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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 1.14 by root, Sat Jul 3 02:19:10 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)
71 memset (data [0], fill, w * h); 82 memset (data [0], fill, w * h);
72} 83}
73 84
74void 85void
75layout::rect (int x1, int y1, int x2, int y2, char fill) 86layout::rect (int x1, int y1, int x2, int y2, char fill)
87{
88 --x2;
89
90 memset (data [x1] + y1, fill, y2 - y1);
91 memset (data [x2] + y1, fill, y2 - y1);
92
93 while (++x1 < x2)
94 data [x1][y1] = data [x1][y2 - 1] = fill;
95}
96
97void
98layout::fill_rect (int x1, int y1, int x2, int y2, char fill)
76{ 99{
77 for (; x1 < x2; ++x1) 100 for (; x1 < x2; ++x1)
78 memset (data [x1] + y1, fill, y2 - y1); 101 memset (data [x1] + y1, fill, y2 - y1);
79} 102}
80 103
81void layout::border (char fill) 104void layout::border (char fill)
82{ 105{
83 for (int i = 0; i < w; i++) data [i][0] = data [i][h - 1] = fill; 106 rect (0, 0, w, h, fill);
84 for (int j = 0; j < h; j++) data [0][j] = data [w - 1][j] = fill;
85} 107}
86 108
87void 109void
88layout::fill_rand (int percent) 110layout::fill_rand (int percent)
89{ 111{
171///////////////////////////////////////////////////////////////////////////// 193/////////////////////////////////////////////////////////////////////////////
172// isolation remover - ensures single connected area 194// isolation remover - ensures single connected area
173 195
174typedef fixed_stack<point> pointlist; 196typedef fixed_stack<point> pointlist;
175 197
176static noinline void 198static void noinline
177push_flood_fill (layout &dist, pointlist &seeds, int x, int y) 199push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
178{ 200{
179 if (dist [x][y]) 201 if (dist [x][y])
180 return; 202 return;
181 203
192 ++y; 214 ++y;
193 } 215 }
194 216
195 while (--y >= y0) 217 while (--y >= y0)
196 { 218 {
197 if (x > 0) push_flood_fill (dist, seeds, x - 1, y); 219 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); 220 if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y);
199 } 221 }
200} 222}
201 223
202static inline void 224static inline void
203make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d) 225make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d)
204{ 226{
205 for (;;) 227 for (;;)
206 { 228 {
229 point neigh[4];
230 int ncnt = 0;
231
207 if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) 232 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) 233 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) 234 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) 235 if (y < dist.h - 1 && U8 (dist [x][y + 1]) <= d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1);
214 ++y; 236
215 else 237 if (!ncnt)
216 break; 238 return;
239
240 point &p = neigh [rmg_rndm (ncnt)];
241
242 seeds.push (p);
243
244 x = p.x;
245 y = p.y;
217 246
218 d = dist [x][y]; 247 d = dist [x][y];
219 dist [x][y] = 1; 248 dist [x][y] = 1;
220 seeds.push (point (x, y));
221 } 249 }
222} 250}
223 251
224static void inline 252static void inline
225maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d) 253maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d)
232 return; 260 return;
233 261
234 seeds.push (point (x, y)); 262 seeds.push (point (x, y));
235} 263}
236 264
237void 265// isolation remover, works on a "distance" map
238layout::isolation_remover (bool dirty) 266// the map must be initialised with 0 == rooms, 255 = walls
267static void noinline
268isolation_remover (layout &dist)
239{ 269{
240 layout dist (w, h);
241
242 // dist contains 270 // dist contains
243 // 0 == invisited rooms 271 // 0 == invisited rooms
244 // 1 == visited rooms 272 // 1 == visited rooms
245 // 2+ shortest distance to random near room 273 // 2+ shortest distance to random near room
246 274
247 // phase 1, initialise dist array, find seed 275 // phase 1, find seed
248 int cnt = 0; 276 int cnt = 0;
249 int x, y; 277 int x, y;
250 278
251 for (int i = 0; i < w; ++i) 279 for (int i = 0; i < dist.w; ++i)
252 for (int j = 0; j < h; ++j) 280 for (int j = 0; j < dist.h; ++j)
253 { 281 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; 282 x = i, y = j;
261 }
262 }
263 283
264 if (!cnt) 284 if (!cnt)
265 { 285 {
266 // map is completely massive, this is not good, 286 // map is completely massive, this is not good,
267 // so make it empty instead. 287 // so make it empty instead.
268 clear (); 288 dist.fill (1);
269 border ();
270 return; 289 return;
271 } 290 }
272 291
273 fixed_stack<point> seeds (w * h * 5); 292 fixed_stack<point> seeds (dist.w * dist.h * 5);
274 293
275 // found first free space - picking the first one gives 294 // found first free space - picking the first one gives
276 // us a slight bias for tunnels, but usually you won't 295 // us a slight bias for tunnels, but usually you won't
277 // notice that in-game 296 // notice that in-game
278 seeds.push (point (x, y)); 297 seeds.push (point (x, y));
290 y = p.y; 309 y = p.y;
291 310
292 if (!dist [x][y]) 311 if (!dist [x][y])
293 { 312 {
294 // found new isolated area, make tunnel 313 // found new isolated area, make tunnel
295 if (!dirty)
296 push_flood_fill (dist, seeds, x, y); 314 push_flood_fill (dist, seeds, x, y);
297
298 make_tunnel (dist, seeds, x, y, 255); 315 make_tunnel (dist, seeds, x, y, 255);
299
300 if (dirty)
301 push_flood_fill (dist, seeds, x, y);
302 } 316 }
303 else 317 else
304 { 318 {
305 // nothing here, continue to expand 319 // nothing here, continue to expand
306 U8 d = U8 (dist [x][y]) + 1; 320 U8 d = U8 (dist [x][y]) + 1;
309 if (x > 0) maybe_push (dist, seeds, x - 1, y, d); 323 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); 324 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); 325 if (y > 0) maybe_push (dist, seeds, x, y - 1, d);
312 } 326 }
313 } 327 }
328}
329
330void
331layout::isolation_remover ()
332{
333 layout dist (w - 2, h - 2); // map without border
334
335 for (int x = 1; x < w - 1; ++x)
336 for (int y = 1; y < h - 1; ++y)
337 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0;
338
339 ::isolation_remover (dist);
314 340
315 // now copy the tunnels over 341 // now copy the tunnels over
316 for (int x = 0; x < w; ++x) 342 for (int x = 1; x < w - 1; ++x)
317 for (int y = 0; y < h; ++y) 343 for (int y = 1; y < h - 1; ++y)
318 if (data [x][y] == '#' && dist [x][y] == 1) 344 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1)
319 data [x][y] = 0; 345 data [x][y] = 0;
320} 346}
321 347
322///////////////////////////////////////////////////////////////////////////// 348/////////////////////////////////////////////////////////////////////////////
323 349
327{ 353{
328 switch (subtype) 354 switch (subtype)
329 { 355 {
330 // a rough cave 356 // a rough cave
331 case 0: 357 case 0:
332 fill_rand (rmg_rndm (80, 95)); 358 fill_rand (rmg_rndm (85, 97));
333 break; 359 break;
334 360
335 // corridors 361 // corridors
336 case 1: 362 case 1:
337 fill_rand (rmg_rndm (5, 40)); 363 fill_rand (rmg_rndm (5, 40));
880{ 906{
881 demo () 907 demo ()
882 { 908 {
883 rmg_rndm.seed (time (0)); 909 rmg_rndm.seed (time (0));
884 910
885 for(int i=1;i<10;i) 911 for(int i=1;i<100;i++)
886 { 912 {
887 layout maze (10, 10); 913 layout maze (40, 25);
888 maze.fill_rand (90); 914 maze.fill_rand (85);
889 maze.border (); 915 maze.border ();
890 maze.isolation_remover (); 916 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 (); 917 maze.print ();
896 } 918 }
897 919
898 exit (1); 920 exit (1);
899 } 921 }

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