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Revision: 1.16
Committed: Sat Jul 3 11:52:11 2010 UTC (13 years, 10 months ago) by root
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Branch: MAIN
Changes since 1.15: +39 -40 lines
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# 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 size = (sizeof (cell *) + sizeof (cell) * h) * w;
40 data = (cell **)salloc<char> (size);
41
42 cell *p = (cell *)(data + w);
43
44 for (int x = 0; x < w; ++x)
45 data [x] = p + x * h;
46 }
47
48 layout::layout (int w, int h)
49 {
50 alloc (w, h);
51 }
52
53 layout::layout (layout &copy)
54 {
55 alloc (copy.w, copy.h);
56
57 memcpy (data [0], copy.data [0], sizeof (cell) * h * w);
58 }
59
60 layout::layout (layout &orig, int x1, int y1, int x2, int y2)
61 {
62 w = x2 - x1;
63 h = y2 - y1;
64
65 // we only allocate space for the pointers
66 size = sizeof (cell *) * w;
67 data = (cell **)salloc<char> (size);
68
69 // and now we point back into the original layout
70 for (int x = 0; x < w; ++x)
71 data [x] = orig.data [x + x1] + y1;
72 }
73
74 layout::~layout ()
75 {
76 sfree ((char *)data, size);
77 }
78
79 void
80 layout::fill (char fill)
81 {
82 //memset (data [0], fill, w * h); // only when contiguous :/
83 fill_rect (0, 0, w, h, fill);
84 }
85
86 void
87 layout::rect (int x1, int y1, int x2, int y2, char fill)
88 {
89 --x2;
90
91 memset (data [x1] + y1, fill, y2 - y1);
92 memset (data [x2] + y1, fill, y2 - y1);
93
94 while (++x1 < x2)
95 data [x1][y1] = data [x1][y2 - 1] = fill;
96 }
97
98 void
99 layout::fill_rect (int x1, int y1, int x2, int y2, char fill)
100 {
101 for (; x1 < x2; ++x1)
102 memset (data [x1] + y1, fill, y2 - y1);
103 }
104
105 void layout::border (char fill)
106 {
107 rect (0, 0, w, h, fill);
108 }
109
110 void
111 layout::fill_rand (int percent)
112 {
113 percent = lerp (percent, 0, 100, 0, 256);
114
115 for (int x = w - 1; --x > 0; )
116 for (int y = h - 1; --y > 0; )
117 data [x][y] = rmg_rndm (256) > percent ? 0 : '#';
118 }
119
120 /////////////////////////////////////////////////////////////////////////////
121
122 // erode by cellular automata
123 void
124 layout::erode_1_2 (int c1, int c2, int repeat)
125 {
126 layout neu (w, h);
127
128 while (repeat--)
129 {
130 for (int x = 0; x < w; ++x)
131 {
132 coroapi::cede_to_tick ();
133
134 for (int y = 0; y < h; ++y)
135 {
136 int n1 = 0, n2 = 0;
137
138 // a 5x5 area, dx, dy, distance (1 == <= 1, 0 <= 2)
139 static I8 dds[][3] = {
140 { -2, -1, 0 }, { -2, 0, 0 }, { -2, 1, 0 },
141 { -1, -2, 0 }, { -1, -1, 1 }, { -1, 0, 1 }, { -1, 1, 1 }, { -1, 2, 0 },
142 { 0, -2, 0 }, { 0, -1, 1 }, { 0, 0, 1 }, { 0, 1, 1 }, { 0, 2, 0 },
143 { 1, -2, 0 }, { 1, -1, 1 }, { 1, 0, 1 }, { 1, 1, 1 }, { 1, 2, 0 },
144 { 2, -1, 0 }, { 2, 0, 0 }, { 2, 1, 0 },
145 };
146
147 for (int i = array_length (dds); i--; )
148 {
149 int nx = x + dds [i][0];
150 int ny = y + dds [i][1];
151
152 if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny])
153 {
154 n1 += dds [i][2];
155 n2++;
156 }
157 }
158
159 neu [x][y] = n1 >= c1 || n2 <= c2 ? '#' : 0;
160 }
161 }
162
163 swap (neu);
164 }
165 }
166
167 /////////////////////////////////////////////////////////////////////////////
168
169 void
170 layout::print () const
171 {
172 for (int y = 0; y < h; y++)
173 {
174 for (int x = 0; x < w; x++)
175 {
176 U8 c = (U8)data [x][y];
177
178 if (!c)
179 c = ' ';
180 else if (c < 10)
181 c += '0';
182 else if (c < 32)
183 c += 'a' - 10;
184
185 putc ((char)c, stdout);
186 }
187
188 putc ('\n', stdout);
189 }
190
191 putc ('\n', stdout);
192 }
193
194 /////////////////////////////////////////////////////////////////////////////
195 // isolation remover - ensures single connected area
196
197 typedef fixed_stack<point> pointlist;
198
199 static void noinline
200 push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
201 {
202 if (dist [x][y])
203 return;
204
205 while (y > 0 && !dist [x][y - 1])
206 --y;
207
208 int y0 = y;
209
210 while (y < dist.h && !dist [x][y])
211 {
212 seeds.push (point (x, y));
213
214 dist [x][y] = 1;
215 ++y;
216 }
217
218 while (--y >= y0)
219 {
220 if (x > 0 && !dist [x - 1][y]) push_flood_fill (dist, seeds, x - 1, y);
221 if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y);
222 }
223 }
224
225 static inline void
226 make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d)
227 {
228 for (;;)
229 {
230 point neigh[4];
231 int ncnt = 0;
232
233 if (x > 0 && U8 (dist [x - 1][y]) <= d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y);
234 if (x < dist.w - 1 && U8 (dist [x + 1][y]) <= d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y);
235 if (y > 0 && U8 (dist [x][y - 1]) <= d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1);
236 if (y < dist.h - 1 && U8 (dist [x][y + 1]) <= d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1);
237
238 if (!ncnt)
239 return;
240
241 point &p = neigh [rmg_rndm (ncnt)];
242
243 seeds.push (p);
244
245 x = p.x;
246 y = p.y;
247
248 d = dist [x][y];
249 dist [x][y] = 1;
250 }
251 }
252
253 static void inline
254 maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d)
255 {
256 char &D = dist [x][y];
257
258 if (U8 (D) > d) // if wall and higher distance, lower distance
259 D = d;
260 else if (D) // otherwise, if it's no room, this space is uninteresting
261 return;
262
263 seeds.push (point (x, y));
264 }
265
266 // isolation remover, works on a "distance" map
267 // the map must be initialised with 0 == rooms, 255 = walls
268 static void noinline
269 isolation_remover (layout &dist)
270 {
271 // dist contains
272 // 0 == invisited rooms
273 // 1 == visited rooms
274 // 2+ shortest distance to random near room
275
276 // phase 1, find seed
277 int cnt = 0;
278 int x, y;
279
280 for (int i = 0; i < dist.w; ++i)
281 for (int j = 0; j < dist.h; ++j)
282 if (!dist [i][j] && !rmg_rndm (++cnt))
283 x = i, y = j;
284
285 if (!cnt)
286 {
287 // map is completely massive, this is not good,
288 // so make it empty instead.
289 dist.fill (1);
290 return;
291 }
292
293 fixed_stack<point> seeds (dist.w * dist.h * 5);
294
295 // found first free space - picking the first one gives
296 // us a slight bias for tunnels, but usually you won't
297 // notice that in-game
298 seeds.push (point (x, y));
299
300 // phase 2, while we have seeds, if
301 // seed is empty, floodfill, else grow
302
303 while (seeds.size)
304 {
305 coroapi::cede_to_tick ();
306
307 point p = seeds.remove (rmg_rndm (seeds.size));
308
309 x = p.x;
310 y = p.y;
311
312 if (!dist [x][y])
313 {
314 // found new isolated area, make tunnel
315 push_flood_fill (dist, seeds, x, y);
316 make_tunnel (dist, seeds, x, y, 255);
317 }
318 else
319 {
320 // nothing here, continue to expand
321 U8 d = U8 (dist [x][y]) + 1;
322
323 if (x < dist.w - 1) maybe_push (dist, seeds, x + 1, y, d);
324 if (x > 0) maybe_push (dist, seeds, x - 1, y, d);
325 if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d);
326 if (y > 0) maybe_push (dist, seeds, x, y - 1, d);
327 }
328 }
329 }
330
331 void
332 layout::isolation_remover ()
333 {
334 layout dist (w - 2, h - 2); // map without border
335
336 for (int x = 1; x < w - 1; ++x)
337 for (int y = 1; y < h - 1; ++y)
338 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0;
339
340 ::isolation_remover (dist);
341
342 // now copy the tunnels over
343 for (int x = 1; x < w - 1; ++x)
344 for (int y = 1; y < h - 1; ++y)
345 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1)
346 data [x][y] = 0;
347 }
348
349 /////////////////////////////////////////////////////////////////////////////
350
351 //+GPL
352
353 /* puts doors at appropriate locations in a maze. */
354 void
355 layout::doorify ()
356 {
357 int ndoors = w * h / 60; /* reasonable number of doors. */
358 int doorlocs = 0; /* # of available doorlocations */
359
360 uint16 *doorlist_x = salloc<uint16> (w * h);
361 uint16 *doorlist_y = salloc<uint16> (w * h);
362
363 /* make a list of possible door locations */
364 for (int i = 1; i < w - 1; i++)
365 for (int j = 1; j < h - 1; j++)
366 {
367 int sindex = surround_flag (*this, i, j);
368
369 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
370 {
371 doorlist_x [doorlocs] = i;
372 doorlist_y [doorlocs] = j;
373 doorlocs++;
374 }
375 }
376
377 while (ndoors > 0 && doorlocs > 0)
378 {
379 int di = rmg_rndm (doorlocs);
380 int i = doorlist_x [di];
381 int j = doorlist_y [di];
382 int sindex = surround_flag (*this, i, j);
383
384 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
385 {
386 data [i][j] = 'D';
387 ndoors--;
388 }
389
390 /* reduce the size of the list */
391 doorlocs--;
392 doorlist_x[di] = doorlist_x [doorlocs];
393 doorlist_y[di] = doorlist_y [doorlocs];
394 }
395
396 sfree (doorlist_x, w * h);
397 sfree (doorlist_y, w * h);
398 }
399
400 /* takes a map and makes it symmetric: adjusts Xsize and
401 * Ysize to produce a symmetric map.
402 */
403 void
404 layout::symmetrize (int symmetry)
405 {
406 if (symmetry == SYMMETRY_NONE)
407 return;
408
409 layout sym_layout (
410 symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w,
411 symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h
412 );
413
414 if (symmetry == SYMMETRY_X)
415 for (int i = 0; i < sym_layout.w / 2 + 1; i++)
416 for (int j = 0; j < sym_layout.h; j++)
417 {
418 sym_layout[i ][j] =
419 sym_layout[sym_layout.w - i - 1][j] = data [i][j];
420 }
421
422 if (symmetry == SYMMETRY_Y)
423 for (int i = 0; i < sym_layout.w; i++)
424 for (int j = 0; j < sym_layout.h / 2 + 1; j++)
425 {
426 sym_layout[i][j ] =
427 sym_layout[i][sym_layout.h - j - 1] = data [i][j];
428 }
429
430 if (symmetry == SYMMETRY_XY)
431 for (int i = 0; i < sym_layout.w / 2 + 1; i++)
432 for (int j = 0; j < sym_layout.h / 2 + 1; j++)
433 {
434 sym_layout[i ][j ] =
435 sym_layout[i ][sym_layout.h - j - 1] =
436 sym_layout[sym_layout.w - i - 1][j ] =
437 sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j];
438 }
439
440 /* need to run the isolation remover for some layouts */
441 #if 0
442 switch (RP->map_layout_style)
443 {
444 case LAYOUT_ONION:
445 case LAYOUT_SNAKE:
446 case LAYOUT_SQUARE_SPIRAL:
447 // safe
448 break;
449
450 default:
451 sym_layout.isolation_remover ();
452 break;
453 }
454 #endif
455 sym_layout.isolation_remover ();
456
457 swap (sym_layout);
458 }
459
460 //-GPL
461
462 void
463 layout::rotate (int rotation)
464 {
465 switch (rotation & 3)
466 {
467 case 2: /* a reflection */
468 {
469 layout new_layout (w, h);
470
471 for (int i = 0; i < w; i++) /* copy a reflection back */
472 for (int j = 0; j < h; j++)
473 new_layout [i][j] = data [w - i - 1][h - j - 1];
474
475 swap (new_layout);
476 }
477 break;
478
479 case 1:
480 case 3:
481 {
482 layout new_layout (h, w);
483
484 if (rotation == 1) /* swap x and y */
485 for (int i = 0; i < w; i++)
486 for (int j = 0; j < h; j++)
487 new_layout [j][i] = data [i][j];
488
489 if (rotation == 3) /* swap x and y */
490 for (int i = 0; i < w; i++)
491 for (int j = 0; j < h; j++)
492 new_layout [j][i] = data [w - i - 1][h - j - 1];
493
494 swap (new_layout);
495 }
496 break;
497 }
498 }
499
500 /////////////////////////////////////////////////////////////////////////////
501
502 //+GPL
503
504 /*
505 * Expands a maze by 2x in each dimension.
506 * H. S. Teoh
507 */
508
509 /* Copy the old tile X into the new one at location (i*2, j*2) and
510 * fill up the rest of the 2x2 result with \0:
511 * X ---> X \0
512 * \0 \0
513 */
514 static void inline
515 expand_misc (layout &newlayout, int i, int j, layout &maze)
516 {
517 newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = maze[i][j];
518 /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that
519 * for us.) */
520 }
521
522 /* Returns a bitmap that represents which squares on the right and bottom
523 * edges of a square (i,j) match the given character:
524 * 1 match on (i+1, j)
525 * 2 match on (i, j+1)
526 * 4 match on (i+1, j+1)
527 * and the possible combinations thereof.
528 */
529 static int noinline
530 calc_pattern (char ch, layout &maze, int i, int j)
531 {
532 int pattern = 0;
533
534 if (i + 1 < maze.w && maze[i + 1][j] == ch)
535 pattern |= 1;
536
537 if (j + 1 < maze.h)
538 {
539 if (maze[i][j + 1] == ch)
540 pattern |= 2;
541
542 if (i + 1 < maze.w && maze[i + 1][j + 1] == ch)
543 pattern |= 4;
544 }
545
546 return pattern;
547 }
548
549 /* Expand a wall. This function will try to sensibly connect the resulting
550 * wall to adjacent wall squares, so that the result won't have disconnected
551 * walls.
552 */
553 static void inline
554 expand_wall (layout &newlayout, int i, int j, layout &maze)
555 {
556 int wall_pattern = calc_pattern ('#', maze, i, j);
557 int door_pattern = calc_pattern ('D', maze, i, j);
558 int both_pattern = wall_pattern | door_pattern;
559
560 newlayout[i * 2][j * 2] = '#';
561
562 if (i + 1 < maze.w)
563 {
564 if (both_pattern & 1)
565 { /* join walls/doors to the right */
566 /* newlayout[i*2+1][j*2] = '#'; */
567 newlayout[i * 2 + 1][j * 2] = maze[i + 1][j];
568 }
569 }
570
571 if (j + 1 < maze.h)
572 {
573 if (both_pattern & 2)
574 { /* join walls/doors to the bottom */
575 /* newlayout[i*2][j*2+1] = '#'; */
576 newlayout[i * 2][j * 2 + 1] = maze[i][j + 1];
577 }
578
579 if (wall_pattern == 7)
580 { /* if orig maze is a 2x2 wall block,
581 * we fill the result with walls. */
582 newlayout[i * 2 + 1][j * 2 + 1] = '#';
583 }
584 }
585 }
586
587 /* This function will try to sensibly connect doors so that they meet up with
588 * adjacent walls. Note that it will also presumptuously delete (ignore) doors
589 * that it doesn't know how to correctly expand.
590 */
591 static void inline
592 expand_door (layout &newlayout, int i, int j, layout &maze)
593 {
594 int wall_pattern = calc_pattern ('#', maze, i, j);
595 int door_pattern = calc_pattern ('D', maze, i, j);
596 int join_pattern;
597
598 /* Doors "like" to connect to walls more than other doors. If there is
599 * a wall and another door, this door will connect to the wall and
600 * disconnect from the other door. */
601 if (wall_pattern & 3)
602 join_pattern = wall_pattern;
603 else
604 join_pattern = door_pattern;
605
606 newlayout[i * 2][j * 2] = 'D';
607
608 if (i + 1 < maze.w)
609 if (join_pattern & 1)
610 /* there is a door/wall to the right */
611 newlayout[i * 2 + 1][j * 2] = 'D';
612
613 if (j + 1 < maze.h)
614 if (join_pattern & 2)
615 /* there is a door/wall below */
616 newlayout[i * 2][j * 2 + 1] = 'D';
617 }
618
619 void
620 layout::expand2x ()
621 {
622 layout new_layout (w * 2 - 1, h * 2 - 1);
623
624 new_layout.clear ();
625
626 for (int i = 0; i < w; i++)
627 for (int j = 0; j < h; j++)
628 switch (data [i][j])
629 {
630 case '#': expand_wall (new_layout, i, j, *this); break;
631 case 'D': expand_door (new_layout, i, j, *this); break;
632 default: expand_misc (new_layout, i, j, *this); break;
633 }
634
635 swap (new_layout);
636 }
637
638 /////////////////////////////////////////////////////////////////////////////
639
640 /* checks the maze to see if I can stick a horizontal(dir = 0) wall
641 (or vertical, dir == 1)
642 here which ends up on other walls sensibly. */
643 static int
644 can_make_wall (const layout &maze, int dx, int dy, int dir)
645 {
646 int i1;
647 int length = 0;
648
649 /* dont make walls if we're on the edge. */
650 if (dx == 0 || dx == (maze.w - 1) || dy == 0 || dy == (maze.h - 1))
651 return -1;
652
653 /* don't make walls if we're ON a wall. */
654 if (maze [dx][dy] != 0)
655 return -1;
656
657 if (dir == 0) /* horizontal */
658 {
659 int y = dy;
660
661 for (i1 = dx - 1; i1 > 0; i1--)
662 {
663 int sindex = surround_flag2 (maze, i1, y);
664
665 if (sindex == 1) break;
666 if (sindex != 0) return -1; /* can't make horiz. wall here */
667 if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
668
669 length++;
670 }
671
672 for (i1 = dx + 1; i1 < maze.w - 1; i1++)
673 {
674 int sindex = surround_flag2 (maze, i1, y);
675
676 if (sindex == 2) break;
677 if (sindex != 0) return -1; /* can't make horiz. wall here */
678 if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
679
680 length++;
681 }
682 return length;
683 }
684 else
685 { /* vertical */
686 int x = dx;
687
688 for (i1 = dy - 1; i1 > 0; i1--)
689 {
690 int sindex = surround_flag2 (maze, x, i1);
691
692 if (sindex == 4) break;
693 if (sindex != 0) return -1; /* can't make vert. wall here */
694 if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
695
696 length++;
697 }
698
699 for (i1 = dy + 1; i1 < maze.h - 1; i1++)
700 {
701 int sindex = surround_flag2 (maze, x, i1);
702
703 if (sindex == 8) break;
704 if (sindex != 0) return -1; /* can't make verti. wall here */
705 if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
706
707 length++;
708 }
709
710 return length;
711 }
712
713 return -1;
714 }
715
716 int
717 make_wall (char **maze, int x, int y, int dir)
718 {
719 maze[x][y] = 'D'; /* mark a door */
720
721 switch (dir)
722 {
723 case 0: /* horizontal */
724 {
725 for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
726 for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
727 break;
728 }
729 case 1: /* vertical */
730 {
731 for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
732 for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
733 break;
734 }
735 }
736
737 return 0;
738 }
739
740 void
741 layout::roomify ()
742 {
743 int tries = w * h / 30;
744
745 for (int ti = 0; ti < tries; ti++)
746 {
747 /* starting location for looking at creating a door */
748 int dx = rmg_rndm (w);
749 int dy = rmg_rndm (h);
750
751 /* results of checking on creating walls. */
752 int cx = can_make_wall (*this, dx, dy, 0); /* horizontal */
753 int cy = can_make_wall (*this, dx, dy, 1); /* vertical */
754
755 if (cx == -1)
756 {
757 if (cy != -1)
758 make_wall (*this, dx, dy, 1);
759
760 continue;
761 }
762
763 if (cy == -1)
764 {
765 make_wall (*this, dx, dy, 0);
766 continue;
767 }
768
769 if (cx < cy)
770 make_wall (*this, dx, dy, 0);
771 else
772 make_wall (*this, dx, dy, 1);
773 }
774 }
775
776 /////////////////////////////////////////////////////////////////////////////
777
778 // inspired mostly by http://www.jimrandomh.org/misc/caves.txt
779 void
780 layout::gen_cave (int subtype)
781 {
782 switch (subtype)
783 {
784 // a rough cave
785 case 0:
786 fill_rand (rmg_rndm (85, 97));
787 break;
788
789 // corridors
790 case 1:
791 fill_rand (rmg_rndm (5, 40));
792 erode_1_2 (5, 2, 10);
793 erode_1_2 (5, -1, 10);
794 erode_1_2 (5, 2, 1);
795 break;
796
797 // somewhat open, roundish
798 case 2:
799 fill_rand (45);
800 erode_1_2 (5, 0, 5);
801 erode_1_2 (5, 1, 1);
802 break;
803
804 // wide open, some room-like structures
805 case 3:
806 fill_rand (45);
807 erode_1_2 (5, 2, 4);
808 erode_1_2 (5, -1, 3);
809 break;
810 }
811
812 border ();
813 isolation_remover ();
814 }
815
816 static void
817 gen_mixed_ (layout &maze, random_map_params *RP, int dir)
818 {
819 if (maze.w < 20 && maze.h < 20 && !rmg_rndm (3))
820 dir = 2; // stop recursion randomly
821
822 if (dir == 0 && maze.w > 16)
823 {
824 int m = rmg_rndm (8, maze.w - 8);
825
826 layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP, !dir);
827 layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP, !dir);
828 }
829 else if (dir == 1 && maze.h > 16)
830 {
831 int m = rmg_rndm (8, maze.h - 8);
832
833 layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP, !dir);
834 layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP, !dir);
835 }
836 else
837 {
838 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1;
839
840 if (RP->map_layout_style == LAYOUT_MULTIPLE)
841 ++RP->map_layout_style;
842
843 maze.generate (RP);
844 }
845 }
846
847 // recursive subdivision with random sublayouts
848 static void
849 gen_mixed (layout &maze, random_map_params *RP)
850 {
851 random_map_params &rp = *new random_map_params (RP);
852 gen_mixed_ (maze, &rp, rmg_rndm (2));
853 delete &rp;
854
855 maze.border ();
856 maze.isolation_remover ();
857 }
858
859 /* function selects the maze function and gives it whatever
860 arguments it needs. */
861 void
862 layout::generate (random_map_params *RP)
863 {
864 switch (RP->map_layout_style)
865 {
866 case LAYOUT_ONION:
867 map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2);
868
869 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
870 roomify ();
871
872 break;
873
874 case LAYOUT_MAZE:
875 maze_gen (*this, RP->get_iv ("maze_type", rmg_rndm (4)));
876
877 if (rmg_rndm (2))
878 doorify ();
879
880 break;
881
882 case LAYOUT_SPIRAL:
883 map_gen_spiral (*this, RP->layoutoptions1);
884
885 if (rmg_rndm (2))
886 doorify ();
887
888 break;
889
890 case LAYOUT_ROGUELIKE:
891 /* Don't put symmetry in rogue maps. There isn't much reason to
892 * do so in the first place (doesn't make it any more interesting),
893 * but more importantly, the symmetry code presumes we are symmetrizing
894 * spirals, or maps with lots of passages - making a symmetric rogue
895 * map fails because its likely that the passages the symmetry process
896 * creates may not connect the rooms.
897 */
898 RP->symmetry_used = SYMMETRY_NONE;
899 roguelike_layout_gen (*this, RP->layoutoptions1);
900 /* no doorifying... done already */
901 break;
902
903 case LAYOUT_SNAKE:
904 make_snake_layout (*this, RP->layoutoptions1);
905
906 if (rmg_rndm (2))
907 roomify ();
908
909 break;
910
911 case LAYOUT_SQUARE_SPIRAL:
912 make_square_spiral_layout (*this, RP->layoutoptions1);
913
914 if (rmg_rndm (2))
915 roomify ();
916
917 break;
918
919 case LAYOUT_CAVE:
920 gen_cave (RP->get_iv ("cave_type", rmg_rndm (4)));
921
922 if (rmg_rndm (2))
923 doorify ();
924
925 break;
926
927 case LAYOUT_MULTIPLE:
928 gen_mixed (*this, RP);
929 break;
930
931 default:
932 abort ();
933 }
934 }
935
936 //-GPL
937
938 #if 0
939 static struct demo
940 {
941 demo ()
942 {
943 rmg_rndm.seed (time (0));
944
945 for(int i=1;i<100;i++)
946 {
947 layout maze (40, 25);
948 maze.fill_rand (85);
949 maze.border ();
950 maze.isolation_remover ();
951 maze.print ();
952 }
953
954 exit (1);
955 }
956 } demo;
957 #endif