Source:NetHack 3.6.0/src/mkmap.c
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Below is the full text to mkmap.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/mkmap.c#line123]], for example.
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Contents
Top of file
/* NetHack 3.6 mkmap.c $NHDT-Date: 1432512767 2015/05/25 00:12:47 $ $NHDT-Branch: master $:$NHDT-Revision: 1.16 $ */
/* 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_DCL void FDECL(init_map, (SCHAR_P));
STATIC_DCL void FDECL(init_fill, (SCHAR_P, SCHAR_P));
STATIC_DCL schar FDECL(get_map, (int, int, SCHAR_P));
STATIC_DCL void FDECL(pass_one, (SCHAR_P, SCHAR_P));
STATIC_DCL void FDECL(pass_two, (SCHAR_P, SCHAR_P));
STATIC_DCL void FDECL(pass_three, (SCHAR_P, SCHAR_P));
STATIC_DCL void NDECL(wallify_map);
STATIC_DCL void FDECL(join_map, (SCHAR_P, SCHAR_P));
STATIC_DCL void FDECL(finish_map,
(SCHAR_P, SCHAR_P, BOOLEAN_P, BOOLEAN_P, BOOLEAN_P));
STATIC_DCL void FDECL(remove_room, (unsigned));
void FDECL(mkmap, (lev_init *));
static char *new_locations;
int min_rx, max_rx, min_ry, max_ry; /* rectangle bounds for regions */
static int n_loc_filled;
init_map
STATIC_OVL 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;
}
init_fill
STATIC_OVL 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++;
}
}
}
get_map
STATIC_OVL 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;
}
pass_one
static int dirs[16] = { -1, -1 /**/, -1, 0 /**/, -1, 1 /**/, 0, -1 /**/,
0, 1 /**/, 1, -1 /**/, 1, 0 /**/, 1, 1 };
STATIC_OVL 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;
}
}
}
pass_two
#define new_loc(i, j) *(new_locations + ((j) * (WIDTH + 1)) + (i))
STATIC_OVL 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);
}
pass_three
STATIC_OVL 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);
}
flood_fill_rm
/*
* 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)
&& (int) 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].typ == SDOOR)) {
levl[ii][jj].edge = 1;
if (lit)
levl[ii][jj].lit = lit;
if ((int) levl[ii][jj].roomno != rmno)
levl[ii][jj].roomno = SHARED;
}
}
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 > max_rx)
max_rx = nx - 1; /* nx is just past valid region */
if (sy > max_ry)
max_ry = sy;
}
wallify_map
/*
* If we have drawn a map without walls, this allows us to
* auto-magically wallify it. Taken from lev_main.c.
*/
STATIC_OVL 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;
}
}
}
join_map
STATIC_OVL 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 ((int) 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 */
}
}
finish_map
STATIC_OVL void
finish_map(fg_typ, bg_typ, lit, walled, icedpools)
schar fg_typ, bg_typ;
boolean lit, walled, icedpools;
{
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)
|| (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 < nroom; i++)
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;
}
}
remove_rooms
/*
* 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(lx, ly, hx, hy)
int lx, ly, hx, hy;
{
int i;
struct mkroom *croom;
for (i = nroom - 1; i >= 0; --i) {
croom = &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_room
/*
* 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_OVL void
remove_room(roomno)
unsigned roomno;
{
struct mkroom *croom = &rooms[roomno];
struct mkroom *maxroom = &rooms[--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 = 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 */
}
mkmap
#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,
init_lev->icedpools);
/* 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);
}
/*mkmap.c*/