/*
* 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)
*
* 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
void
layout::alloc (int w, int h)
{
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!)
int size = (sizeof (cell *) + sizeof (cell) * h) * w;
data = (cell **)salloc (size);
cell *p = (cell *)(data + w);
for (int x = w; x--; )
data [x] = p + x * h;
}
layout::layout (int w, int h)
{
alloc (w, h);
}
layout::layout (layout ©)
{
alloc (copy.w, copy.h);
memcpy (data [0], copy.data [0], sizeof (cell) * h * w);
}
layout::~layout ()
{
int size = (sizeof (cell *) + sizeof (cell) * h) * w;
sfree ((char *)data, size);
}
void
layout::fill (char fill)
{
memset (data [0], fill, w * h);
}
void
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 (data [x1] + y1, fill, y2 - y1);
}
void layout::border (char fill)
{
rect (0, 0, w, h, fill);
}
void
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; )
data [x][y] = rmg_rndm (256) > percent ? 0 : '#';
}
/////////////////////////////////////////////////////////////////////////////
// erode by cellular automata
void
layout::erode_1_2 (int c1, int c2, int repeat)
{
layout neu (w, h);
while (repeat--)
{
for (int x = 0; x < w; ++x)
{
coroapi::cede_to_tick ();
for (int y = 0; y < h; ++y)
{
int n1 = 0, n2 = 0;
// a 5x5 area, dx, dy, distance (1 == <= 1, 0 <= 2)
static I8 dds[][3] = {
{ -2, -1, 0 }, { -2, 0, 0 }, { -2, 1, 0 },
{ -1, -2, 0 }, { -1, -1, 1 }, { -1, 0, 1 }, { -1, 1, 1 }, { -1, 2, 0 },
{ 0, -2, 0 }, { 0, -1, 1 }, { 0, 0, 1 }, { 0, 1, 1 }, { 0, 2, 0 },
{ 1, -2, 0 }, { 1, -1, 1 }, { 1, 0, 1 }, { 1, 1, 1 }, { 1, 2, 0 },
{ 2, -1, 0 }, { 2, 0, 0 }, { 2, 1, 0 },
};
for (int i = array_length (dds); i--; )
{
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) || !data [nx][ny])
{
n1 += dds [i][2];
n2++;
}
}
neu [x][y] = n1 >= c1 || n2 <= c2 ? '#' : 0;
}
}
swap (neu);
}
}
/////////////////////////////////////////////////////////////////////////////
void
layout::print () const
{
for (int y = 0; y < h; y++)
{
for (int x = 0; x < w; x++)
{
U8 c = (U8)data [x][y];
if (!c)
c = ' ';
else if (c < 10)
c += '0';
else if (c < 32)
c += 'a' - 10;
putc ((char)c, stdout);
}
putc ('\n', stdout);
}
putc ('\n', stdout);
}
/////////////////////////////////////////////////////////////////////////////
// isolation remover - ensures single connected area
typedef fixed_stack pointlist;
static void noinline
push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
{
if (dist [x][y])
return;
while (y > 0 && !dist [x][y - 1])
--y;
int y0 = y;
while (y < dist.h && !dist [x][y])
{
seeds.push (point (x, y));
dist [x][y] = 1;
++y;
}
while (--y >= y0)
{
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)
{
for (;;)
{
point neigh[4];
int ncnt = 0;
if (x > 1 && U8 (dist [x - 1][y]) <= d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y);
if (x < dist.w - 2 && U8 (dist [x + 1][y]) <= d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y);
if (y > 1 && U8 (dist [x][y - 1]) <= d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1);
if (y < dist.h - 2 && 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;
}
}
static void inline
maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d)
{
char &D = dist [x][y];
if (U8 (D) > d) // if wall and higher distance, lower distance
D = d;
else if (D) // otherwise, if it's no room, this space is uninteresting
return;
seeds.push (point (x, y));
}
// isolation remover, works on a "distance" map
// the map must be initialised with 0 == rooms, 255 = walls
static void noinline
isolation_remover (layout &dist)
{
// dist contains
// 0 == invisited rooms
// 1 == visited rooms
// 2+ shortest distance to random near room
// phase 1, find seed
int cnt = 0;
int x, y;
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)
{
// map is completely massive, this is not good,
// so make it empty instead.
dist.clear ();
dist.border (255);
return;
}
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
// notice that in-game
seeds.push (point (x, y));
// phase 2, while we have seeds, if
// seed is empty, floodfill, else grow
while (seeds.size)
{
coroapi::cede_to_tick ();
point p = seeds.remove (rmg_rndm (seeds.size));
x = p.x;
y = p.y;
if (!dist [x][y])
{
// found new isolated area, make tunnel
push_flood_fill (dist, seeds, x, y);
make_tunnel (dist, seeds, x, y, 255);
}
else
{
// nothing here, continue to expand
U8 d = U8 (dist [x][y]) + 1;
if (x < dist.w - 1) maybe_push (dist, seeds, x + 1, y, d);
if (x > 0) maybe_push (dist, seeds, x - 1, y, d);
if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d);
if (y > 0) maybe_push (dist, seeds, x, y - 1, d);
}
}
}
void
layout::isolation_remover ()
{
layout dist (w, h);
for (int x = 0; x < w; ++x)
for (int y = 0; y < h; ++y)
dist [x][y] = data [x][y] == '#' ? U8 (255) : 0;
::isolation_remover (dist);
// now copy the tunnels over
for (int x = 0; x < w; ++x)
for (int y = 0; y < h; ++y)
if (data [x][y] == '#' && dist [x][y] == 1)
data [x][y] = 0;
}
/////////////////////////////////////////////////////////////////////////////
// inspired mostly by http://www.jimrandomh.org/misc/caves.txt
void
layout::gen_cave (int subtype)
{
switch (subtype)
{
// a rough cave
case 0:
fill_rand (rmg_rndm (85, 97));
break;
// corridors
case 1:
fill_rand (rmg_rndm (5, 40));
erode_1_2 (5, 2, 10);
erode_1_2 (5, -1, 10);
erode_1_2 (5, 2, 1);
break;
// somewhat open, roundish
case 2:
fill_rand (45);
erode_1_2 (5, 0, 5);
erode_1_2 (5, 1, 1);
break;
// wide open, some room-like structures
case 3:
fill_rand (45);
erode_1_2 (5, 2, 4);
erode_1_2 (5, -1, 3);
break;
}
border ();
isolation_remover ();
}
/////////////////////////////////////////////////////////////////////////////
//+GPL
/* puts doors at appropriate locations in a maze. */
void
layout::doorify ()
{
int ndoors = w * h / 60; /* reasonable number of doors. */
int doorlocs = 0; /* # of available doorlocations */
uint16 *doorlist_x = salloc (w * h);
uint16 *doorlist_y = salloc (w * h);
/* make a list of possible door locations */
for (int i = 1; i < w - 1; i++)
for (int j = 1; j < h - 1; j++)
{
int sindex = surround_flag (*this, i, j);
if (sindex == 3 || sindex == 12) /* these are possible door sindex */
{
doorlist_x [doorlocs] = i;
doorlist_y [doorlocs] = j;
doorlocs++;
}
}
while (ndoors > 0 && doorlocs > 0)
{
int di = rmg_rndm (doorlocs);
int i = doorlist_x [di];
int j = doorlist_y [di];
int sindex = surround_flag (*this, i, j);
if (sindex == 3 || sindex == 12) /* these are possible door sindex */
{
data [i][j] = 'D';
ndoors--;
}
/* reduce the size of the list */
doorlocs--;
doorlist_x[di] = doorlist_x [doorlocs];
doorlist_y[di] = doorlist_y [doorlocs];
}
sfree (doorlist_x, w * h);
sfree (doorlist_y, w * h);
}
/* takes a map and makes it symmetric: adjusts Xsize and
* Ysize to produce a symmetric map.
*/
void
layout::symmetrize (int symmetry)
{
if (symmetry == SYMMETRY_NONE)
return;
layout sym_layout (
symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w,
symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h
);
if (symmetry == SYMMETRY_X)
for (int i = 0; i < sym_layout.w / 2 + 1; i++)
for (int j = 0; j < sym_layout.h; j++)
{
sym_layout[i ][j] =
sym_layout[sym_layout.w - i - 1][j] = data [i][j];
}
if (symmetry == SYMMETRY_Y)
for (int i = 0; i < sym_layout.w; i++)
for (int j = 0; j < sym_layout.h / 2 + 1; j++)
{
sym_layout[i][j ] =
sym_layout[i][sym_layout.h - j - 1] = data [i][j];
}
if (symmetry == SYMMETRY_XY)
for (int i = 0; i < sym_layout.w / 2 + 1; i++)
for (int j = 0; j < sym_layout.h / 2 + 1; j++)
{
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] = data [i][j];
}
/* need to run the isolation remover for some layouts */
#if 0
switch (RP->map_layout_style)
{
case LAYOUT_ONION:
case LAYOUT_SNAKE:
case LAYOUT_SQUARE_SPIRAL:
// safe
break;
default:
sym_layout.isolation_remover ();
break;
}
#endif
sym_layout.isolation_remover ();
swap (sym_layout);
}
//-GPL
void
layout::rotate (int rotation)
{
switch (rotation & 3)
{
case 2: /* a reflection */
{
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] = data [w - i - 1][h - j - 1];
swap (new_layout);
}
break;
case 1:
case 3:
{
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] = 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] = data [w - i - 1][h - j - 1];
swap (new_layout);
}
break;
}
}
/////////////////////////////////////////////////////////////////////////////
//+GPL
/*
* Expands a maze by 2x in each dimension.
* H. S. Teoh
*/
/* Copy the old tile X into the new one at location (i*2, j*2) and
* fill up the rest of the 2x2 result with \0:
* X ---> X \0
* \0 \0
*/
static void inline
expand_misc (layout &newlayout, int i, int j, layout &maze)
{
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.) */
}
/* Returns a bitmap that represents which squares on the right and bottom
* edges of a square (i,j) match the given character:
* 1 match on (i+1, j)
* 2 match on (i, j+1)
* 4 match on (i+1, j+1)
* and the possible combinations thereof.
*/
static int noinline
calc_pattern (char ch, layout &maze, int i, int j)
{
int pattern = 0;
if (i + 1 < maze.w && maze[i + 1][j] == ch)
pattern |= 1;
if (j + 1 < maze.h)
{
if (maze[i][j + 1] == ch)
pattern |= 2;
if (i + 1 < maze.w && maze[i + 1][j + 1] == ch)
pattern |= 4;
}
return pattern;
}
/* Expand a wall. This function will try to sensibly connect the resulting
* wall to adjacent wall squares, so that the result won't have disconnected
* walls.
*/
static void inline
expand_wall (layout &newlayout, int i, int j, layout &maze)
{
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 < maze.w)
{
if (both_pattern & 1)
{ /* join walls/doors to the right */
/* newlayout[i*2+1][j*2] = '#'; */
newlayout[i * 2 + 1][j * 2] = maze[i + 1][j];
}
}
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] = maze[i][j + 1];
}
if (wall_pattern == 7)
{ /* if orig maze is a 2x2 wall block,
* we fill the result with walls. */
newlayout[i * 2 + 1][j * 2 + 1] = '#';
}
}
}
/* This function will try to sensibly connect doors so that they meet up with
* adjacent walls. Note that it will also presumptuously delete (ignore) doors
* that it doesn't know how to correctly expand.
*/
static void inline
expand_door (layout &newlayout, int i, int j, layout &maze)
{
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
* a wall and another door, this door will connect to the wall and
* disconnect from the other door. */
if (wall_pattern & 3)
join_pattern = wall_pattern;
else
join_pattern = door_pattern;
newlayout[i * 2][j * 2] = 'D';
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 < maze.h)
if (join_pattern & 2)
/* there is a door/wall below */
newlayout[i * 2][j * 2 + 1] = 'D';
}
void
layout::expand2x ()
{
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 (data [i][j])
{
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;
}
swap (new_layout);
}
/////////////////////////////////////////////////////////////////////////////
/* 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)
{
int i1;
int length = 0;
/* dont make walls if we're on the edge. */
if (dx == 0 || dx == (maze.w - 1) || dy == 0 || dy == (maze.h - 1))
return -1;
/* don't make walls if we're ON a wall. */
if (maze [dx][dy] != 0)
return -1;
if (dir == 0) /* horizontal */
{
int y = dy;
for (i1 = dx - 1; i1 > 0; i1--)
{
int sindex = surround_flag2 (maze, i1, y);
if (sindex == 1) break;
if (sindex != 0) return -1; /* can't make horiz. wall here */
if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
length++;
}
for (i1 = dx + 1; i1 < maze.w - 1; i1++)
{
int sindex = surround_flag2 (maze, i1, y);
if (sindex == 2) break;
if (sindex != 0) return -1; /* can't make horiz. wall here */
if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
length++;
}
return length;
}
else
{ /* vertical */
int x = dx;
for (i1 = dy - 1; i1 > 0; i1--)
{
int sindex = surround_flag2 (maze, x, i1);
if (sindex == 4) break;
if (sindex != 0) return -1; /* can't make vert. wall here */
if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
length++;
}
for (i1 = dy + 1; i1 < maze.h - 1; i1++)
{
int sindex = surround_flag2 (maze, x, i1);
if (sindex == 8) break;
if (sindex != 0) return -1; /* can't make verti. wall here */
if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
length++;
}
return length;
}
return -1;
}
int
make_wall (char **maze, int x, int y, int dir)
{
maze[x][y] = 'D'; /* mark a door */
switch (dir)
{
case 0: /* horizontal */
{
for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
break;
}
case 1: /* vertical */
{
for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
break;
}
}
return 0;
}
void
layout::roomify ()
{
int tries = w * h / 30;
for (int ti = 0; ti < tries; ti++)
{
/* starting location for looking at creating a door */
int dx = rmg_rndm (w);
int dy = rmg_rndm (h);
/* results of checking on creating walls. */
int cx = can_make_wall (*this, dx, dy, 0); /* horizontal */
int cy = can_make_wall (*this, dx, dy, 1); /* vertical */
if (cx == -1)
{
if (cy != -1)
make_wall (*this, dx, dy, 1);
continue;
}
if (cy == -1)
{
make_wall (*this, dx, dy, 0);
continue;
}
if (cx < cy)
make_wall (*this, dx, dy, 0);
else
make_wall (*this, dx, dy, 1);
}
}
/////////////////////////////////////////////////////////////////////////////
/* function selects the maze function and gives it whatever
arguments it needs. */
void
layout::generate (random_map_params *RP)
{
switch (RP->map_layout_style)
{
case LAYOUT_ONION:
map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2);
if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
roomify ();
break;
case LAYOUT_MAZE:
maze_gen (*this, RP->get_iv ("maze_type", rmg_rndm (4)));
if (rmg_rndm (2))
doorify ();
break;
case LAYOUT_SPIRAL:
map_gen_spiral (*this, RP->layoutoptions1);
if (rmg_rndm (2))
doorify ();
break;
case LAYOUT_ROGUELIKE:
/* Don't put symmetry in rogue maps. There isn't much reason to
* do so in the first place (doesn't make it any more interesting),
* but more importantly, the symmetry code presumes we are symmetrizing
* spirals, or maps with lots of passages - making a symmetric rogue
* map fails because its likely that the passages the symmetry process
* creates may not connect the rooms.
*/
RP->symmetry_used = SYMMETRY_NONE;
roguelike_layout_gen (*this, RP->layoutoptions1);
/* no doorifying... done already */
break;
case LAYOUT_SNAKE:
make_snake_layout (*this, RP->layoutoptions1);
if (rmg_rndm (2))
roomify ();
break;
case LAYOUT_SQUARE_SPIRAL:
make_square_spiral_layout (*this, RP->layoutoptions1);
if (rmg_rndm (2))
roomify ();
break;
case LAYOUT_CAVE:
gen_cave (RP->get_iv ("cave_type", rmg_rndm (4)));
if (rmg_rndm (2))
doorify ();
break;
default:
abort ();
}
/* rotate the maze randomly */
rotate (rmg_rndm (4));
symmetrize (RP->symmetry_used);
#if 0
print ();//D
#endif
if (RP->expand2x)
expand2x ();
}
//-GPL
#if 0
static struct demo
{
demo ()
{
rmg_rndm.seed (time (0));
for(int i=1;i<100;i++)
{
layout maze (40, 25);
maze.fill_rand (85);
maze.border ();
maze.isolation_remover ();
maze.print ();
}
exit (1);
}
} demo;
#endif