--- deliantra/server/random_maps/layout.C 2010/07/02 15:03:57 1.7 +++ deliantra/server/random_maps/layout.C 2018/11/17 23:33:18 1.33 @@ -1,83 +1,136 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. - * - * Copyright (©) 2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team - * Copyright (©) Crossfire Development Team (restored, original file without copyright notice) - * + * + * Copyright (©) 2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 1994-2004 Crossfire Development Team (restored, original file without copyright notice) + * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. - * + * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. - * + * * You should have received a copy of the Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . - * + * * The authors can be reached via e-mail to */ #include -#include +#include #include +ecb_noinline void +layout::alloc (int w, int h) +{ + assert (sizeof (cell) == 1); + + this->w = w; + this->h = h; + + // we store the layout in a single contiguous memory layout + // first part consists of pointers to each column, followed + // by the actual columns (not rows!) + size = (sizeof (cell *) + sizeof (cell) * h) * w; + data = (cell **)salloc (size); + + cell *p = (cell *)(data + w); + + for (int x = 0; x < w; ++x) + data [x] = p + x * h; +} + layout::layout (int w, int h) -: w(w), h(h) { - int size = (sizeof (char *) + sizeof (char) * h) * w; + alloc (w, h); +} + +layout::layout (layout ©) +{ + alloc (copy.w, copy.h); + + memcpy (data [0], copy.data [0], sizeof (cell) * h * w); +} - col = (char **)salloc (size); +layout::layout (layout &orig, int x1, int y1, int x2, int y2) +{ + w = x2 - x1; + h = y2 - y1; - char *data = (char *)(col + w); + // we only allocate space for the pointers + size = sizeof (cell *) * w; + data = (cell **)salloc (size); - for (int x = w; x--; ) - col [x] = data + x * h; + // and now we point back into the original layout + for (int x = 0; x < w; ++x) + data [x] = orig.data [x + x1] + y1; } layout::~layout () { - int size = (sizeof (char *) + sizeof (char) * h) * w; - - sfree ((char *)col, size); + sfree ((char *)data, size); } -void +ecb_noinline void layout::fill (char fill) { - memset (col [0], fill, w * h); + //memset (data [0], fill, w * h); // only when contiguous :/ + fill_rect (0, 0, w, h, fill); } -void +ecb_noinline void +layout::replace (char from, char to) +{ + for (int x = 0; x < w; ++x) + for (int y = 0; y < h; ++y) + if (data [x][y] == from) + data [x][y] = to; +} + +ecb_noinline void layout::rect (int x1, int y1, int x2, int y2, char fill) { - for (; x1 < x2; ++x1) - memset (col [x1] + y1, fill, y2 - y1); + --x2; + + memset (data [x1] + y1, fill, y2 - y1); + memset (data [x2] + y1, fill, y2 - y1); + + while (++x1 < x2) + data [x1][y1] = data [x1][y2 - 1] = fill; } -void layout::border (char fill) +ecb_noinline void +layout::fill_rect (int x1, int y1, int x2, int y2, char fill) { - for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; - for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; + for (; x1 < x2; ++x1) + memset (data [x1] + y1, fill, y2 - y1); } void +layout::border (char fill) +{ + rect (0, 0, w, h, fill); +} + +ecb_noinline void layout::fill_rand (int percent) { percent = lerp (percent, 0, 100, 0, 256); - for (int x = w - 1; --x > 0; ) - for (int y = h - 1; --y > 0; ) - col [x][y] = rmg_rndm (256) > percent ? 0 : '#'; + for (int x = 0; x < w; ++x) + for (int y = 0; y < h; ++y) + data [x][y] = rmg_rndm (256) > percent ? 0 : '#'; } ///////////////////////////////////////////////////////////////////////////// // erode by cellular automata -void +ecb_noinline void layout::erode_1_2 (int c1, int c2, int repeat) { layout neu (w, h); @@ -106,7 +159,7 @@ int nx = x + dds [i][0]; int ny = y + dds [i][1]; - if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !col [nx][ny]) + if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny]) { n1 += dds [i][2]; n2++; @@ -130,7 +183,7 @@ { for (int x = 0; x < w; x++) { - U8 c = (U8)col [x][y]; + U8 c = (U8)data [x][y]; if (!c) c = ' '; @@ -153,7 +206,7 @@ typedef fixed_stack pointlist; -static noinline void +ecb_noinline static void push_flood_fill (layout &dist, pointlist &seeds, int x, int y) { if (dist [x][y]) @@ -174,30 +227,38 @@ while (--y >= y0) { - if (x > 0) push_flood_fill (dist, seeds, x - 1, y); - if (x < dist.w - 1) push_flood_fill (dist, seeds, x + 1, y); + if (x > 0 && !dist [x - 1][y]) push_flood_fill (dist, seeds, x - 1, y); + if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y); } } -static inline void -make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d) +static void inline +make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb) { for (;;) { - if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) - --x; - else if (x < dist.w - 2 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) - ++x; - else if (y > 1 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) - --y; - else if (y < dist.h - 2 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) - ++y; - else - break; + point neigh[4]; + int ncnt = 0; + + d += perturb > 1; + + if (x > 0 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y); + if (x < dist.w - 1 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y); + if (y > 0 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1); + if (y < dist.h - 1 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1); + + if (!ncnt) + return; + + point p = neigh [perturb ? rmg_rndm (ncnt) : 0]; + + seeds.push (p); + + x = p.x; + y = p.y; d = dist [x][y]; dist [x][y] = 1; - seeds.push (point (x, y)); } } @@ -214,43 +275,36 @@ seeds.push (point (x, y)); } -void -layout::isolation_remover (bool dirty) +// isolation remover, works on a "distance" map +// the map must be initialised with 0 == rooms, 255 = walls +ecb_noinline static void +isolation_remover (layout &dist, unsigned int perturb = 2) { - layout dist (w, h); - // dist contains // 0 == invisited rooms // 1 == visited rooms // 2+ shortest distance to random near room - // phase 1, initialise dist array, find seed + clamp_it (perturb, 0, 2); + + // phase 1, find seed int cnt = 0; int x, y; - for (int i = 0; i < w; ++i) - for (int j = 0; j < h; ++j) - { - if (col [i][j] == '#') - dist [i][j] = U8 (255); - else - { - dist [i][j] = 0; - if (!rmg_rndm (++cnt)) - x = i, y = j; - } - } + for (int i = 0; i < dist.w; ++i) + for (int j = 0; j < dist.h; ++j) + if (!dist [i][j] && !rmg_rndm (++cnt)) + x = i, y = j; if (!cnt) { // map is completely massive, this is not good, // so make it empty instead. - clear (); - border (); + dist.fill (1); return; } - fixed_stack seeds (w * h * 5); + fixed_stack seeds (dist.w * dist.h * 5); // found first free space - picking the first one gives // us a slight bias for tunnels, but usually you won't @@ -260,11 +314,17 @@ // phase 2, while we have seeds, if // seed is empty, floodfill, else grow + int rem_index = 0; // used to remove "somewhat ordered" + while (seeds.size) { coroapi::cede_to_tick (); - point p = seeds.remove (rmg_rndm (seeds.size)); + int i = perturb + ? rmg_rndm (max (0, seeds.size - 8), seeds.size - 1) + : rem_index ++ % seeds.size; + + point p = seeds.remove (i); x = p.x; y = p.y; @@ -272,13 +332,8 @@ if (!dist [x][y]) { // found new isolated area, make tunnel - if (!dirty) - push_flood_fill (dist, seeds, x, y); - - make_tunnel (dist, seeds, x, y, 255); - - if (dirty) - push_flood_fill (dist, seeds, x, y); + push_flood_fill (dist, seeds, x, y); + make_tunnel (dist, seeds, x, y, 254, perturb); } else { @@ -291,52 +346,24 @@ if (y > 0) maybe_push (dist, seeds, x, y - 1, d); } } - - // now copy the tunnels over - for (int x = 0; x < w; ++x) - for (int y = 0; y < h; ++y) - if (col [x][y] == '#' && dist [x][y] == 1) - col [x][y] = 0; } -///////////////////////////////////////////////////////////////////////////// - -// inspired mostly by http://www.jimrandomh.org/misc/caves.txt void -layout::gen_cave (int subtype) +layout::isolation_remover (int perturb) { - switch (subtype) - { - // a rough cave - case 0: - fill_rand (rmg_rndm (80, 95)); - break; + layout dist (w - 2, h - 2); // map without border - // corridors - case 1: - fill_rand (rmg_rndm (5, 40)); - erode_1_2 (5, 2, 10); - erode_1_2 (5, -1, 10); - erode_1_2 (5, 2, 1); - break; + for (int x = 1; x < w - 1; ++x) + for (int y = 1; y < h - 1; ++y) + dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0; - // somewhat open, roundish - case 2: - fill_rand (45); - erode_1_2 (5, 0, 5); - erode_1_2 (5, 1, 1); - break; + ::isolation_remover (dist, perturb); - // wide open, some room-like structures - case 3: - fill_rand (45); - erode_1_2 (5, 2, 4); - erode_1_2 (5, -1, 3); - break; - } - - border (); - isolation_remover (); + // now copy the tunnels over + for (int x = 1; x < w - 1; ++x) + for (int y = 1; y < h - 1; ++y) + if (data [x][y] == '#' && dist [x - 1][y - 1] == 1) + data [x][y] = 0; } ///////////////////////////////////////////////////////////////////////////// @@ -348,10 +375,10 @@ layout::doorify () { int ndoors = w * h / 60; /* reasonable number of doors. */ - int doorlocs = 0; /* # of available doorlocations */ - uint16 *doorlist_x = salloc (w * h); - uint16 *doorlist_y = salloc (w * h); + coroapi::cede_to_tick (); + + fixed_stack doorloc (w * h); /* make a list of possible door locations */ for (int i = 1; i < w - 1; i++) @@ -360,34 +387,21 @@ int sindex = surround_flag (*this, i, j); if (sindex == 3 || sindex == 12) /* these are possible door sindex */ - { - doorlist_x [doorlocs] = i; - doorlist_y [doorlocs] = j; - doorlocs++; - } + doorloc.push (point (i, j)); } - while (ndoors > 0 && doorlocs > 0) + while (ndoors && doorloc.size) { - int di = rmg_rndm (doorlocs); - int i = doorlist_x [di]; - int j = doorlist_y [di]; - int sindex = surround_flag (*this, i, j); + point p = doorloc.remove (rmg_rndm (doorloc.size)); + + int sindex = surround_flag (*this, p.x, p.y); if (sindex == 3 || sindex == 12) /* these are possible door sindex */ { - col [i][j] = 'D'; - ndoors--; + data [p.x][p.y] = 'D'; + --ndoors; } - - /* reduce the size of the list */ - doorlocs--; - doorlist_x[di] = doorlist_x [doorlocs]; - doorlist_y[di] = doorlist_y [doorlocs]; } - - sfree (doorlist_x, w * h); - sfree (doorlist_y, w * h); } /* takes a map and makes it symmetric: adjusts Xsize and @@ -409,7 +423,7 @@ for (int j = 0; j < sym_layout.h; j++) { sym_layout[i ][j] = - sym_layout[sym_layout.w - i - 1][j] = col[i][j]; + sym_layout[sym_layout.w - i - 1][j] = data [i][j]; } if (symmetry == SYMMETRY_Y) @@ -417,7 +431,7 @@ for (int j = 0; j < sym_layout.h / 2 + 1; j++) { sym_layout[i][j ] = - sym_layout[i][sym_layout.h - j - 1] = col[i][j]; + sym_layout[i][sym_layout.h - j - 1] = data [i][j]; } if (symmetry == SYMMETRY_XY) @@ -427,7 +441,7 @@ sym_layout[i ][j ] = sym_layout[i ][sym_layout.h - j - 1] = sym_layout[sym_layout.w - i - 1][j ] = - sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = col[i][j]; + sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j]; } /* need to run the isolation remover for some layouts */ @@ -455,6 +469,8 @@ void layout::rotate (int rotation) { + coroapi::cede_to_tick (); + switch (rotation & 3) { case 2: /* a reflection */ @@ -463,7 +479,7 @@ for (int i = 0; i < w; i++) /* copy a reflection back */ for (int j = 0; j < h; j++) - new_layout [i][j] = col [w - i - 1][h - j - 1]; + new_layout [i][j] = data [w - i - 1][h - j - 1]; swap (new_layout); } @@ -477,12 +493,12 @@ if (rotation == 1) /* swap x and y */ for (int i = 0; i < w; i++) for (int j = 0; j < h; j++) - new_layout [j][i] = col [i][j]; + new_layout [j][i] = data [i][j]; if (rotation == 3) /* swap x and y */ for (int i = 0; i < w; i++) for (int j = 0; j < h; j++) - new_layout [j][i] = col [w - i - 1][h - j - 1]; + new_layout [j][i] = data [w - i - 1][h - j - 1]; swap (new_layout); } @@ -519,7 +535,7 @@ * 4 match on (i+1, j+1) * and the possible combinations thereof. */ -static int noinline +ecb_noinline static int calc_pattern (char ch, layout &maze, int i, int j) { int pattern = 0; @@ -616,12 +632,14 @@ new_layout.clear (); + coroapi::cede_to_tick (); + for (int i = 0; i < w; i++) for (int j = 0; j < h; j++) - switch (col [i][j]) + switch (data [i][j]) { - case '#': expand_wall (new_layout, i, j, *this); break; - case 'D': expand_door (new_layout, i, j, *this); break; + case '#': expand_wall (new_layout, i, j, *this); break; + case 'D': expand_door (new_layout, i, j, *this); break; default: expand_misc (new_layout, i, j, *this); break; } @@ -707,7 +725,7 @@ } int -make_wall (char **maze, int x, int y, int dir) +make_wall (layout &maze, int x, int y, int dir) { maze[x][y] = 'D'; /* mark a door */ @@ -735,6 +753,8 @@ { int tries = w * h / 30; + coroapi::cede_to_tick (); + for (int ti = 0; ti < tries; ti++) { /* starting location for looking at creating a door */ @@ -766,8 +786,121 @@ } } +//-GPL + ///////////////////////////////////////////////////////////////////////////// +// inspired mostly by http://www.jimrandomh.org/misc/caves.txt +void +layout::gen_cave (int subtype) +{ + switch (subtype) + { + // a rough cave + case 0: + fill_rand (rmg_rndm (85, 97)); + break; + + // corridors + case 1: + fill_rand (rmg_rndm (5, 40)); + erode_1_2 (5, 2, 10); + erode_1_2 (5, -1, 10); + erode_1_2 (5, 2, 1); + break; + + // somewhat open, some room-like structures + case 2: + fill_rand (45); + erode_1_2 (5, 2, 4); + erode_1_2 (5, -1, 3); + break; + + // wide open, roundish + case 3: + fill_rand (45); + erode_1_2 (5, 0, 5); + erode_1_2 (5, 1, 1); + break; + } + + border (); + isolation_remover (1); +} + +void +layout::gen_castle () +{ + fill ('#'); + + for (int n = w * h / 30 + 1; n--; ) + { + int rw = rmg_rndm (6, 10); + int rh = rmg_rndm (6, 10); + + if (rw > w || rh > h) + continue; + + int rx = rmg_rndm (0, w - rw); + int ry = rmg_rndm (0, h - rh); + + rect (rx, ry, rx + rw, ry + rh, '#'); + fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0); + } + + border (); + isolation_remover (0); +} + +static void +gen_mixed_ (layout &maze, random_map_params *RP) +{ + if (maze.w > maze.h && maze.w > 16) + { + int m = rmg_rndm (8, maze.w - 8); + + layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP); + layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP); + } + else if (maze.h > 16) + { + int m = rmg_rndm (8, maze.h - 8); + + layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP); + layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP); + } + else + { + RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1; + + if (RP->map_layout_style == LAYOUT_MULTIPLE) + ++RP->map_layout_style; + + maze.generate (RP); + } + + coroapi::cede_to_tick (); +} + +// recursive subdivision with random sublayouts +static void +gen_mixed (layout &maze, random_map_params *RP) +{ + random_map_params &rp = *new random_map_params (RP); + gen_mixed_ (maze, &rp); + delete &rp; + + maze.border (); + + // exits currently do not work so well, as they + // are currently often found together, so nuke entrances + maze.replace ('<', ' '); + + maze.isolation_remover (0); +} + +//+GPL + /* function selects the maze function and gives it whatever arguments it needs. */ void @@ -836,42 +969,60 @@ break; - default: - abort (); - } + case LAYOUT_CASTLE: + gen_castle (); - /* rotate the maze randomly */ - rotate (rmg_rndm (4)); + if (rmg_rndm (2)) + doorify (); - symmetrize (RP->symmetry_used); + break; -#if 0 - print ();//D -#endif + case LAYOUT_MULTIPLE: + gen_mixed (*this, RP); + break; - if (RP->expand2x) - expand2x (); + default: + abort (); + } } //-GPL #if 0 +static void +gen_village (layout &maze) +{ + maze.clear (); + maze.border (); + + for (int n = maze.w * maze.h / 200 + 1; n--; ) + { + int rw = rmg_rndm (6, 10); + int rh = rmg_rndm (6, 10); + + int rx = rmg_rndm (2, maze.w - rw - 2); + int ry = rmg_rndm (2, maze.h - rh - 2); + + maze.rect (rx, ry, rx + rw, ry + rh, '#'); + } + + maze.border (); + maze.isolation_remover (2); +} + static struct demo { demo () { rmg_rndm.seed (time (0)); + extern void hack();hack (); - for(int i=1;i<10;i) + for(int i=1;i<100;i++) { - layout maze (10, 10); - maze.fill_rand (90); + layout maze (40, 30); + maze.fill_rand (99); maze.border (); - maze.isolation_remover (); - maze.doorify (); - maze.symmetrize (rmg_rndm (2, 4)); - maze.rotate (rmg_rndm (4)); - maze.expand2x (); + maze.isolation_remover (2); maze.print (); }