--- deliantra/server/random_maps/layout.C 2010/07/02 03:40:14 1.5 +++ deliantra/server/random_maps/layout.C 2010/07/03 02:19:10 1.14 @@ -25,62 +25,104 @@ #include #include -Layout::Layout (int w, int h) -: w(w), h(h) +void +layout::alloc (int w, int h) { - int size = (sizeof (char *) + sizeof (char) * h) * w; + assert (sizeof (cell) == 1); + + this->w = w; + this->h = h; + + // we store the layout in a single contiguous memory layout + // first part consists of pointers to each column, followed + // by the actual columns (not rows!) + size = (sizeof (cell *) + sizeof (cell) * h) * w; + data = (cell **)salloc (size); + + cell *p = (cell *)(data + w); + + for (int x = 0; x < w; ++x) + data [x] = p + x * h; +} - col = (char **)salloc (size); +layout::layout (int w, int h) +{ + alloc (w, h); +} - char *data = (char *)(col + w); +layout::layout (layout ©) +{ + alloc (copy.w, copy.h); - for (int x = w; x--; ) - col [x] = data + x * h; + memcpy (data [0], copy.data [0], sizeof (cell) * h * w); } -Layout::~Layout () +layout::layout (layout &orig, int x1, int y1, int x2, int y2) { - int size = (sizeof (char *) + sizeof (char) * h) * w; + w = x2 - x1; + h = y2 - y1; - sfree ((char *)col, size); + // we only allocate space for the pointers + size = sizeof (cell *) * w; + data = (cell **)salloc (size); + + // and now we point back into the original layout + for (int x = 0; x < w; ++x) + data [x] = orig.data [x + x1] + y1; +} + +layout::~layout () +{ + sfree ((char *)data, size); } void -Layout::fill (char fill) +layout::fill (char fill) { - memset (col [0], fill, w * h); + memset (data [0], fill, w * h); } void -Layout::rect (int x1, int y1, int x2, int y2, char fill) +layout::rect (int x1, int y1, int x2, int y2, char fill) +{ + --x2; + + memset (data [x1] + y1, fill, y2 - y1); + memset (data [x2] + y1, fill, y2 - y1); + + while (++x1 < x2) + data [x1][y1] = data [x1][y2 - 1] = fill; +} + +void +layout::fill_rect (int x1, int y1, int x2, int y2, char fill) { for (; x1 < x2; ++x1) - memset (col [x1] + y1, fill, y2 - y1); + memset (data [x1] + y1, fill, y2 - y1); } -void Layout::border (char fill) +void layout::border (char fill) { - for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; - for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; + rect (0, 0, w, h, fill); } void -Layout::fill_rand (int percent) +layout::fill_rand (int percent) { percent = lerp (percent, 0, 100, 0, 256); for (int x = w - 1; --x > 0; ) for (int y = h - 1; --y > 0; ) - col [x][y] = rmg_rndm (256) > percent ? 0 : '#'; + data [x][y] = rmg_rndm (256) > percent ? 0 : '#'; } ///////////////////////////////////////////////////////////////////////////// // erode by cellular automata void -Layout::erode_1_2 (int c1, int c2, int repeat) +layout::erode_1_2 (int c1, int c2, int repeat) { - Layout neu (w, h); + layout neu (w, h); while (repeat--) { @@ -106,7 +148,7 @@ int nx = x + dds [i][0]; int ny = y + dds [i][1]; - if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !col [nx][ny]) + if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny]) { n1 += dds [i][2]; n2++; @@ -124,13 +166,13 @@ ///////////////////////////////////////////////////////////////////////////// void -Layout::print () const +layout::print () const { for (int y = 0; y < h; y++) { for (int x = 0; x < w; x++) { - U8 c = (U8)col [x][y]; + U8 c = (U8)data [x][y]; if (!c) c = ' '; @@ -153,8 +195,8 @@ typedef fixed_stack pointlist; -static noinline void -push_flood_fill (Layout &dist, pointlist &seeds, int x, int y) +static void noinline +push_flood_fill (layout &dist, pointlist &seeds, int x, int y) { if (dist [x][y]) return; @@ -174,35 +216,41 @@ while (--y >= y0) { - if (x > 0) push_flood_fill (dist, seeds, x - 1, y); - if (x < dist.w - 1) push_flood_fill (dist, seeds, x + 1, y); + if (x > 0 && !dist [x - 1][y]) push_flood_fill (dist, seeds, x - 1, y); + if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y); } } static inline void -make_tunnel (Layout &dist, pointlist &seeds, int x, int y, U8 d) +make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d) { for (;;) { - if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) - --x; - else if (x < dist.w - 2 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) - ++x; - else if (y > 1 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) - --y; - else if (y < dist.h - 2 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) - ++y; - else - break; + point neigh[4]; + int ncnt = 0; + + if (x > 0 && U8 (dist [x - 1][y]) <= d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y); + if (x < dist.w - 1 && U8 (dist [x + 1][y]) <= d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y); + if (y > 0 && U8 (dist [x][y - 1]) <= d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1); + if (y < dist.h - 1 && U8 (dist [x][y + 1]) <= d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1); + + if (!ncnt) + return; + + point &p = neigh [rmg_rndm (ncnt)]; + + seeds.push (p); + + x = p.x; + y = p.y; d = dist [x][y]; dist [x][y] = 1; - seeds.push (point (x, y)); } } static void inline -maybe_push (Layout &dist, pointlist &seeds, int x, int y, U8 d) +maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d) { char &D = dist [x][y]; @@ -214,37 +262,34 @@ seeds.push (point (x, y)); } -static void -isolation_remover (Layout &maze, bool dirty) +// isolation remover, works on a "distance" map +// the map must be initialised with 0 == rooms, 255 = walls +static void noinline +isolation_remover (layout &dist) { - Layout dist (maze.w, maze.h); - // dist contains // 0 == invisited rooms // 1 == visited rooms // 2+ shortest distance to random near room - // phase 1, initialise dist array, find seed + // phase 1, find seed int cnt = 0; int x, y; - for (int i = 0; i < maze.w; ++i) - for (int j = 0; j < maze.h; ++j) - { - if (maze [i][j] == '#') - dist [i][j] = U8 (255); - else - { - dist [i][j] = 0; - if (!rmg_rndm (++cnt)) - x = i, y = j; - } - } + for (int i = 0; i < dist.w; ++i) + for (int j = 0; j < dist.h; ++j) + if (!dist [i][j] && !rmg_rndm (++cnt)) + x = i, y = j; if (!cnt) - return; + { + // map is completely massive, this is not good, + // so make it empty instead. + dist.fill (1); + return; + } - fixed_stack seeds (maze.w * maze.h * 5); + fixed_stack seeds (dist.w * dist.h * 5); // found first free space - picking the first one gives // us a slight bias for tunnels, but usually you won't @@ -266,13 +311,8 @@ if (!dist [x][y]) { // found new isolated area, make tunnel - if (!dirty) - push_flood_fill (dist, seeds, x, y); - + push_flood_fill (dist, seeds, x, y); make_tunnel (dist, seeds, x, y, 255); - - if (dirty) - push_flood_fill (dist, seeds, x, y); } else { @@ -285,31 +325,37 @@ if (y > 0) maybe_push (dist, seeds, x, y - 1, d); } } - - // now copy the tunnels over - for (int x = 0; x < maze.w; ++x) - for (int y = 0; y < maze.h; ++y) - if (maze [x][y] == '#' && dist [x][y] == 1) - maze [x][y] = 0; } void -Layout::isolation_remover (bool dirty) +layout::isolation_remover () { - ::isolation_remover (*this, dirty); + layout dist (w - 2, h - 2); // map without border + + for (int x = 1; x < w - 1; ++x) + for (int y = 1; y < h - 1; ++y) + dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0; + + ::isolation_remover (dist); + + // now copy the tunnels over + for (int x = 1; x < w - 1; ++x) + for (int y = 1; y < h - 1; ++y) + if (data [x][y] == '#' && dist [x - 1][y - 1] == 1) + data [x][y] = 0; } ///////////////////////////////////////////////////////////////////////////// // inspired mostly by http://www.jimrandomh.org/misc/caves.txt void -Layout::gen_cave (int subtype) +layout::gen_cave (int subtype) { switch (subtype) { // a rough cave case 0: - fill_rand (rmg_rndm (80, 95)); + fill_rand (rmg_rndm (85, 97)); break; // corridors @@ -343,9 +389,9 @@ //+GPL -/* puts doors at appropriate locations in a layout. */ +/* puts doors at appropriate locations in a maze. */ void -Layout::doorify () +layout::doorify () { int ndoors = w * h / 60; /* reasonable number of doors. */ int doorlocs = 0; /* # of available doorlocations */ @@ -376,7 +422,7 @@ if (sindex == 3 || sindex == 12) /* these are possible door sindex */ { - col [i][j] = 'D'; + data [i][j] = 'D'; ndoors--; } @@ -394,12 +440,12 @@ * Ysize to produce a symmetric map. */ void -Layout::symmetrize (int symmetry) +layout::symmetrize (int symmetry) { if (symmetry == SYMMETRY_NONE) return; - Layout sym_layout ( + layout sym_layout ( symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w, symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h ); @@ -409,7 +455,7 @@ for (int j = 0; j < sym_layout.h; j++) { sym_layout[i ][j] = - sym_layout[sym_layout.w - i - 1][j] = col[i][j]; + sym_layout[sym_layout.w - i - 1][j] = data [i][j]; } if (symmetry == SYMMETRY_Y) @@ -417,7 +463,7 @@ for (int j = 0; j < sym_layout.h / 2 + 1; j++) { sym_layout[i][j ] = - sym_layout[i][sym_layout.h - j - 1] = col[i][j]; + sym_layout[i][sym_layout.h - j - 1] = data [i][j]; } if (symmetry == SYMMETRY_XY) @@ -427,7 +473,7 @@ sym_layout[i ][j ] = sym_layout[i ][sym_layout.h - j - 1] = sym_layout[sym_layout.w - i - 1][j ] = - sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = col[i][j]; + sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j]; } /* need to run the isolation remover for some layouts */ @@ -453,17 +499,17 @@ //-GPL void -Layout::rotate (int rotation) +layout::rotate (int rotation) { switch (rotation & 3) { case 2: /* a reflection */ { - Layout new_layout (w, h); + layout new_layout (w, h); for (int i = 0; i < w; i++) /* copy a reflection back */ for (int j = 0; j < h; j++) - new_layout [i][j] = col [w - i - 1][h - j - 1]; + new_layout [i][j] = data [w - i - 1][h - j - 1]; swap (new_layout); } @@ -472,17 +518,17 @@ case 1: case 3: { - Layout new_layout (h, w); + layout new_layout (h, w); if (rotation == 1) /* swap x and y */ for (int i = 0; i < w; i++) for (int j = 0; j < h; j++) - new_layout [j][i] = col [i][j]; + new_layout [j][i] = data [i][j]; if (rotation == 3) /* swap x and y */ for (int i = 0; i < w; i++) for (int j = 0; j < h; j++) - new_layout [j][i] = col [w - i - 1][h - j - 1]; + new_layout [j][i] = data [w - i - 1][h - j - 1]; swap (new_layout); } @@ -495,7 +541,7 @@ //+GPL /* - * Expands a layout by 2x in each dimension. + * Expands a maze by 2x in each dimension. * H. S. Teoh */ @@ -505,9 +551,9 @@ * \0 \0 */ static void inline -expand_misc (Layout &newlayout, int i, int j, Layout &layout) +expand_misc (layout &newlayout, int i, int j, layout &maze) { - newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = layout[i][j]; + newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = maze[i][j]; /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that * for us.) */ } @@ -520,19 +566,19 @@ * and the possible combinations thereof. */ static int noinline -calc_pattern (char ch, Layout &layout, int i, int j) +calc_pattern (char ch, layout &maze, int i, int j) { int pattern = 0; - if (i + 1 < layout.w && layout[i + 1][j] == ch) + if (i + 1 < maze.w && maze[i + 1][j] == ch) pattern |= 1; - if (j + 1 < layout.h) + if (j + 1 < maze.h) { - if (layout[i][j + 1] == ch) + if (maze[i][j + 1] == ch) pattern |= 2; - if (i + 1 < layout.w && layout[i + 1][j + 1] == ch) + if (i + 1 < maze.w && maze[i + 1][j + 1] == ch) pattern |= 4; } @@ -544,33 +590,33 @@ * walls. */ static void inline -expand_wall (Layout &newlayout, int i, int j, Layout &layout) +expand_wall (layout &newlayout, int i, int j, layout &maze) { - int wall_pattern = calc_pattern ('#', layout, i, j); - int door_pattern = calc_pattern ('D', layout, i, j); + int wall_pattern = calc_pattern ('#', maze, i, j); + int door_pattern = calc_pattern ('D', maze, i, j); int both_pattern = wall_pattern | door_pattern; newlayout[i * 2][j * 2] = '#'; - if (i + 1 < layout.w) + if (i + 1 < maze.w) { if (both_pattern & 1) { /* join walls/doors to the right */ /* newlayout[i*2+1][j*2] = '#'; */ - newlayout[i * 2 + 1][j * 2] = layout[i + 1][j]; + newlayout[i * 2 + 1][j * 2] = maze[i + 1][j]; } } - if (j + 1 < layout.h) + if (j + 1 < maze.h) { if (both_pattern & 2) { /* join walls/doors to the bottom */ /* newlayout[i*2][j*2+1] = '#'; */ - newlayout[i * 2][j * 2 + 1] = layout[i][j + 1]; + newlayout[i * 2][j * 2 + 1] = maze[i][j + 1]; } if (wall_pattern == 7) - { /* if orig layout is a 2x2 wall block, + { /* if orig maze is a 2x2 wall block, * we fill the result with walls. */ newlayout[i * 2 + 1][j * 2 + 1] = '#'; } @@ -582,10 +628,10 @@ * that it doesn't know how to correctly expand. */ static void inline -expand_door (Layout &newlayout, int i, int j, Layout &layout) +expand_door (layout &newlayout, int i, int j, layout &maze) { - int wall_pattern = calc_pattern ('#', layout, i, j); - int door_pattern = calc_pattern ('D', layout, i, j); + int wall_pattern = calc_pattern ('#', maze, i, j); + int door_pattern = calc_pattern ('D', maze, i, j); int join_pattern; /* Doors "like" to connect to walls more than other doors. If there is @@ -598,27 +644,27 @@ newlayout[i * 2][j * 2] = 'D'; - if (i + 1 < layout.w) + if (i + 1 < maze.w) if (join_pattern & 1) /* there is a door/wall to the right */ newlayout[i * 2 + 1][j * 2] = 'D'; - if (j + 1 < layout.h) + if (j + 1 < maze.h) if (join_pattern & 2) /* there is a door/wall below */ newlayout[i * 2][j * 2 + 1] = 'D'; } void -Layout::expand2x () +layout::expand2x () { - Layout new_layout (w * 2 - 1, h * 2 - 1); + layout new_layout (w * 2 - 1, h * 2 - 1); new_layout.clear (); for (int i = 0; i < w; i++) for (int j = 0; j < h; j++) - switch (col [i][j]) + switch (data [i][j]) { case '#': expand_wall (new_layout, i, j, *this); break; case 'D': expand_door (new_layout, i, j, *this); break; @@ -630,11 +676,11 @@ ///////////////////////////////////////////////////////////////////////////// -/* checks the layout to see if I can stick a horizontal(dir = 0) wall +/* checks the maze to see if I can stick a horizontal(dir = 0) wall (or vertical, dir == 1) here which ends up on other walls sensibly. */ static int -can_make_wall (const Layout &maze, int dx, int dy, int dir) +can_make_wall (const layout &maze, int dx, int dy, int dir) { int i1; int length = 0; @@ -731,7 +777,7 @@ } void -Layout::roomify () +layout::roomify () { int tries = w * h / 30; @@ -768,10 +814,10 @@ ///////////////////////////////////////////////////////////////////////////// -/* function selects the layout function and gives it whatever +/* function selects the maze function and gives it whatever arguments it needs. */ void -Layout::generate (random_map_params *RP) +layout::generate (random_map_params *RP) { switch (RP->map_layout_style) { @@ -840,7 +886,7 @@ abort (); } - /* rotate the layout randomly */ + /* rotate the maze randomly */ rotate (rmg_rndm (4)); symmetrize (RP->symmetry_used); @@ -860,12 +906,12 @@ { demo () { - Layout maze (40, 25); rmg_rndm.seed (time (0)); - for(int i=1;i<10;i) + for(int i=1;i<100;i++) { - maze.fill_rand (97); + layout maze (40, 25); + maze.fill_rand (85); maze.border (); maze.isolation_remover (); maze.print ();