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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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* |
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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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|
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Layout::Layout (int w, int h) |
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: w(w), h(h) |
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{ |
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int size = (sizeof (char *) + sizeof (char) * h) * w; |
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|
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col = (char **)salloc<char> (size); |
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|
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char *data = (char *)(col + w); |
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|
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for (int x = w; x--; ) |
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col [x] = data + x * h; |
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} |
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|
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Layout::~Layout () |
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{ |
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int size = (sizeof (char *) + sizeof (char) * h) * w; |
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|
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sfree ((char *)col, size); |
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} |
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|
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void |
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Layout::fill (char fill) |
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{ |
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memset (col [0], fill, w * h); |
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} |
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|
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void |
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Layout::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 (col [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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for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
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for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
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} |
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|
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void |
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Layout::fill_rand (int percent) |
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{ |
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percent = lerp (percent, 0, 100, 0, 256); |
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|
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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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col [x][y] = rmg_rndm (256) > percent ? 0 : '#'; |
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} |
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|
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///////////////////////////////////////////////////////////////////////////// |
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|
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// erode by cellular automata |
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void |
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Layout::erode_1_2 (int c1, int c2, int repeat) |
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{ |
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Layout neu (w, h); |
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|
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while (repeat--) |
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{ |
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for (int x = 0; x < w; ++x) |
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{ |
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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--; ) |
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{ |
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int nx = x + dds [i][0]; |
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int ny = y + dds [i][1]; |
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|
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if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !col [nx][ny]) |
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{ |
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n1 += dds [i][2]; |
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n2++; |
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} |
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} |
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|
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neu [x][y] = n1 >= c1 || n2 <= c2 ? '#' : 0; |
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} |
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} |
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|
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swap (neu); |
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} |
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} |
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|
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///////////////////////////////////////////////////////////////////////////// |
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|
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void |
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Layout::print () |
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{ |
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for (int y = 0; y < h; y++) |
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{ |
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for (int x = 0; x < w; x++) |
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{ |
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U8 c = (U8)col [x][y]; |
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|
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if (!c) |
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c = ' '; |
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else if (c < 10) |
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c += '0'; |
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else if (c < 32) |
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c += 'a' - 10; |
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|
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putc ((char)c, stdout); |
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} |
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|
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putc ('\n', stdout); |
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} |
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|
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putc ('\n', stdout); |
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} |
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|
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///////////////////////////////////////////////////////////////////////////// |
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// isolation remover - ensures single connected area |
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|
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typedef fixed_stack<point> pointlist; |
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|
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static noinline void |
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push_flood_fill (Layout &dist, pointlist &seeds, int x, int y) |
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{ |
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if (dist [x][y]) |
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return; |
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|
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while (y > 0 && !dist [x][y - 1]) |
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--y; |
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|
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int y0 = y; |
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|
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while (y < dist.h && !dist [x][y]) |
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{ |
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seeds.push (point (x, y)); |
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|
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dist [x][y] = 1; |
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++y; |
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} |
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|
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while (--y >= y0) |
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{ |
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if (x > 0) push_flood_fill (dist, seeds, x - 1, y); |
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if (x < dist.w - 1) push_flood_fill (dist, seeds, x + 1, y); |
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} |
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} |
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|
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static inline void |
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make_tunnel (Layout &dist, pointlist &seeds, int x, int y, U8 d) |
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{ |
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for (;;) |
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{ |
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if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) |
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--x; |
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else if (x < dist.w - 2 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) |
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++x; |
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else if (y > 1 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) |
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--y; |
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else if (y < dist.h - 2 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) |
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++y; |
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else |
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break; |
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|
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d = dist [x][y]; |
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dist [x][y] = 1; |
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seeds.push (point (x, y)); |
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} |
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} |
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|
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static void inline |
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maybe_push (Layout &dist, pointlist &seeds, int x, int y, U8 d) |
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{ |
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char &D = dist [x][y]; |
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|
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if (U8 (D) > d) // if wall and higher distance, lower distance |
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D = d; |
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else if (D) // otherwise, if it's no room, this space is uninteresting |
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return; |
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|
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seeds.push (point (x, y)); |
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} |
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|
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static void |
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isolation_remover (Layout &maze, bool dirty) |
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{ |
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Layout dist (maze.w, maze.h); |
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|
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// dist contains |
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// 0 == invisited rooms |
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// 1 == visited rooms |
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// 2+ shortest distance to random near room |
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|
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// phase 1, initialise dist array, find seed |
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int cnt = 0; |
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int x, y; |
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|
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for (int i = 0; i < maze.w; ++i) |
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for (int j = 0; j < maze.h; ++j) |
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{ |
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if (maze [i][j] == '#') |
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dist [i][j] = U8 (255); |
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else |
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{ |
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dist [i][j] = 0; |
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if (!rmg_rndm (++cnt)) |
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x = i, y = j; |
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} |
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} |
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|
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if (!cnt) |
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return; |
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|
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fixed_stack<point> seeds (maze.w * maze.h * 5); |
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|
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// found first free space - picking the first one gives |
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// us a slight bias for tunnels, but usually you won't |
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// notice that in-game |
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seeds.push (point (x, y)); |
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|
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// phase 2, while we have seeds, if |
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// seed is empty, floodfill, else grow |
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|
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while (seeds.size) |
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{ |
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coroapi::cede_to_tick (); |
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|
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point p = seeds.remove (rmg_rndm (seeds.size)); |
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|
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x = p.x; |
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y = p.y; |
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|
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if (!dist [x][y]) |
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{ |
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// found new isolated area, make tunnel |
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if (!dirty) |
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push_flood_fill (dist, seeds, x, y); |
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|
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make_tunnel (dist, seeds, x, y, 255); |
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|
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if (dirty) |
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push_flood_fill (dist, seeds, x, y); |
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} |
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else |
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{ |
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// nothing here, continue to expand |
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U8 d = U8 (dist [x][y]) + 1; |
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|
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if (x < dist.w - 1) maybe_push (dist, seeds, x + 1, y, d); |
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if (x > 0) maybe_push (dist, seeds, x - 1, y, d); |
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if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d); |
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if (y > 0) maybe_push (dist, seeds, x, y - 1, d); |
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} |
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} |
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|
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// now copy the tunnels over |
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for (int x = 0; x < maze.w; ++x) |
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for (int y = 0; y < maze.h; ++y) |
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if (maze [x][y] == '#' && dist [x][y] == 1) |
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maze [x][y] = 0; |
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} |
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|
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void |
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Layout::isolation_remover (bool dirty) |
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{ |
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::isolation_remover (*this, dirty); |
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} |
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|
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///////////////////////////////////////////////////////////////////////////// |
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|
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// inspired mostly by http://www.jimrandomh.org/misc/caves.txt |
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void |
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Layout::gen_cave (int subtype) |
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{ |
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switch (subtype) |
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{ |
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// a rough cave |
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case 0: |
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fill_rand (rmg_rndm (80, 95)); |
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break; |
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|
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// corridors |
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case 1: |
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fill_rand (rmg_rndm (5, 40)); |
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erode_1_2 (5, 2, 10); |
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erode_1_2 (5, -1, 10); |
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erode_1_2 (5, 2, 1); |
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break; |
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|
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// somewhat open, roundish |
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case 2: |
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fill_rand (45); |
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erode_1_2 (5, 0, 5); |
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erode_1_2 (5, 1, 1); |
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break; |
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|
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// wide open, some room-like structures |
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case 3: |
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fill_rand (45); |
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erode_1_2 (5, 2, 4); |
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erode_1_2 (5, -1, 3); |
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break; |
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} |
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|
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border (); |
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isolation_remover (); |
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} |
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|
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#if 0 |
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static struct demo |
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{ |
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demo () |
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{ |
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Layout maze (40, 25); |
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rmg_rndm.seed (time (0)); |
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|
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for(int i=1;i<10;i) |
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{ |
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maze.fill_rand (97); |
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maze.border (); |
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maze.isolation_remover (); |
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maze.print (); |
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} |
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|
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exit (1); |
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} |
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} demo; |
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#endif |