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Source:NetHack 3.1.0/mkmap.c

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Below is the full text to mkmap.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/mkmap.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

The NetHack General Public License applies to screenshots, source code and other content from NetHack.
1.    /*	SCCS Id: @(#)mkmap.c	3.1	92/07/15	*/
2.    /* Copyright (c) J. C. Collet, M. Stephenson and D. Cohrs, 1992   */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    #include "sp_lev.h"
7.    
8.    #define	HEIGHT	(ROWNO - 1)
9.    #define WIDTH	(COLNO - 2)
10.   
11.   static void FDECL(init_map,(SCHAR_P));
12.   static void FDECL(init_fill,(SCHAR_P,SCHAR_P));
13.   static schar FDECL(get_map,(int,int,SCHAR_P));
14.   static void FDECL(pass_one,(SCHAR_P,SCHAR_P));
15.   static void FDECL(pass_two,(SCHAR_P,SCHAR_P));
16.   static void FDECL(pass_three,(SCHAR_P,SCHAR_P));
17.   static void NDECL(wallify_map);
18.   static void FDECL(join_map,(SCHAR_P,SCHAR_P));
19.   static void FDECL(finish_map,(SCHAR_P,SCHAR_P,XCHAR_P,XCHAR_P));
20.   void FDECL(mkmap, (lev_init *));
21.   
22.   char *new_locations;
23.   int min_rx, max_rx, min_ry, max_ry; /* rectangle bounds for regions */
24.   static int n_loc_filled;
25.   
26.   static void
27.   init_map(bg_typ)
28.   	schar	bg_typ;
29.   {
30.   	register int i,j;
31.   
32.   	for(i=1; i<COLNO; i++)
33.   	    for(j=0; j<ROWNO; j++)
34.   		levl[i][j].typ = bg_typ;
35.   }
36.   
37.   static void
38.   init_fill(bg_typ, fg_typ)
39.   	schar	bg_typ, fg_typ;
40.   {
41.   	register int i,j;
42.   	long limit, count;
43.   
44.   	limit = (WIDTH * HEIGHT * 2) / 5;
45.   	count = 0;
46.   	while(count < limit) {
47.   	    i = rn1(WIDTH-1, 2);
48.   	    j = rnd(HEIGHT-1);
49.   	    if (levl[i][j].typ == bg_typ) {
50.   		levl[i][j].typ = fg_typ;
51.   		count++;
52.   	    }
53.   	}
54.   }
55.   
56.   static schar
57.   get_map(col,row, bg_typ)
58.   	int col,row;
59.   	schar	bg_typ;
60.   {
61.   	if (col <= 0 || row < 0 || col > WIDTH || row >= HEIGHT)
62.   		return bg_typ;
63.   	return levl[col][row].typ;
64.   }
65.   
66.   static int dirs[16] = {
67.       -1, -1 /**/, -1, 0 /**/, -1, 1 /**/,
68.        0, -1 /**/,              0, 1 /**/,
69.        1, -1 /**/,  1, 0 /**/,  1, 1};
70.   
71.   static void
72.   pass_one(bg_typ, fg_typ)
73.   	schar	bg_typ, fg_typ;
74.   {
75.   	register int i,j;
76.   	short count, dr;
77.   
78.   	for(i=2; i<=WIDTH; i++)
79.   	    for(j=1; j<HEIGHT; j++) {
80.   		for(count=0, dr=0; dr < 8; dr++)
81.   		    if(get_map(i+dirs[dr*2], j+dirs[(dr*2)+1], bg_typ)
82.   								== fg_typ)
83.   			count++;
84.   
85.   		switch(count) {
86.   		  case 0 : /* death */
87.   		  case 1 :
88.   		  case 2:
89.   			  levl[i][j].typ = bg_typ;
90.   			  break;
91.   		  case 5:
92.   		  case 6:
93.   		  case 7:
94.   		  case 8:
95.   			  levl[i][j].typ = fg_typ;
96.   			  break;
97.   		  default:
98.   			  break;
99.   		  }
100.  	    }
101.  }
102.  
103.  #define new_loc(i,j)	*(new_locations+ ((j)*(WIDTH+1)) + (i))
104.  
105.  static void
106.  pass_two(bg_typ, fg_typ)
107.  	schar	bg_typ, fg_typ;
108.  {
109.  	register int i,j;
110.  	short count, dr;
111.  
112.  	for(i=2; i<=WIDTH; i++)
113.  	    for(j=1; j<HEIGHT; j++) {
114.  		for(count=0, dr=0; dr < 8; dr++)
115.  		    if(get_map(i+dirs[dr*2], j+dirs[(dr*2)+1], bg_typ)
116.  								== fg_typ)
117.  			count++;
118.  		    if (count == 5)
119.  			new_loc(i,j) = bg_typ;
120.  		    else
121.  			new_loc(i,j) = get_map(i,j, bg_typ);
122.  	    }
123.  
124.  	for(i=2; i<=WIDTH; i++)
125.  	    for(j=1; j<HEIGHT; j++)
126.  		levl[i][j].typ = new_loc(i,j);
127.  }
128.  
129.  static void
130.  pass_three(bg_typ, fg_typ)
131.  	schar	bg_typ, fg_typ;
132.  {
133.  	register int i,j;
134.  	short count, dr;
135.  
136.  	for(i=2; i<=WIDTH; i++)
137.  	    for(j=1; j<HEIGHT; j++) {
138.  		for(count=0, dr=0; dr < 8; dr++)
139.  		    if(get_map(i+dirs[dr*2], j+dirs[(dr*2)+1], bg_typ)
140.  								== fg_typ)
141.  			count++;
142.  		if (count < 3)
143.  		    new_loc(i,j) = bg_typ;
144.  		else
145.  		    new_loc(i,j) = get_map(i,j, bg_typ);
146.  	    }
147.  
148.  	for(i=2; i<=WIDTH; i++)
149.  	    for(j=1; j<HEIGHT; j++)
150.  		levl[i][j].typ = new_loc(i,j);
151.  }
152.  
153.  /*
154.   * use a flooding algorithm to find all locations that should
155.   * have the same rm number as the current location.
156.   * if anyroom is TRUE, use IS_ROOM to check room membership instead of
157.   * exactly matching levl[sx][sy].typ and walls are included as well.
158.   */
159.  void
160.  flood_fill_rm(sx, sy, rmno, lit, anyroom)
161.      int sx;
162.      register int sy;
163.      register int rmno;
164.      boolean lit;
165.      boolean anyroom;
166.  {
167.      register int i;
168.      int nx;
169.      schar fg_typ = levl[sx][sy].typ;
170.  
171.      /* back up to find leftmost uninitialized location */
172.      while(sx > 0
173.  	  && (anyroom ? IS_ROOM(levl[sx][sy].typ) : levl[sx][sy].typ == fg_typ)
174.  	  && levl[sx][sy].roomno != rmno)
175.  	sx--;
176.      sx++; /* compensate for extra decrement */
177.  
178.      /* assume sx,sy is valid */
179.      if(sx < min_rx) min_rx = sx;
180.      if(sy < min_ry) min_ry = sy;
181.  
182.      for(i=sx; i<=WIDTH && levl[i][sy].typ == fg_typ; i++) {
183.  	levl[i][sy].roomno = rmno;
184.  	levl[i][sy].lit = lit;
185.  	if(anyroom) {
186.  	    /* add walls to room as well */
187.  	    register int ii,jj;
188.  	    for(ii= (i == sx ? i-1 : i); ii <= i+1; ii++)
189.  		for(jj = sy-1; jj <= sy+1; jj++)
190.  		    if(isok(ii,jj) &&
191.  		       (IS_WALL(levl[ii][jj].typ) ||
192.  			IS_DOOR(levl[ii][jj].typ))) {
193.  			levl[ii][jj].edge = 1;
194.  			if(lit) levl[ii][jj].lit = lit;
195.  			if (levl[ii][jj].roomno != rmno)
196.  			    levl[ii][jj].roomno = SHARED;
197.  			else
198.  			    levl[ii][jj].roomno = rmno;
199.  		    }
200.  	}
201.  	n_loc_filled++;
202.      }
203.      nx = i;
204.  
205.      if(isok(sx,sy-1))
206.  	for(i=sx; i<nx; i++)
207.  	    if(levl[i][sy-1].typ == fg_typ) {
208.  		if(levl[i][sy-1].roomno != rmno)
209.  		    flood_fill_rm(i,sy-1,rmno,lit,anyroom);
210.  	    } else {
211.  		if((i>sx || isok(i-1,sy-1)) &&
212.  		      levl[i-1][sy-1].typ == fg_typ) {
213.  		    if(levl[i-1][sy-1].roomno != rmno)
214.  			flood_fill_rm(i-1,sy-1,rmno,lit,anyroom);
215.  		}
216.  		if((i<nx-1 || isok(i+1,sy-1)) &&
217.  		      levl[i+1][sy-1].typ == fg_typ) {
218.  		    if(levl[i+1][sy-1].roomno != rmno)
219.  			flood_fill_rm(i+1,sy-1,rmno,lit,anyroom);
220.  		}
221.  	    }
222.      if(isok(sx,sy+1))
223.  	for(i=sx; i<nx; i++)
224.  	    if(levl[i][sy+1].typ == fg_typ) {
225.  		if(levl[i][sy+1].roomno != rmno)
226.  		    flood_fill_rm(i,sy+1,rmno,lit,anyroom);
227.  	    } else {
228.  		if((i>sx || isok(i-1,sy+1)) &&
229.  		      levl[i-1][sy+1].typ == fg_typ) {
230.  		    if(levl[i-1][sy+1].roomno != rmno)
231.  			flood_fill_rm(i-1,sy+1,rmno,lit,anyroom);
232.  		}
233.  		if((i<nx-1 || isok(i+1,sy+1)) &&
234.  		      levl[i+1][sy+1].typ == fg_typ) {
235.  		    if(levl[i+1][sy+1].roomno != rmno)
236.  			flood_fill_rm(i+1,sy+1,rmno,lit,anyroom);
237.  		}
238.  	    }
239.  
240.      if(nx > max_rx) max_rx = nx - 1; /* nx is just past valid region */
241.      if(sy > max_ry) max_ry = sy;
242.  }
243.  
244.  /*
245.   *	If we have drawn a map without walls, this allows us to
246.   *	auto-magically wallify it.  Taken from lev_main.c.
247.   */
248.  static void
249.  wallify_map()
250.  {
251.  
252.      int x, y, xx, yy;
253.  
254.      for(x = 1; x < COLNO; x++)
255.  	for(y = 0; y < ROWNO; y++)
256.  	    if(levl[x][y].typ == STONE) {
257.  		for(yy = y - 1; yy <= y+1; yy++)
258.  		    for(xx = x - 1; xx <= x+1; xx++)
259.  			if(isok(xx,yy) && levl[xx][yy].typ == ROOM) {
260.  			    if(yy != y)	levl[x][y].typ = HWALL;
261.  			    else	levl[x][y].typ = VWALL;
262.  			}
263.  	    }
264.  }
265.  
266.  static void
267.  join_map(bg_typ, fg_typ)
268.  	schar	bg_typ, fg_typ;
269.  {
270.      register struct mkroom *croom, *croom2;
271.  
272.      register int i, j;
273.      int sx, sy;
274.      coord sm, em;
275.  
276.      /* first, use flood filling to find all of the regions that need joining */
277.      for(i=2; i<=WIDTH; i++)
278.  	for(j=1; j<HEIGHT; j++) {
279.  	    if(levl[i][j].typ == fg_typ && levl[i][j].roomno == NO_ROOM) {
280.  		min_rx = max_rx = i;
281.  		min_ry = max_ry = j;
282.  		n_loc_filled = 0;
283.  		flood_fill_rm(i,j,nroom+ROOMOFFSET,FALSE,FALSE);
284.  		if(n_loc_filled > 3) {
285.  		    add_room(min_rx, min_ry, max_rx, max_ry,
286.  			     FALSE, OROOM, TRUE);
287.  		    rooms[nroom-1].irregular = TRUE;
288.  		    if(nroom >= (MAXNROFROOMS*2))
289.  			goto joinm;
290.  		} else {
291.  		    /*
292.  		     * it's a tiny hole; erase it from the map to avoid
293.  		     * having the player end up here with no way out.
294.  		     */
295.  		    for(sx = min_rx; sx<=max_rx; sx++)
296.  			for(sy = min_ry; sy<=max_ry; sy++)
297.  			    if(levl[sx][sy].roomno == nroom+ROOMOFFSET) {
298.  				levl[sx][sy].typ = bg_typ;
299.  				levl[sx][sy].roomno = NO_ROOM;
300.  			    }
301.  		}
302.  	    }
303.  	}
304.  
305.  joinm:
306.      /*
307.       * Ok, now we can actually join the regions with fg_typ's.
308.       * The rooms are already sorted due to the previous loop,
309.       * so don't call sort_rooms(), which can screw up the roomno's
310.       * validity in the levl structure.
311.       */
312.      for(croom = &rooms[0], croom2 = croom + 1; croom2 < &rooms[nroom]; ) {
313.  	/* pick random starting and end locations for "corridor" */
314.  	if(!somexy(croom, &sm) || !somexy(croom2, &em)) {
315.  	    /* ack! -- the level is going to be busted */
316.  	    /* arbitrarily pick centers of both rooms and hope for the best */
317.  	    impossible("No start/end room loc in join_map.");
318.  	    sm.x = croom->lx + ((croom->hx - croom->lx) / 2);
319.  	    sm.y = croom->ly + ((croom->hy - croom->ly) / 2);
320.  	    em.x = croom2->lx + ((croom2->hx - croom2->lx) / 2);
321.  	    em.y = croom2->ly + ((croom2->hy - croom2->ly) / 2);
322.  	}
323.  
324.  	(void) dig_corridor(sm, em, FALSE, fg_typ, bg_typ);
325.  
326.  	/* choose next region to join */
327.  	/* only increment croom if croom and croom2 are non-overlapping */
328.  	if(croom2->lx > croom->hx ||
329.  	   ((croom2->ly > croom->hy || croom2->hy < croom->ly) && rn2(3))) {
330.  	    croom = croom2;
331.  	}
332.  	croom2++; /* always increment the next room */
333.      }
334.  }
335.  
336.  static void
337.  finish_map(fg_typ, bg_typ, lit, walled)
338.          schar	fg_typ, bg_typ;
339.          boolean	lit, walled;
340.  {
341.  	int	i, j;
342.  
343.  	if(walled) wallify_map();
344.  
345.  	if(lit) {
346.  	    for(i=1; i<COLNO; i++)
347.  		for(j=0; j<ROWNO; j++)
348.  		    if((!IS_ROCK(fg_typ) && levl[i][j].typ == fg_typ) ||
349.  		       (!IS_ROCK(bg_typ) && levl[i][j].typ == bg_typ) ||
350.  			(walled && IS_WALL(levl[i][j].typ)))
351.  			levl[i][j].lit = TRUE;
352.  	    for(i = 0; i < nroom; i++)
353.  		rooms[i].rlit = 1;
354.  	}
355.  }
356.  
357.  #define	N_P1_ITER	1	/* tune map generation via this value */
358.  #define	N_P2_ITER	1	/* tune map generation via this value */
359.  #define	N_P3_ITER	2	/* tune map smoothing via this value */
360.  
361.  void
362.  mkmap(init_lev)
363.  
364.  	lev_init	*init_lev;
365.  {
366.  	schar	bg_typ = init_lev->bg,
367.  		fg_typ = init_lev->fg;
368.  	boolean smooth = init_lev->smoothed,
369.                  join = init_lev->joined;
370.          xchar   lit = init_lev->lit,
371.                  walled = init_lev->walled;
372.  	int i;
373.  
374.  	if(lit < 0)
375.  	    lit = (rnd(1+abs(depth(&u.uz))) < 11 && rn2(77)) ? 1 : 0;
376.  
377.  	new_locations = (char *)alloc((WIDTH+1) * HEIGHT);
378.  
379.  	init_map(bg_typ);
380.  	init_fill(bg_typ, fg_typ);
381.  
382.  	for(i = 0; i < N_P1_ITER; i++)
383.  	    pass_one(bg_typ, fg_typ);
384.  
385.  	for(i = 0; i < N_P2_ITER; i++)
386.  	pass_two(bg_typ, fg_typ);
387.  
388.  	if(smooth)
389.  	    for(i = 0; i < N_P3_ITER; i++)
390.  		pass_three(bg_typ, fg_typ);
391.  
392.  	if(join)
393.  	    join_map(bg_typ, fg_typ);
394.  
395.  	finish_map(fg_typ, bg_typ, (boolean)lit, (boolean)walled);
396.  	/* a walled, joined level is cavernous, not mazelike -dlc */
397.  	if (walled && join) {
398.  	    level.flags.is_maze_lev = FALSE;
399.  	    level.flags.is_cavernous_lev = TRUE;
400.  	}
401.  	free(new_locations);
402.  }

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