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Comparing deliantra/server/random_maps/layout.C (file contents):
Revision 1.18 by root, Sat Jul 3 13:39:04 2010 UTC vs.
Revision 1.29 by root, Tue Jan 3 11:25:33 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) Crossfire Development Team (restored, original file without copyright notice) 5 * Copyright (©) 1994-2004 Crossfire Development Team (restored, original file without copyright notice)
6 * 6 *
7 * Deliantra is free software: you can redistribute it and/or modify it under 7 * Deliantra is free software: you can redistribute it and/or modify it under
8 * the terms of the Affero GNU General Public License as published by the 8 * the terms of the Affero GNU General Public License as published by the
9 * Free Software Foundation, either version 3 of the License, or (at your 9 * Free Software Foundation, either version 3 of the License, or (at your
10 * option) any later version. 10 * option) any later version.
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <random_map.h> 25#include <rmg.h>
26#include <rproto.h> 26#include <rproto.h>
27 27
28void 28void noinline
29layout::alloc (int w, int h) 29layout::alloc (int w, int h)
30{ 30{
31 assert (sizeof (cell) == 1); 31 assert (sizeof (cell) == 1);
32 32
33 this->w = w; 33 this->w = w;
74layout::~layout () 74layout::~layout ()
75{ 75{
76 sfree ((char *)data, size); 76 sfree ((char *)data, size);
77} 77}
78 78
79void 79void noinline
80layout::fill (char fill) 80layout::fill (char fill)
81{ 81{
82 //memset (data [0], fill, w * h); // only when contiguous :/ 82 //memset (data [0], fill, w * h); // only when contiguous :/
83 fill_rect (0, 0, w, h, fill); 83 fill_rect (0, 0, w, h, fill);
84} 84}
85 85
86void 86void noinline
87layout::replace (char from, char to)
88{
89 for (int x = 0; x < w; ++x)
90 for (int y = 0; y < h; ++y)
91 if (data [x][y] == from)
92 data [x][y] = to;
93}
94
95void noinline
87layout::rect (int x1, int y1, int x2, int y2, char fill) 96layout::rect (int x1, int y1, int x2, int y2, char fill)
88{ 97{
89 --x2; 98 --x2;
90 99
91 memset (data [x1] + y1, fill, y2 - y1); 100 memset (data [x1] + y1, fill, y2 - y1);
93 102
94 while (++x1 < x2) 103 while (++x1 < x2)
95 data [x1][y1] = data [x1][y2 - 1] = fill; 104 data [x1][y1] = data [x1][y2 - 1] = fill;
96} 105}
97 106
98void 107void noinline
99layout::fill_rect (int x1, int y1, int x2, int y2, char fill) 108layout::fill_rect (int x1, int y1, int x2, int y2, char fill)
100{ 109{
101 for (; x1 < x2; ++x1) 110 for (; x1 < x2; ++x1)
102 memset (data [x1] + y1, fill, y2 - y1); 111 memset (data [x1] + y1, fill, y2 - y1);
103} 112}
104 113
114void
105void layout::border (char fill) 115layout::border (char fill)
106{ 116{
107 rect (0, 0, w, h, fill); 117 rect (0, 0, w, h, fill);
108} 118}
109 119
110void 120void noinline
111layout::fill_rand (int percent) 121layout::fill_rand (int percent)
112{ 122{
113 percent = lerp (percent, 0, 100, 0, 256); 123 percent = lerp (percent, 0, 100, 0, 256);
114 124
115 for (int x = w - 1; --x > 0; ) 125 for (int x = 0; x < w; ++x)
116 for (int y = h - 1; --y > 0; ) 126 for (int y = 0; y < h; ++y)
117 data [x][y] = rmg_rndm (256) > percent ? 0 : '#'; 127 data [x][y] = rmg_rndm (256) > percent ? 0 : '#';
118} 128}
119 129
120///////////////////////////////////////////////////////////////////////////// 130/////////////////////////////////////////////////////////////////////////////
121 131
122// erode by cellular automata 132// erode by cellular automata
123void 133void noinline
124layout::erode_1_2 (int c1, int c2, int repeat) 134layout::erode_1_2 (int c1, int c2, int repeat)
125{ 135{
126 layout neu (w, h); 136 layout neu (w, h);
127 137
128 while (repeat--) 138 while (repeat--)
220 if (x > 0 && !dist [x - 1][y]) push_flood_fill (dist, seeds, x - 1, y); 230 if (x > 0 && !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); 231 if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y);
222 } 232 }
223} 233}
224 234
225static inline void 235static void inline
226make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb) 236make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb)
227{ 237{
228 for (;;) 238 for (;;)
229 { 239 {
230 point neigh[4]; 240 point neigh[4];
238 if (y < dist.h - 1 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1); 248 if (y < dist.h - 1 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1);
239 249
240 if (!ncnt) 250 if (!ncnt)
241 return; 251 return;
242 252
243 point &p = neigh [perturb ? rmg_rndm (ncnt) : 0]; 253 point p = neigh [perturb ? rmg_rndm (ncnt) : 0];
244 254
245 seeds.push (p); 255 seeds.push (p);
246 256
247 x = p.x; 257 x = p.x;
248 y = p.y; 258 y = p.y;
273 // dist contains 283 // dist contains
274 // 0 == invisited rooms 284 // 0 == invisited rooms
275 // 1 == visited rooms 285 // 1 == visited rooms
276 // 2+ shortest distance to random near room 286 // 2+ shortest distance to random near room
277 287
278 max_it (perturb, 0); 288 clamp_it (perturb, 0, 2);
279 min_it (perturb, 2);
280 289
281 // phase 1, find seed 290 // phase 1, find seed
282 int cnt = 0; 291 int cnt = 0;
283 int x, y; 292 int x, y;
284 293
303 seeds.push (point (x, y)); 312 seeds.push (point (x, y));
304 313
305 // phase 2, while we have seeds, if 314 // phase 2, while we have seeds, if
306 // seed is empty, floodfill, else grow 315 // seed is empty, floodfill, else grow
307 316
317 int rem_index = 0; // used to remove "somewhat ordered"
318
308 while (seeds.size) 319 while (seeds.size)
309 { 320 {
310 coroapi::cede_to_tick (); 321 coroapi::cede_to_tick ();
311 322
323 int i = perturb
324 ? rmg_rndm (max (0, seeds.size - 8), seeds.size - 1)
325 : rem_index ++ % seeds.size;
326
312 point p = seeds.remove (rmg_rndm (seeds.size)); 327 point p = seeds.remove (i);
313 328
314 x = p.x; 329 x = p.x;
315 y = p.y; 330 y = p.y;
316 331
317 if (!dist [x][y]) 332 if (!dist [x][y])
358/* puts doors at appropriate locations in a maze. */ 373/* puts doors at appropriate locations in a maze. */
359void 374void
360layout::doorify () 375layout::doorify ()
361{ 376{
362 int ndoors = w * h / 60; /* reasonable number of doors. */ 377 int ndoors = w * h / 60; /* reasonable number of doors. */
363 int doorlocs = 0; /* # of available doorlocations */
364 378
365 uint16 *doorlist_x = salloc<uint16> (w * h); 379 coroapi::cede_to_tick ();
366 uint16 *doorlist_y = salloc<uint16> (w * h); 380
381 fixed_stack<point> doorloc (w * h);
367 382
368 /* make a list of possible door locations */ 383 /* make a list of possible door locations */
369 for (int i = 1; i < w - 1; i++) 384 for (int i = 1; i < w - 1; i++)
370 for (int j = 1; j < h - 1; j++) 385 for (int j = 1; j < h - 1; j++)
371 { 386 {
372 int sindex = surround_flag (*this, i, j); 387 int sindex = surround_flag (*this, i, j);
373 388
374 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 389 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
375 { 390 doorloc.push (point (i, j));
376 doorlist_x [doorlocs] = i;
377 doorlist_y [doorlocs] = j;
378 doorlocs++;
379 }
380 } 391 }
381 392
382 while (ndoors > 0 && doorlocs > 0) 393 while (ndoors && doorloc.size)
383 { 394 {
384 int di = rmg_rndm (doorlocs); 395 point p = doorloc.remove (rmg_rndm (doorloc.size));
385 int i = doorlist_x [di]; 396
386 int j = doorlist_y [di];
387 int sindex = surround_flag (*this, i, j); 397 int sindex = surround_flag (*this, p.x, p.y);
388 398
389 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 399 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
390 { 400 {
391 data [i][j] = 'D'; 401 data [p.x][p.y] = 'D';
392 ndoors--; 402 --ndoors;
393 } 403 }
394
395 /* reduce the size of the list */
396 doorlocs--;
397 doorlist_x[di] = doorlist_x [doorlocs];
398 doorlist_y[di] = doorlist_y [doorlocs];
399 } 404 }
400
401 sfree (doorlist_x, w * h);
402 sfree (doorlist_y, w * h);
403} 405}
404 406
405/* takes a map and makes it symmetric: adjusts Xsize and 407/* takes a map and makes it symmetric: adjusts Xsize and
406 * Ysize to produce a symmetric map. 408 * Ysize to produce a symmetric map.
407 */ 409 */
465//-GPL 467//-GPL
466 468
467void 469void
468layout::rotate (int rotation) 470layout::rotate (int rotation)
469{ 471{
472 coroapi::cede_to_tick ();
473
470 switch (rotation & 3) 474 switch (rotation & 3)
471 { 475 {
472 case 2: /* a reflection */ 476 case 2: /* a reflection */
473 { 477 {
474 layout new_layout (w, h); 478 layout new_layout (w, h);
626{ 630{
627 layout new_layout (w * 2 - 1, h * 2 - 1); 631 layout new_layout (w * 2 - 1, h * 2 - 1);
628 632
629 new_layout.clear (); 633 new_layout.clear ();
630 634
635 coroapi::cede_to_tick ();
636
631 for (int i = 0; i < w; i++) 637 for (int i = 0; i < w; i++)
632 for (int j = 0; j < h; j++) 638 for (int j = 0; j < h; j++)
633 switch (data [i][j]) 639 switch (data [i][j])
634 { 640 {
635 case '#': expand_wall (new_layout, i, j, *this); break; 641 case '#': expand_wall (new_layout, i, j, *this); break;
717 723
718 return -1; 724 return -1;
719} 725}
720 726
721int 727int
722make_wall (char **maze, int x, int y, int dir) 728make_wall (layout &maze, int x, int y, int dir)
723{ 729{
724 maze[x][y] = 'D'; /* mark a door */ 730 maze[x][y] = 'D'; /* mark a door */
725 731
726 switch (dir) 732 switch (dir)
727 { 733 {
744 750
745void 751void
746layout::roomify () 752layout::roomify ()
747{ 753{
748 int tries = w * h / 30; 754 int tries = w * h / 30;
755
756 coroapi::cede_to_tick ();
749 757
750 for (int ti = 0; ti < tries; ti++) 758 for (int ti = 0; ti < tries; ti++)
751 { 759 {
752 /* starting location for looking at creating a door */ 760 /* starting location for looking at creating a door */
753 int dx = rmg_rndm (w); 761 int dx = rmg_rndm (w);
799 erode_1_2 (5, 2, 10); 807 erode_1_2 (5, 2, 10);
800 erode_1_2 (5, -1, 10); 808 erode_1_2 (5, -1, 10);
801 erode_1_2 (5, 2, 1); 809 erode_1_2 (5, 2, 1);
802 break; 810 break;
803 811
804 // somewhat open, roundish 812 // somewhat open, some room-like structures
805 case 2: 813 case 2:
814 fill_rand (45);
815 erode_1_2 (5, 2, 4);
816 erode_1_2 (5, -1, 3);
817 break;
818
819 // wide open, roundish
820 case 3:
806 fill_rand (45); 821 fill_rand (45);
807 erode_1_2 (5, 0, 5); 822 erode_1_2 (5, 0, 5);
808 erode_1_2 (5, 1, 1); 823 erode_1_2 (5, 1, 1);
809 break; 824 break;
810
811 // wide open, some room-like structures
812 case 3:
813 fill_rand (45);
814 erode_1_2 (5, 2, 4);
815 erode_1_2 (5, -1, 3);
816 break;
817 } 825 }
818 826
819 border (); 827 border ();
820 isolation_remover (); 828 isolation_remover (1);
821} 829}
822 830
823void 831void
824layout::gen_castle () 832layout::gen_castle ()
825{ 833{
828 for (int n = w * h / 30 + 1; n--; ) 836 for (int n = w * h / 30 + 1; n--; )
829 { 837 {
830 int rw = rmg_rndm (6, 10); 838 int rw = rmg_rndm (6, 10);
831 int rh = rmg_rndm (6, 10); 839 int rh = rmg_rndm (6, 10);
832 840
841 if (rw > w || rh > h)
842 continue;
843
833 int rx = rmg_rndm (0, w - rw); 844 int rx = rmg_rndm (0, w - rw);
834 int ry = rmg_rndm (0, h - rh); 845 int ry = rmg_rndm (0, h - rh);
835 846
836 rect (rx, ry, rx + rw, ry + rh, '#'); 847 rect (rx, ry, rx + rw, ry + rh, '#');
837 fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0); 848 fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0);
840 border (); 851 border ();
841 isolation_remover (0); 852 isolation_remover (0);
842} 853}
843 854
844static void 855static void
845gen_mixed_ (layout &maze, random_map_params *RP, int dir) 856gen_mixed_ (layout &maze, random_map_params *RP)
846{ 857{
847 if (maze.w < 20 && maze.h < 20 && !rmg_rndm (3)) 858 if (maze.w > maze.h && maze.w > 16)
848 dir = 2; // stop recursion randomly
849
850 if (dir == 0 && maze.w > 16)
851 { 859 {
852 int m = rmg_rndm (8, maze.w - 8); 860 int m = rmg_rndm (8, maze.w - 8);
853 861
854 layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP, !dir); 862 layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP);
855 layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP, !dir); 863 layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP);
856 } 864 }
857 else if (dir == 1 && maze.h > 16) 865 else if (maze.h > 16)
858 { 866 {
859 int m = rmg_rndm (8, maze.h - 8); 867 int m = rmg_rndm (8, maze.h - 8);
860 868
861 layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP, !dir); 869 layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP);
862 layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP, !dir); 870 layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP);
863 } 871 }
864 else 872 else
865 { 873 {
866 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1; 874 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1;
867 875
868 if (RP->map_layout_style == LAYOUT_MULTIPLE) 876 if (RP->map_layout_style == LAYOUT_MULTIPLE)
869 ++RP->map_layout_style; 877 ++RP->map_layout_style;
870 878
871 maze.generate (RP); 879 maze.generate (RP);
872 } 880 }
881
882 coroapi::cede_to_tick ();
873} 883}
874 884
875// recursive subdivision with random sublayouts 885// recursive subdivision with random sublayouts
876static void 886static void
877gen_mixed (layout &maze, random_map_params *RP) 887gen_mixed (layout &maze, random_map_params *RP)
878{ 888{
879 random_map_params &rp = *new random_map_params (RP); 889 random_map_params &rp = *new random_map_params (RP);
880 gen_mixed_ (maze, &rp, rmg_rndm (2)); 890 gen_mixed_ (maze, &rp);
881 delete &rp; 891 delete &rp;
882 892
883 maze.border (); 893 maze.border ();
894
895 // exits currently do not work so well, as they
896 // are currently often found together, so nuke entrances
897 maze.replace ('<', ' ');
898
884 maze.isolation_remover (); 899 maze.isolation_remover (0);
885} 900}
886 901
887//+GPL 902//+GPL
888 903
889/* function selects the maze function and gives it whatever 904/* function selects the maze function and gives it whatever
972} 987}
973 988
974//-GPL 989//-GPL
975 990
976#if 0 991#if 0
992static void
993gen_village (layout &maze)
994{
995 maze.clear ();
996 maze.border ();
997
998 for (int n = maze.w * maze.h / 200 + 1; n--; )
999 {
1000 int rw = rmg_rndm (6, 10);
1001 int rh = rmg_rndm (6, 10);
1002
1003 int rx = rmg_rndm (2, maze.w - rw - 2);
1004 int ry = rmg_rndm (2, maze.h - rh - 2);
1005
1006 maze.rect (rx, ry, rx + rw, ry + rh, '#');
1007 }
1008
1009 maze.border ();
1010 maze.isolation_remover (2);
1011}
1012
977static struct demo 1013static struct demo
978{ 1014{
979 demo () 1015 demo ()
980 { 1016 {
981 rmg_rndm.seed (time (0)); 1017 rmg_rndm.seed (time (0));
1018 extern void hack();hack ();
982 1019
983 for(int i=1;i<100;i++) 1020 for(int i=1;i<100;i++)
984 { 1021 {
985 layout maze (40, 25); 1022 layout maze (40, 30);
986 maze.gen_castle (); 1023 maze.fill_rand (99);
987 maze.doorify (); 1024 maze.border ();
1025 maze.isolation_remover (2);
988 maze.print (); 1026 maze.print ();
989 exit(0);
990 } 1027 }
991 1028
992 exit (1); 1029 exit (1);
993 } 1030 }
994} demo; 1031} demo;

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