/* * 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) * * 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 void noinline 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) { alloc (w, h); } layout::layout (layout ©) { alloc (copy.w, copy.h); memcpy (data [0], copy.data [0], sizeof (cell) * h * w); } layout::layout (layout &orig, int x1, int y1, int x2, int y2) { w = x2 - x1; h = y2 - y1; // we only allocate space for the pointers size = sizeof (cell *) * w; data = (cell **)salloc (size); // 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 () { sfree ((char *)data, size); } void noinline layout::fill (char fill) { //memset (data [0], fill, w * h); // only when contiguous :/ fill_rect (0, 0, w, h, fill); } void noinline 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; } void noinline layout::rect (int x1, int y1, int x2, int y2, char fill) { --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 noinline layout::fill_rect (int x1, int y1, int x2, int y2, char fill) { for (; x1 < x2; ++x1) memset (data [x1] + y1, fill, y2 - y1); } void layout::border (char fill) { rect (0, 0, w, h, fill); } void noinline layout::fill_rand (int percent) { percent = lerp (percent, 0, 100, 0, 256); 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 noinline layout::erode_1_2 (int c1, int c2, int repeat) { layout neu (w, h); while (repeat--) { for (int x = 0; x < w; ++x) { coroapi::cede_to_tick (); for (int y = 0; y < h; ++y) { int n1 = 0, n2 = 0; // a 5x5 area, dx, dy, distance (1 == <= 1, 0 <= 2) static I8 dds[][3] = { { -2, -1, 0 }, { -2, 0, 0 }, { -2, 1, 0 }, { -1, -2, 0 }, { -1, -1, 1 }, { -1, 0, 1 }, { -1, 1, 1 }, { -1, 2, 0 }, { 0, -2, 0 }, { 0, -1, 1 }, { 0, 0, 1 }, { 0, 1, 1 }, { 0, 2, 0 }, { 1, -2, 0 }, { 1, -1, 1 }, { 1, 0, 1 }, { 1, 1, 1 }, { 1, 2, 0 }, { 2, -1, 0 }, { 2, 0, 0 }, { 2, 1, 0 }, }; for (int i = array_length (dds); i--; ) { 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) || !data [nx][ny]) { n1 += dds [i][2]; n2++; } } neu [x][y] = n1 >= c1 || n2 <= c2 ? '#' : 0; } } swap (neu); } } ///////////////////////////////////////////////////////////////////////////// void layout::print () const { for (int y = 0; y < h; y++) { for (int x = 0; x < w; x++) { U8 c = (U8)data [x][y]; if (!c) c = ' '; else if (c < 10) c += '0'; else if (c < 32) c += 'a' - 10; putc ((char)c, stdout); } putc ('\n', stdout); } putc ('\n', stdout); } ///////////////////////////////////////////////////////////////////////////// // isolation remover - ensures single connected area typedef fixed_stack pointlist; static void noinline push_flood_fill (layout &dist, pointlist &seeds, int x, int y) { if (dist [x][y]) return; while (y > 0 && !dist [x][y - 1]) --y; int y0 = y; while (y < dist.h && !dist [x][y]) { seeds.push (point (x, y)); dist [x][y] = 1; ++y; } while (--y >= y0) { 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 void inline make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb) { for (;;) { 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; } } static void inline maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d) { char &D = dist [x][y]; if (U8 (D) > d) // if wall and higher distance, lower distance D = d; else if (D) // otherwise, if it's no room, this space is uninteresting return; seeds.push (point (x, y)); } // isolation remover, works on a "distance" map // the map must be initialised with 0 == rooms, 255 = walls static void noinline isolation_remover (layout &dist, unsigned int perturb = 2) { // dist contains // 0 == invisited rooms // 1 == visited rooms // 2+ shortest distance to random near room clamp_it (perturb, 0, 2); // phase 1, find seed int cnt = 0; int x, y; 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. dist.fill (1); return; } 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 // notice that in-game seeds.push (point (x, y)); // 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 (); 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; if (!dist [x][y]) { // found new isolated area, make tunnel push_flood_fill (dist, seeds, x, y); make_tunnel (dist, seeds, x, y, 254, perturb); } else { // nothing here, continue to expand U8 d = U8 (dist [x][y]) + 1; if (x < dist.w - 1) maybe_push (dist, seeds, x + 1, y, d); if (x > 0) maybe_push (dist, seeds, x - 1, y, d); if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d); if (y > 0) maybe_push (dist, seeds, x, y - 1, d); } } } void layout::isolation_remover (int perturb) { layout dist (w - 2, h - 2); // map without border 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; ::isolation_remover (dist, perturb); // 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; } ///////////////////////////////////////////////////////////////////////////// //+GPL /* puts doors at appropriate locations in a maze. */ void layout::doorify () { int ndoors = w * h / 60; /* reasonable number of doors. */ coroapi::cede_to_tick (); fixed_stack doorloc (w * h); /* make a list of possible door locations */ for (int i = 1; i < w - 1; i++) for (int j = 1; j < h - 1; j++) { int sindex = surround_flag (*this, i, j); if (sindex == 3 || sindex == 12) /* these are possible door sindex */ doorloc.push (point (i, j)); } while (ndoors && doorloc.size) { 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 */ { data [p.x][p.y] = 'D'; --ndoors; } } } /* takes a map and makes it symmetric: adjusts Xsize and * Ysize to produce a symmetric map. */ void layout::symmetrize (int symmetry) { if (symmetry == SYMMETRY_NONE) return; layout sym_layout ( symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w, symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h ); if (symmetry == SYMMETRY_X) for (int i = 0; i < sym_layout.w / 2 + 1; i++) for (int j = 0; j < sym_layout.h; j++) { sym_layout[i ][j] = sym_layout[sym_layout.w - i - 1][j] = data [i][j]; } if (symmetry == SYMMETRY_Y) for (int i = 0; i < sym_layout.w; i++) for (int j = 0; j < sym_layout.h / 2 + 1; j++) { sym_layout[i][j ] = sym_layout[i][sym_layout.h - j - 1] = data [i][j]; } if (symmetry == SYMMETRY_XY) for (int i = 0; i < sym_layout.w / 2 + 1; i++) for (int j = 0; j < sym_layout.h / 2 + 1; j++) { 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] = data [i][j]; } /* need to run the isolation remover for some layouts */ #if 0 switch (RP->map_layout_style) { case LAYOUT_ONION: case LAYOUT_SNAKE: case LAYOUT_SQUARE_SPIRAL: // safe break; default: sym_layout.isolation_remover (); break; } #endif sym_layout.isolation_remover (); swap (sym_layout); } //-GPL void layout::rotate (int rotation) { coroapi::cede_to_tick (); switch (rotation & 3) { case 2: /* a reflection */ { layout new_layout (w, h); for (int i = 0; i < w; i++) /* copy a reflection back */ for (int j = 0; j < h; j++) new_layout [i][j] = data [w - i - 1][h - j - 1]; swap (new_layout); } break; case 1: case 3: { layout new_layout (h, w); 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] = 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] = data [w - i - 1][h - j - 1]; swap (new_layout); } break; } } ///////////////////////////////////////////////////////////////////////////// //+GPL /* * Expands a maze by 2x in each dimension. * H. S. Teoh */ /* Copy the old tile X into the new one at location (i*2, j*2) and * fill up the rest of the 2x2 result with \0: * X ---> X \0 * \0 \0 */ static void inline expand_misc (layout &newlayout, int i, int j, layout &maze) { newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = maze[i][j]; /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that * for us.) */ } /* Returns a bitmap that represents which squares on the right and bottom * edges of a square (i,j) match the given character: * 1 match on (i+1, j) * 2 match on (i, j+1) * 4 match on (i+1, j+1) * and the possible combinations thereof. */ static int noinline calc_pattern (char ch, layout &maze, int i, int j) { int pattern = 0; if (i + 1 < maze.w && maze[i + 1][j] == ch) pattern |= 1; if (j + 1 < maze.h) { if (maze[i][j + 1] == ch) pattern |= 2; if (i + 1 < maze.w && maze[i + 1][j + 1] == ch) pattern |= 4; } return pattern; } /* Expand a wall. This function will try to sensibly connect the resulting * wall to adjacent wall squares, so that the result won't have disconnected * walls. */ static void inline expand_wall (layout &newlayout, int i, int j, layout &maze) { int wall_pattern = calc_pattern ('#', maze, i, j); int door_pattern = calc_pattern ('D', maze, i, j); int both_pattern = wall_pattern | door_pattern; newlayout[i * 2][j * 2] = '#'; if (i + 1 < maze.w) { if (both_pattern & 1) { /* join walls/doors to the right */ /* newlayout[i*2+1][j*2] = '#'; */ newlayout[i * 2 + 1][j * 2] = maze[i + 1][j]; } } if (j + 1 < maze.h) { if (both_pattern & 2) { /* join walls/doors to the bottom */ /* newlayout[i*2][j*2+1] = '#'; */ newlayout[i * 2][j * 2 + 1] = maze[i][j + 1]; } if (wall_pattern == 7) { /* if orig maze is a 2x2 wall block, * we fill the result with walls. */ newlayout[i * 2 + 1][j * 2 + 1] = '#'; } } } /* This function will try to sensibly connect doors so that they meet up with * adjacent walls. Note that it will also presumptuously delete (ignore) doors * that it doesn't know how to correctly expand. */ static void inline expand_door (layout &newlayout, int i, int j, layout &maze) { int wall_pattern = calc_pattern ('#', maze, i, j); int door_pattern = calc_pattern ('D', maze, i, j); int join_pattern; /* Doors "like" to connect to walls more than other doors. If there is * a wall and another door, this door will connect to the wall and * disconnect from the other door. */ if (wall_pattern & 3) join_pattern = wall_pattern; else join_pattern = door_pattern; newlayout[i * 2][j * 2] = 'D'; if (i + 1 < maze.w) if (join_pattern & 1) /* there is a door/wall to the right */ newlayout[i * 2 + 1][j * 2] = 'D'; if (j + 1 < maze.h) if (join_pattern & 2) /* there is a door/wall below */ newlayout[i * 2][j * 2 + 1] = 'D'; } void layout::expand2x () { layout new_layout (w * 2 - 1, h * 2 - 1); new_layout.clear (); coroapi::cede_to_tick (); for (int i = 0; i < w; i++) for (int j = 0; j < h; j++) switch (data [i][j]) { 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; } swap (new_layout); } ///////////////////////////////////////////////////////////////////////////// /* checks the maze to see if I can stick a horizontal(dir = 0) wall (or vertical, dir == 1) here which ends up on other walls sensibly. */ static int can_make_wall (const layout &maze, int dx, int dy, int dir) { int i1; int length = 0; /* dont make walls if we're on the edge. */ if (dx == 0 || dx == (maze.w - 1) || dy == 0 || dy == (maze.h - 1)) return -1; /* don't make walls if we're ON a wall. */ if (maze [dx][dy] != 0) return -1; if (dir == 0) /* horizontal */ { int y = dy; for (i1 = dx - 1; i1 > 0; i1--) { int sindex = surround_flag2 (maze, i1, y); if (sindex == 1) break; if (sindex != 0) return -1; /* can't make horiz. wall here */ if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */ length++; } for (i1 = dx + 1; i1 < maze.w - 1; i1++) { int sindex = surround_flag2 (maze, i1, y); if (sindex == 2) break; if (sindex != 0) return -1; /* can't make horiz. wall here */ if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */ length++; } return length; } else { /* vertical */ int x = dx; for (i1 = dy - 1; i1 > 0; i1--) { int sindex = surround_flag2 (maze, x, i1); if (sindex == 4) break; if (sindex != 0) return -1; /* can't make vert. wall here */ if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */ length++; } for (i1 = dy + 1; i1 < maze.h - 1; i1++) { int sindex = surround_flag2 (maze, x, i1); if (sindex == 8) break; if (sindex != 0) return -1; /* can't make verti. wall here */ if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */ length++; } return length; } return -1; } int make_wall (layout &maze, int x, int y, int dir) { maze[x][y] = 'D'; /* mark a door */ switch (dir) { case 0: /* horizontal */ { for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#'; for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#'; break; } case 1: /* vertical */ { for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#'; for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#'; break; } } return 0; } void layout::roomify () { int tries = w * h / 30; coroapi::cede_to_tick (); for (int ti = 0; ti < tries; ti++) { /* starting location for looking at creating a door */ int dx = rmg_rndm (w); int dy = rmg_rndm (h); /* results of checking on creating walls. */ int cx = can_make_wall (*this, dx, dy, 0); /* horizontal */ int cy = can_make_wall (*this, dx, dy, 1); /* vertical */ if (cx == -1) { if (cy != -1) make_wall (*this, dx, dy, 1); continue; } if (cy == -1) { make_wall (*this, dx, dy, 0); continue; } if (cx < cy) make_wall (*this, dx, dy, 0); else make_wall (*this, dx, dy, 1); } } //-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 layout::generate (random_map_params *RP) { switch (RP->map_layout_style) { case LAYOUT_ONION: map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2); if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF))) roomify (); break; case LAYOUT_MAZE: maze_gen (*this, RP->get_iv ("maze_type", rmg_rndm (4))); if (rmg_rndm (2)) doorify (); break; case LAYOUT_SPIRAL: map_gen_spiral (*this, RP->layoutoptions1); if (rmg_rndm (2)) doorify (); break; case LAYOUT_ROGUELIKE: /* Don't put symmetry in rogue maps. There isn't much reason to * do so in the first place (doesn't make it any more interesting), * but more importantly, the symmetry code presumes we are symmetrizing * spirals, or maps with lots of passages - making a symmetric rogue * map fails because its likely that the passages the symmetry process * creates may not connect the rooms. */ RP->symmetry_used = SYMMETRY_NONE; roguelike_layout_gen (*this, RP->layoutoptions1); /* no doorifying... done already */ break; case LAYOUT_SNAKE: make_snake_layout (*this, RP->layoutoptions1); if (rmg_rndm (2)) roomify (); break; case LAYOUT_SQUARE_SPIRAL: make_square_spiral_layout (*this, RP->layoutoptions1); if (rmg_rndm (2)) roomify (); break; case LAYOUT_CAVE: gen_cave (RP->get_iv ("cave_type", rmg_rndm (4))); if (rmg_rndm (2)) doorify (); break; case LAYOUT_CASTLE: gen_castle (); if (rmg_rndm (2)) doorify (); break; case LAYOUT_MULTIPLE: gen_mixed (*this, RP); break; 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<100;i++) { layout maze (40, 30); maze.fill_rand (99); maze.border (); maze.isolation_remover (2); maze.print (); } exit (1); } } demo; #endif