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