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Comparing deliantra/server/random_maps/layout.C (file contents):
Revision 1.9 by root, Fri Jul 2 17:18:04 2010 UTC vs.
Revision 1.15 by root, Sat Jul 3 03:09:27 2010 UTC

34 this->h = h; 34 this->h = h;
35 35
36 // we store the layout in a single contiguous memory layout 36 // we store the layout in a single contiguous memory layout
37 // first part consists of pointers to each column, followed 37 // first part consists of pointers to each column, followed
38 // by the actual columns (not rows!) 38 // by the actual columns (not rows!)
39 int size = (sizeof (cell *) + sizeof (cell) * h) * w; 39 size = (sizeof (cell *) + sizeof (cell) * h) * w;
40
41 data = (cell **)salloc<char> (size); 40 data = (cell **)salloc<char> (size);
42 41
43 cell *p = (cell *)(data + w); 42 cell *p = (cell *)(data + w);
44 43
45 for (int x = w; x--; ) 44 for (int x = 0; x < w; ++x)
46 data [x] = p + x * h; 45 data [x] = p + x * h;
47} 46}
48 47
49layout::layout (int w, int h) 48layout::layout (int w, int h)
50{ 49{
56 alloc (copy.w, copy.h); 55 alloc (copy.w, copy.h);
57 56
58 memcpy (data [0], copy.data [0], sizeof (cell) * h * w); 57 memcpy (data [0], copy.data [0], sizeof (cell) * h * w);
59} 58}
60 59
60layout::layout (layout &orig, int x1, int y1, int x2, int y2)
61{
62 w = x2 - x1;
63 h = y2 - y1;
64
65 // we only allocate space for the pointers
66 size = sizeof (cell *) * w;
67 data = (cell **)salloc<char> (size);
68
69 // and now we point back into the original layout
70 for (int x = 0; x < w; ++x)
71 data [x] = orig.data [x + x1] + y1;
72}
73
61layout::~layout () 74layout::~layout ()
62{ 75{
63 int size = (sizeof (cell *) + sizeof (cell) * h) * w;
64
65 sfree ((char *)data, size); 76 sfree ((char *)data, size);
66} 77}
67 78
68void 79void
69layout::fill (char fill) 80layout::fill (char fill)
70{ 81{
71 memset (data [0], fill, w * h); 82 //memset (data [0], fill, w * h); // only when contiguous :/
83 fill_rect (0, 0, w, h, fill);
72} 84}
73 85
74void 86void
75layout::rect (int x1, int y1, int x2, int y2, char fill) 87layout::rect (int x1, int y1, int x2, int y2, char fill)
88{
89 --x2;
90
91 memset (data [x1] + y1, fill, y2 - y1);
92 memset (data [x2] + y1, fill, y2 - y1);
93
94 while (++x1 < x2)
95 data [x1][y1] = data [x1][y2 - 1] = fill;
96}
97
98void
99layout::fill_rect (int x1, int y1, int x2, int y2, char fill)
76{ 100{
77 for (; x1 < x2; ++x1) 101 for (; x1 < x2; ++x1)
78 memset (data [x1] + y1, fill, y2 - y1); 102 memset (data [x1] + y1, fill, y2 - y1);
79} 103}
80 104
81void layout::border (char fill) 105void layout::border (char fill)
82{ 106{
83 for (int i = 0; i < w; i++) data [i][0] = data [i][h - 1] = fill; 107 rect (0, 0, w, h, fill);
84 for (int j = 0; j < h; j++) data [0][j] = data [w - 1][j] = fill;
85} 108}
86 109
87void 110void
88layout::fill_rand (int percent) 111layout::fill_rand (int percent)
89{ 112{
171///////////////////////////////////////////////////////////////////////////// 194/////////////////////////////////////////////////////////////////////////////
172// isolation remover - ensures single connected area 195// isolation remover - ensures single connected area
173 196
174typedef fixed_stack<point> pointlist; 197typedef fixed_stack<point> pointlist;
175 198
176static noinline void 199static void noinline
177push_flood_fill (layout &dist, pointlist &seeds, int x, int y) 200push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
178{ 201{
179 if (dist [x][y]) 202 if (dist [x][y])
180 return; 203 return;
181 204
192 ++y; 215 ++y;
193 } 216 }
194 217
195 while (--y >= y0) 218 while (--y >= y0)
196 { 219 {
197 if (x > 0) push_flood_fill (dist, seeds, x - 1, y); 220 if (x > 0 && !dist [x - 1][y]) push_flood_fill (dist, seeds, x - 1, y);
198 if (x < dist.w - 1) push_flood_fill (dist, seeds, x + 1, y); 221 if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y);
199 } 222 }
200} 223}
201 224
202static inline void 225static inline void
203make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d) 226make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d)
204{ 227{
205 for (;;) 228 for (;;)
206 { 229 {
230 point neigh[4];
231 int ncnt = 0;
232
207 if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) 233 if (x > 0 && U8 (dist [x - 1][y]) <= d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y);
208 --x;
209 else if (x < dist.w - 2 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) 234 if (x < dist.w - 1 && U8 (dist [x + 1][y]) <= d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y);
210 ++x;
211 else if (y > 1 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) 235 if (y > 0 && U8 (dist [x][y - 1]) <= d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1);
212 --y;
213 else if (y < dist.h - 2 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) 236 if (y < dist.h - 1 && U8 (dist [x][y + 1]) <= d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1);
214 ++y; 237
215 else 238 if (!ncnt)
216 break; 239 return;
240
241 point &p = neigh [rmg_rndm (ncnt)];
242
243 seeds.push (p);
244
245 x = p.x;
246 y = p.y;
217 247
218 d = dist [x][y]; 248 d = dist [x][y];
219 dist [x][y] = 1; 249 dist [x][y] = 1;
220 seeds.push (point (x, y));
221 } 250 }
222} 251}
223 252
224static void inline 253static void inline
225maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d) 254maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d)
232 return; 261 return;
233 262
234 seeds.push (point (x, y)); 263 seeds.push (point (x, y));
235} 264}
236 265
237void 266// isolation remover, works on a "distance" map
238layout::isolation_remover (bool dirty) 267// the map must be initialised with 0 == rooms, 255 = walls
268static void noinline
269isolation_remover (layout &dist)
239{ 270{
240 layout dist (w, h);
241
242 // dist contains 271 // dist contains
243 // 0 == invisited rooms 272 // 0 == invisited rooms
244 // 1 == visited rooms 273 // 1 == visited rooms
245 // 2+ shortest distance to random near room 274 // 2+ shortest distance to random near room
246 275
247 // phase 1, initialise dist array, find seed 276 // phase 1, find seed
248 int cnt = 0; 277 int cnt = 0;
249 int x, y; 278 int x, y;
250 279
251 for (int i = 0; i < w; ++i) 280 for (int i = 0; i < dist.w; ++i)
252 for (int j = 0; j < h; ++j) 281 for (int j = 0; j < dist.h; ++j)
253 { 282 if (!dist [i][j] && !rmg_rndm (++cnt))
254 if (data [i][j] == '#')
255 dist [i][j] = U8 (255);
256 else
257 {
258 dist [i][j] = 0;
259 if (!rmg_rndm (++cnt))
260 x = i, y = j; 283 x = i, y = j;
261 }
262 }
263 284
264 if (!cnt) 285 if (!cnt)
265 { 286 {
266 // map is completely massive, this is not good, 287 // map is completely massive, this is not good,
267 // so make it empty instead. 288 // so make it empty instead.
268 clear (); 289 dist.fill (1);
269 border ();
270 return; 290 return;
271 } 291 }
272 292
273 fixed_stack<point> seeds (w * h * 5); 293 fixed_stack<point> seeds (dist.w * dist.h * 5);
274 294
275 // found first free space - picking the first one gives 295 // found first free space - picking the first one gives
276 // us a slight bias for tunnels, but usually you won't 296 // us a slight bias for tunnels, but usually you won't
277 // notice that in-game 297 // notice that in-game
278 seeds.push (point (x, y)); 298 seeds.push (point (x, y));
290 y = p.y; 310 y = p.y;
291 311
292 if (!dist [x][y]) 312 if (!dist [x][y])
293 { 313 {
294 // found new isolated area, make tunnel 314 // found new isolated area, make tunnel
295 if (!dirty)
296 push_flood_fill (dist, seeds, x, y); 315 push_flood_fill (dist, seeds, x, y);
297
298 make_tunnel (dist, seeds, x, y, 255); 316 make_tunnel (dist, seeds, x, y, 255);
299
300 if (dirty)
301 push_flood_fill (dist, seeds, x, y);
302 } 317 }
303 else 318 else
304 { 319 {
305 // nothing here, continue to expand 320 // nothing here, continue to expand
306 U8 d = U8 (dist [x][y]) + 1; 321 U8 d = U8 (dist [x][y]) + 1;
309 if (x > 0) maybe_push (dist, seeds, x - 1, y, d); 324 if (x > 0) maybe_push (dist, seeds, x - 1, y, d);
310 if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d); 325 if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d);
311 if (y > 0) maybe_push (dist, seeds, x, y - 1, d); 326 if (y > 0) maybe_push (dist, seeds, x, y - 1, d);
312 } 327 }
313 } 328 }
329}
330
331void
332layout::isolation_remover ()
333{
334 layout dist (w - 2, h - 2); // map without border
335
336 for (int x = 1; x < w - 1; ++x)
337 for (int y = 1; y < h - 1; ++y)
338 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0;
339
340 ::isolation_remover (dist);
314 341
315 // now copy the tunnels over 342 // now copy the tunnels over
316 for (int x = 0; x < w; ++x) 343 for (int x = 1; x < w - 1; ++x)
317 for (int y = 0; y < h; ++y) 344 for (int y = 1; y < h - 1; ++y)
318 if (data [x][y] == '#' && dist [x][y] == 1) 345 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1)
319 data [x][y] = 0; 346 data [x][y] = 0;
320} 347}
321 348
322///////////////////////////////////////////////////////////////////////////// 349/////////////////////////////////////////////////////////////////////////////
323 350
327{ 354{
328 switch (subtype) 355 switch (subtype)
329 { 356 {
330 // a rough cave 357 // a rough cave
331 case 0: 358 case 0:
332 fill_rand (rmg_rndm (80, 95)); 359 fill_rand (rmg_rndm (85, 97));
333 break; 360 break;
334 361
335 // corridors 362 // corridors
336 case 1: 363 case 1:
337 fill_rand (rmg_rndm (5, 40)); 364 fill_rand (rmg_rndm (5, 40));
785 make_wall (*this, dx, dy, 1); 812 make_wall (*this, dx, dy, 1);
786 } 813 }
787} 814}
788 815
789///////////////////////////////////////////////////////////////////////////// 816/////////////////////////////////////////////////////////////////////////////
817
818static void
819gen_mixed_ (layout &maze, random_map_params *RP, int dir)
820{
821 if (maze.w < 20 && maze.h < 20 && !rmg_rndm (3))
822 dir = 2; // stop recursion randomly
823
824 if (dir == 0 && maze.w > 16)
825 {
826 int m = rmg_rndm (8, maze.w - 8);
827
828 layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP, !dir);
829 layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP, !dir);
830 }
831 else if (dir == 1 && maze.h > 16)
832 {
833 int m = rmg_rndm (8, maze.h - 8);
834
835 layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP, !dir);
836 layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP, !dir);
837 }
838 else
839 {
840 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1;
841
842 if (RP->map_layout_style == LAYOUT_MULTIPLE)
843 ++RP->map_layout_style;
844
845 maze.generate (RP);
846 }
847}
848
849static void
850gen_mixed (layout &maze, random_map_params *RP)
851{
852 random_map_params &rp = *new random_map_params (RP);
853 gen_mixed_ (maze, &rp, rmg_rndm (2));
854 delete &rp;
855
856 maze.border ();
857 maze.isolation_remover ();
858}
790 859
791/* function selects the maze function and gives it whatever 860/* function selects the maze function and gives it whatever
792 arguments it needs. */ 861 arguments it needs. */
793void 862void
794layout::generate (random_map_params *RP) 863layout::generate (random_map_params *RP)
854 if (rmg_rndm (2)) 923 if (rmg_rndm (2))
855 doorify (); 924 doorify ();
856 925
857 break; 926 break;
858 927
928 case LAYOUT_MULTIPLE:
929 gen_mixed (*this, RP);
930 break;
931
859 default: 932 default:
860 abort (); 933 abort ();
861 } 934 }
862
863 /* rotate the maze randomly */
864 rotate (rmg_rndm (4));
865
866 symmetrize (RP->symmetry_used);
867
868#if 0
869 print ();//D
870#endif
871
872 if (RP->expand2x)
873 expand2x ();
874} 935}
875 936
876//-GPL 937//-GPL
877 938
878#if 0 939#if 0
880{ 941{
881 demo () 942 demo ()
882 { 943 {
883 rmg_rndm.seed (time (0)); 944 rmg_rndm.seed (time (0));
884 945
885 for(int i=1;i<10;i) 946 for(int i=1;i<100;i++)
886 { 947 {
887 layout maze (10, 10); 948 layout maze (40, 25);
888 maze.fill_rand (90); 949 maze.fill_rand (85);
889 maze.border (); 950 maze.border ();
890 maze.isolation_remover (); 951 maze.isolation_remover ();
891 maze.doorify ();
892 maze.symmetrize (rmg_rndm (2, 4));
893 maze.rotate (rmg_rndm (4));
894 maze.expand2x ();
895 maze.print (); 952 maze.print ();
896 } 953 }
897 954
898 exit (1); 955 exit (1);
899 } 956 }

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