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root |
1.1 |
/* |
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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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root |
1.5 |
* Copyright (©) Crossfire Development Team (restored, original file without copyright notice) |
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root |
1.1 |
* |
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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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#include <global.h> |
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#include <random_map.h> |
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root |
1.5 |
#include <rproto.h> |
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root |
1.1 |
|
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root |
1.7 |
layout::layout (int w, int h) |
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root |
1.1 |
: w(w), h(h) |
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{ |
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root |
1.8 |
assert (sizeof (cell) == 1); |
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root |
1.1 |
|
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root |
1.8 |
// we store the layout in a single contiguous memory layout |
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// first part consists of pointers to each column, followed |
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// by the actual columns (not rows!) |
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int size = (sizeof (cell *) + sizeof (cell) * h) * w; |
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root |
1.1 |
|
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root |
1.8 |
data = (cell **)salloc<char> (size); |
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cell *p = (cell *)(data + w); |
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root |
1.1 |
|
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for (int x = w; x--; ) |
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root |
1.8 |
data [x] = p + x * h; |
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root |
1.1 |
} |
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root |
1.7 |
layout::~layout () |
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root |
1.1 |
{ |
| 48 |
root |
1.8 |
int size = (sizeof (cell *) + sizeof (cell) * h) * w; |
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root |
1.1 |
|
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root |
1.8 |
sfree ((char *)data, size); |
| 51 |
root |
1.1 |
} |
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void |
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root |
1.7 |
layout::fill (char fill) |
| 55 |
root |
1.1 |
{ |
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root |
1.8 |
memset (data [0], fill, w * h); |
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root |
1.1 |
} |
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void |
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root |
1.7 |
layout::rect (int x1, int y1, int x2, int y2, char fill) |
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root |
1.1 |
{ |
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for (; x1 < x2; ++x1) |
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root |
1.8 |
memset (data [x1] + y1, fill, y2 - y1); |
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root |
1.1 |
} |
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root |
1.7 |
void layout::border (char fill) |
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root |
1.1 |
{ |
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root |
1.8 |
for (int i = 0; i < w; i++) data [i][0] = data [i][h - 1] = fill; |
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for (int j = 0; j < h; j++) data [0][j] = data [w - 1][j] = fill; |
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root |
1.1 |
} |
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root |
1.2 |
void |
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root |
1.7 |
layout::fill_rand (int percent) |
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root |
1.2 |
{ |
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percent = lerp (percent, 0, 100, 0, 256); |
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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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root |
1.8 |
data [x][y] = rmg_rndm (256) > percent ? 0 : '#'; |
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root |
1.2 |
} |
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root |
1.1 |
///////////////////////////////////////////////////////////////////////////// |
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root |
1.2 |
// erode by cellular automata |
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root |
1.1 |
void |
| 86 |
root |
1.7 |
layout::erode_1_2 (int c1, int c2, int repeat) |
| 87 |
root |
1.1 |
{ |
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root |
1.7 |
layout neu (w, h); |
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root |
1.2 |
|
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while (repeat--) |
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root |
1.1 |
{ |
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root |
1.2 |
for (int x = 0; x < w; ++x) |
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root |
1.1 |
{ |
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root |
1.2 |
coroapi::cede_to_tick (); |
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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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| 100 |
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// a 5x5 area, dx, dy, distance (1 == <= 1, 0 <= 2) |
| 101 |
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static I8 dds[][3] = { |
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root |
1.4 |
{ -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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root |
1.2 |
}; |
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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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root |
1.8 |
if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny]) |
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root |
1.2 |
{ |
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n1 += dds [i][2]; |
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n2++; |
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} |
| 119 |
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} |
| 120 |
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neu [x][y] = n1 >= c1 || n2 <= c2 ? '#' : 0; |
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} |
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} |
| 124 |
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swap (neu); |
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} |
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} |
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///////////////////////////////////////////////////////////////////////////// |
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void |
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root |
1.7 |
layout::print () const |
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root |
1.2 |
{ |
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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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root |
1.8 |
U8 c = (U8)data [x][y]; |
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root |
1.1 |
|
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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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putc ((char)c, stdout); |
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} |
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putc ('\n', stdout); |
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} |
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putc ('\n', stdout); |
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} |
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///////////////////////////////////////////////////////////////////////////// |
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// isolation remover - ensures single connected area |
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typedef fixed_stack<point> pointlist; |
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static noinline void |
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root |
1.7 |
push_flood_fill (layout &dist, pointlist &seeds, int x, int y) |
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root |
1.1 |
{ |
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root |
1.3 |
if (dist [x][y]) |
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root |
1.1 |
return; |
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root |
1.3 |
while (y > 0 && !dist [x][y - 1]) |
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root |
1.1 |
--y; |
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int y0 = y; |
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root |
1.3 |
while (y < dist.h && !dist [x][y]) |
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root |
1.1 |
{ |
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seeds.push (point (x, y)); |
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dist [x][y] = 1; |
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++y; |
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} |
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while (--y >= y0) |
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{ |
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root |
1.3 |
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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root |
1.1 |
} |
| 185 |
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} |
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static inline void |
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root |
1.7 |
make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d) |
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root |
1.1 |
{ |
| 190 |
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for (;;) |
| 191 |
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{ |
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root |
1.2 |
if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) |
| 193 |
root |
1.1 |
--x; |
| 194 |
root |
1.3 |
else if (x < dist.w - 2 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) |
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root |
1.1 |
++x; |
| 196 |
root |
1.2 |
else if (y > 1 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) |
| 197 |
root |
1.1 |
--y; |
| 198 |
root |
1.3 |
else if (y < dist.h - 2 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) |
| 199 |
root |
1.1 |
++y; |
| 200 |
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else |
| 201 |
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break; |
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| 203 |
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d = dist [x][y]; |
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root |
1.3 |
dist [x][y] = 1; |
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seeds.push (point (x, y)); |
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root |
1.1 |
} |
| 207 |
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} |
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root |
1.3 |
static void inline |
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root |
1.7 |
maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d) |
| 211 |
root |
1.1 |
{ |
| 212 |
root |
1.3 |
char &D = dist [x][y]; |
| 213 |
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| 214 |
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if (U8 (D) > d) // if wall and higher distance, lower distance |
| 215 |
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D = d; |
| 216 |
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else if (D) // otherwise, if it's no room, this space is uninteresting |
| 217 |
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return; |
| 218 |
root |
1.1 |
|
| 219 |
root |
1.3 |
seeds.push (point (x, y)); |
| 220 |
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} |
| 221 |
root |
1.1 |
|
| 222 |
root |
1.6 |
void |
| 223 |
root |
1.7 |
layout::isolation_remover (bool dirty) |
| 224 |
root |
1.3 |
{ |
| 225 |
root |
1.7 |
layout dist (w, h); |
| 226 |
root |
1.1 |
|
| 227 |
root |
1.3 |
// dist contains |
| 228 |
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// 0 == invisited rooms |
| 229 |
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// 1 == visited rooms |
| 230 |
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// 2+ shortest distance to random near room |
| 231 |
root |
1.1 |
|
| 232 |
root |
1.3 |
// phase 1, initialise dist array, find seed |
| 233 |
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int cnt = 0; |
| 234 |
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int x, y; |
| 235 |
root |
1.1 |
|
| 236 |
root |
1.6 |
for (int i = 0; i < w; ++i) |
| 237 |
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for (int j = 0; j < h; ++j) |
| 238 |
root |
1.3 |
{ |
| 239 |
root |
1.8 |
if (data [i][j] == '#') |
| 240 |
root |
1.3 |
dist [i][j] = U8 (255); |
| 241 |
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else |
| 242 |
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{ |
| 243 |
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dist [i][j] = 0; |
| 244 |
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if (!rmg_rndm (++cnt)) |
| 245 |
|
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x = i, y = j; |
| 246 |
|
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} |
| 247 |
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} |
| 248 |
root |
1.2 |
|
| 249 |
root |
1.3 |
if (!cnt) |
| 250 |
root |
1.6 |
{ |
| 251 |
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// map is completely massive, this is not good, |
| 252 |
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// so make it empty instead. |
| 253 |
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clear (); |
| 254 |
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border (); |
| 255 |
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return; |
| 256 |
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} |
| 257 |
root |
1.1 |
|
| 258 |
root |
1.6 |
fixed_stack<point> seeds (w * h * 5); |
| 259 |
root |
1.1 |
|
| 260 |
root |
1.3 |
// found first free space - picking the first one gives |
| 261 |
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// us a slight bias for tunnels, but usually you won't |
| 262 |
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// notice that in-game |
| 263 |
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seeds.push (point (x, y)); |
| 264 |
root |
1.1 |
|
| 265 |
root |
1.3 |
// phase 2, while we have seeds, if |
| 266 |
|
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// seed is empty, floodfill, else grow |
| 267 |
root |
1.1 |
|
| 268 |
root |
1.3 |
while (seeds.size) |
| 269 |
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{ |
| 270 |
|
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coroapi::cede_to_tick (); |
| 271 |
root |
1.1 |
|
| 272 |
root |
1.3 |
point p = seeds.remove (rmg_rndm (seeds.size)); |
| 273 |
root |
1.1 |
|
| 274 |
root |
1.3 |
x = p.x; |
| 275 |
|
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y = p.y; |
| 276 |
root |
1.1 |
|
| 277 |
root |
1.3 |
if (!dist [x][y]) |
| 278 |
|
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{ |
| 279 |
|
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// found new isolated area, make tunnel |
| 280 |
|
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if (!dirty) |
| 281 |
|
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push_flood_fill (dist, seeds, x, y); |
| 282 |
root |
1.1 |
|
| 283 |
root |
1.3 |
make_tunnel (dist, seeds, x, y, 255); |
| 284 |
root |
1.1 |
|
| 285 |
root |
1.3 |
if (dirty) |
| 286 |
|
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push_flood_fill (dist, seeds, x, y); |
| 287 |
root |
1.1 |
} |
| 288 |
root |
1.3 |
else |
| 289 |
|
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{ |
| 290 |
|
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// nothing here, continue to expand |
| 291 |
|
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U8 d = U8 (dist [x][y]) + 1; |
| 292 |
root |
1.1 |
|
| 293 |
root |
1.3 |
if (x < dist.w - 1) maybe_push (dist, seeds, x + 1, y, d); |
| 294 |
|
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if (x > 0) maybe_push (dist, seeds, x - 1, y, d); |
| 295 |
|
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if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d); |
| 296 |
|
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if (y > 0) maybe_push (dist, seeds, x, y - 1, d); |
| 297 |
|
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} |
| 298 |
|
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} |
| 299 |
root |
1.1 |
|
| 300 |
root |
1.3 |
// now copy the tunnels over |
| 301 |
root |
1.6 |
for (int x = 0; x < w; ++x) |
| 302 |
|
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for (int y = 0; y < h; ++y) |
| 303 |
root |
1.8 |
if (data [x][y] == '#' && dist [x][y] == 1) |
| 304 |
|
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data [x][y] = 0; |
| 305 |
root |
1.2 |
} |
| 306 |
|
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|
| 307 |
|
|
///////////////////////////////////////////////////////////////////////////// |
| 308 |
|
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|
| 309 |
|
|
// inspired mostly by http://www.jimrandomh.org/misc/caves.txt |
| 310 |
|
|
void |
| 311 |
root |
1.7 |
layout::gen_cave (int subtype) |
| 312 |
root |
1.2 |
{ |
| 313 |
|
|
switch (subtype) |
| 314 |
|
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{ |
| 315 |
|
|
// a rough cave |
| 316 |
|
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case 0: |
| 317 |
|
|
fill_rand (rmg_rndm (80, 95)); |
| 318 |
|
|
break; |
| 319 |
|
|
|
| 320 |
|
|
// corridors |
| 321 |
|
|
case 1: |
| 322 |
|
|
fill_rand (rmg_rndm (5, 40)); |
| 323 |
|
|
erode_1_2 (5, 2, 10); |
| 324 |
|
|
erode_1_2 (5, -1, 10); |
| 325 |
|
|
erode_1_2 (5, 2, 1); |
| 326 |
|
|
break; |
| 327 |
|
|
|
| 328 |
|
|
// somewhat open, roundish |
| 329 |
|
|
case 2: |
| 330 |
|
|
fill_rand (45); |
| 331 |
|
|
erode_1_2 (5, 0, 5); |
| 332 |
|
|
erode_1_2 (5, 1, 1); |
| 333 |
|
|
break; |
| 334 |
|
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|
| 335 |
|
|
// wide open, some room-like structures |
| 336 |
|
|
case 3: |
| 337 |
|
|
fill_rand (45); |
| 338 |
|
|
erode_1_2 (5, 2, 4); |
| 339 |
|
|
erode_1_2 (5, -1, 3); |
| 340 |
|
|
break; |
| 341 |
|
|
} |
| 342 |
|
|
|
| 343 |
|
|
border (); |
| 344 |
|
|
isolation_remover (); |
| 345 |
root |
1.1 |
} |
| 346 |
|
|
|
| 347 |
root |
1.5 |
///////////////////////////////////////////////////////////////////////////// |
| 348 |
|
|
|
| 349 |
|
|
//+GPL |
| 350 |
|
|
|
| 351 |
root |
1.7 |
/* puts doors at appropriate locations in a maze. */ |
| 352 |
root |
1.5 |
void |
| 353 |
root |
1.7 |
layout::doorify () |
| 354 |
root |
1.5 |
{ |
| 355 |
|
|
int ndoors = w * h / 60; /* reasonable number of doors. */ |
| 356 |
|
|
int doorlocs = 0; /* # of available doorlocations */ |
| 357 |
|
|
|
| 358 |
|
|
uint16 *doorlist_x = salloc<uint16> (w * h); |
| 359 |
|
|
uint16 *doorlist_y = salloc<uint16> (w * h); |
| 360 |
|
|
|
| 361 |
|
|
/* make a list of possible door locations */ |
| 362 |
|
|
for (int i = 1; i < w - 1; i++) |
| 363 |
|
|
for (int j = 1; j < h - 1; j++) |
| 364 |
|
|
{ |
| 365 |
|
|
int sindex = surround_flag (*this, i, j); |
| 366 |
|
|
|
| 367 |
|
|
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
| 368 |
|
|
{ |
| 369 |
|
|
doorlist_x [doorlocs] = i; |
| 370 |
|
|
doorlist_y [doorlocs] = j; |
| 371 |
|
|
doorlocs++; |
| 372 |
|
|
} |
| 373 |
|
|
} |
| 374 |
|
|
|
| 375 |
|
|
while (ndoors > 0 && doorlocs > 0) |
| 376 |
|
|
{ |
| 377 |
|
|
int di = rmg_rndm (doorlocs); |
| 378 |
|
|
int i = doorlist_x [di]; |
| 379 |
|
|
int j = doorlist_y [di]; |
| 380 |
|
|
int sindex = surround_flag (*this, i, j); |
| 381 |
|
|
|
| 382 |
|
|
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
| 383 |
|
|
{ |
| 384 |
root |
1.8 |
data [i][j] = 'D'; |
| 385 |
root |
1.5 |
ndoors--; |
| 386 |
|
|
} |
| 387 |
|
|
|
| 388 |
|
|
/* reduce the size of the list */ |
| 389 |
|
|
doorlocs--; |
| 390 |
|
|
doorlist_x[di] = doorlist_x [doorlocs]; |
| 391 |
|
|
doorlist_y[di] = doorlist_y [doorlocs]; |
| 392 |
|
|
} |
| 393 |
|
|
|
| 394 |
|
|
sfree (doorlist_x, w * h); |
| 395 |
|
|
sfree (doorlist_y, w * h); |
| 396 |
|
|
} |
| 397 |
|
|
|
| 398 |
|
|
/* takes a map and makes it symmetric: adjusts Xsize and |
| 399 |
|
|
* Ysize to produce a symmetric map. |
| 400 |
|
|
*/ |
| 401 |
|
|
void |
| 402 |
root |
1.7 |
layout::symmetrize (int symmetry) |
| 403 |
root |
1.5 |
{ |
| 404 |
|
|
if (symmetry == SYMMETRY_NONE) |
| 405 |
|
|
return; |
| 406 |
|
|
|
| 407 |
root |
1.7 |
layout sym_layout ( |
| 408 |
root |
1.5 |
symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w, |
| 409 |
|
|
symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h |
| 410 |
|
|
); |
| 411 |
|
|
|
| 412 |
|
|
if (symmetry == SYMMETRY_X) |
| 413 |
|
|
for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
| 414 |
|
|
for (int j = 0; j < sym_layout.h; j++) |
| 415 |
|
|
{ |
| 416 |
|
|
sym_layout[i ][j] = |
| 417 |
root |
1.8 |
sym_layout[sym_layout.w - i - 1][j] = data [i][j]; |
| 418 |
root |
1.5 |
} |
| 419 |
|
|
|
| 420 |
|
|
if (symmetry == SYMMETRY_Y) |
| 421 |
|
|
for (int i = 0; i < sym_layout.w; i++) |
| 422 |
|
|
for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
| 423 |
|
|
{ |
| 424 |
|
|
sym_layout[i][j ] = |
| 425 |
root |
1.8 |
sym_layout[i][sym_layout.h - j - 1] = data [i][j]; |
| 426 |
root |
1.5 |
} |
| 427 |
|
|
|
| 428 |
|
|
if (symmetry == SYMMETRY_XY) |
| 429 |
|
|
for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
| 430 |
|
|
for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
| 431 |
|
|
{ |
| 432 |
|
|
sym_layout[i ][j ] = |
| 433 |
|
|
sym_layout[i ][sym_layout.h - j - 1] = |
| 434 |
|
|
sym_layout[sym_layout.w - i - 1][j ] = |
| 435 |
root |
1.8 |
sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j]; |
| 436 |
root |
1.5 |
} |
| 437 |
|
|
|
| 438 |
|
|
/* need to run the isolation remover for some layouts */ |
| 439 |
|
|
#if 0 |
| 440 |
|
|
switch (RP->map_layout_style) |
| 441 |
|
|
{ |
| 442 |
|
|
case LAYOUT_ONION: |
| 443 |
|
|
case LAYOUT_SNAKE: |
| 444 |
|
|
case LAYOUT_SQUARE_SPIRAL: |
| 445 |
|
|
// safe |
| 446 |
|
|
break; |
| 447 |
|
|
|
| 448 |
|
|
default: |
| 449 |
|
|
sym_layout.isolation_remover (); |
| 450 |
|
|
break; |
| 451 |
|
|
} |
| 452 |
|
|
#endif |
| 453 |
|
|
sym_layout.isolation_remover (); |
| 454 |
|
|
|
| 455 |
|
|
swap (sym_layout); |
| 456 |
|
|
} |
| 457 |
|
|
|
| 458 |
|
|
//-GPL |
| 459 |
|
|
|
| 460 |
|
|
void |
| 461 |
root |
1.7 |
layout::rotate (int rotation) |
| 462 |
root |
1.5 |
{ |
| 463 |
|
|
switch (rotation & 3) |
| 464 |
|
|
{ |
| 465 |
|
|
case 2: /* a reflection */ |
| 466 |
|
|
{ |
| 467 |
root |
1.7 |
layout new_layout (w, h); |
| 468 |
root |
1.5 |
|
| 469 |
|
|
for (int i = 0; i < w; i++) /* copy a reflection back */ |
| 470 |
|
|
for (int j = 0; j < h; j++) |
| 471 |
root |
1.8 |
new_layout [i][j] = data [w - i - 1][h - j - 1]; |
| 472 |
root |
1.5 |
|
| 473 |
|
|
swap (new_layout); |
| 474 |
|
|
} |
| 475 |
|
|
break; |
| 476 |
|
|
|
| 477 |
|
|
case 1: |
| 478 |
|
|
case 3: |
| 479 |
|
|
{ |
| 480 |
root |
1.7 |
layout new_layout (h, w); |
| 481 |
root |
1.5 |
|
| 482 |
|
|
if (rotation == 1) /* swap x and y */ |
| 483 |
|
|
for (int i = 0; i < w; i++) |
| 484 |
|
|
for (int j = 0; j < h; j++) |
| 485 |
root |
1.8 |
new_layout [j][i] = data [i][j]; |
| 486 |
root |
1.5 |
|
| 487 |
|
|
if (rotation == 3) /* swap x and y */ |
| 488 |
|
|
for (int i = 0; i < w; i++) |
| 489 |
|
|
for (int j = 0; j < h; j++) |
| 490 |
root |
1.8 |
new_layout [j][i] = data [w - i - 1][h - j - 1]; |
| 491 |
root |
1.5 |
|
| 492 |
|
|
swap (new_layout); |
| 493 |
|
|
} |
| 494 |
|
|
break; |
| 495 |
|
|
} |
| 496 |
|
|
} |
| 497 |
|
|
|
| 498 |
|
|
///////////////////////////////////////////////////////////////////////////// |
| 499 |
|
|
|
| 500 |
|
|
//+GPL |
| 501 |
|
|
|
| 502 |
|
|
/* |
| 503 |
root |
1.7 |
* Expands a maze by 2x in each dimension. |
| 504 |
root |
1.5 |
* H. S. Teoh |
| 505 |
|
|
*/ |
| 506 |
|
|
|
| 507 |
|
|
/* Copy the old tile X into the new one at location (i*2, j*2) and |
| 508 |
|
|
* fill up the rest of the 2x2 result with \0: |
| 509 |
|
|
* X ---> X \0 |
| 510 |
|
|
* \0 \0 |
| 511 |
|
|
*/ |
| 512 |
|
|
static void inline |
| 513 |
root |
1.7 |
expand_misc (layout &newlayout, int i, int j, layout &maze) |
| 514 |
root |
1.5 |
{ |
| 515 |
root |
1.7 |
newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = maze[i][j]; |
| 516 |
root |
1.5 |
/* (Note: no need to reset rest of 2x2 area to \0 because calloc does that |
| 517 |
|
|
* for us.) */ |
| 518 |
|
|
} |
| 519 |
|
|
|
| 520 |
|
|
/* Returns a bitmap that represents which squares on the right and bottom |
| 521 |
|
|
* edges of a square (i,j) match the given character: |
| 522 |
|
|
* 1 match on (i+1, j) |
| 523 |
|
|
* 2 match on (i, j+1) |
| 524 |
|
|
* 4 match on (i+1, j+1) |
| 525 |
|
|
* and the possible combinations thereof. |
| 526 |
|
|
*/ |
| 527 |
|
|
static int noinline |
| 528 |
root |
1.7 |
calc_pattern (char ch, layout &maze, int i, int j) |
| 529 |
root |
1.5 |
{ |
| 530 |
|
|
int pattern = 0; |
| 531 |
|
|
|
| 532 |
root |
1.7 |
if (i + 1 < maze.w && maze[i + 1][j] == ch) |
| 533 |
root |
1.5 |
pattern |= 1; |
| 534 |
|
|
|
| 535 |
root |
1.7 |
if (j + 1 < maze.h) |
| 536 |
root |
1.5 |
{ |
| 537 |
root |
1.7 |
if (maze[i][j + 1] == ch) |
| 538 |
root |
1.5 |
pattern |= 2; |
| 539 |
|
|
|
| 540 |
root |
1.7 |
if (i + 1 < maze.w && maze[i + 1][j + 1] == ch) |
| 541 |
root |
1.5 |
pattern |= 4; |
| 542 |
|
|
} |
| 543 |
|
|
|
| 544 |
|
|
return pattern; |
| 545 |
|
|
} |
| 546 |
|
|
|
| 547 |
|
|
/* Expand a wall. This function will try to sensibly connect the resulting |
| 548 |
|
|
* wall to adjacent wall squares, so that the result won't have disconnected |
| 549 |
|
|
* walls. |
| 550 |
|
|
*/ |
| 551 |
|
|
static void inline |
| 552 |
root |
1.7 |
expand_wall (layout &newlayout, int i, int j, layout &maze) |
| 553 |
root |
1.5 |
{ |
| 554 |
root |
1.7 |
int wall_pattern = calc_pattern ('#', maze, i, j); |
| 555 |
|
|
int door_pattern = calc_pattern ('D', maze, i, j); |
| 556 |
root |
1.5 |
int both_pattern = wall_pattern | door_pattern; |
| 557 |
|
|
|
| 558 |
|
|
newlayout[i * 2][j * 2] = '#'; |
| 559 |
|
|
|
| 560 |
root |
1.7 |
if (i + 1 < maze.w) |
| 561 |
root |
1.5 |
{ |
| 562 |
|
|
if (both_pattern & 1) |
| 563 |
|
|
{ /* join walls/doors to the right */ |
| 564 |
|
|
/* newlayout[i*2+1][j*2] = '#'; */ |
| 565 |
root |
1.7 |
newlayout[i * 2 + 1][j * 2] = maze[i + 1][j]; |
| 566 |
root |
1.5 |
} |
| 567 |
|
|
} |
| 568 |
|
|
|
| 569 |
root |
1.7 |
if (j + 1 < maze.h) |
| 570 |
root |
1.5 |
{ |
| 571 |
|
|
if (both_pattern & 2) |
| 572 |
|
|
{ /* join walls/doors to the bottom */ |
| 573 |
|
|
/* newlayout[i*2][j*2+1] = '#'; */ |
| 574 |
root |
1.7 |
newlayout[i * 2][j * 2 + 1] = maze[i][j + 1]; |
| 575 |
root |
1.5 |
} |
| 576 |
|
|
|
| 577 |
|
|
if (wall_pattern == 7) |
| 578 |
root |
1.7 |
{ /* if orig maze is a 2x2 wall block, |
| 579 |
root |
1.5 |
* we fill the result with walls. */ |
| 580 |
|
|
newlayout[i * 2 + 1][j * 2 + 1] = '#'; |
| 581 |
|
|
} |
| 582 |
|
|
} |
| 583 |
|
|
} |
| 584 |
|
|
|
| 585 |
|
|
/* This function will try to sensibly connect doors so that they meet up with |
| 586 |
|
|
* adjacent walls. Note that it will also presumptuously delete (ignore) doors |
| 587 |
|
|
* that it doesn't know how to correctly expand. |
| 588 |
|
|
*/ |
| 589 |
|
|
static void inline |
| 590 |
root |
1.7 |
expand_door (layout &newlayout, int i, int j, layout &maze) |
| 591 |
root |
1.5 |
{ |
| 592 |
root |
1.7 |
int wall_pattern = calc_pattern ('#', maze, i, j); |
| 593 |
|
|
int door_pattern = calc_pattern ('D', maze, i, j); |
| 594 |
root |
1.5 |
int join_pattern; |
| 595 |
|
|
|
| 596 |
|
|
/* Doors "like" to connect to walls more than other doors. If there is |
| 597 |
|
|
* a wall and another door, this door will connect to the wall and |
| 598 |
|
|
* disconnect from the other door. */ |
| 599 |
|
|
if (wall_pattern & 3) |
| 600 |
|
|
join_pattern = wall_pattern; |
| 601 |
|
|
else |
| 602 |
|
|
join_pattern = door_pattern; |
| 603 |
|
|
|
| 604 |
|
|
newlayout[i * 2][j * 2] = 'D'; |
| 605 |
|
|
|
| 606 |
root |
1.7 |
if (i + 1 < maze.w) |
| 607 |
root |
1.5 |
if (join_pattern & 1) |
| 608 |
|
|
/* there is a door/wall to the right */ |
| 609 |
|
|
newlayout[i * 2 + 1][j * 2] = 'D'; |
| 610 |
|
|
|
| 611 |
root |
1.7 |
if (j + 1 < maze.h) |
| 612 |
root |
1.5 |
if (join_pattern & 2) |
| 613 |
|
|
/* there is a door/wall below */ |
| 614 |
|
|
newlayout[i * 2][j * 2 + 1] = 'D'; |
| 615 |
|
|
} |
| 616 |
|
|
|
| 617 |
|
|
void |
| 618 |
root |
1.7 |
layout::expand2x () |
| 619 |
root |
1.5 |
{ |
| 620 |
root |
1.7 |
layout new_layout (w * 2 - 1, h * 2 - 1); |
| 621 |
root |
1.5 |
|
| 622 |
|
|
new_layout.clear (); |
| 623 |
|
|
|
| 624 |
|
|
for (int i = 0; i < w; i++) |
| 625 |
|
|
for (int j = 0; j < h; j++) |
| 626 |
root |
1.8 |
switch (data [i][j]) |
| 627 |
root |
1.5 |
{ |
| 628 |
|
|
case '#': expand_wall (new_layout, i, j, *this); break; |
| 629 |
|
|
case 'D': expand_door (new_layout, i, j, *this); break; |
| 630 |
|
|
default: expand_misc (new_layout, i, j, *this); break; |
| 631 |
|
|
} |
| 632 |
|
|
|
| 633 |
|
|
swap (new_layout); |
| 634 |
|
|
} |
| 635 |
|
|
|
| 636 |
|
|
///////////////////////////////////////////////////////////////////////////// |
| 637 |
|
|
|
| 638 |
root |
1.7 |
/* checks the maze to see if I can stick a horizontal(dir = 0) wall |
| 639 |
root |
1.5 |
(or vertical, dir == 1) |
| 640 |
|
|
here which ends up on other walls sensibly. */ |
| 641 |
|
|
static int |
| 642 |
root |
1.7 |
can_make_wall (const layout &maze, int dx, int dy, int dir) |
| 643 |
root |
1.5 |
{ |
| 644 |
|
|
int i1; |
| 645 |
|
|
int length = 0; |
| 646 |
|
|
|
| 647 |
|
|
/* dont make walls if we're on the edge. */ |
| 648 |
|
|
if (dx == 0 || dx == (maze.w - 1) || dy == 0 || dy == (maze.h - 1)) |
| 649 |
|
|
return -1; |
| 650 |
|
|
|
| 651 |
|
|
/* don't make walls if we're ON a wall. */ |
| 652 |
|
|
if (maze [dx][dy] != 0) |
| 653 |
|
|
return -1; |
| 654 |
|
|
|
| 655 |
|
|
if (dir == 0) /* horizontal */ |
| 656 |
|
|
{ |
| 657 |
|
|
int y = dy; |
| 658 |
|
|
|
| 659 |
|
|
for (i1 = dx - 1; i1 > 0; i1--) |
| 660 |
|
|
{ |
| 661 |
|
|
int sindex = surround_flag2 (maze, i1, y); |
| 662 |
|
|
|
| 663 |
|
|
if (sindex == 1) break; |
| 664 |
|
|
if (sindex != 0) return -1; /* can't make horiz. wall here */ |
| 665 |
|
|
if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */ |
| 666 |
|
|
|
| 667 |
|
|
length++; |
| 668 |
|
|
} |
| 669 |
|
|
|
| 670 |
|
|
for (i1 = dx + 1; i1 < maze.w - 1; i1++) |
| 671 |
|
|
{ |
| 672 |
|
|
int sindex = surround_flag2 (maze, i1, y); |
| 673 |
|
|
|
| 674 |
|
|
if (sindex == 2) break; |
| 675 |
|
|
if (sindex != 0) return -1; /* can't make horiz. wall here */ |
| 676 |
|
|
if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */ |
| 677 |
|
|
|
| 678 |
|
|
length++; |
| 679 |
|
|
} |
| 680 |
|
|
return length; |
| 681 |
|
|
} |
| 682 |
|
|
else |
| 683 |
|
|
{ /* vertical */ |
| 684 |
|
|
int x = dx; |
| 685 |
|
|
|
| 686 |
|
|
for (i1 = dy - 1; i1 > 0; i1--) |
| 687 |
|
|
{ |
| 688 |
|
|
int sindex = surround_flag2 (maze, x, i1); |
| 689 |
|
|
|
| 690 |
|
|
if (sindex == 4) break; |
| 691 |
|
|
if (sindex != 0) return -1; /* can't make vert. wall here */ |
| 692 |
|
|
if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */ |
| 693 |
|
|
|
| 694 |
|
|
length++; |
| 695 |
|
|
} |
| 696 |
|
|
|
| 697 |
|
|
for (i1 = dy + 1; i1 < maze.h - 1; i1++) |
| 698 |
|
|
{ |
| 699 |
|
|
int sindex = surround_flag2 (maze, x, i1); |
| 700 |
|
|
|
| 701 |
|
|
if (sindex == 8) break; |
| 702 |
|
|
if (sindex != 0) return -1; /* can't make verti. wall here */ |
| 703 |
|
|
if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */ |
| 704 |
|
|
|
| 705 |
|
|
length++; |
| 706 |
|
|
} |
| 707 |
|
|
|
| 708 |
|
|
return length; |
| 709 |
|
|
} |
| 710 |
|
|
|
| 711 |
|
|
return -1; |
| 712 |
|
|
} |
| 713 |
|
|
|
| 714 |
|
|
int |
| 715 |
|
|
make_wall (char **maze, int x, int y, int dir) |
| 716 |
|
|
{ |
| 717 |
|
|
maze[x][y] = 'D'; /* mark a door */ |
| 718 |
|
|
|
| 719 |
|
|
switch (dir) |
| 720 |
|
|
{ |
| 721 |
|
|
case 0: /* horizontal */ |
| 722 |
|
|
{ |
| 723 |
|
|
for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#'; |
| 724 |
|
|
for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#'; |
| 725 |
|
|
break; |
| 726 |
|
|
} |
| 727 |
|
|
case 1: /* vertical */ |
| 728 |
|
|
{ |
| 729 |
|
|
for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#'; |
| 730 |
|
|
for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#'; |
| 731 |
|
|
break; |
| 732 |
|
|
} |
| 733 |
|
|
} |
| 734 |
|
|
|
| 735 |
|
|
return 0; |
| 736 |
|
|
} |
| 737 |
|
|
|
| 738 |
|
|
void |
| 739 |
root |
1.7 |
layout::roomify () |
| 740 |
root |
1.5 |
{ |
| 741 |
|
|
int tries = w * h / 30; |
| 742 |
|
|
|
| 743 |
|
|
for (int ti = 0; ti < tries; ti++) |
| 744 |
|
|
{ |
| 745 |
|
|
/* starting location for looking at creating a door */ |
| 746 |
|
|
int dx = rmg_rndm (w); |
| 747 |
|
|
int dy = rmg_rndm (h); |
| 748 |
|
|
|
| 749 |
|
|
/* results of checking on creating walls. */ |
| 750 |
|
|
int cx = can_make_wall (*this, dx, dy, 0); /* horizontal */ |
| 751 |
|
|
int cy = can_make_wall (*this, dx, dy, 1); /* vertical */ |
| 752 |
|
|
|
| 753 |
|
|
if (cx == -1) |
| 754 |
|
|
{ |
| 755 |
|
|
if (cy != -1) |
| 756 |
|
|
make_wall (*this, dx, dy, 1); |
| 757 |
|
|
|
| 758 |
|
|
continue; |
| 759 |
|
|
} |
| 760 |
|
|
|
| 761 |
|
|
if (cy == -1) |
| 762 |
|
|
{ |
| 763 |
|
|
make_wall (*this, dx, dy, 0); |
| 764 |
|
|
continue; |
| 765 |
|
|
} |
| 766 |
|
|
|
| 767 |
|
|
if (cx < cy) |
| 768 |
|
|
make_wall (*this, dx, dy, 0); |
| 769 |
|
|
else |
| 770 |
|
|
make_wall (*this, dx, dy, 1); |
| 771 |
|
|
} |
| 772 |
|
|
} |
| 773 |
|
|
|
| 774 |
|
|
///////////////////////////////////////////////////////////////////////////// |
| 775 |
|
|
|
| 776 |
root |
1.7 |
/* function selects the maze function and gives it whatever |
| 777 |
root |
1.5 |
arguments it needs. */ |
| 778 |
|
|
void |
| 779 |
root |
1.7 |
layout::generate (random_map_params *RP) |
| 780 |
root |
1.5 |
{ |
| 781 |
|
|
switch (RP->map_layout_style) |
| 782 |
|
|
{ |
| 783 |
|
|
case LAYOUT_ONION: |
| 784 |
|
|
map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2); |
| 785 |
|
|
|
| 786 |
|
|
if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF))) |
| 787 |
|
|
roomify (); |
| 788 |
|
|
|
| 789 |
|
|
break; |
| 790 |
|
|
|
| 791 |
|
|
case LAYOUT_MAZE: |
| 792 |
|
|
maze_gen (*this, RP->get_iv ("maze_type", rmg_rndm (4))); |
| 793 |
|
|
|
| 794 |
|
|
if (rmg_rndm (2)) |
| 795 |
|
|
doorify (); |
| 796 |
|
|
|
| 797 |
|
|
break; |
| 798 |
|
|
|
| 799 |
|
|
case LAYOUT_SPIRAL: |
| 800 |
|
|
map_gen_spiral (*this, RP->layoutoptions1); |
| 801 |
|
|
|
| 802 |
|
|
if (rmg_rndm (2)) |
| 803 |
|
|
doorify (); |
| 804 |
|
|
|
| 805 |
|
|
break; |
| 806 |
|
|
|
| 807 |
|
|
case LAYOUT_ROGUELIKE: |
| 808 |
|
|
/* Don't put symmetry in rogue maps. There isn't much reason to |
| 809 |
|
|
* do so in the first place (doesn't make it any more interesting), |
| 810 |
|
|
* but more importantly, the symmetry code presumes we are symmetrizing |
| 811 |
|
|
* spirals, or maps with lots of passages - making a symmetric rogue |
| 812 |
|
|
* map fails because its likely that the passages the symmetry process |
| 813 |
|
|
* creates may not connect the rooms. |
| 814 |
|
|
*/ |
| 815 |
|
|
RP->symmetry_used = SYMMETRY_NONE; |
| 816 |
|
|
roguelike_layout_gen (*this, RP->layoutoptions1); |
| 817 |
|
|
/* no doorifying... done already */ |
| 818 |
|
|
break; |
| 819 |
|
|
|
| 820 |
|
|
case LAYOUT_SNAKE: |
| 821 |
|
|
make_snake_layout (*this, RP->layoutoptions1); |
| 822 |
|
|
|
| 823 |
|
|
if (rmg_rndm (2)) |
| 824 |
|
|
roomify (); |
| 825 |
|
|
|
| 826 |
|
|
break; |
| 827 |
|
|
|
| 828 |
|
|
case LAYOUT_SQUARE_SPIRAL: |
| 829 |
|
|
make_square_spiral_layout (*this, RP->layoutoptions1); |
| 830 |
|
|
|
| 831 |
|
|
if (rmg_rndm (2)) |
| 832 |
|
|
roomify (); |
| 833 |
|
|
|
| 834 |
|
|
break; |
| 835 |
|
|
|
| 836 |
|
|
case LAYOUT_CAVE: |
| 837 |
|
|
gen_cave (RP->get_iv ("cave_type", rmg_rndm (4))); |
| 838 |
|
|
|
| 839 |
|
|
if (rmg_rndm (2)) |
| 840 |
|
|
doorify (); |
| 841 |
|
|
|
| 842 |
|
|
break; |
| 843 |
|
|
|
| 844 |
|
|
default: |
| 845 |
|
|
abort (); |
| 846 |
|
|
} |
| 847 |
|
|
|
| 848 |
root |
1.7 |
/* rotate the maze randomly */ |
| 849 |
root |
1.5 |
rotate (rmg_rndm (4)); |
| 850 |
|
|
|
| 851 |
|
|
symmetrize (RP->symmetry_used); |
| 852 |
|
|
|
| 853 |
|
|
#if 0 |
| 854 |
|
|
print ();//D |
| 855 |
|
|
#endif |
| 856 |
|
|
|
| 857 |
|
|
if (RP->expand2x) |
| 858 |
|
|
expand2x (); |
| 859 |
|
|
} |
| 860 |
|
|
|
| 861 |
|
|
//-GPL |
| 862 |
|
|
|
| 863 |
root |
1.1 |
#if 0 |
| 864 |
|
|
static struct demo |
| 865 |
|
|
{ |
| 866 |
|
|
demo () |
| 867 |
|
|
{ |
| 868 |
|
|
rmg_rndm.seed (time (0)); |
| 869 |
|
|
|
| 870 |
|
|
for(int i=1;i<10;i) |
| 871 |
|
|
{ |
| 872 |
root |
1.7 |
layout maze (10, 10); |
| 873 |
root |
1.6 |
maze.fill_rand (90); |
| 874 |
root |
1.3 |
maze.border (); |
| 875 |
|
|
maze.isolation_remover (); |
| 876 |
root |
1.6 |
maze.doorify (); |
| 877 |
|
|
maze.symmetrize (rmg_rndm (2, 4)); |
| 878 |
|
|
maze.rotate (rmg_rndm (4)); |
| 879 |
|
|
maze.expand2x (); |
| 880 |
root |
1.3 |
maze.print (); |
| 881 |
root |
1.1 |
} |
| 882 |
root |
1.2 |
|
| 883 |
root |
1.1 |
exit (1); |
| 884 |
|
|
} |
| 885 |
|
|
} demo; |
| 886 |
|
|
#endif |