… | |
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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 | |
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28 | void |
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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); |
46 | } |
77 | } |
47 | |
78 | |
48 | void |
79 | void |
49 | layout::fill (char fill) |
80 | layout::fill (char fill) |
50 | { |
81 | { |
51 | memset (col [0], fill, w * h); |
82 | //memset (data [0], fill, w * h); // only when contiguous :/ |
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83 | fill_rect (0, 0, w, h, fill); |
52 | } |
84 | } |
53 | |
85 | |
54 | void |
86 | void |
55 | layout::rect (int x1, int y1, int x2, int y2, char fill) |
87 | layout::rect (int x1, int y1, int x2, int y2, char fill) |
56 | { |
88 | { |
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89 | --x2; |
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90 | |
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91 | memset (data [x1] + y1, fill, y2 - y1); |
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92 | memset (data [x2] + y1, fill, y2 - y1); |
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93 | |
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94 | while (++x1 < x2) |
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95 | data [x1][y1] = data [x1][y2 - 1] = fill; |
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96 | } |
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97 | |
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98 | void |
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99 | layout::fill_rect (int x1, int y1, int x2, int y2, char fill) |
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100 | { |
57 | for (; x1 < x2; ++x1) |
101 | for (; x1 < x2; ++x1) |
58 | memset (col [x1] + y1, fill, y2 - y1); |
102 | memset (data [x1] + y1, fill, y2 - y1); |
59 | } |
103 | } |
60 | |
104 | |
61 | void layout::border (char fill) |
105 | void layout::border (char fill) |
62 | { |
106 | { |
63 | for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
107 | rect (0, 0, w, h, fill); |
64 | for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
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65 | } |
108 | } |
66 | |
109 | |
67 | void |
110 | void |
68 | layout::fill_rand (int percent) |
111 | layout::fill_rand (int percent) |
69 | { |
112 | { |
70 | percent = lerp (percent, 0, 100, 0, 256); |
113 | percent = lerp (percent, 0, 100, 0, 256); |
71 | |
114 | |
72 | for (int x = w - 1; --x > 0; ) |
115 | for (int x = w - 1; --x > 0; ) |
73 | for (int y = h - 1; --y > 0; ) |
116 | for (int y = h - 1; --y > 0; ) |
74 | col [x][y] = rmg_rndm (256) > percent ? 0 : '#'; |
117 | data [x][y] = rmg_rndm (256) > percent ? 0 : '#'; |
75 | } |
118 | } |
76 | |
119 | |
77 | ///////////////////////////////////////////////////////////////////////////// |
120 | ///////////////////////////////////////////////////////////////////////////// |
78 | |
121 | |
79 | // erode by cellular automata |
122 | // erode by cellular automata |
… | |
… | |
104 | for (int i = array_length (dds); i--; ) |
147 | for (int i = array_length (dds); i--; ) |
105 | { |
148 | { |
106 | int nx = x + dds [i][0]; |
149 | int nx = x + dds [i][0]; |
107 | int ny = y + dds [i][1]; |
150 | int ny = y + dds [i][1]; |
108 | |
151 | |
109 | if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !col [nx][ny]) |
152 | if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny]) |
110 | { |
153 | { |
111 | n1 += dds [i][2]; |
154 | n1 += dds [i][2]; |
112 | n2++; |
155 | n2++; |
113 | } |
156 | } |
114 | } |
157 | } |
… | |
… | |
128 | { |
171 | { |
129 | for (int y = 0; y < h; y++) |
172 | for (int y = 0; y < h; y++) |
130 | { |
173 | { |
131 | for (int x = 0; x < w; x++) |
174 | for (int x = 0; x < w; x++) |
132 | { |
175 | { |
133 | U8 c = (U8)col [x][y]; |
176 | U8 c = (U8)data [x][y]; |
134 | |
177 | |
135 | if (!c) |
178 | if (!c) |
136 | c = ' '; |
179 | c = ' '; |
137 | else if (c < 10) |
180 | else if (c < 10) |
138 | c += '0'; |
181 | c += '0'; |
… | |
… | |
151 | ///////////////////////////////////////////////////////////////////////////// |
194 | ///////////////////////////////////////////////////////////////////////////// |
152 | // isolation remover - ensures single connected area |
195 | // isolation remover - ensures single connected area |
153 | |
196 | |
154 | typedef fixed_stack<point> pointlist; |
197 | typedef fixed_stack<point> pointlist; |
155 | |
198 | |
156 | static noinline void |
199 | static void noinline |
157 | push_flood_fill (layout &dist, pointlist &seeds, int x, int y) |
200 | push_flood_fill (layout &dist, pointlist &seeds, int x, int y) |
158 | { |
201 | { |
159 | if (dist [x][y]) |
202 | if (dist [x][y]) |
160 | return; |
203 | return; |
161 | |
204 | |
… | |
… | |
172 | ++y; |
215 | ++y; |
173 | } |
216 | } |
174 | |
217 | |
175 | while (--y >= y0) |
218 | while (--y >= y0) |
176 | { |
219 | { |
177 | if (x > 0) push_flood_fill (dist, seeds, x - 1, y); |
220 | if (x > 0 && !dist [x - 1][y]) push_flood_fill (dist, seeds, x - 1, y); |
178 | if (x < dist.w - 1) push_flood_fill (dist, seeds, x + 1, y); |
221 | if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y); |
179 | } |
222 | } |
180 | } |
223 | } |
181 | |
224 | |
182 | static inline void |
225 | static inline void |
183 | make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d) |
226 | make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb) |
184 | { |
227 | { |
185 | for (;;) |
228 | for (;;) |
186 | { |
229 | { |
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230 | point neigh[4]; |
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231 | int ncnt = 0; |
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232 | |
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233 | d += perturb > 1; |
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234 | |
187 | if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) |
235 | if (x > 0 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y); |
188 | --x; |
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189 | else if (x < dist.w - 2 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) |
236 | if (x < dist.w - 1 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y); |
190 | ++x; |
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191 | else if (y > 1 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) |
237 | if (y > 0 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1); |
192 | --y; |
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193 | else if (y < dist.h - 2 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) |
238 | if (y < dist.h - 1 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1); |
194 | ++y; |
239 | |
195 | else |
240 | if (!ncnt) |
196 | break; |
241 | return; |
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242 | |
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243 | point &p = neigh [perturb ? rmg_rndm (ncnt) : 0]; |
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244 | |
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245 | seeds.push (p); |
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246 | |
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247 | x = p.x; |
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248 | y = p.y; |
197 | |
249 | |
198 | d = dist [x][y]; |
250 | d = dist [x][y]; |
199 | dist [x][y] = 1; |
251 | dist [x][y] = 1; |
200 | seeds.push (point (x, y)); |
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201 | } |
252 | } |
202 | } |
253 | } |
203 | |
254 | |
204 | static void inline |
255 | static void inline |
205 | maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d) |
256 | maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d) |
… | |
… | |
212 | return; |
263 | return; |
213 | |
264 | |
214 | seeds.push (point (x, y)); |
265 | seeds.push (point (x, y)); |
215 | } |
266 | } |
216 | |
267 | |
217 | void |
268 | // isolation remover, works on a "distance" map |
218 | layout::isolation_remover (bool dirty) |
269 | // the map must be initialised with 0 == rooms, 255 = walls |
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270 | static void noinline |
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271 | isolation_remover (layout &dist, unsigned int perturb = 2) |
219 | { |
272 | { |
220 | layout dist (w, h); |
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221 | |
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222 | // dist contains |
273 | // dist contains |
223 | // 0 == invisited rooms |
274 | // 0 == invisited rooms |
224 | // 1 == visited rooms |
275 | // 1 == visited rooms |
225 | // 2+ shortest distance to random near room |
276 | // 2+ shortest distance to random near room |
226 | |
277 | |
227 | // phase 1, initialise dist array, find seed |
278 | max_it (perturb, 0); |
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279 | min_it (perturb, 2); |
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280 | |
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281 | // phase 1, find seed |
228 | int cnt = 0; |
282 | int cnt = 0; |
229 | int x, y; |
283 | int x, y; |
230 | |
284 | |
231 | for (int i = 0; i < w; ++i) |
285 | for (int i = 0; i < dist.w; ++i) |
232 | for (int j = 0; j < h; ++j) |
286 | for (int j = 0; j < dist.h; ++j) |
233 | { |
287 | if (!dist [i][j] && !rmg_rndm (++cnt)) |
234 | if (col [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; |
288 | x = i, y = j; |
241 | } |
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242 | } |
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243 | |
289 | |
244 | if (!cnt) |
290 | if (!cnt) |
245 | { |
291 | { |
246 | // map is completely massive, this is not good, |
292 | // map is completely massive, this is not good, |
247 | // so make it empty instead. |
293 | // so make it empty instead. |
248 | clear (); |
294 | dist.fill (1); |
249 | border (); |
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250 | return; |
295 | return; |
251 | } |
296 | } |
252 | |
297 | |
253 | fixed_stack<point> seeds (w * h * 5); |
298 | fixed_stack<point> seeds (dist.w * dist.h * 5); |
254 | |
299 | |
255 | // found first free space - picking the first one gives |
300 | // found first free space - picking the first one gives |
256 | // us a slight bias for tunnels, but usually you won't |
301 | // us a slight bias for tunnels, but usually you won't |
257 | // notice that in-game |
302 | // notice that in-game |
258 | seeds.push (point (x, y)); |
303 | seeds.push (point (x, y)); |
… | |
… | |
270 | y = p.y; |
315 | y = p.y; |
271 | |
316 | |
272 | if (!dist [x][y]) |
317 | if (!dist [x][y]) |
273 | { |
318 | { |
274 | // found new isolated area, make tunnel |
319 | // found new isolated area, make tunnel |
275 | if (!dirty) |
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276 | push_flood_fill (dist, seeds, x, y); |
320 | push_flood_fill (dist, seeds, x, y); |
277 | |
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278 | make_tunnel (dist, seeds, x, y, 255); |
321 | make_tunnel (dist, seeds, x, y, 254, perturb); |
279 | |
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280 | if (dirty) |
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281 | push_flood_fill (dist, seeds, x, y); |
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282 | } |
322 | } |
283 | else |
323 | else |
284 | { |
324 | { |
285 | // nothing here, continue to expand |
325 | // nothing here, continue to expand |
286 | U8 d = U8 (dist [x][y]) + 1; |
326 | U8 d = U8 (dist [x][y]) + 1; |
… | |
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289 | if (x > 0) maybe_push (dist, seeds, x - 1, y, d); |
329 | if (x > 0) maybe_push (dist, seeds, x - 1, y, d); |
290 | if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d); |
330 | if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d); |
291 | if (y > 0) maybe_push (dist, seeds, x, y - 1, d); |
331 | if (y > 0) maybe_push (dist, seeds, x, y - 1, d); |
292 | } |
332 | } |
293 | } |
333 | } |
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334 | } |
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335 | |
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336 | void |
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337 | layout::isolation_remover (int perturb) |
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338 | { |
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339 | layout dist (w - 2, h - 2); // map without border |
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340 | |
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341 | for (int x = 1; x < w - 1; ++x) |
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342 | for (int y = 1; y < h - 1; ++y) |
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343 | dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0; |
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344 | |
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345 | ::isolation_remover (dist, perturb); |
294 | |
346 | |
295 | // now copy the tunnels over |
347 | // now copy the tunnels over |
296 | for (int x = 0; x < w; ++x) |
348 | for (int x = 1; x < w - 1; ++x) |
297 | for (int y = 0; y < h; ++y) |
349 | for (int y = 1; y < h - 1; ++y) |
298 | if (col [x][y] == '#' && dist [x][y] == 1) |
350 | if (data [x][y] == '#' && dist [x - 1][y - 1] == 1) |
299 | col [x][y] = 0; |
351 | data [x][y] = 0; |
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); |
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319 | erode_1_2 (5, -1, 10); |
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320 | erode_1_2 (5, 2, 1); |
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321 | break; |
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322 | |
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323 | // somewhat open, roundish |
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324 | case 2: |
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325 | fill_rand (45); |
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326 | erode_1_2 (5, 0, 5); |
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327 | erode_1_2 (5, 1, 1); |
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328 | break; |
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329 | |
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330 | // wide open, some room-like structures |
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331 | case 3: |
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332 | fill_rand (45); |
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333 | erode_1_2 (5, 2, 4); |
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334 | erode_1_2 (5, -1, 3); |
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335 | break; |
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336 | } |
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337 | |
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338 | border (); |
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339 | isolation_remover (); |
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340 | } |
352 | } |
341 | |
353 | |
342 | ///////////////////////////////////////////////////////////////////////////// |
354 | ///////////////////////////////////////////////////////////////////////////// |
343 | |
355 | |
344 | //+GPL |
356 | //+GPL |
… | |
… | |
374 | int j = doorlist_y [di]; |
386 | int j = doorlist_y [di]; |
375 | int sindex = surround_flag (*this, i, j); |
387 | int sindex = surround_flag (*this, i, j); |
376 | |
388 | |
377 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
389 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
378 | { |
390 | { |
379 | col [i][j] = 'D'; |
391 | data [i][j] = 'D'; |
380 | ndoors--; |
392 | ndoors--; |
381 | } |
393 | } |
382 | |
394 | |
383 | /* reduce the size of the list */ |
395 | /* reduce the size of the list */ |
384 | doorlocs--; |
396 | doorlocs--; |
… | |
… | |
407 | if (symmetry == SYMMETRY_X) |
419 | if (symmetry == SYMMETRY_X) |
408 | for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
420 | for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
409 | for (int j = 0; j < sym_layout.h; j++) |
421 | for (int j = 0; j < sym_layout.h; j++) |
410 | { |
422 | { |
411 | sym_layout[i ][j] = |
423 | sym_layout[i ][j] = |
412 | sym_layout[sym_layout.w - i - 1][j] = col[i][j]; |
424 | sym_layout[sym_layout.w - i - 1][j] = data [i][j]; |
413 | } |
425 | } |
414 | |
426 | |
415 | if (symmetry == SYMMETRY_Y) |
427 | if (symmetry == SYMMETRY_Y) |
416 | for (int i = 0; i < sym_layout.w; i++) |
428 | for (int i = 0; i < sym_layout.w; i++) |
417 | for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
429 | for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
418 | { |
430 | { |
419 | sym_layout[i][j ] = |
431 | sym_layout[i][j ] = |
420 | sym_layout[i][sym_layout.h - j - 1] = col[i][j]; |
432 | sym_layout[i][sym_layout.h - j - 1] = data [i][j]; |
421 | } |
433 | } |
422 | |
434 | |
423 | if (symmetry == SYMMETRY_XY) |
435 | if (symmetry == SYMMETRY_XY) |
424 | for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
436 | for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
425 | for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
437 | for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
426 | { |
438 | { |
427 | sym_layout[i ][j ] = |
439 | sym_layout[i ][j ] = |
428 | sym_layout[i ][sym_layout.h - j - 1] = |
440 | sym_layout[i ][sym_layout.h - j - 1] = |
429 | sym_layout[sym_layout.w - i - 1][j ] = |
441 | sym_layout[sym_layout.w - i - 1][j ] = |
430 | sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = col[i][j]; |
442 | sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j]; |
431 | } |
443 | } |
432 | |
444 | |
433 | /* need to run the isolation remover for some layouts */ |
445 | /* need to run the isolation remover for some layouts */ |
434 | #if 0 |
446 | #if 0 |
435 | switch (RP->map_layout_style) |
447 | switch (RP->map_layout_style) |
… | |
… | |
461 | { |
473 | { |
462 | layout new_layout (w, h); |
474 | layout new_layout (w, h); |
463 | |
475 | |
464 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
476 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
465 | for (int j = 0; j < h; j++) |
477 | for (int j = 0; j < h; j++) |
466 | new_layout [i][j] = col [w - i - 1][h - j - 1]; |
478 | new_layout [i][j] = data [w - i - 1][h - j - 1]; |
467 | |
479 | |
468 | swap (new_layout); |
480 | swap (new_layout); |
469 | } |
481 | } |
470 | break; |
482 | break; |
471 | |
483 | |
… | |
… | |
475 | layout new_layout (h, w); |
487 | layout new_layout (h, w); |
476 | |
488 | |
477 | if (rotation == 1) /* swap x and y */ |
489 | if (rotation == 1) /* swap x and y */ |
478 | for (int i = 0; i < w; i++) |
490 | for (int i = 0; i < w; i++) |
479 | for (int j = 0; j < h; j++) |
491 | for (int j = 0; j < h; j++) |
480 | new_layout [j][i] = col [i][j]; |
492 | new_layout [j][i] = data [i][j]; |
481 | |
493 | |
482 | if (rotation == 3) /* swap x and y */ |
494 | if (rotation == 3) /* swap x and y */ |
483 | for (int i = 0; i < w; i++) |
495 | for (int i = 0; i < w; i++) |
484 | for (int j = 0; j < h; j++) |
496 | for (int j = 0; j < h; j++) |
485 | new_layout [j][i] = col [w - i - 1][h - j - 1]; |
497 | new_layout [j][i] = data [w - i - 1][h - j - 1]; |
486 | |
498 | |
487 | swap (new_layout); |
499 | swap (new_layout); |
488 | } |
500 | } |
489 | break; |
501 | break; |
490 | } |
502 | } |
… | |
… | |
616 | |
628 | |
617 | new_layout.clear (); |
629 | new_layout.clear (); |
618 | |
630 | |
619 | for (int i = 0; i < w; i++) |
631 | for (int i = 0; i < w; i++) |
620 | for (int j = 0; j < h; j++) |
632 | for (int j = 0; j < h; j++) |
621 | switch (col [i][j]) |
633 | switch (data [i][j]) |
622 | { |
634 | { |
623 | case '#': expand_wall (new_layout, i, j, *this); break; |
635 | case '#': expand_wall (new_layout, i, j, *this); break; |
624 | case 'D': expand_door (new_layout, i, j, *this); break; |
636 | case 'D': expand_door (new_layout, i, j, *this); break; |
625 | default: expand_misc (new_layout, i, j, *this); break; |
637 | default: expand_misc (new_layout, i, j, *this); break; |
626 | } |
638 | } |
… | |
… | |
765 | make_wall (*this, dx, dy, 1); |
777 | make_wall (*this, dx, dy, 1); |
766 | } |
778 | } |
767 | } |
779 | } |
768 | |
780 | |
769 | ///////////////////////////////////////////////////////////////////////////// |
781 | ///////////////////////////////////////////////////////////////////////////// |
|
|
782 | |
|
|
783 | // inspired mostly by http://www.jimrandomh.org/misc/caves.txt |
|
|
784 | void |
|
|
785 | layout::gen_cave (int subtype) |
|
|
786 | { |
|
|
787 | switch (subtype) |
|
|
788 | { |
|
|
789 | // a rough cave |
|
|
790 | case 0: |
|
|
791 | fill_rand (rmg_rndm (85, 97)); |
|
|
792 | break; |
|
|
793 | |
|
|
794 | // corridors |
|
|
795 | case 1: |
|
|
796 | fill_rand (rmg_rndm (5, 40)); |
|
|
797 | erode_1_2 (5, 2, 10); |
|
|
798 | erode_1_2 (5, -1, 10); |
|
|
799 | erode_1_2 (5, 2, 1); |
|
|
800 | break; |
|
|
801 | |
|
|
802 | // somewhat open, roundish |
|
|
803 | case 2: |
|
|
804 | fill_rand (45); |
|
|
805 | erode_1_2 (5, 0, 5); |
|
|
806 | erode_1_2 (5, 1, 1); |
|
|
807 | break; |
|
|
808 | |
|
|
809 | // wide open, some room-like structures |
|
|
810 | case 3: |
|
|
811 | fill_rand (45); |
|
|
812 | erode_1_2 (5, 2, 4); |
|
|
813 | erode_1_2 (5, -1, 3); |
|
|
814 | break; |
|
|
815 | } |
|
|
816 | |
|
|
817 | border (); |
|
|
818 | isolation_remover (); |
|
|
819 | } |
|
|
820 | |
|
|
821 | void |
|
|
822 | layout::gen_castle () |
|
|
823 | { |
|
|
824 | fill ('#'); |
|
|
825 | |
|
|
826 | for (int n = w * h / 30 + 1; n--; ) |
|
|
827 | { |
|
|
828 | int rw = rmg_rndm (6, 10); |
|
|
829 | int rh = rmg_rndm (6, 10); |
|
|
830 | |
|
|
831 | int rx = rmg_rndm (0, w - rw); |
|
|
832 | int ry = rmg_rndm (0, h - rh); |
|
|
833 | |
|
|
834 | rect (rx, ry, rx + rw, ry + rh, '#'); |
|
|
835 | fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0); |
|
|
836 | } |
|
|
837 | |
|
|
838 | border (); |
|
|
839 | isolation_remover (0); |
|
|
840 | } |
|
|
841 | |
|
|
842 | static void |
|
|
843 | gen_mixed_ (layout &maze, random_map_params *RP, int dir) |
|
|
844 | { |
|
|
845 | if (maze.w < 20 && maze.h < 20 && !rmg_rndm (3)) |
|
|
846 | dir = 2; // stop recursion randomly |
|
|
847 | |
|
|
848 | if (dir == 0 && maze.w > 16) |
|
|
849 | { |
|
|
850 | int m = rmg_rndm (8, maze.w - 8); |
|
|
851 | |
|
|
852 | layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP, !dir); |
|
|
853 | layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP, !dir); |
|
|
854 | } |
|
|
855 | else if (dir == 1 && maze.h > 16) |
|
|
856 | { |
|
|
857 | int m = rmg_rndm (8, maze.h - 8); |
|
|
858 | |
|
|
859 | layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP, !dir); |
|
|
860 | layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP, !dir); |
|
|
861 | } |
|
|
862 | else |
|
|
863 | { |
|
|
864 | RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1; |
|
|
865 | |
|
|
866 | if (RP->map_layout_style == LAYOUT_MULTIPLE) |
|
|
867 | ++RP->map_layout_style; |
|
|
868 | |
|
|
869 | maze.generate (RP); |
|
|
870 | } |
|
|
871 | } |
|
|
872 | |
|
|
873 | // recursive subdivision with random sublayouts |
|
|
874 | static void |
|
|
875 | gen_mixed (layout &maze, random_map_params *RP) |
|
|
876 | { |
|
|
877 | random_map_params &rp = *new random_map_params (RP); |
|
|
878 | gen_mixed_ (maze, &rp, rmg_rndm (2)); |
|
|
879 | delete &rp; |
|
|
880 | |
|
|
881 | maze.border (); |
|
|
882 | maze.isolation_remover (); |
|
|
883 | } |
770 | |
884 | |
771 | /* function selects the maze function and gives it whatever |
885 | /* function selects the maze function and gives it whatever |
772 | arguments it needs. */ |
886 | arguments it needs. */ |
773 | void |
887 | void |
774 | layout::generate (random_map_params *RP) |
888 | layout::generate (random_map_params *RP) |
… | |
… | |
834 | if (rmg_rndm (2)) |
948 | if (rmg_rndm (2)) |
835 | doorify (); |
949 | doorify (); |
836 | |
950 | |
837 | break; |
951 | break; |
838 | |
952 | |
|
|
953 | case LAYOUT_CASTLE: |
|
|
954 | gen_castle (); |
|
|
955 | |
|
|
956 | if (rmg_rndm (2)) |
|
|
957 | doorify (); |
|
|
958 | |
|
|
959 | break; |
|
|
960 | |
|
|
961 | case LAYOUT_MULTIPLE: |
|
|
962 | gen_mixed (*this, RP); |
|
|
963 | break; |
|
|
964 | |
839 | default: |
965 | default: |
840 | abort (); |
966 | abort (); |
841 | } |
967 | } |
842 | |
|
|
843 | /* rotate the maze randomly */ |
|
|
844 | rotate (rmg_rndm (4)); |
|
|
845 | |
|
|
846 | symmetrize (RP->symmetry_used); |
|
|
847 | |
|
|
848 | #if 0 |
|
|
849 | print ();//D |
|
|
850 | #endif |
|
|
851 | |
|
|
852 | if (RP->expand2x) |
|
|
853 | expand2x (); |
|
|
854 | } |
968 | } |
855 | |
969 | |
856 | //-GPL |
970 | //-GPL |
857 | |
971 | |
858 | #if 0 |
972 | #if 0 |
… | |
… | |
860 | { |
974 | { |
861 | demo () |
975 | demo () |
862 | { |
976 | { |
863 | rmg_rndm.seed (time (0)); |
977 | rmg_rndm.seed (time (0)); |
864 | |
978 | |
865 | for(int i=1;i<10;i) |
979 | for(int i=1;i<100;i++) |
866 | { |
980 | { |
867 | layout maze (10, 10); |
981 | layout maze (40, 25); |
868 | maze.fill_rand (90); |
982 | maze.gen_castle (); |
869 | maze.border (); |
|
|
870 | maze.isolation_remover (); |
|
|
871 | maze.doorify (); |
983 | maze.doorify (); |
872 | maze.symmetrize (rmg_rndm (2, 4)); |
|
|
873 | maze.rotate (rmg_rndm (4)); |
|
|
874 | maze.expand2x (); |
|
|
875 | maze.print (); |
984 | maze.print (); |
|
|
985 | exit(0); |
876 | } |
986 | } |
877 | |
987 | |
878 | exit (1); |
988 | exit (1); |
879 | } |
989 | } |
880 | } demo; |
990 | } demo; |