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nethack.lha
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nethack-3.1
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mkmap.c
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1993-01-22
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/* SCCS Id: @(#)mkmap.c 3.1 92/07/15 */
/* Copyright (c) J. C. Collet, M. Stephenson and D. Cohrs, 1992 */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include "sp_lev.h"
#define HEIGHT (ROWNO - 1)
#define WIDTH (COLNO - 2)
static void FDECL(init_map,(SCHAR_P));
static void FDECL(init_fill,(SCHAR_P,SCHAR_P));
static schar FDECL(get_map,(int,int,SCHAR_P));
static void FDECL(pass_one,(SCHAR_P,SCHAR_P));
static void FDECL(pass_two,(SCHAR_P,SCHAR_P));
static void FDECL(pass_three,(SCHAR_P,SCHAR_P));
static void NDECL(wallify_map);
static void FDECL(join_map,(SCHAR_P,SCHAR_P));
static void FDECL(finish_map,(SCHAR_P,SCHAR_P,XCHAR_P,XCHAR_P));
void FDECL(mkmap, (lev_init *));
char *new_locations;
int min_rx, max_rx, min_ry, max_ry; /* rectangle bounds for regions */
static int n_loc_filled;
static void
init_map(bg_typ)
schar bg_typ;
{
register int i,j;
for(i=1; i<COLNO; i++)
for(j=0; j<ROWNO; j++)
levl[i][j].typ = bg_typ;
}
static void
init_fill(bg_typ, fg_typ)
schar bg_typ, fg_typ;
{
register int i,j;
long limit, count;
limit = (WIDTH * HEIGHT * 2) / 5;
count = 0;
while(count < limit) {
i = rn1(WIDTH-1, 2);
j = rnd(HEIGHT-1);
if (levl[i][j].typ == bg_typ) {
levl[i][j].typ = fg_typ;
count++;
}
}
}
static schar
get_map(col,row, bg_typ)
int col,row;
schar bg_typ;
{
if (col <= 0 || row < 0 || col > WIDTH || row >= HEIGHT)
return bg_typ;
return levl[col][row].typ;
}
static int dirs[16] = {
-1, -1 /**/, -1, 0 /**/, -1, 1 /**/,
0, -1 /**/, 0, 1 /**/,
1, -1 /**/, 1, 0 /**/, 1, 1};
static void
pass_one(bg_typ, fg_typ)
schar bg_typ, fg_typ;
{
register int i,j;
short count, dr;
for(i=2; i<=WIDTH; i++)
for(j=1; j<HEIGHT; j++) {
for(count=0, dr=0; dr < 8; dr++)
if(get_map(i+dirs[dr*2], j+dirs[(dr*2)+1], bg_typ)
== fg_typ)
count++;
switch(count) {
case 0 : /* death */
case 1 :
case 2:
levl[i][j].typ = bg_typ;
break;
case 5:
case 6:
case 7:
case 8:
levl[i][j].typ = fg_typ;
break;
default:
break;
}
}
}
#define new_loc(i,j) *(new_locations+ ((j)*(WIDTH+1)) + (i))
static void
pass_two(bg_typ, fg_typ)
schar bg_typ, fg_typ;
{
register int i,j;
short count, dr;
for(i=2; i<=WIDTH; i++)
for(j=1; j<HEIGHT; j++) {
for(count=0, dr=0; dr < 8; dr++)
if(get_map(i+dirs[dr*2], j+dirs[(dr*2)+1], bg_typ)
== fg_typ)
count++;
if (count == 5)
new_loc(i,j) = bg_typ;
else
new_loc(i,j) = get_map(i,j, bg_typ);
}
for(i=2; i<=WIDTH; i++)
for(j=1; j<HEIGHT; j++)
levl[i][j].typ = new_loc(i,j);
}
static void
pass_three(bg_typ, fg_typ)
schar bg_typ, fg_typ;
{
register int i,j;
short count, dr;
for(i=2; i<=WIDTH; i++)
for(j=1; j<HEIGHT; j++) {
for(count=0, dr=0; dr < 8; dr++)
if(get_map(i+dirs[dr*2], j+dirs[(dr*2)+1], bg_typ)
== fg_typ)
count++;
if (count < 3)
new_loc(i,j) = bg_typ;
else
new_loc(i,j) = get_map(i,j, bg_typ);
}
for(i=2; i<=WIDTH; i++)
for(j=1; j<HEIGHT; j++)
levl[i][j].typ = new_loc(i,j);
}
/*
* use a flooding algorithm to find all locations that should
* have the same rm number as the current location.
* if anyroom is TRUE, use IS_ROOM to check room membership instead of
* exactly matching levl[sx][sy].typ and walls are included as well.
*/
void
flood_fill_rm(sx, sy, rmno, lit, anyroom)
int sx;
register int sy;
register int rmno;
boolean lit;
boolean anyroom;
{
register int i;
int nx;
schar fg_typ = levl[sx][sy].typ;
/* back up to find leftmost uninitialized location */
while(sx > 0
&& (anyroom ? IS_ROOM(levl[sx][sy].typ) : levl[sx][sy].typ == fg_typ)
&& levl[sx][sy].roomno != rmno)
sx--;
sx++; /* compensate for extra decrement */
/* assume sx,sy is valid */
if(sx < min_rx) min_rx = sx;
if(sy < min_ry) min_ry = sy;
for(i=sx; i<=WIDTH && levl[i][sy].typ == fg_typ; i++) {
levl[i][sy].roomno = rmno;
levl[i][sy].lit = lit;
if(anyroom) {
/* add walls to room as well */
register int ii,jj;
for(ii= (i == sx ? i-1 : i); ii <= i+1; ii++)
for(jj = sy-1; jj <= sy+1; jj++)
if(isok(ii,jj) &&
(IS_WALL(levl[ii][jj].typ) ||
IS_DOOR(levl[ii][jj].typ))) {
levl[ii][jj].edge = 1;
if(lit) levl[ii][jj].lit = lit;
if (levl[ii][jj].roomno != rmno)
levl[ii][jj].roomno = SHARED;
else
levl[ii][jj].roomno = rmno;
}
}
n_loc_filled++;
}
nx = i;
if(isok(sx,sy-1))
for(i=sx; i<nx; i++)
if(levl[i][sy-1].typ == fg_typ) {
if(levl[i][sy-1].roomno != rmno)
flood_fill_rm(i,sy-1,rmno,lit,anyroom);
} else {
if((i>sx || isok(i-1,sy-1)) &&
levl[i-1][sy-1].typ == fg_typ) {
if(levl[i-1][sy-1].roomno != rmno)
flood_fill_rm(i-1,sy-1,rmno,lit,anyroom);
}
if((i<nx-1 || isok(i+1,sy-1)) &&
levl[i+1][sy-1].typ == fg_typ) {
if(levl[i+1][sy-1].roomno != rmno)
flood_fill_rm(i+1,sy-1,rmno,lit,anyroom);
}
}
if(isok(sx,sy+1))
for(i=sx; i<nx; i++)
if(levl[i][sy+1].typ == fg_typ) {
if(levl[i][sy+1].roomno != rmno)
flood_fill_rm(i,sy+1,rmno,lit,anyroom);
} else {
if((i>sx || isok(i-1,sy+1)) &&
levl[i-1][sy+1].typ == fg_typ) {
if(levl[i-1][sy+1].roomno != rmno)
flood_fill_rm(i-1,sy+1,rmno,lit,anyroom);
}
if((i<nx-1 || isok(i+1,sy+1)) &&
levl[i+1][sy+1].typ == fg_typ) {
if(levl[i+1][sy+1].roomno != rmno)
flood_fill_rm(i+1,sy+1,rmno,lit,anyroom);
}
}
if(nx > max_rx) max_rx = nx - 1; /* nx is just past valid region */
if(sy > max_ry) max_ry = sy;
}
/*
* If we have drawn a map without walls, this allows us to
* auto-magically wallify it. Taken from lev_main.c.
*/
static void
wallify_map()
{
int x, y, xx, yy;
for(x = 1; x < COLNO; x++)
for(y = 0; y < ROWNO; y++)
if(levl[x][y].typ == STONE) {
for(yy = y - 1; yy <= y+1; yy++)
for(xx = x - 1; xx <= x+1; xx++)
if(isok(xx,yy) && levl[xx][yy].typ == ROOM) {
if(yy != y) levl[x][y].typ = HWALL;
else levl[x][y].typ = VWALL;
}
}
}
static void
join_map(bg_typ, fg_typ)
schar bg_typ, fg_typ;
{
register struct mkroom *croom, *croom2;
register int i, j;
int sx, sy;
coord sm, em;
/* first, use flood filling to find all of the regions that need joining */
for(i=2; i<=WIDTH; i++)
for(j=1; j<HEIGHT; j++) {
if(levl[i][j].typ == fg_typ && levl[i][j].roomno == NO_ROOM) {
min_rx = max_rx = i;
min_ry = max_ry = j;
n_loc_filled = 0;
flood_fill_rm(i,j,nroom+ROOMOFFSET,FALSE,FALSE);
if(n_loc_filled > 3) {
add_room(min_rx, min_ry, max_rx, max_ry,
FALSE, OROOM, TRUE);
rooms[nroom-1].irregular = TRUE;
if(nroom >= (MAXNROFROOMS*2))
goto joinm;
} else {
/*
* it's a tiny hole; erase it from the map to avoid
* having the player end up here with no way out.
*/
for(sx = min_rx; sx<=max_rx; sx++)
for(sy = min_ry; sy<=max_ry; sy++)
if(levl[sx][sy].roomno == nroom+ROOMOFFSET) {
levl[sx][sy].typ = bg_typ;
levl[sx][sy].roomno = NO_ROOM;
}
}
}
}
joinm:
/*
* Ok, now we can actually join the regions with fg_typ's.
* The rooms are already sorted due to the previous loop,
* so don't call sort_rooms(), which can screw up the roomno's
* validity in the levl structure.
*/
for(croom = &rooms[0], croom2 = croom + 1; croom2 < &rooms[nroom]; ) {
/* pick random starting and end locations for "corridor" */
if(!somexy(croom, &sm) || !somexy(croom2, &em)) {
/* ack! -- the level is going to be busted */
/* arbitrarily pick centers of both rooms and hope for the best */
impossible("No start/end room loc in join_map.");
sm.x = croom->lx + ((croom->hx - croom->lx) / 2);
sm.y = croom->ly + ((croom->hy - croom->ly) / 2);
em.x = croom2->lx + ((croom2->hx - croom2->lx) / 2);
em.y = croom2->ly + ((croom2->hy - croom2->ly) / 2);
}
(void) dig_corridor(sm, em, FALSE, fg_typ, bg_typ);
/* choose next region to join */
/* only increment croom if croom and croom2 are non-overlapping */
if(croom2->lx > croom->hx ||
((croom2->ly > croom->hy || croom2->hy < croom->ly) && rn2(3))) {
croom = croom2;
}
croom2++; /* always increment the next room */
}
}
static void
finish_map(fg_typ, bg_typ, lit, walled)
schar fg_typ, bg_typ;
boolean lit, walled;
{
int i, j;
if(walled) wallify_map();
if(lit) {
for(i=1; i<COLNO; i++)
for(j=0; j<ROWNO; j++)
if((!IS_ROCK(fg_typ) && levl[i][j].typ == fg_typ) ||
(!IS_ROCK(bg_typ) && levl[i][j].typ == bg_typ) ||
(walled && IS_WALL(levl[i][j].typ)))
levl[i][j].lit = TRUE;
for(i = 0; i < nroom; i++)
rooms[i].rlit = 1;
}
}
#define N_P1_ITER 1 /* tune map generation via this value */
#define N_P2_ITER 1 /* tune map generation via this value */
#define N_P3_ITER 2 /* tune map smoothing via this value */
void
mkmap(init_lev)
lev_init *init_lev;
{
schar bg_typ = init_lev->bg,
fg_typ = init_lev->fg;
boolean smooth = init_lev->smoothed,
join = init_lev->joined;
xchar lit = init_lev->lit,
walled = init_lev->walled;
int i;
if(lit < 0)
lit = (rnd(1+abs(depth(&u.uz))) < 11 && rn2(77)) ? 1 : 0;
new_locations = (char *)alloc((WIDTH+1) * HEIGHT);
init_map(bg_typ);
init_fill(bg_typ, fg_typ);
for(i = 0; i < N_P1_ITER; i++)
pass_one(bg_typ, fg_typ);
for(i = 0; i < N_P2_ITER; i++)
pass_two(bg_typ, fg_typ);
if(smooth)
for(i = 0; i < N_P3_ITER; i++)
pass_three(bg_typ, fg_typ);
if(join)
join_map(bg_typ, fg_typ);
finish_map(fg_typ, bg_typ, (boolean)lit, (boolean)walled);
/* a walled, joined level is cavernous, not mazelike -dlc */
if (walled && join) {
level.flags.is_maze_lev = FALSE;
level.flags.is_cavernous_lev = TRUE;
}
free(new_locations);
}