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Revision: 1.9
Committed: Fri Jul 2 17:18:04 2010 UTC (13 years, 11 months ago) by root
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Branch: MAIN
Changes since 1.8: +17 -2 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 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 for (; x1 < x2; ++x1)
78 memset (data [x1] + y1, fill, y2 - y1);
79 }
80
81 void layout::border (char fill)
82 {
83 for (int i = 0; i < w; i++) data [i][0] = data [i][h - 1] = fill;
84 for (int j = 0; j < h; j++) data [0][j] = data [w - 1][j] = fill;
85 }
86
87 void
88 layout::fill_rand (int percent)
89 {
90 percent = lerp (percent, 0, 100, 0, 256);
91
92 for (int x = w - 1; --x > 0; )
93 for (int y = h - 1; --y > 0; )
94 data [x][y] = rmg_rndm (256) > percent ? 0 : '#';
95 }
96
97 /////////////////////////////////////////////////////////////////////////////
98
99 // erode by cellular automata
100 void
101 layout::erode_1_2 (int c1, int c2, int repeat)
102 {
103 layout neu (w, h);
104
105 while (repeat--)
106 {
107 for (int x = 0; x < w; ++x)
108 {
109 coroapi::cede_to_tick ();
110
111 for (int y = 0; y < h; ++y)
112 {
113 int n1 = 0, n2 = 0;
114
115 // a 5x5 area, dx, dy, distance (1 == <= 1, 0 <= 2)
116 static I8 dds[][3] = {
117 { -2, -1, 0 }, { -2, 0, 0 }, { -2, 1, 0 },
118 { -1, -2, 0 }, { -1, -1, 1 }, { -1, 0, 1 }, { -1, 1, 1 }, { -1, 2, 0 },
119 { 0, -2, 0 }, { 0, -1, 1 }, { 0, 0, 1 }, { 0, 1, 1 }, { 0, 2, 0 },
120 { 1, -2, 0 }, { 1, -1, 1 }, { 1, 0, 1 }, { 1, 1, 1 }, { 1, 2, 0 },
121 { 2, -1, 0 }, { 2, 0, 0 }, { 2, 1, 0 },
122 };
123
124 for (int i = array_length (dds); i--; )
125 {
126 int nx = x + dds [i][0];
127 int ny = y + dds [i][1];
128
129 if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny])
130 {
131 n1 += dds [i][2];
132 n2++;
133 }
134 }
135
136 neu [x][y] = n1 >= c1 || n2 <= c2 ? '#' : 0;
137 }
138 }
139
140 swap (neu);
141 }
142 }
143
144 /////////////////////////////////////////////////////////////////////////////
145
146 void
147 layout::print () const
148 {
149 for (int y = 0; y < h; y++)
150 {
151 for (int x = 0; x < w; x++)
152 {
153 U8 c = (U8)data [x][y];
154
155 if (!c)
156 c = ' ';
157 else if (c < 10)
158 c += '0';
159 else if (c < 32)
160 c += 'a' - 10;
161
162 putc ((char)c, stdout);
163 }
164
165 putc ('\n', stdout);
166 }
167
168 putc ('\n', stdout);
169 }
170
171 /////////////////////////////////////////////////////////////////////////////
172 // isolation remover - ensures single connected area
173
174 typedef fixed_stack<point> pointlist;
175
176 static noinline void
177 push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
178 {
179 if (dist [x][y])
180 return;
181
182 while (y > 0 && !dist [x][y - 1])
183 --y;
184
185 int y0 = y;
186
187 while (y < dist.h && !dist [x][y])
188 {
189 seeds.push (point (x, y));
190
191 dist [x][y] = 1;
192 ++y;
193 }
194
195 while (--y >= y0)
196 {
197 if (x > 0) push_flood_fill (dist, seeds, x - 1, y);
198 if (x < dist.w - 1) push_flood_fill (dist, seeds, x + 1, y);
199 }
200 }
201
202 static inline void
203 make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d)
204 {
205 for (;;)
206 {
207 if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1)
208 --x;
209 else if (x < dist.w - 2 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1)
210 ++x;
211 else if (y > 1 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1)
212 --y;
213 else if (y < dist.h - 2 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1)
214 ++y;
215 else
216 break;
217
218 d = dist [x][y];
219 dist [x][y] = 1;
220 seeds.push (point (x, y));
221 }
222 }
223
224 static void inline
225 maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d)
226 {
227 char &D = dist [x][y];
228
229 if (U8 (D) > d) // if wall and higher distance, lower distance
230 D = d;
231 else if (D) // otherwise, if it's no room, this space is uninteresting
232 return;
233
234 seeds.push (point (x, y));
235 }
236
237 void
238 layout::isolation_remover (bool dirty)
239 {
240 layout dist (w, h);
241
242 // dist contains
243 // 0 == invisited rooms
244 // 1 == visited rooms
245 // 2+ shortest distance to random near room
246
247 // phase 1, initialise dist array, find seed
248 int cnt = 0;
249 int x, y;
250
251 for (int i = 0; i < w; ++i)
252 for (int j = 0; j < h; ++j)
253 {
254 if (data [i][j] == '#')
255 dist [i][j] = U8 (255);
256 else
257 {
258 dist [i][j] = 0;
259 if (!rmg_rndm (++cnt))
260 x = i, y = j;
261 }
262 }
263
264 if (!cnt)
265 {
266 // map is completely massive, this is not good,
267 // so make it empty instead.
268 clear ();
269 border ();
270 return;
271 }
272
273 fixed_stack<point> seeds (w * h * 5);
274
275 // found first free space - picking the first one gives
276 // us a slight bias for tunnels, but usually you won't
277 // notice that in-game
278 seeds.push (point (x, y));
279
280 // phase 2, while we have seeds, if
281 // seed is empty, floodfill, else grow
282
283 while (seeds.size)
284 {
285 coroapi::cede_to_tick ();
286
287 point p = seeds.remove (rmg_rndm (seeds.size));
288
289 x = p.x;
290 y = p.y;
291
292 if (!dist [x][y])
293 {
294 // found new isolated area, make tunnel
295 if (!dirty)
296 push_flood_fill (dist, seeds, x, y);
297
298 make_tunnel (dist, seeds, x, y, 255);
299
300 if (dirty)
301 push_flood_fill (dist, seeds, x, y);
302 }
303 else
304 {
305 // nothing here, continue to expand
306 U8 d = U8 (dist [x][y]) + 1;
307
308 if (x < dist.w - 1) maybe_push (dist, seeds, x + 1, y, d);
309 if (x > 0) maybe_push (dist, seeds, x - 1, y, d);
310 if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d);
311 if (y > 0) maybe_push (dist, seeds, x, y - 1, d);
312 }
313 }
314
315 // now copy the tunnels over
316 for (int x = 0; x < w; ++x)
317 for (int y = 0; y < h; ++y)
318 if (data [x][y] == '#' && dist [x][y] == 1)
319 data [x][y] = 0;
320 }
321
322 /////////////////////////////////////////////////////////////////////////////
323
324 // inspired mostly by http://www.jimrandomh.org/misc/caves.txt
325 void
326 layout::gen_cave (int subtype)
327 {
328 switch (subtype)
329 {
330 // a rough cave
331 case 0:
332 fill_rand (rmg_rndm (80, 95));
333 break;
334
335 // corridors
336 case 1:
337 fill_rand (rmg_rndm (5, 40));
338 erode_1_2 (5, 2, 10);
339 erode_1_2 (5, -1, 10);
340 erode_1_2 (5, 2, 1);
341 break;
342
343 // somewhat open, roundish
344 case 2:
345 fill_rand (45);
346 erode_1_2 (5, 0, 5);
347 erode_1_2 (5, 1, 1);
348 break;
349
350 // wide open, some room-like structures
351 case 3:
352 fill_rand (45);
353 erode_1_2 (5, 2, 4);
354 erode_1_2 (5, -1, 3);
355 break;
356 }
357
358 border ();
359 isolation_remover ();
360 }
361
362 /////////////////////////////////////////////////////////////////////////////
363
364 //+GPL
365
366 /* puts doors at appropriate locations in a maze. */
367 void
368 layout::doorify ()
369 {
370 int ndoors = w * h / 60; /* reasonable number of doors. */
371 int doorlocs = 0; /* # of available doorlocations */
372
373 uint16 *doorlist_x = salloc<uint16> (w * h);
374 uint16 *doorlist_y = salloc<uint16> (w * h);
375
376 /* make a list of possible door locations */
377 for (int i = 1; i < w - 1; i++)
378 for (int j = 1; j < h - 1; j++)
379 {
380 int sindex = surround_flag (*this, i, j);
381
382 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
383 {
384 doorlist_x [doorlocs] = i;
385 doorlist_y [doorlocs] = j;
386 doorlocs++;
387 }
388 }
389
390 while (ndoors > 0 && doorlocs > 0)
391 {
392 int di = rmg_rndm (doorlocs);
393 int i = doorlist_x [di];
394 int j = doorlist_y [di];
395 int sindex = surround_flag (*this, i, j);
396
397 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
398 {
399 data [i][j] = 'D';
400 ndoors--;
401 }
402
403 /* reduce the size of the list */
404 doorlocs--;
405 doorlist_x[di] = doorlist_x [doorlocs];
406 doorlist_y[di] = doorlist_y [doorlocs];
407 }
408
409 sfree (doorlist_x, w * h);
410 sfree (doorlist_y, w * h);
411 }
412
413 /* takes a map and makes it symmetric: adjusts Xsize and
414 * Ysize to produce a symmetric map.
415 */
416 void
417 layout::symmetrize (int symmetry)
418 {
419 if (symmetry == SYMMETRY_NONE)
420 return;
421
422 layout sym_layout (
423 symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w,
424 symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h
425 );
426
427 if (symmetry == SYMMETRY_X)
428 for (int i = 0; i < sym_layout.w / 2 + 1; i++)
429 for (int j = 0; j < sym_layout.h; j++)
430 {
431 sym_layout[i ][j] =
432 sym_layout[sym_layout.w - i - 1][j] = data [i][j];
433 }
434
435 if (symmetry == SYMMETRY_Y)
436 for (int i = 0; i < sym_layout.w; i++)
437 for (int j = 0; j < sym_layout.h / 2 + 1; j++)
438 {
439 sym_layout[i][j ] =
440 sym_layout[i][sym_layout.h - j - 1] = data [i][j];
441 }
442
443 if (symmetry == SYMMETRY_XY)
444 for (int i = 0; i < sym_layout.w / 2 + 1; i++)
445 for (int j = 0; j < sym_layout.h / 2 + 1; j++)
446 {
447 sym_layout[i ][j ] =
448 sym_layout[i ][sym_layout.h - j - 1] =
449 sym_layout[sym_layout.w - i - 1][j ] =
450 sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j];
451 }
452
453 /* need to run the isolation remover for some layouts */
454 #if 0
455 switch (RP->map_layout_style)
456 {
457 case LAYOUT_ONION:
458 case LAYOUT_SNAKE:
459 case LAYOUT_SQUARE_SPIRAL:
460 // safe
461 break;
462
463 default:
464 sym_layout.isolation_remover ();
465 break;
466 }
467 #endif
468 sym_layout.isolation_remover ();
469
470 swap (sym_layout);
471 }
472
473 //-GPL
474
475 void
476 layout::rotate (int rotation)
477 {
478 switch (rotation & 3)
479 {
480 case 2: /* a reflection */
481 {
482 layout new_layout (w, h);
483
484 for (int i = 0; i < w; i++) /* copy a reflection back */
485 for (int j = 0; j < h; j++)
486 new_layout [i][j] = data [w - i - 1][h - j - 1];
487
488 swap (new_layout);
489 }
490 break;
491
492 case 1:
493 case 3:
494 {
495 layout new_layout (h, w);
496
497 if (rotation == 1) /* swap x and y */
498 for (int i = 0; i < w; i++)
499 for (int j = 0; j < h; j++)
500 new_layout [j][i] = data [i][j];
501
502 if (rotation == 3) /* swap x and y */
503 for (int i = 0; i < w; i++)
504 for (int j = 0; j < h; j++)
505 new_layout [j][i] = data [w - i - 1][h - j - 1];
506
507 swap (new_layout);
508 }
509 break;
510 }
511 }
512
513 /////////////////////////////////////////////////////////////////////////////
514
515 //+GPL
516
517 /*
518 * Expands a maze by 2x in each dimension.
519 * H. S. Teoh
520 */
521
522 /* Copy the old tile X into the new one at location (i*2, j*2) and
523 * fill up the rest of the 2x2 result with \0:
524 * X ---> X \0
525 * \0 \0
526 */
527 static void inline
528 expand_misc (layout &newlayout, int i, int j, layout &maze)
529 {
530 newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = maze[i][j];
531 /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that
532 * for us.) */
533 }
534
535 /* Returns a bitmap that represents which squares on the right and bottom
536 * edges of a square (i,j) match the given character:
537 * 1 match on (i+1, j)
538 * 2 match on (i, j+1)
539 * 4 match on (i+1, j+1)
540 * and the possible combinations thereof.
541 */
542 static int noinline
543 calc_pattern (char ch, layout &maze, int i, int j)
544 {
545 int pattern = 0;
546
547 if (i + 1 < maze.w && maze[i + 1][j] == ch)
548 pattern |= 1;
549
550 if (j + 1 < maze.h)
551 {
552 if (maze[i][j + 1] == ch)
553 pattern |= 2;
554
555 if (i + 1 < maze.w && maze[i + 1][j + 1] == ch)
556 pattern |= 4;
557 }
558
559 return pattern;
560 }
561
562 /* Expand a wall. This function will try to sensibly connect the resulting
563 * wall to adjacent wall squares, so that the result won't have disconnected
564 * walls.
565 */
566 static void inline
567 expand_wall (layout &newlayout, int i, int j, layout &maze)
568 {
569 int wall_pattern = calc_pattern ('#', maze, i, j);
570 int door_pattern = calc_pattern ('D', maze, i, j);
571 int both_pattern = wall_pattern | door_pattern;
572
573 newlayout[i * 2][j * 2] = '#';
574
575 if (i + 1 < maze.w)
576 {
577 if (both_pattern & 1)
578 { /* join walls/doors to the right */
579 /* newlayout[i*2+1][j*2] = '#'; */
580 newlayout[i * 2 + 1][j * 2] = maze[i + 1][j];
581 }
582 }
583
584 if (j + 1 < maze.h)
585 {
586 if (both_pattern & 2)
587 { /* join walls/doors to the bottom */
588 /* newlayout[i*2][j*2+1] = '#'; */
589 newlayout[i * 2][j * 2 + 1] = maze[i][j + 1];
590 }
591
592 if (wall_pattern == 7)
593 { /* if orig maze is a 2x2 wall block,
594 * we fill the result with walls. */
595 newlayout[i * 2 + 1][j * 2 + 1] = '#';
596 }
597 }
598 }
599
600 /* This function will try to sensibly connect doors so that they meet up with
601 * adjacent walls. Note that it will also presumptuously delete (ignore) doors
602 * that it doesn't know how to correctly expand.
603 */
604 static void inline
605 expand_door (layout &newlayout, int i, int j, layout &maze)
606 {
607 int wall_pattern = calc_pattern ('#', maze, i, j);
608 int door_pattern = calc_pattern ('D', maze, i, j);
609 int join_pattern;
610
611 /* Doors "like" to connect to walls more than other doors. If there is
612 * a wall and another door, this door will connect to the wall and
613 * disconnect from the other door. */
614 if (wall_pattern & 3)
615 join_pattern = wall_pattern;
616 else
617 join_pattern = door_pattern;
618
619 newlayout[i * 2][j * 2] = 'D';
620
621 if (i + 1 < maze.w)
622 if (join_pattern & 1)
623 /* there is a door/wall to the right */
624 newlayout[i * 2 + 1][j * 2] = 'D';
625
626 if (j + 1 < maze.h)
627 if (join_pattern & 2)
628 /* there is a door/wall below */
629 newlayout[i * 2][j * 2 + 1] = 'D';
630 }
631
632 void
633 layout::expand2x ()
634 {
635 layout new_layout (w * 2 - 1, h * 2 - 1);
636
637 new_layout.clear ();
638
639 for (int i = 0; i < w; i++)
640 for (int j = 0; j < h; j++)
641 switch (data [i][j])
642 {
643 case '#': expand_wall (new_layout, i, j, *this); break;
644 case 'D': expand_door (new_layout, i, j, *this); break;
645 default: expand_misc (new_layout, i, j, *this); break;
646 }
647
648 swap (new_layout);
649 }
650
651 /////////////////////////////////////////////////////////////////////////////
652
653 /* checks the maze to see if I can stick a horizontal(dir = 0) wall
654 (or vertical, dir == 1)
655 here which ends up on other walls sensibly. */
656 static int
657 can_make_wall (const layout &maze, int dx, int dy, int dir)
658 {
659 int i1;
660 int length = 0;
661
662 /* dont make walls if we're on the edge. */
663 if (dx == 0 || dx == (maze.w - 1) || dy == 0 || dy == (maze.h - 1))
664 return -1;
665
666 /* don't make walls if we're ON a wall. */
667 if (maze [dx][dy] != 0)
668 return -1;
669
670 if (dir == 0) /* horizontal */
671 {
672 int y = dy;
673
674 for (i1 = dx - 1; i1 > 0; i1--)
675 {
676 int sindex = surround_flag2 (maze, i1, y);
677
678 if (sindex == 1) break;
679 if (sindex != 0) return -1; /* can't make horiz. wall here */
680 if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
681
682 length++;
683 }
684
685 for (i1 = dx + 1; i1 < maze.w - 1; i1++)
686 {
687 int sindex = surround_flag2 (maze, i1, y);
688
689 if (sindex == 2) break;
690 if (sindex != 0) return -1; /* can't make horiz. wall here */
691 if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
692
693 length++;
694 }
695 return length;
696 }
697 else
698 { /* vertical */
699 int x = dx;
700
701 for (i1 = dy - 1; i1 > 0; i1--)
702 {
703 int sindex = surround_flag2 (maze, x, i1);
704
705 if (sindex == 4) break;
706 if (sindex != 0) return -1; /* can't make vert. wall here */
707 if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
708
709 length++;
710 }
711
712 for (i1 = dy + 1; i1 < maze.h - 1; i1++)
713 {
714 int sindex = surround_flag2 (maze, x, i1);
715
716 if (sindex == 8) break;
717 if (sindex != 0) return -1; /* can't make verti. wall here */
718 if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
719
720 length++;
721 }
722
723 return length;
724 }
725
726 return -1;
727 }
728
729 int
730 make_wall (char **maze, int x, int y, int dir)
731 {
732 maze[x][y] = 'D'; /* mark a door */
733
734 switch (dir)
735 {
736 case 0: /* horizontal */
737 {
738 for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
739 for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
740 break;
741 }
742 case 1: /* vertical */
743 {
744 for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
745 for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
746 break;
747 }
748 }
749
750 return 0;
751 }
752
753 void
754 layout::roomify ()
755 {
756 int tries = w * h / 30;
757
758 for (int ti = 0; ti < tries; ti++)
759 {
760 /* starting location for looking at creating a door */
761 int dx = rmg_rndm (w);
762 int dy = rmg_rndm (h);
763
764 /* results of checking on creating walls. */
765 int cx = can_make_wall (*this, dx, dy, 0); /* horizontal */
766 int cy = can_make_wall (*this, dx, dy, 1); /* vertical */
767
768 if (cx == -1)
769 {
770 if (cy != -1)
771 make_wall (*this, dx, dy, 1);
772
773 continue;
774 }
775
776 if (cy == -1)
777 {
778 make_wall (*this, dx, dy, 0);
779 continue;
780 }
781
782 if (cx < cy)
783 make_wall (*this, dx, dy, 0);
784 else
785 make_wall (*this, dx, dy, 1);
786 }
787 }
788
789 /////////////////////////////////////////////////////////////////////////////
790
791 /* function selects the maze function and gives it whatever
792 arguments it needs. */
793 void
794 layout::generate (random_map_params *RP)
795 {
796 switch (RP->map_layout_style)
797 {
798 case LAYOUT_ONION:
799 map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2);
800
801 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
802 roomify ();
803
804 break;
805
806 case LAYOUT_MAZE:
807 maze_gen (*this, RP->get_iv ("maze_type", rmg_rndm (4)));
808
809 if (rmg_rndm (2))
810 doorify ();
811
812 break;
813
814 case LAYOUT_SPIRAL:
815 map_gen_spiral (*this, RP->layoutoptions1);
816
817 if (rmg_rndm (2))
818 doorify ();
819
820 break;
821
822 case LAYOUT_ROGUELIKE:
823 /* Don't put symmetry in rogue maps. There isn't much reason to
824 * do so in the first place (doesn't make it any more interesting),
825 * but more importantly, the symmetry code presumes we are symmetrizing
826 * spirals, or maps with lots of passages - making a symmetric rogue
827 * map fails because its likely that the passages the symmetry process
828 * creates may not connect the rooms.
829 */
830 RP->symmetry_used = SYMMETRY_NONE;
831 roguelike_layout_gen (*this, RP->layoutoptions1);
832 /* no doorifying... done already */
833 break;
834
835 case LAYOUT_SNAKE:
836 make_snake_layout (*this, RP->layoutoptions1);
837
838 if (rmg_rndm (2))
839 roomify ();
840
841 break;
842
843 case LAYOUT_SQUARE_SPIRAL:
844 make_square_spiral_layout (*this, RP->layoutoptions1);
845
846 if (rmg_rndm (2))
847 roomify ();
848
849 break;
850
851 case LAYOUT_CAVE:
852 gen_cave (RP->get_iv ("cave_type", rmg_rndm (4)));
853
854 if (rmg_rndm (2))
855 doorify ();
856
857 break;
858
859 default:
860 abort ();
861 }
862
863 /* rotate the maze randomly */
864 rotate (rmg_rndm (4));
865
866 symmetrize (RP->symmetry_used);
867
868 #if 0
869 print ();//D
870 #endif
871
872 if (RP->expand2x)
873 expand2x ();
874 }
875
876 //-GPL
877
878 #if 0
879 static struct demo
880 {
881 demo ()
882 {
883 rmg_rndm.seed (time (0));
884
885 for(int i=1;i<10;i)
886 {
887 layout maze (10, 10);
888 maze.fill_rand (90);
889 maze.border ();
890 maze.isolation_remover ();
891 maze.doorify ();
892 maze.symmetrize (rmg_rndm (2, 4));
893 maze.rotate (rmg_rndm (4));
894 maze.expand2x ();
895 maze.print ();
896 }
897
898 exit (1);
899 }
900 } demo;
901 #endif