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Revision 1.8 by root, Fri Jul 2 15:43:37 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
29ecb_noinline void
28layout::layout (int w, int h) 30layout::alloc (int w, int h)
29: w(w), h(h)
30{ 31{
31 assert (sizeof (cell) == 1); 32 assert (sizeof (cell) == 1);
33
34 this->w = w;
35 this->h = h;
32 36
33 // we store the layout in a single contiguous memory layout 37 // we store the layout in a single contiguous memory layout
34 // first part consists of pointers to each column, followed 38 // first part consists of pointers to each column, followed
35 // by the actual columns (not rows!) 39 // by the actual columns (not rows!)
36 int size = (sizeof (cell *) + sizeof (cell) * h) * w; 40 size = (sizeof (cell *) + sizeof (cell) * h) * w;
37
38 data = (cell **)salloc<char> (size); 41 data = (cell **)salloc<char> (size);
39 42
40 cell *p = (cell *)(data + w); 43 cell *p = (cell *)(data + w);
41 44
42 for (int x = w; x--; ) 45 for (int x = 0; x < w; ++x)
43 data [x] = p + x * h; 46 data [x] = p + x * h;
44} 47}
45 48
49layout::layout (int w, int h)
50{
51 alloc (w, h);
52}
53
54layout::layout (layout &copy)
55{
56 alloc (copy.w, copy.h);
57
58 memcpy (data [0], copy.data [0], sizeof (cell) * h * w);
59}
60
61layout::layout (layout &orig, int x1, int y1, int x2, int y2)
62{
63 w = x2 - x1;
64 h = y2 - y1;
65
66 // we only allocate space for the pointers
67 size = sizeof (cell *) * w;
68 data = (cell **)salloc<char> (size);
69
70 // and now we point back into the original layout
71 for (int x = 0; x < w; ++x)
72 data [x] = orig.data [x + x1] + y1;
73}
74
46layout::~layout () 75layout::~layout ()
47{ 76{
48 int size = (sizeof (cell *) + sizeof (cell) * h) * w;
49
50 sfree ((char *)data, size); 77 sfree ((char *)data, size);
51} 78}
52 79
53void 80ecb_noinline void
54layout::fill (char fill) 81layout::fill (char fill)
55{ 82{
56 memset (data [0], fill, w * h); 83 //memset (data [0], fill, w * h); // only when contiguous :/
84 fill_rect (0, 0, w, h, fill);
57} 85}
58 86
59void 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
60layout::rect (int x1, int y1, int x2, int y2, char fill) 97layout::rect (int x1, int y1, int x2, int y2, char fill)
98{
99 --x2;
100
101 memset (data [x1] + y1, fill, y2 - y1);
102 memset (data [x2] + y1, fill, y2 - y1);
103
104 while (++x1 < x2)
105 data [x1][y1] = data [x1][y2 - 1] = fill;
106}
107
108ecb_noinline void
109layout::fill_rect (int x1, int y1, int x2, int y2, char fill)
61{ 110{
62 for (; x1 < x2; ++x1) 111 for (; x1 < x2; ++x1)
63 memset (data [x1] + y1, fill, y2 - y1); 112 memset (data [x1] + y1, fill, y2 - y1);
64} 113}
65 114
66void layout::border (char fill)
67{
68 for (int i = 0; i < w; i++) data [i][0] = data [i][h - 1] = fill;
69 for (int j = 0; j < h; j++) data [0][j] = data [w - 1][j] = fill;
70}
71
72void 115void
116layout::border (char fill)
117{
118 rect (0, 0, w, h, fill);
119}
120
121ecb_noinline void
73layout::fill_rand (int percent) 122layout::fill_rand (int percent)
74{ 123{
75 percent = lerp (percent, 0, 100, 0, 256); 124 percent = lerp (percent, 0, 100, 0, 256);
76 125
77 for (int x = w - 1; --x > 0; ) 126 for (int x = 0; x < w; ++x)
78 for (int y = h - 1; --y > 0; ) 127 for (int y = 0; y < h; ++y)
79 data [x][y] = rmg_rndm (256) > percent ? 0 : '#'; 128 data [x][y] = rmg_rndm (256) > percent ? 0 : '#';
80} 129}
81 130
82///////////////////////////////////////////////////////////////////////////// 131/////////////////////////////////////////////////////////////////////////////
83 132
84// erode by cellular automata 133// erode by cellular automata
85void 134ecb_noinline void
86layout::erode_1_2 (int c1, int c2, int repeat) 135layout::erode_1_2 (int c1, int c2, int repeat)
87{ 136{
88 layout neu (w, h); 137 layout neu (w, h);
89 138
90 while (repeat--) 139 while (repeat--)
104 { 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 },
105 { 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 },
106 { 2, -1, 0 }, { 2, 0, 0 }, { 2, 1, 0 }, 155 { 2, -1, 0 }, { 2, 0, 0 }, { 2, 1, 0 },
107 }; 156 };
108 157
109 for (int i = array_length (dds); i--; ) 158 for (int i = ecb_array_length (dds); i--; )
110 { 159 {
111 int nx = x + dds [i][0]; 160 int nx = x + dds [i][0];
112 int ny = y + dds [i][1]; 161 int ny = y + dds [i][1];
113 162
114 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])
156///////////////////////////////////////////////////////////////////////////// 205/////////////////////////////////////////////////////////////////////////////
157// isolation remover - ensures single connected area 206// isolation remover - ensures single connected area
158 207
159typedef fixed_stack<point> pointlist; 208typedef fixed_stack<point> pointlist;
160 209
161static noinline void 210ecb_noinline static void
162push_flood_fill (layout &dist, pointlist &seeds, int x, int y) 211push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
163{ 212{
164 if (dist [x][y]) 213 if (dist [x][y])
165 return; 214 return;
166 215
177 ++y; 226 ++y;
178 } 227 }
179 228
180 while (--y >= y0) 229 while (--y >= y0)
181 { 230 {
182 if (x > 0) push_flood_fill (dist, seeds, x - 1, y); 231 if (x > 0 && !dist [x - 1][y]) push_flood_fill (dist, seeds, x - 1, y);
183 if (x < dist.w - 1) 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);
184 } 233 }
185} 234}
186 235
187static inline void 236static void inline
188make_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)
189{ 238{
190 for (;;) 239 for (;;)
191 { 240 {
241 point neigh[4];
242 int ncnt = 0;
243
244 d += perturb > 1;
245
192 if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) 246 if (x > 0 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y);
193 --x;
194 else if (x < dist.w - 2 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) 247 if (x < dist.w - 1 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y);
195 ++x;
196 else if (y > 1 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) 248 if (y > 0 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1);
197 --y;
198 else if (y < dist.h - 2 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) 249 if (y < dist.h - 1 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1);
199 ++y; 250
200 else 251 if (!ncnt)
201 break; 252 return;
253
254 point p = neigh [perturb ? rmg_rndm (ncnt) : 0];
255
256 seeds.push (p);
257
258 x = p.x;
259 y = p.y;
202 260
203 d = dist [x][y]; 261 d = dist [x][y];
204 dist [x][y] = 1; 262 dist [x][y] = 1;
205 seeds.push (point (x, y));
206 } 263 }
207} 264}
208 265
209static void inline 266static void inline
210maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d) 267maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d)
217 return; 274 return;
218 275
219 seeds.push (point (x, y)); 276 seeds.push (point (x, y));
220} 277}
221 278
222void 279// isolation remover, works on a "distance" map
223layout::isolation_remover (bool dirty) 280// the map must be initialised with 0 == rooms, 255 = walls
281ecb_noinline static void
282isolation_remover (layout &dist, unsigned int perturb = 2)
224{ 283{
225 layout dist (w, h);
226
227 // dist contains 284 // dist contains
228 // 0 == invisited rooms 285 // 0 == invisited rooms
229 // 1 == visited rooms 286 // 1 == visited rooms
230 // 2+ shortest distance to random near room 287 // 2+ shortest distance to random near room
231 288
232 // phase 1, initialise dist array, find seed 289 clamp_it (perturb, 0, 2);
290
291 // phase 1, find seed
233 int cnt = 0; 292 int cnt = 0;
234 int x, y; 293 int x, y;
235 294
236 for (int i = 0; i < w; ++i) 295 for (int i = 0; i < dist.w; ++i)
237 for (int j = 0; j < h; ++j) 296 for (int j = 0; j < dist.h; ++j)
238 { 297 if (!dist [i][j] && !rmg_rndm (++cnt))
239 if (data [i][j] == '#')
240 dist [i][j] = U8 (255);
241 else
242 {
243 dist [i][j] = 0;
244 if (!rmg_rndm (++cnt))
245 x = i, y = j; 298 x = i, y = j;
246 }
247 }
248 299
249 if (!cnt) 300 if (!cnt)
250 { 301 {
251 // map is completely massive, this is not good, 302 // map is completely massive, this is not good,
252 // so make it empty instead. 303 // so make it empty instead.
253 clear (); 304 dist.fill (1);
254 border ();
255 return; 305 return;
256 } 306 }
257 307
258 fixed_stack<point> seeds (w * h * 5); 308 fixed_stack<point> seeds (dist.w * dist.h * 5);
259 309
260 // found first free space - picking the first one gives 310 // found first free space - picking the first one gives
261 // us a slight bias for tunnels, but usually you won't 311 // us a slight bias for tunnels, but usually you won't
262 // notice that in-game 312 // notice that in-game
263 seeds.push (point (x, y)); 313 seeds.push (point (x, y));
264 314
265 // phase 2, while we have seeds, if 315 // phase 2, while we have seeds, if
266 // seed is empty, floodfill, else grow 316 // seed is empty, floodfill, else grow
267 317
318 int rem_index = 0; // used to remove "somewhat ordered"
319
268 while (seeds.size) 320 while (seeds.size)
269 { 321 {
270 coroapi::cede_to_tick (); 322 coroapi::cede_to_tick ();
271 323
324 int i = perturb
325 ? rmg_rndm (max (0, seeds.size - 8), seeds.size - 1)
326 : rem_index ++ % seeds.size;
327
272 point p = seeds.remove (rmg_rndm (seeds.size)); 328 point p = seeds.remove (i);
273 329
274 x = p.x; 330 x = p.x;
275 y = p.y; 331 y = p.y;
276 332
277 if (!dist [x][y]) 333 if (!dist [x][y])
278 { 334 {
279 // found new isolated area, make tunnel 335 // found new isolated area, make tunnel
280 if (!dirty)
281 push_flood_fill (dist, seeds, x, y); 336 push_flood_fill (dist, seeds, x, y);
282
283 make_tunnel (dist, seeds, x, y, 255); 337 make_tunnel (dist, seeds, x, y, 254, perturb);
284
285 if (dirty)
286 push_flood_fill (dist, seeds, x, y);
287 } 338 }
288 else 339 else
289 { 340 {
290 // nothing here, continue to expand 341 // nothing here, continue to expand
291 U8 d = U8 (dist [x][y]) + 1; 342 U8 d = U8 (dist [x][y]) + 1;
294 if (x > 0) maybe_push (dist, seeds, x - 1, y, d); 345 if (x > 0) maybe_push (dist, seeds, x - 1, y, d);
295 if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d); 346 if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d);
296 if (y > 0) maybe_push (dist, seeds, x, y - 1, d); 347 if (y > 0) maybe_push (dist, seeds, x, y - 1, d);
297 } 348 }
298 } 349 }
350}
351
352void
353layout::isolation_remover (int perturb)
354{
355 layout dist (w - 2, h - 2); // map without border
356
357 for (int x = 1; x < w - 1; ++x)
358 for (int y = 1; y < h - 1; ++y)
359 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0;
360
361 ::isolation_remover (dist, perturb);
299 362
300 // now copy the tunnels over 363 // now copy the tunnels over
301 for (int x = 0; x < w; ++x) 364 for (int x = 1; x < w - 1; ++x)
302 for (int y = 0; y < h; ++y) 365 for (int y = 1; y < h - 1; ++y)
303 if (data [x][y] == '#' && dist [x][y] == 1) 366 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1)
304 data [x][y] = 0; 367 data [x][y] = 0;
305}
306
307/////////////////////////////////////////////////////////////////////////////
308
309// inspired mostly by http://www.jimrandomh.org/misc/caves.txt
310void
311layout::gen_cave (int subtype)
312{
313 switch (subtype)
314 {
315 // a rough cave
316 case 0:
317 fill_rand (rmg_rndm (80, 95));
318 break;
319
320 // corridors
321 case 1:
322 fill_rand (rmg_rndm (5, 40));
323 erode_1_2 (5, 2, 10);
324 erode_1_2 (5, -1, 10);
325 erode_1_2 (5, 2, 1);
326 break;
327
328 // somewhat open, roundish
329 case 2:
330 fill_rand (45);
331 erode_1_2 (5, 0, 5);
332 erode_1_2 (5, 1, 1);
333 break;
334
335 // wide open, some room-like structures
336 case 3:
337 fill_rand (45);
338 erode_1_2 (5, 2, 4);
339 erode_1_2 (5, -1, 3);
340 break;
341 }
342
343 border ();
344 isolation_remover ();
345} 368}
346 369
347///////////////////////////////////////////////////////////////////////////// 370/////////////////////////////////////////////////////////////////////////////
348 371
349//+GPL 372//+GPL
351/* puts doors at appropriate locations in a maze. */ 374/* puts doors at appropriate locations in a maze. */
352void 375void
353layout::doorify () 376layout::doorify ()
354{ 377{
355 int ndoors = w * h / 60; /* reasonable number of doors. */ 378 int ndoors = w * h / 60; /* reasonable number of doors. */
356 int doorlocs = 0; /* # of available doorlocations */
357 379
358 uint16 *doorlist_x = salloc<uint16> (w * h); 380 coroapi::cede_to_tick ();
359 uint16 *doorlist_y = salloc<uint16> (w * h); 381
382 fixed_stack<point> doorloc (w * h);
360 383
361 /* make a list of possible door locations */ 384 /* make a list of possible door locations */
362 for (int i = 1; i < w - 1; i++) 385 for (int i = 1; i < w - 1; i++)
363 for (int j = 1; j < h - 1; j++) 386 for (int j = 1; j < h - 1; j++)
364 { 387 {
365 int sindex = surround_flag (*this, i, j); 388 int sindex = surround_flag (*this, i, j);
366 389
367 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 390 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
368 { 391 doorloc.push (point (i, j));
369 doorlist_x [doorlocs] = i;
370 doorlist_y [doorlocs] = j;
371 doorlocs++;
372 }
373 } 392 }
374 393
375 while (ndoors > 0 && doorlocs > 0) 394 while (ndoors && doorloc.size)
376 { 395 {
377 int di = rmg_rndm (doorlocs); 396 point p = doorloc.remove (rmg_rndm (doorloc.size));
378 int i = doorlist_x [di]; 397
379 int j = doorlist_y [di];
380 int sindex = surround_flag (*this, i, j); 398 int sindex = surround_flag (*this, p.x, p.y);
381 399
382 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 400 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
383 { 401 {
384 data [i][j] = 'D'; 402 data [p.x][p.y] = 'D';
385 ndoors--; 403 --ndoors;
386 } 404 }
387
388 /* reduce the size of the list */
389 doorlocs--;
390 doorlist_x[di] = doorlist_x [doorlocs];
391 doorlist_y[di] = doorlist_y [doorlocs];
392 } 405 }
393
394 sfree (doorlist_x, w * h);
395 sfree (doorlist_y, w * h);
396} 406}
397 407
398/* takes a map and makes it symmetric: adjusts Xsize and 408/* takes a map and makes it symmetric: adjusts Xsize and
399 * Ysize to produce a symmetric map. 409 * Ysize to produce a symmetric map.
400 */ 410 */
458//-GPL 468//-GPL
459 469
460void 470void
461layout::rotate (int rotation) 471layout::rotate (int rotation)
462{ 472{
473 coroapi::cede_to_tick ();
474
463 switch (rotation & 3) 475 switch (rotation & 3)
464 { 476 {
465 case 2: /* a reflection */ 477 case 2: /* a reflection */
466 { 478 {
467 layout new_layout (w, h); 479 layout new_layout (w, h);
522 * 1 match on (i+1, j) 534 * 1 match on (i+1, j)
523 * 2 match on (i, j+1) 535 * 2 match on (i, j+1)
524 * 4 match on (i+1, j+1) 536 * 4 match on (i+1, j+1)
525 * and the possible combinations thereof. 537 * and the possible combinations thereof.
526 */ 538 */
527static int noinline 539ecb_noinline static int
528calc_pattern (char ch, layout &maze, int i, int j) 540calc_pattern (char ch, layout &maze, int i, int j)
529{ 541{
530 int pattern = 0; 542 int pattern = 0;
531 543
532 if (i + 1 < maze.w && maze[i + 1][j] == ch) 544 if (i + 1 < maze.w && maze[i + 1][j] == ch)
619{ 631{
620 layout new_layout (w * 2 - 1, h * 2 - 1); 632 layout new_layout (w * 2 - 1, h * 2 - 1);
621 633
622 new_layout.clear (); 634 new_layout.clear ();
623 635
636 coroapi::cede_to_tick ();
637
624 for (int i = 0; i < w; i++) 638 for (int i = 0; i < w; i++)
625 for (int j = 0; j < h; j++) 639 for (int j = 0; j < h; j++)
626 switch (data [i][j]) 640 switch (data [i][j])
627 { 641 {
628 case '#': expand_wall (new_layout, i, j, *this); break; 642 case '#': expand_wall (new_layout, i, j, *this); break;
629 case 'D': expand_door (new_layout, i, j, *this); break; 643 case 'D': expand_door (new_layout, i, j, *this); break;
630 default: expand_misc (new_layout, i, j, *this); break; 644 default: expand_misc (new_layout, i, j, *this); break;
631 } 645 }
632 646
633 swap (new_layout); 647 swap (new_layout);
634} 648}
710 724
711 return -1; 725 return -1;
712} 726}
713 727
714int 728int
715make_wall (char **maze, int x, int y, int dir) 729make_wall (layout &maze, int x, int y, int dir)
716{ 730{
717 maze[x][y] = 'D'; /* mark a door */ 731 maze[x][y] = 'D'; /* mark a door */
718 732
719 switch (dir) 733 switch (dir)
720 { 734 {
737 751
738void 752void
739layout::roomify () 753layout::roomify ()
740{ 754{
741 int tries = w * h / 30; 755 int tries = w * h / 30;
756
757 coroapi::cede_to_tick ();
742 758
743 for (int ti = 0; ti < tries; ti++) 759 for (int ti = 0; ti < tries; ti++)
744 { 760 {
745 /* starting location for looking at creating a door */ 761 /* starting location for looking at creating a door */
746 int dx = rmg_rndm (w); 762 int dx = rmg_rndm (w);
769 else 785 else
770 make_wall (*this, dx, dy, 1); 786 make_wall (*this, dx, dy, 1);
771 } 787 }
772} 788}
773 789
790//-GPL
791
774///////////////////////////////////////////////////////////////////////////// 792/////////////////////////////////////////////////////////////////////////////
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
856static void
857gen_mixed_ (layout &maze, random_map_params *RP)
858{
859 if (maze.w > maze.h && maze.w > 16)
860 {
861 int m = rmg_rndm (8, maze.w - 8);
862
863 layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP);
864 layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP);
865 }
866 else if (maze.h > 16)
867 {
868 int m = rmg_rndm (8, maze.h - 8);
869
870 layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP);
871 layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP);
872 }
873 else
874 {
875 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1;
876
877 if (RP->map_layout_style == LAYOUT_MULTIPLE)
878 ++RP->map_layout_style;
879
880 maze.generate (RP);
881 }
882
883 coroapi::cede_to_tick ();
884}
885
886// recursive subdivision with random sublayouts
887static void
888gen_mixed (layout &maze, random_map_params *RP)
889{
890 random_map_params &rp = *new random_map_params (RP);
891 gen_mixed_ (maze, &rp);
892 delete &rp;
893
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
900 maze.isolation_remover (0);
901}
902
903//+GPL
775 904
776/* function selects the maze function and gives it whatever 905/* function selects the maze function and gives it whatever
777 arguments it needs. */ 906 arguments it needs. */
778void 907void
779layout::generate (random_map_params *RP) 908layout::generate (random_map_params *RP)
839 if (rmg_rndm (2)) 968 if (rmg_rndm (2))
840 doorify (); 969 doorify ();
841 970
842 break; 971 break;
843 972
973 case LAYOUT_CASTLE:
974 gen_castle ();
975
976 if (rmg_rndm (2))
977 doorify ();
978
979 break;
980
981 case LAYOUT_MULTIPLE:
982 gen_mixed (*this, RP);
983 break;
984
844 default: 985 default:
845 abort (); 986 abort ();
846 } 987 }
988}
847 989
848 /* rotate the maze randomly */ 990//-GPL
849 rotate (rmg_rndm (4));
850
851 symmetrize (RP->symmetry_used);
852 991
853#if 0 992#if 0
854 print ();//D 993static void
855#endif 994gen_village (layout &maze)
995{
996 maze.clear ();
997 maze.border ();
856 998
857 if (RP->expand2x) 999 for (int n = maze.w * maze.h / 200 + 1; n--; )
858 expand2x (); 1000 {
859} 1001 int rw = rmg_rndm (6, 10);
1002 int rh = rmg_rndm (6, 10);
860 1003
861//-GPL 1004 int rx = rmg_rndm (2, maze.w - rw - 2);
1005 int ry = rmg_rndm (2, maze.h - rh - 2);
862 1006
863#if 0 1007 maze.rect (rx, ry, rx + rw, ry + rh, '#');
1008 }
1009
1010 maze.border ();
1011 maze.isolation_remover (2);
1012}
1013
864static struct demo 1014static struct demo
865{ 1015{
866 demo () 1016 demo ()
867 { 1017 {
868 rmg_rndm.seed (time (0)); 1018 rmg_rndm.seed (time (0));
1019 extern void hack();hack ();
869 1020
870 for(int i=1;i<10;i) 1021 for(int i=1;i<100;i++)
871 { 1022 {
872 layout maze (10, 10); 1023 layout maze (40, 30);
873 maze.fill_rand (90); 1024 maze.fill_rand (99);
874 maze.border (); 1025 maze.border ();
875 maze.isolation_remover (); 1026 maze.isolation_remover (2);
876 maze.doorify ();
877 maze.symmetrize (rmg_rndm (2, 4));
878 maze.rotate (rmg_rndm (4));
879 maze.expand2x ();
880 maze.print (); 1027 maze.print ();
881 } 1028 }
882 1029
883 exit (1); 1030 exit (1);
884 } 1031 }

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