
581 | } |
562 | } |
582 | } |
563 | |
583 | |
564 | if (j + 1 < layout.h) |
584 | if (j + 1 < maze.h) |
565 | { |
585 | { |
566 | if (both_pattern & 2) |
586 | if (both_pattern & 2) |
567 | { /* join walls/doors to the bottom */ |
587 | { /* join walls/doors to the bottom */ |
568 | /* newlayout[i*2][j*2+1] = '#'; */ |
588 | /* newlayout[i*2][j*2+1] = '#'; */ |
569 | newlayout[i * 2][j * 2 + 1] = layout[i][j + 1]; |
589 | newlayout[i * 2][j * 2 + 1] = maze[i][j + 1]; |
570 | } |
590 | } |
571 | |
591 | |
572 | if (wall_pattern == 7) |
592 | if (wall_pattern == 7) |
573 | { /* if orig layout is a 2x2 wall block, |
593 | { /* if orig maze is a 2x2 wall block, |
574 | * we fill the result with walls. */ |
594 | * we fill the result with walls. */ |
575 | newlayout[i * 2 + 1][j * 2 + 1] = '#'; |
595 | newlayout[i * 2 + 1][j * 2 + 1] = '#'; |
576 | } |
596 | } |
577 | } |
597 | } |
578 | } |
598 | } |
… | |
… | |
580 | /* This function will try to sensibly connect doors so that they meet up with |
600 | /* 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 |
601 | * adjacent walls. Note that it will also presumptuously delete (ignore) doors |
582 | * that it doesn't know how to correctly expand. |
602 | * that it doesn't know how to correctly expand. |
583 | */ |
603 | */ |
584 | static void inline |
604 | static void inline |
585 | expand_door (Layout &newlayout, int i, int j, Layout &layout) |
605 | expand_door (layout &newlayout, int i, int j, layout &maze) |
586 | { |
606 | { |
587 | int wall_pattern = calc_pattern ('#', layout, i, j); |
607 | int wall_pattern = calc_pattern ('#', maze, i, j); |
588 | int door_pattern = calc_pattern ('D', layout, i, j); |
608 | int door_pattern = calc_pattern ('D', maze, i, j); |
589 | int join_pattern; |
609 | int join_pattern; |
590 | |
610 | |
591 | /* Doors "like" to connect to walls more than other doors. If there is |
611 | /* 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 |
612 | * a wall and another door, this door will connect to the wall and |
593 | * disconnect from the other door. */ |
613 | * disconnect from the other door. */ |
… | |
… | |
596 | else |
616 | else |
597 | join_pattern = door_pattern; |
617 | join_pattern = door_pattern; |
598 | |
618 | |
599 | newlayout[i * 2][j * 2] = 'D'; |
619 | newlayout[i * 2][j * 2] = 'D'; |
600 | |
620 | |
601 | if (i + 1 < layout.w) |
621 | if (i + 1 < maze.w) |
602 | if (join_pattern & 1) |
622 | if (join_pattern & 1) |
603 | /* there is a door/wall to the right */ |
623 | /* there is a door/wall to the right */ |
604 | newlayout[i * 2 + 1][j * 2] = 'D'; |
624 | newlayout[i * 2 + 1][j * 2] = 'D'; |
605 | |
625 | |
606 | if (j + 1 < layout.h) |
626 | if (j + 1 < maze.h) |
607 | if (join_pattern & 2) |
627 | if (join_pattern & 2) |
608 | /* there is a door/wall below */ |
628 | /* there is a door/wall below */ |
609 | newlayout[i * 2][j * 2 + 1] = 'D'; |
629 | newlayout[i * 2][j * 2 + 1] = 'D'; |
610 | } |
630 | } |
611 | |
631 | |
612 | void |
632 | void |
613 | Layout::expand2x () |
633 | layout::expand2x () |
614 | { |
634 | { |
615 | Layout new_layout (w * 2 - 1, h * 2 - 1); |
635 | layout new_layout (w * 2 - 1, h * 2 - 1); |
616 | |
636 | |
617 | new_layout.clear (); |
637 | new_layout.clear (); |
618 | |
638 | |
619 | for (int i = 0; i < w; i++) |
639 | for (int i = 0; i < w; i++) |
620 | for (int j = 0; j < h; j++) |
640 | for (int j = 0; j < h; j++) |
621 | switch (col [i][j]) |
641 | switch (data [i][j]) |
622 | { |
642 | { |
623 | case '#': expand_wall (new_layout, i, j, *this); break; |
643 | case '#': expand_wall (new_layout, i, j, *this); break; |
624 | case 'D': expand_door (new_layout, i, j, *this); break; |
644 | case 'D': expand_door (new_layout, i, j, *this); break; |
625 | default: expand_misc (new_layout, i, j, *this); break; |
645 | default: expand_misc (new_layout, i, j, *this); break; |
626 | } |
646 | } |
… | |
… | |
628 | swap (new_layout); |
648 | swap (new_layout); |
629 | } |
649 | } |
630 | |
650 | |
631 | ///////////////////////////////////////////////////////////////////////////// |
651 | ///////////////////////////////////////////////////////////////////////////// |
632 | |
652 | |
633 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
653 | /* checks the maze to see if I can stick a horizontal(dir = 0) wall |
634 | (or vertical, dir == 1) |
654 | (or vertical, dir == 1) |
635 | here which ends up on other walls sensibly. */ |
655 | here which ends up on other walls sensibly. */ |
636 | static int |
656 | static int |
637 | can_make_wall (const Layout &maze, int dx, int dy, int dir) |
657 | can_make_wall (const layout &maze, int dx, int dy, int dir) |
638 | { |
658 | { |
639 | int i1; |
659 | int i1; |
640 | int length = 0; |
660 | int length = 0; |
641 | |
661 | |
642 | /* dont make walls if we're on the edge. */ |
662 | /* dont make walls if we're on the edge. */ |
… | |
… | |
729 | |
749 | |
730 | return 0; |
750 | return 0; |
731 | } |
751 | } |
732 | |
752 | |
733 | void |
753 | void |
734 | Layout::roomify () |
754 | layout::roomify () |
735 | { |
755 | { |
736 | int tries = w * h / 30; |
756 | int tries = w * h / 30; |
737 | |
757 | |
738 | for (int ti = 0; ti < tries; ti++) |
758 | for (int ti = 0; ti < tries; ti++) |
739 | { |
759 | { |
… | |
… | |
766 | } |
786 | } |
767 | } |
787 | } |
768 | |
788 | |
769 | ///////////////////////////////////////////////////////////////////////////// |
789 | ///////////////////////////////////////////////////////////////////////////// |
770 | |
790 | |
771 | /* function selects the layout function and gives it whatever |
791 | /* function selects the maze function and gives it whatever |
772 | arguments it needs. */ |
792 | arguments it needs. */ |
773 | void |
793 | void |
774 | Layout::generate (random_map_params *RP) |
794 | layout::generate (random_map_params *RP) |
775 | { |
795 | { |
776 | switch (RP->map_layout_style) |
796 | switch (RP->map_layout_style) |
777 | { |
797 | { |
778 | case LAYOUT_ONION: |
798 | case LAYOUT_ONION: |
779 | map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2); |
799 | map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2); |
… | |
… | |
838 | |
858 | |
839 | default: |
859 | default: |
840 | abort (); |
860 | abort (); |
841 | } |
861 | } |
842 | |
862 | |
843 | /* rotate the layout randomly */ |
863 | /* rotate the maze randomly */ |
844 | rotate (rmg_rndm (4)); |
864 | rotate (rmg_rndm (4)); |
845 | |
865 | |
846 | symmetrize (RP->symmetry_used); |
866 | symmetrize (RP->symmetry_used); |
847 | |
867 | |
848 | #if 0 |
868 | #if 0 |
… | |
… | |
862 | { |
882 | { |
863 | rmg_rndm.seed (time (0)); |
883 | rmg_rndm.seed (time (0)); |
864 | |
884 | |
865 | for(int i=1;i<10;i) |
885 | for(int i=1;i<10;i) |
866 | { |
886 | { |
867 | Layout maze (10, 10); |
887 | layout maze (10, 10); |
868 | maze.fill_rand (90); |
888 | maze.fill_rand (90); |
869 | maze.border (); |
889 | maze.border (); |
870 | maze.isolation_remover (); |
890 | maze.isolation_remover (); |
871 | maze.doorify (); |
891 | maze.doorify (); |
872 | maze.symmetrize (rmg_rndm (2, 4)); |
892 | maze.symmetrize (rmg_rndm (2, 4)); |