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Revision: 1.13
Committed: Sat Jul 3 01:52:52 2010 UTC (13 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +11 -14 lines
Log Message:
handle border in isolation remover wrapper

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 && !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
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 > 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
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.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