… | |
… | |
72 | } |
72 | } |
73 | |
73 | |
74 | void |
74 | void |
75 | 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) |
76 | { |
76 | { |
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77 | --x2; |
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78 | |
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79 | memset (data [x1] + y1, fill, y2 - y1); |
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80 | memset (data [x2] + y1, fill, y2 - y1); |
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81 | |
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82 | while (++x1 < x2) |
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83 | data [x1][y1] = data [x1][y2 - 1] = fill; |
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84 | } |
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85 | |
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86 | void |
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87 | layout::fill_rect (int x1, int y1, int x2, int y2, char fill) |
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88 | { |
77 | for (; x1 < x2; ++x1) |
89 | for (; x1 < x2; ++x1) |
78 | memset (data [x1] + y1, fill, y2 - y1); |
90 | memset (data [x1] + y1, fill, y2 - y1); |
79 | } |
91 | } |
80 | |
92 | |
81 | void layout::border (char fill) |
93 | void layout::border (char fill) |
82 | { |
94 | { |
83 | for (int i = 0; i < w; i++) data [i][0] = data [i][h - 1] = fill; |
95 | rect (0, 0, w, h, fill); |
84 | for (int j = 0; j < h; j++) data [0][j] = data [w - 1][j] = fill; |
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85 | } |
96 | } |
86 | |
97 | |
87 | void |
98 | void |
88 | layout::fill_rand (int percent) |
99 | layout::fill_rand (int percent) |
89 | { |
100 | { |
… | |
… | |
171 | ///////////////////////////////////////////////////////////////////////////// |
182 | ///////////////////////////////////////////////////////////////////////////// |
172 | // isolation remover - ensures single connected area |
183 | // isolation remover - ensures single connected area |
173 | |
184 | |
174 | typedef fixed_stack<point> pointlist; |
185 | typedef fixed_stack<point> pointlist; |
175 | |
186 | |
176 | static noinline void |
187 | static void noinline |
177 | push_flood_fill (layout &dist, pointlist &seeds, int x, int y) |
188 | push_flood_fill (layout &dist, pointlist &seeds, int x, int y) |
178 | { |
189 | { |
179 | if (dist [x][y]) |
190 | if (dist [x][y]) |
180 | return; |
191 | return; |
181 | |
192 | |
… | |
… | |
202 | static inline void |
213 | static inline void |
203 | make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d) |
214 | make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d) |
204 | { |
215 | { |
205 | for (;;) |
216 | for (;;) |
206 | { |
217 | { |
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218 | point neigh[4]; |
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219 | int ncnt = 0; |
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220 | |
207 | if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) |
221 | if (x > 1 && U8 (dist [x - 1][y]) <= d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y); |
208 | --x; |
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209 | else if (x < dist.w - 2 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) |
222 | if (x < dist.w - 2 && U8 (dist [x + 1][y]) <= d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y); |
210 | ++x; |
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211 | else if (y > 1 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) |
223 | if (y > 1 && U8 (dist [x][y - 1]) <= d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1); |
212 | --y; |
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213 | else if (y < dist.h - 2 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) |
224 | if (y < dist.h - 2 && U8 (dist [x][y + 1]) <= d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1); |
214 | ++y; |
225 | |
215 | else |
226 | if (!ncnt) |
216 | break; |
227 | return; |
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228 | |
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229 | point &p = neigh [rmg_rndm (ncnt)]; |
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230 | |
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231 | seeds.push (p); |
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232 | |
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233 | x = p.x; |
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234 | y = p.y; |
217 | |
235 | |
218 | d = dist [x][y]; |
236 | d = dist [x][y]; |
219 | dist [x][y] = 1; |
237 | dist [x][y] = 1; |
220 | seeds.push (point (x, y)); |
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221 | } |
238 | } |
222 | } |
239 | } |
223 | |
240 | |
224 | static void inline |
241 | static void inline |
225 | maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d) |
242 | maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d) |
… | |
… | |
232 | return; |
249 | return; |
233 | |
250 | |
234 | seeds.push (point (x, y)); |
251 | seeds.push (point (x, y)); |
235 | } |
252 | } |
236 | |
253 | |
237 | void |
254 | // isolation remover, works on a "distance" map |
238 | layout::isolation_remover (bool dirty) |
255 | // the map must be initialised with 0 == rooms, 255 = walls |
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256 | static void noinline |
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257 | isolation_remover (layout &dist) |
239 | { |
258 | { |
240 | layout dist (w, h); |
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241 | |
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242 | // dist contains |
259 | // dist contains |
243 | // 0 == invisited rooms |
260 | // 0 == invisited rooms |
244 | // 1 == visited rooms |
261 | // 1 == visited rooms |
245 | // 2+ shortest distance to random near room |
262 | // 2+ shortest distance to random near room |
246 | |
263 | |
247 | // phase 1, initialise dist array, find seed |
264 | // phase 1, find seed |
248 | int cnt = 0; |
265 | int cnt = 0; |
249 | int x, y; |
266 | int x, y; |
250 | |
267 | |
251 | for (int i = 0; i < w; ++i) |
268 | for (int i = 0; i < dist.w; ++i) |
252 | for (int j = 0; j < h; ++j) |
269 | for (int j = 0; j < dist.h; ++j) |
253 | { |
270 | if (!dist [i][j] && !rmg_rndm (++cnt)) |
254 | if (data [i][j] == '#') |
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255 | dist [i][j] = U8 (255); |
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256 | else |
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257 | { |
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258 | dist [i][j] = 0; |
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259 | if (!rmg_rndm (++cnt)) |
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260 | x = i, y = j; |
271 | x = i, y = j; |
261 | } |
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262 | } |
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263 | |
272 | |
264 | if (!cnt) |
273 | if (!cnt) |
265 | { |
274 | { |
266 | // map is completely massive, this is not good, |
275 | // map is completely massive, this is not good, |
267 | // so make it empty instead. |
276 | // so make it empty instead. |
268 | clear (); |
277 | dist.clear (); |
269 | border (); |
278 | dist.border (255); |
270 | return; |
279 | return; |
271 | } |
280 | } |
272 | |
281 | |
273 | fixed_stack<point> seeds (w * h * 5); |
282 | fixed_stack<point> seeds (dist.w * dist.h * 5); |
274 | |
283 | |
275 | // found first free space - picking the first one gives |
284 | // found first free space - picking the first one gives |
276 | // us a slight bias for tunnels, but usually you won't |
285 | // us a slight bias for tunnels, but usually you won't |
277 | // notice that in-game |
286 | // notice that in-game |
278 | seeds.push (point (x, y)); |
287 | seeds.push (point (x, y)); |
… | |
… | |
290 | y = p.y; |
299 | y = p.y; |
291 | |
300 | |
292 | if (!dist [x][y]) |
301 | if (!dist [x][y]) |
293 | { |
302 | { |
294 | // found new isolated area, make tunnel |
303 | // found new isolated area, make tunnel |
295 | if (!dirty) |
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296 | push_flood_fill (dist, seeds, x, y); |
304 | push_flood_fill (dist, seeds, x, y); |
297 | |
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298 | make_tunnel (dist, seeds, x, y, 255); |
305 | make_tunnel (dist, seeds, x, y, 255); |
299 | |
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300 | if (dirty) |
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301 | push_flood_fill (dist, seeds, x, y); |
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302 | } |
306 | } |
303 | else |
307 | else |
304 | { |
308 | { |
305 | // nothing here, continue to expand |
309 | // nothing here, continue to expand |
306 | U8 d = U8 (dist [x][y]) + 1; |
310 | U8 d = U8 (dist [x][y]) + 1; |
… | |
… | |
309 | if (x > 0) maybe_push (dist, seeds, x - 1, y, d); |
313 | if (x > 0) maybe_push (dist, seeds, x - 1, y, d); |
310 | if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d); |
314 | if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d); |
311 | if (y > 0) maybe_push (dist, seeds, x, y - 1, d); |
315 | if (y > 0) maybe_push (dist, seeds, x, y - 1, d); |
312 | } |
316 | } |
313 | } |
317 | } |
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318 | } |
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319 | |
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320 | void |
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321 | layout::isolation_remover () |
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322 | { |
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323 | layout dist (w, h); |
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324 | |
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325 | for (int x = 0; x < w; ++x) |
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326 | for (int y = 0; y < h; ++y) |
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327 | dist [x][y] = data [x][y] == '#' ? U8 (255) : 0; |
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328 | |
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329 | ::isolation_remover (dist); |
314 | |
330 | |
315 | // now copy the tunnels over |
331 | // now copy the tunnels over |
316 | for (int x = 0; x < w; ++x) |
332 | for (int x = 0; x < w; ++x) |
317 | for (int y = 0; y < h; ++y) |
333 | for (int y = 0; y < h; ++y) |
318 | if (data [x][y] == '#' && dist [x][y] == 1) |
334 | if (data [x][y] == '#' && dist [x][y] == 1) |
… | |
… | |
327 | { |
343 | { |
328 | switch (subtype) |
344 | switch (subtype) |
329 | { |
345 | { |
330 | // a rough cave |
346 | // a rough cave |
331 | case 0: |
347 | case 0: |
332 | fill_rand (rmg_rndm (80, 95)); |
348 | fill_rand (rmg_rndm (85, 97)); |
333 | break; |
349 | break; |
334 | |
350 | |
335 | // corridors |
351 | // corridors |
336 | case 1: |
352 | case 1: |
337 | fill_rand (rmg_rndm (5, 40)); |
353 | fill_rand (rmg_rndm (5, 40)); |
… | |
… | |
880 | { |
896 | { |
881 | demo () |
897 | demo () |
882 | { |
898 | { |
883 | rmg_rndm.seed (time (0)); |
899 | rmg_rndm.seed (time (0)); |
884 | |
900 | |
885 | for(int i=1;i<10;i) |
901 | for(int i=1;i<100;i++) |
886 | { |
902 | { |
887 | layout maze (10, 10); |
903 | layout maze (40, 25); |
888 | maze.fill_rand (90); |
904 | maze.fill_rand (85); |
889 | maze.border (); |
905 | maze.border (); |
890 | maze.isolation_remover (); |
906 | maze.isolation_remover (); |
891 | maze.doorify (); |
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892 | maze.symmetrize (rmg_rndm (2, 4)); |
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893 | maze.rotate (rmg_rndm (4)); |
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894 | maze.expand2x (); |
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895 | maze.print (); |
907 | maze.print (); |
896 | } |
908 | } |
897 | |
909 | |
898 | exit (1); |
910 | exit (1); |
899 | } |
911 | } |