--- deliantra/server/random_maps/layout.C 2010/07/04 22:12:26 1.23
+++ deliantra/server/random_maps/layout.C 2017/01/29 02:47:05 1.32
@@ -1,31 +1,31 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
- *
- * Copyright (©) 2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
- * Copyright (©) Crossfire Development Team (restored, original file without copyright notice)
- *
+ *
+ * Copyright (©) 2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 1994-2004 Crossfire Development Team (restored, original file without copyright notice)
+ *
* Deliantra is free software: you can redistribute it and/or modify it under
* the terms of the Affero GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
- *
+ *
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
- *
+ *
* You should have received a copy of the Affero GNU General Public License
* and the GNU General Public License along with this program. If not, see
* .
- *
+ *
* The authors can be reached via e-mail to
*/
#include
-#include
+#include
#include
-void
+void noinline
layout::alloc (int w, int h)
{
assert (sizeof (cell) == 1);
@@ -76,14 +76,23 @@
sfree ((char *)data, size);
}
-void
+void noinline
layout::fill (char fill)
{
//memset (data [0], fill, w * h); // only when contiguous :/
fill_rect (0, 0, w, h, fill);
}
-void
+void noinline
+layout::replace (char from, char to)
+{
+ for (int x = 0; x < w; ++x)
+ for (int y = 0; y < h; ++y)
+ if (data [x][y] == from)
+ data [x][y] = to;
+}
+
+void noinline
layout::rect (int x1, int y1, int x2, int y2, char fill)
{
--x2;
@@ -95,19 +104,20 @@
data [x1][y1] = data [x1][y2 - 1] = fill;
}
-void
+void noinline
layout::fill_rect (int x1, int y1, int x2, int y2, char fill)
{
for (; x1 < x2; ++x1)
memset (data [x1] + y1, fill, y2 - y1);
}
-void layout::border (char fill)
+void
+layout::border (char fill)
{
rect (0, 0, w, h, fill);
}
-void
+void noinline
layout::fill_rand (int percent)
{
percent = lerp (percent, 0, 100, 0, 256);
@@ -120,7 +130,7 @@
/////////////////////////////////////////////////////////////////////////////
// erode by cellular automata
-void
+void noinline
layout::erode_1_2 (int c1, int c2, int repeat)
{
layout neu (w, h);
@@ -222,7 +232,7 @@
}
}
-static inline void
+static void inline
make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb)
{
for (;;)
@@ -304,11 +314,17 @@
// phase 2, while we have seeds, if
// seed is empty, floodfill, else grow
+ int rem_index = 0; // used to remove "somewhat ordered"
+
while (seeds.size)
{
coroapi::cede_to_tick ();
- point p = seeds.remove (rmg_rndm (seeds.size));
+ int i = perturb
+ ? rmg_rndm (max (0, seeds.size - 8), seeds.size - 1)
+ : rem_index ++ % seeds.size;
+
+ point p = seeds.remove (i);
x = p.x;
y = p.y;
@@ -360,6 +376,8 @@
{
int ndoors = w * h / 60; /* reasonable number of doors. */
+ coroapi::cede_to_tick ();
+
fixed_stack doorloc (w * h);
/* make a list of possible door locations */
@@ -451,6 +469,8 @@
void
layout::rotate (int rotation)
{
+ coroapi::cede_to_tick ();
+
switch (rotation & 3)
{
case 2: /* a reflection */
@@ -612,12 +632,14 @@
new_layout.clear ();
+ coroapi::cede_to_tick ();
+
for (int i = 0; i < w; i++)
for (int j = 0; j < h; j++)
switch (data [i][j])
{
- case '#': expand_wall (new_layout, i, j, *this); break;
- case 'D': expand_door (new_layout, i, j, *this); break;
+ case '#': expand_wall (new_layout, i, j, *this); break;
+ case 'D': expand_door (new_layout, i, j, *this); break;
default: expand_misc (new_layout, i, j, *this); break;
}
@@ -731,6 +753,8 @@
{
int tries = w * h / 30;
+ coroapi::cede_to_tick ();
+
for (int ti = 0; ti < tries; ti++)
{
/* starting location for looking at creating a door */
@@ -854,6 +878,8 @@
maze.generate (RP);
}
+
+ coroapi::cede_to_tick ();
}
// recursive subdivision with random sublayouts
@@ -865,6 +891,11 @@
delete &rp;
maze.border ();
+
+ // exits currently do not work so well, as they
+ // are currently often found together, so nuke entrances
+ maze.replace ('<', ' ');
+
maze.isolation_remover (0);
}
@@ -984,14 +1015,15 @@
demo ()
{
rmg_rndm.seed (time (0));
+ extern void hack();hack ();
for(int i=1;i<100;i++)
{
layout maze (40, 30);
- gen_village (maze);
- maze.doorify ();
+ maze.fill_rand (99);
+ maze.border ();
+ maze.isolation_remover (2);
maze.print ();
- exit(0);
}
exit (1);