… | |
… | |
21 | */ |
21 | */ |
22 | |
22 | |
23 | #include <global.h> |
23 | #include <global.h> |
24 | #include <random_map.h> |
24 | #include <random_map.h> |
25 | |
25 | |
26 | LayoutData::LayoutData (int w, int h) |
26 | Layout::Layout (int w, int h) |
27 | : w(w), h(h) |
27 | : w(w), h(h) |
28 | { |
28 | { |
29 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
29 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
30 | |
30 | |
31 | col = (char **)salloc<char> (size); |
31 | col = (char **)salloc<char> (size); |
… | |
… | |
34 | |
34 | |
35 | for (int x = w; x--; ) |
35 | for (int x = w; x--; ) |
36 | col [x] = data + x * h; |
36 | col [x] = data + x * h; |
37 | } |
37 | } |
38 | |
38 | |
39 | LayoutData::~LayoutData () |
39 | Layout::~Layout () |
40 | { |
40 | { |
41 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
41 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
42 | |
42 | |
43 | sfree ((char *)col, size); |
43 | sfree ((char *)col, size); |
44 | } |
44 | } |
45 | |
45 | |
46 | void |
46 | void |
47 | LayoutData::fill (char fill) |
47 | Layout::fill (char fill) |
48 | { |
48 | { |
49 | memset (col [0], fill, w * h); |
49 | memset (col [0], fill, w * h); |
50 | } |
50 | } |
51 | |
51 | |
52 | void |
52 | void |
53 | LayoutData::rect (int x1, int y1, int x2, int y2, char fill) |
53 | Layout::rect (int x1, int y1, int x2, int y2, char fill) |
54 | { |
54 | { |
55 | for (; x1 < x2; ++x1) |
55 | for (; x1 < x2; ++x1) |
56 | memset (col [x1] + y1, fill, y2 - y1); |
56 | memset (col [x1] + y1, fill, y2 - y1); |
57 | } |
57 | } |
58 | |
58 | |
59 | void LayoutData::border (char fill) |
59 | void Layout::border (char fill) |
60 | { |
60 | { |
61 | for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
61 | for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
62 | for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
62 | for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
63 | } |
63 | } |
64 | |
64 | |
65 | void |
65 | void |
66 | LayoutData::fill_rand (int percent) |
66 | Layout::fill_rand (int percent) |
67 | { |
67 | { |
68 | percent = lerp (percent, 0, 100, 0, 256); |
68 | percent = lerp (percent, 0, 100, 0, 256); |
69 | |
69 | |
70 | for (int x = w - 1; --x > 0; ) |
70 | for (int x = w - 1; --x > 0; ) |
71 | for (int y = h - 1; --y > 0; ) |
71 | for (int y = h - 1; --y > 0; ) |
… | |
… | |
74 | |
74 | |
75 | ///////////////////////////////////////////////////////////////////////////// |
75 | ///////////////////////////////////////////////////////////////////////////// |
76 | |
76 | |
77 | // erode by cellular automata |
77 | // erode by cellular automata |
78 | void |
78 | void |
79 | LayoutData::erode_1_2 (int c1, int c2, int repeat) |
79 | Layout::erode_1_2 (int c1, int c2, int repeat) |
80 | { |
80 | { |
81 | LayoutData neu (w, h); |
81 | Layout neu (w, h); |
82 | |
82 | |
83 | while (repeat--) |
83 | while (repeat--) |
84 | { |
84 | { |
85 | for (int x = 0; x < w; ++x) |
85 | for (int x = 0; x < w; ++x) |
86 | { |
86 | { |
… | |
… | |
90 | { |
90 | { |
91 | int n1 = 0, n2 = 0; |
91 | int n1 = 0, n2 = 0; |
92 | |
92 | |
93 | // a 5x5 area, dx, dy, distance (1 == <= 1, 0 <= 2) |
93 | // a 5x5 area, dx, dy, distance (1 == <= 1, 0 <= 2) |
94 | static I8 dds[][3] = { |
94 | static I8 dds[][3] = { |
95 | { -2, -1, 0 }, |
95 | { -2, -1, 0 }, { -2, 0, 0 }, { -2, 1, 0 }, |
96 | { -2, 0, 0 }, |
96 | { -1, -2, 0 }, { -1, -1, 1 }, { -1, 0, 1 }, { -1, 1, 1 }, { -1, 2, 0 }, |
97 | { -2, 1, 0 }, |
97 | { 0, -2, 0 }, { 0, -1, 1 }, { 0, 0, 1 }, { 0, 1, 1 }, { 0, 2, 0 }, |
98 | |
98 | { 1, -2, 0 }, { 1, -1, 1 }, { 1, 0, 1 }, { 1, 1, 1 }, { 1, 2, 0 }, |
99 | { -1, -2, 0 }, |
99 | { 2, -1, 0 }, { 2, 0, 0 }, { 2, 1, 0 }, |
100 | { -1, -1, 1 }, |
|
|
101 | { -1, 0, 1 }, |
|
|
102 | { -1, 1, 1 }, |
|
|
103 | { -1, 2, 0 }, |
|
|
104 | |
|
|
105 | { 0, -2, 0 }, |
|
|
106 | { 0, -1, 1 }, |
|
|
107 | { 0, 0, 1 }, |
|
|
108 | { 0, 1, 1 }, |
|
|
109 | { 0, 2, 0 }, |
|
|
110 | |
|
|
111 | { 1, -2, 0 }, |
|
|
112 | { 1, -1, 1 }, |
|
|
113 | { 1, 0, 1 }, |
|
|
114 | { 1, 1, 1 }, |
|
|
115 | { 1, 2, 0 }, |
|
|
116 | |
|
|
117 | { 2, -1, 0 }, |
|
|
118 | { 2, 0, 0 }, |
|
|
119 | { 2, 1, 0 }, |
|
|
120 | }; |
100 | }; |
121 | |
101 | |
122 | for (int i = array_length (dds); i--; ) |
102 | for (int i = array_length (dds); i--; ) |
123 | { |
103 | { |
124 | int nx = x + dds [i][0]; |
104 | int nx = x + dds [i][0]; |
… | |
… | |
140 | } |
120 | } |
141 | |
121 | |
142 | ///////////////////////////////////////////////////////////////////////////// |
122 | ///////////////////////////////////////////////////////////////////////////// |
143 | |
123 | |
144 | void |
124 | void |
145 | LayoutData::print () |
125 | Layout::print () |
146 | { |
126 | { |
147 | for (int y = 0; y < h; y++) |
127 | for (int y = 0; y < h; y++) |
148 | { |
128 | { |
149 | for (int x = 0; x < w; x++) |
129 | for (int x = 0; x < w; x++) |
150 | { |
130 | { |
… | |
… | |
170 | // isolation remover - ensures single connected area |
150 | // isolation remover - ensures single connected area |
171 | |
151 | |
172 | typedef fixed_stack<point> pointlist; |
152 | typedef fixed_stack<point> pointlist; |
173 | |
153 | |
174 | static noinline void |
154 | static noinline void |
175 | push_flood_fill (LayoutData &maze, LayoutData &dist, pointlist &seeds, int x, int y) |
155 | push_flood_fill (Layout &dist, pointlist &seeds, int x, int y) |
176 | { |
156 | { |
177 | if (maze [x][y]) |
157 | if (dist [x][y]) |
178 | return; |
158 | return; |
179 | |
159 | |
180 | while (y > 0 && !maze [x][y - 1]) |
160 | while (y > 0 && !dist [x][y - 1]) |
181 | --y; |
161 | --y; |
182 | |
162 | |
183 | int y0 = y; |
163 | int y0 = y; |
184 | |
164 | |
185 | while (y < maze.h && !maze [x][y]) |
165 | while (y < dist.h && !dist [x][y]) |
186 | { |
166 | { |
187 | seeds.push (point (x, y)); |
167 | seeds.push (point (x, y)); |
188 | |
168 | |
189 | maze [x][y] = 1; |
|
|
190 | dist [x][y] = 1; |
169 | dist [x][y] = 1; |
191 | ++y; |
170 | ++y; |
192 | } |
171 | } |
193 | |
172 | |
194 | while (--y >= y0) |
173 | while (--y >= y0) |
195 | { |
174 | { |
196 | if (x > 0) push_flood_fill (maze, dist, seeds, x - 1, y); |
175 | if (x > 0) push_flood_fill (dist, seeds, x - 1, y); |
197 | if (x < maze.w - 1) push_flood_fill (maze, dist, seeds, x + 1, y); |
176 | if (x < dist.w - 1) push_flood_fill (dist, seeds, x + 1, y); |
198 | } |
177 | } |
199 | } |
178 | } |
200 | |
179 | |
201 | static inline void |
180 | static inline void |
202 | make_tunnel (LayoutData &maze, LayoutData &dist, pointlist &seeds, int x, int y, U8 d) |
181 | make_tunnel (Layout &dist, pointlist &seeds, int x, int y, U8 d) |
203 | { |
182 | { |
204 | for (;;) |
183 | for (;;) |
205 | { |
184 | { |
206 | seeds.push (point (x, y)); |
|
|
207 | |
|
|
208 | maze [x][y] = 1; |
|
|
209 | dist [x][y] = 1; |
|
|
210 | |
|
|
211 | if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) |
185 | if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) |
212 | --x; |
186 | --x; |
213 | else if (x < maze.w - 2 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) |
187 | else if (x < dist.w - 2 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) |
214 | ++x; |
188 | ++x; |
215 | else if (y > 1 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) |
189 | else if (y > 1 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) |
216 | --y; |
190 | --y; |
217 | else if (y < maze.h - 2 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) |
191 | else if (y < dist.h - 2 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) |
218 | ++y; |
192 | ++y; |
219 | else |
193 | else |
220 | break; |
194 | break; |
221 | |
195 | |
222 | d = dist [x][y]; |
196 | d = dist [x][y]; |
|
|
197 | dist [x][y] = 1; |
|
|
198 | seeds.push (point (x, y)); |
223 | } |
199 | } |
|
|
200 | } |
|
|
201 | |
|
|
202 | static void inline |
|
|
203 | maybe_push (Layout &dist, pointlist &seeds, int x, int y, U8 d) |
|
|
204 | { |
|
|
205 | char &D = dist [x][y]; |
|
|
206 | |
|
|
207 | if (U8 (D) > d) // if wall and higher distance, lower distance |
|
|
208 | D = d; |
|
|
209 | else if (D) // otherwise, if it's no room, this space is uninteresting |
|
|
210 | return; |
|
|
211 | |
|
|
212 | seeds.push (point (x, y)); |
224 | } |
213 | } |
225 | |
214 | |
226 | static void |
215 | static void |
227 | isolation_remover (LayoutData &maze, bool dirty) |
216 | isolation_remover (Layout &maze, bool dirty) |
228 | { |
217 | { |
229 | LayoutData dist (maze.w, maze.h); |
218 | Layout dist (maze.w, maze.h); |
230 | |
219 | |
231 | dist.fill (255); |
220 | // dist contains |
|
|
221 | // 0 == invisited rooms |
|
|
222 | // 1 == visited rooms |
|
|
223 | // 2+ shortest distance to random near room |
232 | |
224 | |
|
|
225 | // phase 1, initialise dist array, find seed |
|
|
226 | int cnt = 0; |
|
|
227 | int x, y; |
|
|
228 | |
|
|
229 | for (int i = 0; i < maze.w; ++i) |
|
|
230 | for (int j = 0; j < maze.h; ++j) |
|
|
231 | { |
|
|
232 | if (maze [i][j] == '#') |
|
|
233 | dist [i][j] = U8 (255); |
|
|
234 | else |
|
|
235 | { |
|
|
236 | dist [i][j] = 0; |
|
|
237 | if (!rmg_rndm (++cnt)) |
|
|
238 | x = i, y = j; |
|
|
239 | } |
|
|
240 | } |
|
|
241 | |
|
|
242 | if (!cnt) |
|
|
243 | return; |
|
|
244 | |
233 | fixed_stack<point> seeds (maze.w * maze.h * 4); |
245 | fixed_stack<point> seeds (maze.w * maze.h * 5); |
234 | |
246 | |
235 | // phase 1, find seed |
247 | // found first free space - picking the first one gives |
236 | for (int x = 1; x < maze.w; ++x) |
248 | // us a slight bias for tunnels, but usually you won't |
237 | for (int y = 1; y < maze.h; ++y) |
249 | // notice that in-game |
|
|
250 | seeds.push (point (x, y)); |
|
|
251 | |
|
|
252 | // phase 2, while we have seeds, if |
|
|
253 | // seed is empty, floodfill, else grow |
|
|
254 | |
|
|
255 | while (seeds.size) |
|
|
256 | { |
|
|
257 | coroapi::cede_to_tick (); |
|
|
258 | |
|
|
259 | point p = seeds.remove (rmg_rndm (seeds.size)); |
|
|
260 | |
|
|
261 | x = p.x; |
|
|
262 | y = p.y; |
|
|
263 | |
238 | if (!maze [x][y]) |
264 | if (!dist [x][y]) |
239 | { |
265 | { |
240 | // found first free space - picking the first one gives |
|
|
241 | // us a slight bias for tunnels, but usually you won't |
|
|
242 | // notice that in-game |
|
|
243 | seeds.push (point (x, y)); |
|
|
244 | |
|
|
245 | // phase 2, while we have seeds, if |
|
|
246 | // seed is empty, floodfill, else grow |
|
|
247 | |
|
|
248 | while (seeds.size) |
|
|
249 | { |
|
|
250 | coroapi::cede_to_tick (); |
|
|
251 | |
|
|
252 | point p = seeds.remove (rmg_rndm (seeds.size)); |
|
|
253 | |
|
|
254 | x = p.x; |
|
|
255 | y = p.y; |
|
|
256 | |
|
|
257 | if (!maze [x][y]) |
|
|
258 | { |
|
|
259 | // found new isolated area, make tunnel? |
266 | // found new isolated area, make tunnel |
260 | if (!dirty) |
267 | if (!dirty) |
261 | push_flood_fill (maze, dist, seeds, x, y); |
268 | push_flood_fill (dist, seeds, x, y); |
262 | |
269 | |
263 | make_tunnel (maze, dist, seeds, x, y, 255); |
270 | make_tunnel (dist, seeds, x, y, 255); |
264 | |
271 | |
265 | if (dirty) |
272 | if (dirty) |
266 | push_flood_fill (maze, dist, seeds, x, y); |
273 | push_flood_fill (dist, seeds, x, y); |
267 | } |
|
|
268 | else |
|
|
269 | { |
|
|
270 | U8 d = U8 (dist [x][y]) + 1; |
|
|
271 | |
|
|
272 | if (x < maze.w - 1 && U8 (dist [x + 1][y]) > d) |
|
|
273 | { |
|
|
274 | dist [x + 1][y] = d; |
|
|
275 | seeds.push (point (x + 1, y)); |
|
|
276 | } |
|
|
277 | |
|
|
278 | if (x > 0 && U8 (dist [x - 1][y]) > d) |
|
|
279 | { |
|
|
280 | dist [x - 1][y] = d; |
|
|
281 | seeds.push (point (x - 1, y)); |
|
|
282 | } |
|
|
283 | |
|
|
284 | if (y < maze.h - 1 && U8 (dist [x][y + 1]) > d) |
|
|
285 | { |
|
|
286 | dist [x][y + 1] = d; |
|
|
287 | seeds.push (point (x, y + 1)); |
|
|
288 | } |
|
|
289 | |
|
|
290 | if (y > 0 && U8 (dist [x][y - 1]) > d) |
|
|
291 | { |
|
|
292 | dist [x][y - 1] = d; |
|
|
293 | seeds.push (point (x, y - 1)); |
|
|
294 | } |
|
|
295 | } |
|
|
296 | } |
|
|
297 | |
|
|
298 | goto success; |
|
|
299 | } |
274 | } |
|
|
275 | else |
|
|
276 | { |
|
|
277 | // nothing here, continue to expand |
|
|
278 | U8 d = U8 (dist [x][y]) + 1; |
300 | |
279 | |
301 | success: |
280 | if (x < dist.w - 1) maybe_push (dist, seeds, x + 1, y, d); |
|
|
281 | if (x > 0) maybe_push (dist, seeds, x - 1, y, d); |
|
|
282 | if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d); |
|
|
283 | if (y > 0) maybe_push (dist, seeds, x, y - 1, d); |
|
|
284 | } |
|
|
285 | } |
302 | |
286 | |
303 | // we mark free but visited floors as 1, undo this here |
287 | // now copy the tunnels over |
304 | for (int x = 0; x < maze.w; ++x) |
288 | for (int x = 0; x < maze.w; ++x) |
305 | for (int y = 0; y < maze.h; ++y) |
289 | for (int y = 0; y < maze.h; ++y) |
306 | if (maze [x][y] == 1) |
290 | if (maze [x][y] == '#' && dist [x][y] == 1) |
307 | maze [x][y] = 0; |
291 | maze [x][y] = 0; |
308 | } |
292 | } |
309 | |
293 | |
310 | void |
294 | void |
311 | LayoutData::isolation_remover (bool dirty) |
295 | Layout::isolation_remover (bool dirty) |
312 | { |
296 | { |
313 | ::isolation_remover (*this, dirty); |
297 | ::isolation_remover (*this, dirty); |
314 | } |
298 | } |
315 | |
299 | |
316 | ///////////////////////////////////////////////////////////////////////////// |
300 | ///////////////////////////////////////////////////////////////////////////// |
317 | |
301 | |
318 | // inspired mostly by http://www.jimrandomh.org/misc/caves.txt |
302 | // inspired mostly by http://www.jimrandomh.org/misc/caves.txt |
319 | void |
303 | void |
320 | LayoutData::gen_cave (int subtype) |
304 | Layout::gen_cave (int subtype) |
321 | { |
305 | { |
322 | switch (subtype) |
306 | switch (subtype) |
323 | { |
307 | { |
324 | // a rough cave |
308 | // a rough cave |
325 | case 0: |
309 | case 0: |
… | |
… | |
361 | Layout maze (40, 25); |
345 | Layout maze (40, 25); |
362 | rmg_rndm.seed (time (0)); |
346 | rmg_rndm.seed (time (0)); |
363 | |
347 | |
364 | for(int i=1;i<10;i) |
348 | for(int i=1;i<10;i) |
365 | { |
349 | { |
366 | maze->gen_cave (3); |
350 | maze.fill_rand (97); |
|
|
351 | maze.border (); |
|
|
352 | maze.isolation_remover (); |
367 | maze->print (); |
353 | maze.print (); |
368 | } |
354 | } |
369 | |
355 | |
370 | exit (1); |
356 | exit (1); |
371 | } |
357 | } |
372 | } demo; |
358 | } demo; |