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Revision: 1.10
Committed: Sat Jul 3 00:39:57 2010 UTC (13 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +60 -48 lines
Log Message:
much more random pathing for isolation remover

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) Crossfire Development Team (restored, original file without copyright notice)
6 *
7 * 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 * Free Software Foundation, either version 3 of the License, or (at your
10 * option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * 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 * <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <random_map.h>
26 #include <rproto.h>
27
28 void
29 layout::alloc (int w, int h)
30 {
31 assert (sizeof (cell) == 1);
32
33 this->w = w;
34 this->h = h;
35
36 // we store the layout in a single contiguous memory layout
37 // first part consists of pointers to each column, followed
38 // by the actual columns (not rows!)
39 int size = (sizeof (cell *) + sizeof (cell) * h) * w;
40
41 data = (cell **)salloc<char> (size);
42
43 cell *p = (cell *)(data + w);
44
45 for (int x = w; x--; )
46 data [x] = p + x * h;
47 }
48
49 layout::layout (int w, int h)
50 {
51 alloc (w, h);
52 }
53
54 layout::layout (layout &copy)
55 {
56 alloc (copy.w, copy.h);
57
58 memcpy (data [0], copy.data [0], sizeof (cell) * h * w);
59 }
60
61 layout::~layout ()
62 {
63 int size = (sizeof (cell *) + sizeof (cell) * h) * w;
64
65 sfree ((char *)data, size);
66 }
67
68 void
69 layout::fill (char fill)
70 {
71 memset (data [0], fill, w * h);
72 }
73
74 void
75 layout::rect (int x1, int y1, int x2, int y2, char fill)
76 {
77 --x2;
78
79 memset (data [x1] + y1, fill, y2 - y1);
80 memset (data [x2] + y1, fill, y2 - y1);
81
82 while (++x1 < x2)
83 data [x1][y1] = data [x1][y2 - 1] = fill;
84 }
85
86 void
87 layout::fill_rect (int x1, int y1, int x2, int y2, char fill)
88 {
89 for (; x1 < x2; ++x1)
90 memset (data [x1] + y1, fill, y2 - y1);
91 }
92
93 void layout::border (char fill)
94 {
95 rect (0, 0, w, h, fill);
96 }
97
98 void
99 layout::fill_rand (int percent)
100 {
101 percent = lerp (percent, 0, 100, 0, 256);
102
103 for (int x = w - 1; --x > 0; )
104 for (int y = h - 1; --y > 0; )
105 data [x][y] = rmg_rndm (256) > percent ? 0 : '#';
106 }
107
108 /////////////////////////////////////////////////////////////////////////////
109
110 // erode by cellular automata
111 void
112 layout::erode_1_2 (int c1, int c2, int repeat)
113 {
114 layout neu (w, h);
115
116 while (repeat--)
117 {
118 for (int x = 0; x < w; ++x)
119 {
120 coroapi::cede_to_tick ();
121
122 for (int y = 0; y < h; ++y)
123 {
124 int n1 = 0, n2 = 0;
125
126 // a 5x5 area, dx, dy, distance (1 == <= 1, 0 <= 2)
127 static I8 dds[][3] = {
128 { -2, -1, 0 }, { -2, 0, 0 }, { -2, 1, 0 },
129 { -1, -2, 0 }, { -1, -1, 1 }, { -1, 0, 1 }, { -1, 1, 1 }, { -1, 2, 0 },
130 { 0, -2, 0 }, { 0, -1, 1 }, { 0, 0, 1 }, { 0, 1, 1 }, { 0, 2, 0 },
131 { 1, -2, 0 }, { 1, -1, 1 }, { 1, 0, 1 }, { 1, 1, 1 }, { 1, 2, 0 },
132 { 2, -1, 0 }, { 2, 0, 0 }, { 2, 1, 0 },
133 };
134
135 for (int i = array_length (dds); i--; )
136 {
137 int nx = x + dds [i][0];
138 int ny = y + dds [i][1];
139
140 if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny])
141 {
142 n1 += dds [i][2];
143 n2++;
144 }
145 }
146
147 neu [x][y] = n1 >= c1 || n2 <= c2 ? '#' : 0;
148 }
149 }
150
151 swap (neu);
152 }
153 }
154
155 /////////////////////////////////////////////////////////////////////////////
156
157 void
158 layout::print () const
159 {
160 for (int y = 0; y < h; y++)
161 {
162 for (int x = 0; x < w; x++)
163 {
164 U8 c = (U8)data [x][y];
165
166 if (!c)
167 c = ' ';
168 else if (c < 10)
169 c += '0';
170 else if (c < 32)
171 c += 'a' - 10;
172
173 putc ((char)c, stdout);
174 }
175
176 putc ('\n', stdout);
177 }
178
179 putc ('\n', stdout);
180 }
181
182 /////////////////////////////////////////////////////////////////////////////
183 // isolation remover - ensures single connected area
184
185 typedef fixed_stack<point> pointlist;
186
187 static void noinline
188 push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
189 {
190 if (dist [x][y])
191 return;
192
193 while (y > 0 && !dist [x][y - 1])
194 --y;
195
196 int y0 = y;
197
198 while (y < dist.h && !dist [x][y])
199 {
200 seeds.push (point (x, y));
201
202 dist [x][y] = 1;
203 ++y;
204 }
205
206 while (--y >= y0)
207 {
208 if (x > 0) push_flood_fill (dist, seeds, x - 1, y);
209 if (x < dist.w - 1) push_flood_fill (dist, seeds, x + 1, y);
210 }
211 }
212
213 static inline void
214 make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d)
215 {
216 for (;;)
217 {
218 point neigh[4];
219 int ncnt = 0;
220
221 if (x > 1 && U8 (dist [x - 1][y]) <= d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y);
222 if (x < dist.w - 2 && U8 (dist [x + 1][y]) <= d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y);
223 if (y > 1 && U8 (dist [x][y - 1]) <= d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1);
224 if (y < dist.h - 2 && U8 (dist [x][y + 1]) <= d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1);
225
226 if (!ncnt)
227 return;
228
229 point &p = neigh [rmg_rndm (ncnt)];
230
231 seeds.push (p);
232
233 x = p.x;
234 y = p.y;
235
236 d = dist [x][y];
237 dist [x][y] = 1;
238 }
239 }
240
241 static void inline
242 maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d)
243 {
244 char &D = dist [x][y];
245
246 if (U8 (D) > d) // if wall and higher distance, lower distance
247 D = d;
248 else if (D) // otherwise, if it's no room, this space is uninteresting
249 return;
250
251 seeds.push (point (x, y));
252 }
253
254 // isolation remover, works on a "distance" map
255 // the map must be initialised with 0 == rooms, 255 = walls
256 static void noinline
257 isolation_remover (layout &dist)
258 {
259 // dist contains
260 // 0 == invisited rooms
261 // 1 == visited rooms
262 // 2+ shortest distance to random near room
263
264 // phase 1, find seed
265 int cnt = 0;
266 int x, y;
267
268 for (int i = 0; i < dist.w; ++i)
269 for (int j = 0; j < dist.h; ++j)
270 if (!dist [i][j] && !rmg_rndm (++cnt))
271 x = i, y = j;
272
273 if (!cnt)
274 {
275 // map is completely massive, this is not good,
276 // so make it empty instead.
277 dist.clear ();
278 dist.border (255);
279 return;
280 }
281
282 fixed_stack<point> seeds (dist.w * dist.h * 5);
283
284 // found first free space - picking the first one gives
285 // us a slight bias for tunnels, but usually you won't
286 // notice that in-game
287 seeds.push (point (x, y));
288
289 // phase 2, while we have seeds, if
290 // seed is empty, floodfill, else grow
291
292 while (seeds.size)
293 {
294 coroapi::cede_to_tick ();
295
296 point p = seeds.remove (rmg_rndm (seeds.size));
297
298 x = p.x;
299 y = p.y;
300
301 if (!dist [x][y])
302 {
303 // found new isolated area, make tunnel
304 push_flood_fill (dist, seeds, x, y);
305 make_tunnel (dist, seeds, x, y, 255);
306 }
307 else
308 {
309 // nothing here, continue to expand
310 U8 d = U8 (dist [x][y]) + 1;
311
312 if (x < dist.w - 1) maybe_push (dist, seeds, x + 1, y, d);
313 if (x > 0) maybe_push (dist, seeds, x - 1, y, d);
314 if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d);
315 if (y > 0) maybe_push (dist, seeds, x, y - 1, d);
316 }
317 }
318 }
319
320 void
321 layout::isolation_remover ()
322 {
323 layout dist (w, h);
324
325 for (int x = 0; x < w; ++x)
326 for (int y = 0; y < h; ++y)
327 dist [x][y] = data [x][y] == '#' ? U8 (255) : 0;
328
329 ::isolation_remover (dist);
330
331 // now copy the tunnels over
332 for (int x = 0; x < w; ++x)
333 for (int y = 0; y < h; ++y)
334 if (data [x][y] == '#' && dist [x][y] == 1)
335 data [x][y] = 0;
336 }
337
338 /////////////////////////////////////////////////////////////////////////////
339
340 // inspired mostly by http://www.jimrandomh.org/misc/caves.txt
341 void
342 layout::gen_cave (int subtype)
343 {
344 switch (subtype)
345 {
346 // a rough cave
347 case 0:
348 fill_rand (rmg_rndm (85, 97));
349 break;
350
351 // corridors
352 case 1:
353 fill_rand (rmg_rndm (5, 40));
354 erode_1_2 (5, 2, 10);
355 erode_1_2 (5, -1, 10);
356 erode_1_2 (5, 2, 1);
357 break;
358
359 // somewhat open, roundish
360 case 2:
361 fill_rand (45);
362 erode_1_2 (5, 0, 5);
363 erode_1_2 (5, 1, 1);
364 break;
365
366 // wide open, some room-like structures
367 case 3:
368 fill_rand (45);
369 erode_1_2 (5, 2, 4);
370 erode_1_2 (5, -1, 3);
371 break;
372 }
373
374 border ();
375 isolation_remover ();
376 }
377
378 /////////////////////////////////////////////////////////////////////////////
379
380 //+GPL
381
382 /* puts doors at appropriate locations in a maze. */
383 void
384 layout::doorify ()
385 {
386 int ndoors = w * h / 60; /* reasonable number of doors. */
387 int doorlocs = 0; /* # of available doorlocations */
388
389 uint16 *doorlist_x = salloc<uint16> (w * h);
390 uint16 *doorlist_y = salloc<uint16> (w * h);
391
392 /* make a list of possible door locations */
393 for (int i = 1; i < w - 1; i++)
394 for (int j = 1; j < h - 1; j++)
395 {
396 int sindex = surround_flag (*this, i, j);
397
398 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
399 {
400 doorlist_x [doorlocs] = i;
401 doorlist_y [doorlocs] = j;
402 doorlocs++;
403 }
404 }
405
406 while (ndoors > 0 && doorlocs > 0)
407 {
408 int di = rmg_rndm (doorlocs);
409 int i = doorlist_x [di];
410 int j = doorlist_y [di];
411 int sindex = surround_flag (*this, i, j);
412
413 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
414 {
415 data [i][j] = 'D';
416 ndoors--;
417 }
418
419 /* reduce the size of the list */
420 doorlocs--;
421 doorlist_x[di] = doorlist_x [doorlocs];
422 doorlist_y[di] = doorlist_y [doorlocs];
423 }
424
425 sfree (doorlist_x, w * h);
426 sfree (doorlist_y, w * h);
427 }
428
429 /* takes a map and makes it symmetric: adjusts Xsize and
430 * Ysize to produce a symmetric map.
431 */
432 void
433 layout::symmetrize (int symmetry)
434 {
435 if (symmetry == SYMMETRY_NONE)
436 return;
437
438 layout sym_layout (
439 symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w,
440 symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h
441 );
442
443 if (symmetry == SYMMETRY_X)
444 for (int i = 0; i < sym_layout.w / 2 + 1; i++)
445 for (int j = 0; j < sym_layout.h; j++)
446 {
447 sym_layout[i ][j] =
448 sym_layout[sym_layout.w - i - 1][j] = data [i][j];
449 }
450
451 if (symmetry == SYMMETRY_Y)
452 for (int i = 0; i < sym_layout.w; i++)
453 for (int j = 0; j < sym_layout.h / 2 + 1; j++)
454 {
455 sym_layout[i][j ] =
456 sym_layout[i][sym_layout.h - j - 1] = data [i][j];
457 }
458
459 if (symmetry == SYMMETRY_XY)
460 for (int i = 0; i < sym_layout.w / 2 + 1; i++)
461 for (int j = 0; j < sym_layout.h / 2 + 1; j++)
462 {
463 sym_layout[i ][j ] =
464 sym_layout[i ][sym_layout.h - j - 1] =
465 sym_layout[sym_layout.w - i - 1][j ] =
466 sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j];
467 }
468
469 /* need to run the isolation remover for some layouts */
470 #if 0
471 switch (RP->map_layout_style)
472 {
473 case LAYOUT_ONION:
474 case LAYOUT_SNAKE:
475 case LAYOUT_SQUARE_SPIRAL:
476 // safe
477 break;
478
479 default:
480 sym_layout.isolation_remover ();
481 break;
482 }
483 #endif
484 sym_layout.isolation_remover ();
485
486 swap (sym_layout);
487 }
488
489 //-GPL
490
491 void
492 layout::rotate (int rotation)
493 {
494 switch (rotation & 3)
495 {
496 case 2: /* a reflection */
497 {
498 layout new_layout (w, h);
499
500 for (int i = 0; i < w; i++) /* copy a reflection back */
501 for (int j = 0; j < h; j++)
502 new_layout [i][j] = data [w - i - 1][h - j - 1];
503
504 swap (new_layout);
505 }
506 break;
507
508 case 1:
509 case 3:
510 {
511 layout new_layout (h, w);
512
513 if (rotation == 1) /* swap x and y */
514 for (int i = 0; i < w; i++)
515 for (int j = 0; j < h; j++)
516 new_layout [j][i] = data [i][j];
517
518 if (rotation == 3) /* swap x and y */
519 for (int i = 0; i < w; i++)
520 for (int j = 0; j < h; j++)
521 new_layout [j][i] = data [w - i - 1][h - j - 1];
522
523 swap (new_layout);
524 }
525 break;
526 }
527 }
528
529 /////////////////////////////////////////////////////////////////////////////
530
531 //+GPL
532
533 /*
534 * Expands a maze by 2x in each dimension.
535 * H. S. Teoh
536 */
537
538 /* Copy the old tile X into the new one at location (i*2, j*2) and
539 * fill up the rest of the 2x2 result with \0:
540 * X ---> X \0
541 * \0 \0
542 */
543 static void inline
544 expand_misc (layout &newlayout, int i, int j, layout &maze)
545 {
546 newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = maze[i][j];
547 /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that
548 * for us.) */
549 }
550
551 /* Returns a bitmap that represents which squares on the right and bottom
552 * edges of a square (i,j) match the given character:
553 * 1 match on (i+1, j)
554 * 2 match on (i, j+1)
555 * 4 match on (i+1, j+1)
556 * and the possible combinations thereof.
557 */
558 static int noinline
559 calc_pattern (char ch, layout &maze, int i, int j)
560 {
561 int pattern = 0;
562
563 if (i + 1 < maze.w && maze[i + 1][j] == ch)
564 pattern |= 1;
565
566 if (j + 1 < maze.h)
567 {
568 if (maze[i][j + 1] == ch)
569 pattern |= 2;
570
571 if (i + 1 < maze.w && maze[i + 1][j + 1] == ch)
572 pattern |= 4;
573 }
574
575 return pattern;
576 }
577
578 /* Expand a wall. This function will try to sensibly connect the resulting
579 * wall to adjacent wall squares, so that the result won't have disconnected
580 * walls.
581 */
582 static void inline
583 expand_wall (layout &newlayout, int i, int j, layout &maze)
584 {
585 int wall_pattern = calc_pattern ('#', maze, i, j);
586 int door_pattern = calc_pattern ('D', maze, i, j);
587 int both_pattern = wall_pattern | door_pattern;
588
589 newlayout[i * 2][j * 2] = '#';
590
591 if (i + 1 < maze.w)
592 {
593 if (both_pattern & 1)
594 { /* join walls/doors to the right */
595 /* newlayout[i*2+1][j*2] = '#'; */
596 newlayout[i * 2 + 1][j * 2] = maze[i + 1][j];
597 }
598 }
599
600 if (j + 1 < maze.h)
601 {
602 if (both_pattern & 2)
603 { /* join walls/doors to the bottom */
604 /* newlayout[i*2][j*2+1] = '#'; */
605 newlayout[i * 2][j * 2 + 1] = maze[i][j + 1];
606 }
607
608 if (wall_pattern == 7)
609 { /* if orig maze is a 2x2 wall block,
610 * we fill the result with walls. */
611 newlayout[i * 2 + 1][j * 2 + 1] = '#';
612 }
613 }
614 }
615
616 /* This function will try to sensibly connect doors so that they meet up with
617 * adjacent walls. Note that it will also presumptuously delete (ignore) doors
618 * that it doesn't know how to correctly expand.
619 */
620 static void inline
621 expand_door (layout &newlayout, int i, int j, layout &maze)
622 {
623 int wall_pattern = calc_pattern ('#', maze, i, j);
624 int door_pattern = calc_pattern ('D', maze, i, j);
625 int join_pattern;
626
627 /* Doors "like" to connect to walls more than other doors. If there is
628 * a wall and another door, this door will connect to the wall and
629 * disconnect from the other door. */
630 if (wall_pattern & 3)
631 join_pattern = wall_pattern;
632 else
633 join_pattern = door_pattern;
634
635 newlayout[i * 2][j * 2] = 'D';
636
637 if (i + 1 < maze.w)
638 if (join_pattern & 1)
639 /* there is a door/wall to the right */
640 newlayout[i * 2 + 1][j * 2] = 'D';
641
642 if (j + 1 < maze.h)
643 if (join_pattern & 2)
644 /* there is a door/wall below */
645 newlayout[i * 2][j * 2 + 1] = 'D';
646 }
647
648 void
649 layout::expand2x ()
650 {
651 layout new_layout (w * 2 - 1, h * 2 - 1);
652
653 new_layout.clear ();
654
655 for (int i = 0; i < w; i++)
656 for (int j = 0; j < h; j++)
657 switch (data [i][j])
658 {
659 case '#': expand_wall (new_layout, i, j, *this); break;
660 case 'D': expand_door (new_layout, i, j, *this); break;
661 default: expand_misc (new_layout, i, j, *this); break;
662 }
663
664 swap (new_layout);
665 }
666
667 /////////////////////////////////////////////////////////////////////////////
668
669 /* checks the maze to see if I can stick a horizontal(dir = 0) wall
670 (or vertical, dir == 1)
671 here which ends up on other walls sensibly. */
672 static int
673 can_make_wall (const layout &maze, int dx, int dy, int dir)
674 {
675 int i1;
676 int length = 0;
677
678 /* dont make walls if we're on the edge. */
679 if (dx == 0 || dx == (maze.w - 1) || dy == 0 || dy == (maze.h - 1))
680 return -1;
681
682 /* don't make walls if we're ON a wall. */
683 if (maze [dx][dy] != 0)
684 return -1;
685
686 if (dir == 0) /* horizontal */
687 {
688 int y = dy;
689
690 for (i1 = dx - 1; i1 > 0; i1--)
691 {
692 int sindex = surround_flag2 (maze, i1, y);
693
694 if (sindex == 1) break;
695 if (sindex != 0) return -1; /* can't make horiz. wall here */
696 if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
697
698 length++;
699 }
700
701 for (i1 = dx + 1; i1 < maze.w - 1; i1++)
702 {
703 int sindex = surround_flag2 (maze, i1, y);
704
705 if (sindex == 2) break;
706 if (sindex != 0) return -1; /* can't make horiz. wall here */
707 if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
708
709 length++;
710 }
711 return length;
712 }
713 else
714 { /* vertical */
715 int x = dx;
716
717 for (i1 = dy - 1; i1 > 0; i1--)
718 {
719 int sindex = surround_flag2 (maze, x, i1);
720
721 if (sindex == 4) break;
722 if (sindex != 0) return -1; /* can't make vert. wall here */
723 if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
724
725 length++;
726 }
727
728 for (i1 = dy + 1; i1 < maze.h - 1; i1++)
729 {
730 int sindex = surround_flag2 (maze, x, i1);
731
732 if (sindex == 8) break;
733 if (sindex != 0) return -1; /* can't make verti. wall here */
734 if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
735
736 length++;
737 }
738
739 return length;
740 }
741
742 return -1;
743 }
744
745 int
746 make_wall (char **maze, int x, int y, int dir)
747 {
748 maze[x][y] = 'D'; /* mark a door */
749
750 switch (dir)
751 {
752 case 0: /* horizontal */
753 {
754 for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
755 for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
756 break;
757 }
758 case 1: /* vertical */
759 {
760 for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
761 for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
762 break;
763 }
764 }
765
766 return 0;
767 }
768
769 void
770 layout::roomify ()
771 {
772 int tries = w * h / 30;
773
774 for (int ti = 0; ti < tries; ti++)
775 {
776 /* starting location for looking at creating a door */
777 int dx = rmg_rndm (w);
778 int dy = rmg_rndm (h);
779
780 /* results of checking on creating walls. */
781 int cx = can_make_wall (*this, dx, dy, 0); /* horizontal */
782 int cy = can_make_wall (*this, dx, dy, 1); /* vertical */
783
784 if (cx == -1)
785 {
786 if (cy != -1)
787 make_wall (*this, dx, dy, 1);
788
789 continue;
790 }
791
792 if (cy == -1)
793 {
794 make_wall (*this, dx, dy, 0);
795 continue;
796 }
797
798 if (cx < cy)
799 make_wall (*this, dx, dy, 0);
800 else
801 make_wall (*this, dx, dy, 1);
802 }
803 }
804
805 /////////////////////////////////////////////////////////////////////////////
806
807 /* function selects the maze function and gives it whatever
808 arguments it needs. */
809 void
810 layout::generate (random_map_params *RP)
811 {
812 switch (RP->map_layout_style)
813 {
814 case LAYOUT_ONION:
815 map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2);
816
817 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
818 roomify ();
819
820 break;
821
822 case LAYOUT_MAZE:
823 maze_gen (*this, RP->get_iv ("maze_type", rmg_rndm (4)));
824
825 if (rmg_rndm (2))
826 doorify ();
827
828 break;
829
830 case LAYOUT_SPIRAL:
831 map_gen_spiral (*this, RP->layoutoptions1);
832
833 if (rmg_rndm (2))
834 doorify ();
835
836 break;
837
838 case LAYOUT_ROGUELIKE:
839 /* Don't put symmetry in rogue maps. There isn't much reason to
840 * do so in the first place (doesn't make it any more interesting),
841 * but more importantly, the symmetry code presumes we are symmetrizing
842 * spirals, or maps with lots of passages - making a symmetric rogue
843 * map fails because its likely that the passages the symmetry process
844 * creates may not connect the rooms.
845 */
846 RP->symmetry_used = SYMMETRY_NONE;
847 roguelike_layout_gen (*this, RP->layoutoptions1);
848 /* no doorifying... done already */
849 break;
850
851 case LAYOUT_SNAKE:
852 make_snake_layout (*this, RP->layoutoptions1);
853
854 if (rmg_rndm (2))
855 roomify ();
856
857 break;
858
859 case LAYOUT_SQUARE_SPIRAL:
860 make_square_spiral_layout (*this, RP->layoutoptions1);
861
862 if (rmg_rndm (2))
863 roomify ();
864
865 break;
866
867 case LAYOUT_CAVE:
868 gen_cave (RP->get_iv ("cave_type", rmg_rndm (4)));
869
870 if (rmg_rndm (2))
871 doorify ();
872
873 break;
874
875 default:
876 abort ();
877 }
878
879 /* rotate the maze randomly */
880 rotate (rmg_rndm (4));
881
882 symmetrize (RP->symmetry_used);
883
884 #if 0
885 print ();//D
886 #endif
887
888 if (RP->expand2x)
889 expand2x ();
890 }
891
892 //-GPL
893
894 #if 0
895 static struct demo
896 {
897 demo ()
898 {
899 rmg_rndm.seed (time (0));
900
901 for(int i=1;i<100;i++)
902 {
903 layout maze (40, 25);
904 maze.fill_rand (85);
905 maze.border ();
906 maze.isolation_remover ();
907 maze.print ();
908 }
909
910 exit (1);
911 }
912 } demo;
913 #endif