/* NetHack 3.7 mkmap.c $NHDT-Date: 1596498181 2020/08/03 23:43:01 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.28 $ */ /* 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 init_map(schar); static void init_fill(schar, schar); static schar get_map(int, int, schar); static void pass_one(schar, schar); static void pass_two(schar, schar); static void pass_three(schar, schar); static void join_map(schar, schar); static void finish_map(schar, schar, boolean, boolean, boolean); static void remove_room(unsigned); void mkmap(lev_init *); static void init_map(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; levl[i][j].lit = FALSE; } } static void init_fill(schar bg_typ, schar 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(int col, int row, schar bg_typ) { if (col <= 0 || row < 0 || col > WIDTH || row >= HEIGHT) return bg_typ; return levl[col][row].typ; } static const int dirs[16] = { -1, -1 /**/, -1, 0 /**/, -1, 1 /**/, 0, -1 /**/, 0, 1 /**/, 1, -1 /**/, 1, 0 /**/, 1, 1 }; static void pass_one(schar bg_typ, schar 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) *(g.new_locations + ((j) * (WIDTH + 1)) + (i)) static void pass_two(schar bg_typ, schar 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(schar bg_typ, schar 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( 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) && (int) levl[sx][sy].roomno != rmno) sx--; sx++; /* compensate for extra decrement */ /* assume sx,sy is valid */ if (sx < g.min_rx) g.min_rx = sx; if (sy < g.min_ry) g.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].typ == SDOOR)) { levl[ii][jj].edge = 1; if (lit) levl[ii][jj].lit = lit; if (levl[ii][jj].roomno == NO_ROOM) levl[ii][jj].roomno = rmno; else if ((int) levl[ii][jj].roomno != rmno) levl[ii][jj].roomno = SHARED; } } g.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 ((int) 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 ((int) 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 ((int) 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 ((int) 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 ((int) 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 ((int) levl[i + 1][sy + 1].roomno != rmno) flood_fill_rm(i + 1, sy + 1, rmno, lit, anyroom); } } } if (nx > g.max_rx) g.max_rx = nx - 1; /* nx is just past valid region */ if (sy > g.max_ry) g.max_ry = sy; } static void join_map(schar bg_typ, schar 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) { g.min_rx = g.max_rx = i; g.min_ry = g.max_ry = j; g.n_loc_filled = 0; flood_fill_rm(i, j, g.nroom + ROOMOFFSET, FALSE, FALSE); if (g.n_loc_filled > 3) { add_room(g.min_rx, g.min_ry, g.max_rx, g.max_ry, FALSE, OROOM, TRUE); g.rooms[g.nroom - 1].irregular = TRUE; if (g.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 = g.min_rx; sx <= g.max_rx; sx++) for (sy = g.min_ry; sy <= g.max_ry; sy++) if ((int) levl[sx][sy].roomno == g.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 = &g.rooms[0], croom2 = croom + 1; croom2 < &g.rooms[g.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( schar fg_typ, schar bg_typ, boolean lit, boolean walled, boolean icedpools) { int i, j; if (walled) wallify_map(1, 0, COLNO-1, ROWNO-1); 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) || (bg_typ == TREE && levl[i][j].typ == bg_typ) || (walled && IS_WALL(levl[i][j].typ))) levl[i][j].lit = TRUE; for (i = 0; i < g.nroom; i++) g.rooms[i].rlit = 1; } /* light lava even if everything's otherwise unlit; ice might be frozen pool rather than frozen moat */ for (i = 1; i < COLNO; i++) for (j = 0; j < ROWNO; j++) { if (levl[i][j].typ == LAVAPOOL) levl[i][j].lit = TRUE; else if (levl[i][j].typ == ICE) levl[i][j].icedpool = icedpools ? ICED_POOL : ICED_MOAT; } } /* * When level processed by join_map is overlaid by a MAP, some rooms may no * longer be valid. All rooms in the region lx <= x < hx, ly <= y < hy are * removed. Rooms partially in the region are truncated. This function * must be called before the REGIONs or ROOMs of the map are processed, or * those rooms will be removed as well. Assumes roomno fields in the * region are already cleared, and roomno and irregular fields outside the * region are all set. */ void remove_rooms(int lx, int ly, int hx, int hy) { int i; struct mkroom *croom; for (i = g.nroom - 1; i >= 0; --i) { croom = &g.rooms[i]; if (croom->hx < lx || croom->lx >= hx || croom->hy < ly || croom->ly >= hy) continue; /* no overlap */ if (croom->lx < lx || croom->hx >= hx || croom->ly < ly || croom->hy >= hy) { /* partial overlap */ /* TODO: ensure remaining parts of room are still joined */ if (!croom->irregular) impossible("regular room in joined map"); } else { /* total overlap, remove the room */ remove_room((unsigned) i); } } } /* * Remove roomno from the rooms array, decrementing nroom. Also updates * all level roomno values of affected higher numbered rooms. Assumes * level structure contents corresponding to roomno have already been reset. * Currently handles only the removal of rooms that have no subrooms. */ static void remove_room(unsigned int roomno) { struct mkroom *croom = &g.rooms[roomno]; struct mkroom *maxroom = &g.rooms[--g.nroom]; int i, j; unsigned oroomno; if (croom != maxroom) { /* since the order in the array only matters for making corridors, * copy the last room over the one being removed on the assumption * that corridors have already been dug. */ (void) memcpy((genericptr_t) croom, (genericptr_t) maxroom, sizeof(struct mkroom)); /* since maxroom moved, update affected level roomno values */ oroomno = g.nroom + ROOMOFFSET; roomno += ROOMOFFSET; for (i = croom->lx; i <= croom->hx; ++i) for (j = croom->ly; j <= croom->hy; ++j) { if (levl[i][j].roomno == oroomno) levl[i][j].roomno = roomno; } } maxroom->hx = -1; /* just like add_room */ } #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 */ boolean litstate_rnd(int litstate) { if (litstate < 0) return (rnd(1 + abs(depth(&u.uz))) < 11 && rn2(77)) ? TRUE : FALSE; return (boolean) litstate; } void mkmap(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; lit = litstate_rnd(lit); g.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, init_lev->icedpools); /* a walled, joined level is cavernous, not mazelike -dlc */ if (walled && join) { g.level.flags.is_maze_lev = FALSE; g.level.flags.is_cavernous_lev = TRUE; } free(g.new_locations); } /*mkmap.c*/