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Comparing deliantra/server/random_maps/layout.C (file contents):
Revision 1.8 by root, Fri Jul 2 15:43:37 2010 UTC vs.
Revision 1.21 by root, Sun Jul 4 01:01:42 2010 UTC

23 23
24#include <global.h> 24#include <global.h>
25#include <random_map.h> 25#include <random_map.h>
26#include <rproto.h> 26#include <rproto.h>
27 27
28void
28layout::layout (int w, int h) 29layout::alloc (int w, int h)
29: w(w), h(h)
30{ 30{
31 assert (sizeof (cell) == 1); 31 assert (sizeof (cell) == 1);
32
33 this->w = w;
34 this->h = h;
32 35
33 // we store the layout in a single contiguous memory layout 36 // we store the layout in a single contiguous memory layout
34 // first part consists of pointers to each column, followed 37 // first part consists of pointers to each column, followed
35 // by the actual columns (not rows!) 38 // by the actual columns (not rows!)
36 int size = (sizeof (cell *) + sizeof (cell) * h) * w; 39 size = (sizeof (cell *) + sizeof (cell) * h) * w;
37
38 data = (cell **)salloc<char> (size); 40 data = (cell **)salloc<char> (size);
39 41
40 cell *p = (cell *)(data + w); 42 cell *p = (cell *)(data + w);
41 43
42 for (int x = w; x--; ) 44 for (int x = 0; x < w; ++x)
43 data [x] = p + x * h; 45 data [x] = p + x * h;
44} 46}
45 47
48layout::layout (int w, int h)
49{
50 alloc (w, h);
51}
52
53layout::layout (layout &copy)
54{
55 alloc (copy.w, copy.h);
56
57 memcpy (data [0], copy.data [0], sizeof (cell) * h * w);
58}
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
46layout::~layout () 74layout::~layout ()
47{ 75{
48 int size = (sizeof (cell *) + sizeof (cell) * h) * w;
49
50 sfree ((char *)data, size); 76 sfree ((char *)data, size);
51} 77}
52 78
53void 79void
54layout::fill (char fill) 80layout::fill (char fill)
55{ 81{
56 memset (data [0], fill, w * h); 82 //memset (data [0], fill, w * h); // only when contiguous :/
83 fill_rect (0, 0, w, h, fill);
57} 84}
58 85
59void 86void
60layout::rect (int x1, int y1, int x2, int y2, char fill) 87layout::rect (int x1, int y1, int x2, int y2, char fill)
88{
89 --x2;
90
91 memset (data [x1] + y1, fill, y2 - y1);
92 memset (data [x2] + y1, fill, y2 - y1);
93
94 while (++x1 < x2)
95 data [x1][y1] = data [x1][y2 - 1] = fill;
96}
97
98void
99layout::fill_rect (int x1, int y1, int x2, int y2, char fill)
61{ 100{
62 for (; x1 < x2; ++x1) 101 for (; x1 < x2; ++x1)
63 memset (data [x1] + y1, fill, y2 - y1); 102 memset (data [x1] + y1, fill, y2 - y1);
64} 103}
65 104
66void layout::border (char fill) 105void layout::border (char fill)
67{ 106{
68 for (int i = 0; i < w; i++) data [i][0] = data [i][h - 1] = fill; 107 rect (0, 0, w, h, fill);
69 for (int j = 0; j < h; j++) data [0][j] = data [w - 1][j] = fill;
70} 108}
71 109
72void 110void
73layout::fill_rand (int percent) 111layout::fill_rand (int percent)
74{ 112{
156///////////////////////////////////////////////////////////////////////////// 194/////////////////////////////////////////////////////////////////////////////
157// isolation remover - ensures single connected area 195// isolation remover - ensures single connected area
158 196
159typedef fixed_stack<point> pointlist; 197typedef fixed_stack<point> pointlist;
160 198
161static noinline void 199static void noinline
162push_flood_fill (layout &dist, pointlist &seeds, int x, int y) 200push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
163{ 201{
164 if (dist [x][y]) 202 if (dist [x][y])
165 return; 203 return;
166 204
177 ++y; 215 ++y;
178 } 216 }
179 217
180 while (--y >= y0) 218 while (--y >= y0)
181 { 219 {
182 if (x > 0) push_flood_fill (dist, seeds, x - 1, y); 220 if (x > 0 && !dist [x - 1][y]) push_flood_fill (dist, seeds, x - 1, y);
183 if (x < dist.w - 1) 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);
184 } 222 }
185} 223}
186 224
187static inline void 225static inline void
188make_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)
189{ 227{
190 for (;;) 228 for (;;)
191 { 229 {
230 point neigh[4];
231 int ncnt = 0;
232
233 d += perturb > 1;
234
192 if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) 235 if (x > 0 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y);
193 --x;
194 else if (x < dist.w - 2 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) 236 if (x < dist.w - 1 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y);
195 ++x;
196 else if (y > 1 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) 237 if (y > 0 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1);
197 --y;
198 else if (y < dist.h - 2 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) 238 if (y < dist.h - 1 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1);
199 ++y; 239
200 else 240 if (!ncnt)
201 break; 241 return;
242
243 point p = neigh [perturb ? rmg_rndm (ncnt) : 0];
244
245 seeds.push (p);
246
247 x = p.x;
248 y = p.y;
202 249
203 d = dist [x][y]; 250 d = dist [x][y];
204 dist [x][y] = 1; 251 dist [x][y] = 1;
205 seeds.push (point (x, y));
206 } 252 }
207} 253}
208 254
209static void inline 255static void inline
210maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d) 256maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d)
217 return; 263 return;
218 264
219 seeds.push (point (x, y)); 265 seeds.push (point (x, y));
220} 266}
221 267
222void 268// isolation remover, works on a "distance" map
223layout::isolation_remover (bool dirty) 269// the map must be initialised with 0 == rooms, 255 = walls
270static void noinline
271isolation_remover (layout &dist, unsigned int perturb = 2)
224{ 272{
225 layout dist (w, h);
226
227 // dist contains 273 // dist contains
228 // 0 == invisited rooms 274 // 0 == invisited rooms
229 // 1 == visited rooms 275 // 1 == visited rooms
230 // 2+ shortest distance to random near room 276 // 2+ shortest distance to random near room
231 277
232 // phase 1, initialise dist array, find seed 278 clamp_it (perturb, 0, 2);
279
280 // phase 1, find seed
233 int cnt = 0; 281 int cnt = 0;
234 int x, y; 282 int x, y;
235 283
236 for (int i = 0; i < w; ++i) 284 for (int i = 0; i < dist.w; ++i)
237 for (int j = 0; j < h; ++j) 285 for (int j = 0; j < dist.h; ++j)
238 { 286 if (!dist [i][j] && !rmg_rndm (++cnt))
239 if (data [i][j] == '#')
240 dist [i][j] = U8 (255);
241 else
242 {
243 dist [i][j] = 0;
244 if (!rmg_rndm (++cnt))
245 x = i, y = j; 287 x = i, y = j;
246 }
247 }
248 288
249 if (!cnt) 289 if (!cnt)
250 { 290 {
251 // map is completely massive, this is not good, 291 // map is completely massive, this is not good,
252 // so make it empty instead. 292 // so make it empty instead.
253 clear (); 293 dist.fill (1);
254 border ();
255 return; 294 return;
256 } 295 }
257 296
258 fixed_stack<point> seeds (w * h * 5); 297 fixed_stack<point> seeds (dist.w * dist.h * 5);
259 298
260 // found first free space - picking the first one gives 299 // found first free space - picking the first one gives
261 // us a slight bias for tunnels, but usually you won't 300 // us a slight bias for tunnels, but usually you won't
262 // notice that in-game 301 // notice that in-game
263 seeds.push (point (x, y)); 302 seeds.push (point (x, y));
275 y = p.y; 314 y = p.y;
276 315
277 if (!dist [x][y]) 316 if (!dist [x][y])
278 { 317 {
279 // found new isolated area, make tunnel 318 // found new isolated area, make tunnel
280 if (!dirty)
281 push_flood_fill (dist, seeds, x, y); 319 push_flood_fill (dist, seeds, x, y);
282
283 make_tunnel (dist, seeds, x, y, 255); 320 make_tunnel (dist, seeds, x, y, 254, perturb);
284
285 if (dirty)
286 push_flood_fill (dist, seeds, x, y);
287 } 321 }
288 else 322 else
289 { 323 {
290 // nothing here, continue to expand 324 // nothing here, continue to expand
291 U8 d = U8 (dist [x][y]) + 1; 325 U8 d = U8 (dist [x][y]) + 1;
294 if (x > 0) maybe_push (dist, seeds, x - 1, y, d); 328 if (x > 0) maybe_push (dist, seeds, x - 1, y, d);
295 if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d); 329 if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d);
296 if (y > 0) maybe_push (dist, seeds, x, y - 1, d); 330 if (y > 0) maybe_push (dist, seeds, x, y - 1, d);
297 } 331 }
298 } 332 }
333}
334
335void
336layout::isolation_remover (int perturb)
337{
338 layout dist (w - 2, h - 2); // map without border
339
340 for (int x = 1; x < w - 1; ++x)
341 for (int y = 1; y < h - 1; ++y)
342 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0;
343
344 ::isolation_remover (dist, perturb);
299 345
300 // now copy the tunnels over 346 // now copy the tunnels over
301 for (int x = 0; x < w; ++x) 347 for (int x = 1; x < w - 1; ++x)
302 for (int y = 0; y < h; ++y) 348 for (int y = 1; y < h - 1; ++y)
303 if (data [x][y] == '#' && dist [x][y] == 1) 349 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1)
304 data [x][y] = 0; 350 data [x][y] = 0;
305} 351}
306 352
307///////////////////////////////////////////////////////////////////////////// 353/////////////////////////////////////////////////////////////////////////////
308 354
309// inspired mostly by http://www.jimrandomh.org/misc/caves.txt
310void
311layout::gen_cave (int subtype)
312{
313 switch (subtype)
314 {
315 // a rough cave
316 case 0:
317 fill_rand (rmg_rndm (80, 95));
318 break;
319
320 // corridors
321 case 1:
322 fill_rand (rmg_rndm (5, 40));
323 erode_1_2 (5, 2, 10);
324 erode_1_2 (5, -1, 10);
325 erode_1_2 (5, 2, 1);
326 break;
327
328 // somewhat open, roundish
329 case 2:
330 fill_rand (45);
331 erode_1_2 (5, 0, 5);
332 erode_1_2 (5, 1, 1);
333 break;
334
335 // wide open, some room-like structures
336 case 3:
337 fill_rand (45);
338 erode_1_2 (5, 2, 4);
339 erode_1_2 (5, -1, 3);
340 break;
341 }
342
343 border ();
344 isolation_remover ();
345}
346
347/////////////////////////////////////////////////////////////////////////////
348
349//+GPL 355//+GPL
350 356
351/* puts doors at appropriate locations in a maze. */ 357/* puts doors at appropriate locations in a maze. */
352void 358void
353layout::doorify () 359layout::doorify ()
354{ 360{
355 int ndoors = w * h / 60; /* reasonable number of doors. */ 361 int ndoors = w * h / 60; /* reasonable number of doors. */
356 int doorlocs = 0; /* # of available doorlocations */
357 362
358 uint16 *doorlist_x = salloc<uint16> (w * h); 363 fixed_stack<point> doorloc (w * h);
359 uint16 *doorlist_y = salloc<uint16> (w * h);
360 364
361 /* make a list of possible door locations */ 365 /* make a list of possible door locations */
362 for (int i = 1; i < w - 1; i++) 366 for (int i = 1; i < w - 1; i++)
363 for (int j = 1; j < h - 1; j++) 367 for (int j = 1; j < h - 1; j++)
364 { 368 {
365 int sindex = surround_flag (*this, i, j); 369 int sindex = surround_flag (*this, i, j);
366 370
367 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 371 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
368 { 372 doorloc.push (point (i, j));
369 doorlist_x [doorlocs] = i;
370 doorlist_y [doorlocs] = j;
371 doorlocs++;
372 }
373 } 373 }
374 374
375 while (ndoors > 0 && doorlocs > 0) 375 while (ndoors && doorloc.size)
376 { 376 {
377 int di = rmg_rndm (doorlocs); 377 point p = doorloc.remove (rmg_rndm (doorloc.size));
378 int i = doorlist_x [di]; 378
379 int j = doorlist_y [di];
380 int sindex = surround_flag (*this, i, j); 379 int sindex = surround_flag (*this, p.x, p.y);
381 380
382 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 381 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
383 { 382 {
384 data [i][j] = 'D'; 383 data [p.x][p.y] = 'D';
385 ndoors--; 384 --ndoors;
386 } 385 }
387
388 /* reduce the size of the list */
389 doorlocs--;
390 doorlist_x[di] = doorlist_x [doorlocs];
391 doorlist_y[di] = doorlist_y [doorlocs];
392 } 386 }
393
394 sfree (doorlist_x, w * h);
395 sfree (doorlist_y, w * h);
396} 387}
397 388
398/* takes a map and makes it symmetric: adjusts Xsize and 389/* takes a map and makes it symmetric: adjusts Xsize and
399 * Ysize to produce a symmetric map. 390 * Ysize to produce a symmetric map.
400 */ 391 */
769 else 760 else
770 make_wall (*this, dx, dy, 1); 761 make_wall (*this, dx, dy, 1);
771 } 762 }
772} 763}
773 764
765//-GPL
766
774///////////////////////////////////////////////////////////////////////////// 767/////////////////////////////////////////////////////////////////////////////
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
831static void
832gen_mixed_ (layout &maze, random_map_params *RP)
833{
834 int dir;
835
836 if (maze.w < 20 && maze.h < 20 && !rmg_rndm (3))
837 dir = 2; // stop recursion randomly
838 else
839 dir = maze.w > maze.h;
840
841 if (dir == 0 && maze.w > 16)
842 {
843 int m = rmg_rndm (8, maze.w - 8);
844
845 layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP);
846 layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP);
847 }
848 else if (dir == 1 && maze.h > 16)
849 {
850 int m = rmg_rndm (8, maze.h - 8);
851
852 layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP);
853 layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP);
854 }
855 else
856 {
857 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1;
858
859 if (RP->map_layout_style == LAYOUT_MULTIPLE)
860 ++RP->map_layout_style;
861
862 maze.generate (RP);
863 }
864}
865
866// recursive subdivision with random sublayouts
867static void
868gen_mixed (layout &maze, random_map_params *RP)
869{
870 random_map_params &rp = *new random_map_params (RP);
871 gen_mixed_ (maze, &rp);
872 delete &rp;
873
874 maze.border ();
875 maze.isolation_remover (0);
876}
877
878//+GPL
775 879
776/* function selects the maze function and gives it whatever 880/* function selects the maze function and gives it whatever
777 arguments it needs. */ 881 arguments it needs. */
778void 882void
779layout::generate (random_map_params *RP) 883layout::generate (random_map_params *RP)
839 if (rmg_rndm (2)) 943 if (rmg_rndm (2))
840 doorify (); 944 doorify ();
841 945
842 break; 946 break;
843 947
948 case LAYOUT_CASTLE:
949 gen_castle ();
950
951 if (rmg_rndm (2))
952 doorify ();
953
954 break;
955
956 case LAYOUT_MULTIPLE:
957 gen_mixed (*this, RP);
958 break;
959
844 default: 960 default:
845 abort (); 961 abort ();
846 } 962 }
963}
847 964
848 /* rotate the maze randomly */ 965//-GPL
849 rotate (rmg_rndm (4));
850
851 symmetrize (RP->symmetry_used);
852 966
853#if 0 967#if 0
854 print ();//D 968static void
855#endif 969gen_village (layout &maze)
970{
971 maze.clear ();
972 maze.border ();
856 973
857 if (RP->expand2x) 974 for (int n = maze.w * maze.h / 200 + 1; n--; )
858 expand2x (); 975 {
859} 976 int rw = rmg_rndm (6, 10);
977 int rh = rmg_rndm (6, 10);
860 978
861//-GPL 979 int rx = rmg_rndm (2, maze.w - rw - 2);
980 int ry = rmg_rndm (2, maze.h - rh - 2);
862 981
863#if 0 982 maze.rect (rx, ry, rx + rw, ry + rh, '#');
983 }
984
985 maze.border ();
986 maze.isolation_remover (2);
987}
988
864static struct demo 989static struct demo
865{ 990{
866 demo () 991 demo ()
867 { 992 {
868 rmg_rndm.seed (time (0)); 993 rmg_rndm.seed (time (0));
869 994
870 for(int i=1;i<10;i) 995 for(int i=1;i<100;i++)
871 { 996 {
872 layout maze (10, 10); 997 layout maze (40, 30);
873 maze.fill_rand (90); 998 gen_village (maze);
874 maze.border ();
875 maze.isolation_remover ();
876 maze.doorify (); 999 maze.doorify ();
877 maze.symmetrize (rmg_rndm (2, 4));
878 maze.rotate (rmg_rndm (4));
879 maze.expand2x ();
880 maze.print (); 1000 maze.print ();
1001 exit(0);
881 } 1002 }
882 1003
883 exit (1); 1004 exit (1);
884 } 1005 }
885} demo; 1006} demo;

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