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Comparing deliantra/server/random_maps/layout.C (file contents):
Revision 1.15 by root, Sat Jul 3 03:09:27 2010 UTC vs.
Revision 1.21 by root, Sun Jul 4 01:01:42 2010 UTC

221 if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y); 221 if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y);
222 } 222 }
223} 223}
224 224
225static inline void 225static inline void
226make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d) 226make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb)
227{ 227{
228 for (;;) 228 for (;;)
229 { 229 {
230 point neigh[4]; 230 point neigh[4];
231 int ncnt = 0; 231 int ncnt = 0;
232 232
233 d += perturb > 1;
234
233 if (x > 0 && U8 (dist [x - 1][y]) <= d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y); 235 if (x > 0 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y);
234 if (x < dist.w - 1 && U8 (dist [x + 1][y]) <= d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y); 236 if (x < dist.w - 1 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y);
235 if (y > 0 && U8 (dist [x][y - 1]) <= d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1); 237 if (y > 0 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1);
236 if (y < dist.h - 1 && U8 (dist [x][y + 1]) <= d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1); 238 if (y < dist.h - 1 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1);
237 239
238 if (!ncnt) 240 if (!ncnt)
239 return; 241 return;
240 242
241 point &p = neigh [rmg_rndm (ncnt)]; 243 point p = neigh [perturb ? rmg_rndm (ncnt) : 0];
242 244
243 seeds.push (p); 245 seeds.push (p);
244 246
245 x = p.x; 247 x = p.x;
246 y = p.y; 248 y = p.y;
264} 266}
265 267
266// isolation remover, works on a "distance" map 268// isolation remover, works on a "distance" map
267// the map must be initialised with 0 == rooms, 255 = walls 269// the map must be initialised with 0 == rooms, 255 = walls
268static void noinline 270static void noinline
269isolation_remover (layout &dist) 271isolation_remover (layout &dist, unsigned int perturb = 2)
270{ 272{
271 // dist contains 273 // dist contains
272 // 0 == invisited rooms 274 // 0 == invisited rooms
273 // 1 == visited rooms 275 // 1 == visited rooms
274 // 2+ shortest distance to random near room 276 // 2+ shortest distance to random near room
275 277
278 clamp_it (perturb, 0, 2);
279
276 // phase 1, find seed 280 // phase 1, find seed
277 int cnt = 0; 281 int cnt = 0;
278 int x, y; 282 int x, y;
279 283
280 for (int i = 0; i < dist.w; ++i) 284 for (int i = 0; i < dist.w; ++i)
311 315
312 if (!dist [x][y]) 316 if (!dist [x][y])
313 { 317 {
314 // found new isolated area, make tunnel 318 // found new isolated area, make tunnel
315 push_flood_fill (dist, seeds, x, y); 319 push_flood_fill (dist, seeds, x, y);
316 make_tunnel (dist, seeds, x, y, 255); 320 make_tunnel (dist, seeds, x, y, 254, perturb);
317 } 321 }
318 else 322 else
319 { 323 {
320 // nothing here, continue to expand 324 // nothing here, continue to expand
321 U8 d = U8 (dist [x][y]) + 1; 325 U8 d = U8 (dist [x][y]) + 1;
327 } 331 }
328 } 332 }
329} 333}
330 334
331void 335void
332layout::isolation_remover () 336layout::isolation_remover (int perturb)
333{ 337{
334 layout dist (w - 2, h - 2); // map without border 338 layout dist (w - 2, h - 2); // map without border
335 339
336 for (int x = 1; x < w - 1; ++x) 340 for (int x = 1; x < w - 1; ++x)
337 for (int y = 1; y < h - 1; ++y) 341 for (int y = 1; y < h - 1; ++y)
338 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0; 342 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0;
339 343
340 ::isolation_remover (dist); 344 ::isolation_remover (dist, perturb);
341 345
342 // now copy the tunnels over 346 // now copy the tunnels over
343 for (int x = 1; x < w - 1; ++x) 347 for (int x = 1; x < w - 1; ++x)
344 for (int y = 1; y < h - 1; ++y) 348 for (int y = 1; y < h - 1; ++y)
345 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1) 349 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1)
346 data [x][y] = 0; 350 data [x][y] = 0;
347} 351}
348 352
349///////////////////////////////////////////////////////////////////////////// 353/////////////////////////////////////////////////////////////////////////////
350 354
351// inspired mostly by http://www.jimrandomh.org/misc/caves.txt
352void
353layout::gen_cave (int subtype)
354{
355 switch (subtype)
356 {
357 // a rough cave
358 case 0:
359 fill_rand (rmg_rndm (85, 97));
360 break;
361
362 // corridors
363 case 1:
364 fill_rand (rmg_rndm (5, 40));
365 erode_1_2 (5, 2, 10);
366 erode_1_2 (5, -1, 10);
367 erode_1_2 (5, 2, 1);
368 break;
369
370 // somewhat open, roundish
371 case 2:
372 fill_rand (45);
373 erode_1_2 (5, 0, 5);
374 erode_1_2 (5, 1, 1);
375 break;
376
377 // wide open, some room-like structures
378 case 3:
379 fill_rand (45);
380 erode_1_2 (5, 2, 4);
381 erode_1_2 (5, -1, 3);
382 break;
383 }
384
385 border ();
386 isolation_remover ();
387}
388
389/////////////////////////////////////////////////////////////////////////////
390
391//+GPL 355//+GPL
392 356
393/* puts doors at appropriate locations in a maze. */ 357/* puts doors at appropriate locations in a maze. */
394void 358void
395layout::doorify () 359layout::doorify ()
396{ 360{
397 int ndoors = w * h / 60; /* reasonable number of doors. */ 361 int ndoors = w * h / 60; /* reasonable number of doors. */
398 int doorlocs = 0; /* # of available doorlocations */
399 362
400 uint16 *doorlist_x = salloc<uint16> (w * h); 363 fixed_stack<point> doorloc (w * h);
401 uint16 *doorlist_y = salloc<uint16> (w * h);
402 364
403 /* make a list of possible door locations */ 365 /* make a list of possible door locations */
404 for (int i = 1; i < w - 1; i++) 366 for (int i = 1; i < w - 1; i++)
405 for (int j = 1; j < h - 1; j++) 367 for (int j = 1; j < h - 1; j++)
406 { 368 {
407 int sindex = surround_flag (*this, i, j); 369 int sindex = surround_flag (*this, i, j);
408 370
409 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 371 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
410 { 372 doorloc.push (point (i, j));
411 doorlist_x [doorlocs] = i;
412 doorlist_y [doorlocs] = j;
413 doorlocs++;
414 }
415 } 373 }
416 374
417 while (ndoors > 0 && doorlocs > 0) 375 while (ndoors && doorloc.size)
418 { 376 {
419 int di = rmg_rndm (doorlocs); 377 point p = doorloc.remove (rmg_rndm (doorloc.size));
420 int i = doorlist_x [di]; 378
421 int j = doorlist_y [di];
422 int sindex = surround_flag (*this, i, j); 379 int sindex = surround_flag (*this, p.x, p.y);
423 380
424 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 381 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
425 { 382 {
426 data [i][j] = 'D'; 383 data [p.x][p.y] = 'D';
427 ndoors--; 384 --ndoors;
428 } 385 }
429
430 /* reduce the size of the list */
431 doorlocs--;
432 doorlist_x[di] = doorlist_x [doorlocs];
433 doorlist_y[di] = doorlist_y [doorlocs];
434 } 386 }
435
436 sfree (doorlist_x, w * h);
437 sfree (doorlist_y, w * h);
438} 387}
439 388
440/* takes a map and makes it symmetric: adjusts Xsize and 389/* takes a map and makes it symmetric: adjusts Xsize and
441 * Ysize to produce a symmetric map. 390 * Ysize to produce a symmetric map.
442 */ 391 */
811 else 760 else
812 make_wall (*this, dx, dy, 1); 761 make_wall (*this, dx, dy, 1);
813 } 762 }
814} 763}
815 764
765//-GPL
766
816///////////////////////////////////////////////////////////////////////////// 767/////////////////////////////////////////////////////////////////////////////
817 768
769// inspired mostly by http://www.jimrandomh.org/misc/caves.txt
770void
771layout::gen_cave (int subtype)
772{
773 switch (subtype)
774 {
775 // a rough cave
776 case 0:
777 fill_rand (rmg_rndm (85, 97));
778 break;
779
780 // corridors
781 case 1:
782 fill_rand (rmg_rndm (5, 40));
783 erode_1_2 (5, 2, 10);
784 erode_1_2 (5, -1, 10);
785 erode_1_2 (5, 2, 1);
786 break;
787
788 // somewhat open, some room-like structures
789 case 2:
790 fill_rand (45);
791 erode_1_2 (5, 2, 4);
792 erode_1_2 (5, -1, 3);
793 break;
794
795 // wide open, roundish
796 case 3:
797 fill_rand (45);
798 erode_1_2 (5, 0, 5);
799 erode_1_2 (5, 1, 1);
800 break;
801 }
802
803 border ();
804 isolation_remover (1);
805}
806
807void
808layout::gen_castle ()
809{
810 fill ('#');
811
812 for (int n = w * h / 30 + 1; n--; )
813 {
814 int rw = rmg_rndm (6, 10);
815 int rh = rmg_rndm (6, 10);
816
817 if (rw > w || rh > h)
818 continue;
819
820 int rx = rmg_rndm (0, w - rw);
821 int ry = rmg_rndm (0, h - rh);
822
823 rect (rx, ry, rx + rw, ry + rh, '#');
824 fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0);
825 }
826
827 border ();
828 isolation_remover (0);
829}
830
818static void 831static void
819gen_mixed_ (layout &maze, random_map_params *RP, int dir) 832gen_mixed_ (layout &maze, random_map_params *RP)
820{ 833{
834 int dir;
835
821 if (maze.w < 20 && maze.h < 20 && !rmg_rndm (3)) 836 if (maze.w < 20 && maze.h < 20 && !rmg_rndm (3))
822 dir = 2; // stop recursion randomly 837 dir = 2; // stop recursion randomly
838 else
839 dir = maze.w > maze.h;
823 840
824 if (dir == 0 && maze.w > 16) 841 if (dir == 0 && maze.w > 16)
825 { 842 {
826 int m = rmg_rndm (8, maze.w - 8); 843 int m = rmg_rndm (8, maze.w - 8);
827 844
828 layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP, !dir); 845 layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP);
829 layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP, !dir); 846 layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP);
830 } 847 }
831 else if (dir == 1 && maze.h > 16) 848 else if (dir == 1 && maze.h > 16)
832 { 849 {
833 int m = rmg_rndm (8, maze.h - 8); 850 int m = rmg_rndm (8, maze.h - 8);
834 851
835 layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP, !dir); 852 layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP);
836 layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP, !dir); 853 layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP);
837 } 854 }
838 else 855 else
839 { 856 {
840 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1; 857 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1;
841 858
844 861
845 maze.generate (RP); 862 maze.generate (RP);
846 } 863 }
847} 864}
848 865
866// recursive subdivision with random sublayouts
849static void 867static void
850gen_mixed (layout &maze, random_map_params *RP) 868gen_mixed (layout &maze, random_map_params *RP)
851{ 869{
852 random_map_params &rp = *new random_map_params (RP); 870 random_map_params &rp = *new random_map_params (RP);
853 gen_mixed_ (maze, &rp, rmg_rndm (2)); 871 gen_mixed_ (maze, &rp);
854 delete &rp; 872 delete &rp;
855 873
856 maze.border (); 874 maze.border ();
857 maze.isolation_remover (); 875 maze.isolation_remover (0);
858} 876}
877
878//+GPL
859 879
860/* function selects the maze function and gives it whatever 880/* function selects the maze function and gives it whatever
861 arguments it needs. */ 881 arguments it needs. */
862void 882void
863layout::generate (random_map_params *RP) 883layout::generate (random_map_params *RP)
923 if (rmg_rndm (2)) 943 if (rmg_rndm (2))
924 doorify (); 944 doorify ();
925 945
926 break; 946 break;
927 947
948 case LAYOUT_CASTLE:
949 gen_castle ();
950
951 if (rmg_rndm (2))
952 doorify ();
953
954 break;
955
928 case LAYOUT_MULTIPLE: 956 case LAYOUT_MULTIPLE:
929 gen_mixed (*this, RP); 957 gen_mixed (*this, RP);
930 break; 958 break;
931 959
932 default: 960 default:
935} 963}
936 964
937//-GPL 965//-GPL
938 966
939#if 0 967#if 0
968static void
969gen_village (layout &maze)
970{
971 maze.clear ();
972 maze.border ();
973
974 for (int n = maze.w * maze.h / 200 + 1; n--; )
975 {
976 int rw = rmg_rndm (6, 10);
977 int rh = rmg_rndm (6, 10);
978
979 int rx = rmg_rndm (2, maze.w - rw - 2);
980 int ry = rmg_rndm (2, maze.h - rh - 2);
981
982 maze.rect (rx, ry, rx + rw, ry + rh, '#');
983 }
984
985 maze.border ();
986 maze.isolation_remover (2);
987}
988
940static struct demo 989static struct demo
941{ 990{
942 demo () 991 demo ()
943 { 992 {
944 rmg_rndm.seed (time (0)); 993 rmg_rndm.seed (time (0));
945 994
946 for(int i=1;i<100;i++) 995 for(int i=1;i<100;i++)
947 { 996 {
948 layout maze (40, 25); 997 layout maze (40, 30);
949 maze.fill_rand (85); 998 gen_village (maze);
950 maze.border (); 999 maze.doorify ();
951 maze.isolation_remover ();
952 maze.print (); 1000 maze.print ();
1001 exit(0);
953 } 1002 }
954 1003
955 exit (1); 1004 exit (1);
956 } 1005 }
957} demo; 1006} demo;

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