--- deliantra/server/random_maps/layout.C 2010/07/03 02:19:10 1.14 +++ deliantra/server/random_maps/layout.C 2011/04/23 04:56:52 1.28 @@ -1,8 +1,8 @@ /* * 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 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 @@ -22,10 +22,10 @@ */ #include -#include +#include #include -void +void noinline layout::alloc (int w, int h) { assert (sizeof (cell) == 1); @@ -76,13 +76,23 @@ sfree ((char *)data, size); } -void +void noinline layout::fill (char fill) { - memset (data [0], fill, w * h); + //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; @@ -94,32 +104,33 @@ 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); - for (int x = w - 1; --x > 0; ) - for (int y = h - 1; --y > 0; ) + for (int x = 0; x < w; ++x) + for (int y = 0; y < h; ++y) data [x][y] = rmg_rndm (256) > percent ? 0 : '#'; } ///////////////////////////////////////////////////////////////////////////// // erode by cellular automata -void +void noinline layout::erode_1_2 (int c1, int c2, int repeat) { layout neu (w, h); @@ -221,23 +232,25 @@ } } -static inline void -make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d) +static void inline +make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb) { for (;;) { 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); + d += perturb > 1; + + 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)]; + point p = neigh [perturb ? rmg_rndm (ncnt) : 0]; seeds.push (p); @@ -265,13 +278,15 @@ // isolation remover, works on a "distance" map // the map must be initialised with 0 == rooms, 255 = walls static void noinline -isolation_remover (layout &dist) +isolation_remover (layout &dist, unsigned int perturb = 2) { // dist contains // 0 == invisited rooms // 1 == visited rooms // 2+ shortest distance to random near room + clamp_it (perturb, 0, 2); + // phase 1, find seed int cnt = 0; int x, y; @@ -299,11 +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; @@ -312,7 +333,7 @@ { // found new isolated area, make tunnel push_flood_fill (dist, seeds, x, y); - make_tunnel (dist, seeds, x, y, 255); + make_tunnel (dist, seeds, x, y, 254, perturb); } else { @@ -328,7 +349,7 @@ } void -layout::isolation_remover () +layout::isolation_remover (int perturb) { layout dist (w - 2, h - 2); // map without border @@ -336,7 +357,7 @@ for (int y = 1; y < h - 1; ++y) dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0; - ::isolation_remover (dist); + ::isolation_remover (dist, perturb); // now copy the tunnels over for (int x = 1; x < w - 1; ++x) @@ -347,46 +368,6 @@ ///////////////////////////////////////////////////////////////////////////// -// 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. */ @@ -394,10 +375,10 @@ 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); + coroapi::cede_to_tick (); + + fixed_stack doorloc (w * h); /* make a list of possible door locations */ for (int i = 1; i < w - 1; i++) @@ -406,34 +387,21 @@ 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++; - } + doorloc.push (point (i, j)); } - while (ndoors > 0 && doorlocs > 0) + while (ndoors && doorloc.size) { - int di = rmg_rndm (doorlocs); - int i = doorlist_x [di]; - int j = doorlist_y [di]; - int sindex = surround_flag (*this, i, j); + point p = doorloc.remove (rmg_rndm (doorloc.size)); + + int sindex = surround_flag (*this, p.x, p.y); if (sindex == 3 || sindex == 12) /* these are possible door sindex */ { - data [i][j] = 'D'; - ndoors--; + data [p.x][p.y] = '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 @@ -501,6 +469,8 @@ void layout::rotate (int rotation) { + coroapi::cede_to_tick (); + switch (rotation & 3) { case 2: /* a reflection */ @@ -662,6 +632,8 @@ 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]) @@ -753,7 +725,7 @@ } int -make_wall (char **maze, int x, int y, int dir) +make_wall (layout &maze, int x, int y, int dir) { maze[x][y] = 'D'; /* mark a door */ @@ -781,6 +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 */ @@ -812,8 +786,121 @@ } } +//-GPL + ///////////////////////////////////////////////////////////////////////////// +// 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, some room-like structures + case 2: + fill_rand (45); + erode_1_2 (5, 2, 4); + erode_1_2 (5, -1, 3); + break; + + // wide open, roundish + case 3: + fill_rand (45); + erode_1_2 (5, 0, 5); + erode_1_2 (5, 1, 1); + break; + } + + border (); + isolation_remover (1); +} + +void +layout::gen_castle () +{ + fill ('#'); + + for (int n = w * h / 30 + 1; n--; ) + { + int rw = rmg_rndm (6, 10); + int rh = rmg_rndm (6, 10); + + if (rw > w || rh > h) + continue; + + int rx = rmg_rndm (0, w - rw); + int ry = rmg_rndm (0, h - rh); + + rect (rx, ry, rx + rw, ry + rh, '#'); + fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0); + } + + border (); + isolation_remover (0); +} + +static void +gen_mixed_ (layout &maze, random_map_params *RP) +{ + if (maze.w > maze.h && maze.w > 16) + { + int m = rmg_rndm (8, maze.w - 8); + + layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP); + layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP); + } + else if (maze.h > 16) + { + int m = rmg_rndm (8, maze.h - 8); + + layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP); + layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP); + } + else + { + RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1; + + if (RP->map_layout_style == LAYOUT_MULTIPLE) + ++RP->map_layout_style; + + maze.generate (RP); + } + + coroapi::cede_to_tick (); +} + +// recursive subdivision with random sublayouts +static void +gen_mixed (layout &maze, random_map_params *RP) +{ + random_map_params &rp = *new random_map_params (RP); + gen_mixed_ (maze, &rp); + 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); +} + +//+GPL + /* function selects the maze function and gives it whatever arguments it needs. */ void @@ -882,38 +969,60 @@ break; - default: - abort (); - } + case LAYOUT_CASTLE: + gen_castle (); - /* rotate the maze randomly */ - rotate (rmg_rndm (4)); + if (rmg_rndm (2)) + doorify (); - symmetrize (RP->symmetry_used); + break; -#if 0 - print ();//D -#endif + case LAYOUT_MULTIPLE: + gen_mixed (*this, RP); + break; - if (RP->expand2x) - expand2x (); + default: + abort (); + } } //-GPL #if 0 +static void +gen_village (layout &maze) +{ + maze.clear (); + maze.border (); + + for (int n = maze.w * maze.h / 200 + 1; n--; ) + { + int rw = rmg_rndm (6, 10); + int rh = rmg_rndm (6, 10); + + int rx = rmg_rndm (2, maze.w - rw - 2); + int ry = rmg_rndm (2, maze.h - rh - 2); + + maze.rect (rx, ry, rx + rw, ry + rh, '#'); + } + + maze.border (); + maze.isolation_remover (2); +} + static struct demo { demo () { rmg_rndm.seed (time (0)); + extern void hack();hack (); for(int i=1;i<100;i++) { - layout maze (40, 25); - maze.fill_rand (85); + layout maze (40, 30); + maze.fill_rand (99); maze.border (); - maze.isolation_remover (); + maze.isolation_remover (2); maze.print (); }