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dungeon-gunner/source/generator/Generator.cpp

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/*
* Generator.cpp
*
* Created on: 07.04.2013
* Author: Felix
*/
#include "Generator.h"
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#include <assert.h>
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#include <bitset>
#include <map>
#include <set>
#include <SFML/System.hpp>
#include <Thor/Vectors.hpp>
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#include "simplexnoise.h"
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#include "../sprites/TileManager.h"
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#include "../Pathfinder.h"
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/// For usage with simplexnoise.h
uint8_t perm[512];
/**
* Generates new random seed.
*/
Generator::Generator() {
std::mt19937 mersenne(time(nullptr));
std::uniform_int_distribution<int> distribution(0, 255);
for (int i = 0; i < 512; i++) {
perm[i] = distribution(mersenne);
}
}
/**
* Fill TileManager with procedurally generated tiles.
*
* @param tm TileManager instance to set tiles in.
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* @param area Size and position of area to generate tiles for. Must be
* power of two.
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*/
void
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Generator::generateTiles(TileManager& tm, Pathfinder& pathfinder,
const sf::IntRect& area) {
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// Check if width and height are power of two.
assert(area.width && !(area.width & (area.width - 1)));
assert(area.height && !(area.height & (area.height - 1)));
std::vector<std::vector<TileManager::Type> >
noise(area.width, std::vector<TileManager::Type>(area.height));
std::vector<std::vector<TileManager::Type> >
filtered(area.width, std::vector<TileManager::Type>(
area.height, TileManager::Type::FLOOR));
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for (int x = area.left; x < area.left + area.width; x++) {
for (int y = area.top; y < area.top + area.height; y++) {
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noise[x-area.left][y-area.top] =
(scaled_octave_noise_2d(2, 2, 0.05f, 0.5f, -0.5f, x, y) +
scaled_octave_noise_2d(2, 2, 0.5f, 0.15f, -0.15f, x, y)
< -0.1f)
? TileManager::Type::WALL
: TileManager::Type::FLOOR;
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}
}
for (int x = 0; x < (int) noise.size(); x++) {
for (int y = 0; y < (int) noise[x].size(); y++) {
filterWalls(noise, filtered, x, y, 2, 1, 0);
filterWalls(noise, filtered, x, y, 6, 1, 2);
filterWalls(noise, filtered, x, y, 10, 1, 4);
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}
}
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for (int x = area.left; x < area.left + area.width; x++) {
for (int y = area.top; y < area.top + area.height; y++) {
tm.insertTile(TileManager::TilePosition(x, y),
filtered[x-area.left][y-area.top]);
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}
}
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generateAreas(pathfinder, filtered, area,
sf::Vector2f(area.left, area.top));
pathfinder.generatePortals();
mGenerated = filtered;
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}
/**
* Fills a rectangular area with the specified value.
*
* @param[in] Rectangular map.
* @param area The area to fill.
* @param value The value to set.
*/
void
Generator::fill(std::vector<std::vector<TileManager::Type> >& image,
const sf::IntRect& area, TileManager::Type value) {
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for (int x = area.left;
x < area.left + area.width && x < (int) image.size(); x++) {
for (int y = area.top;
y < area.top + area.height && y < (int) image[x].size(); y++) {
image[x][y] = value;
}
}
}
/**
* Returns the number of walls in the area in tiles.
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*
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* @param area The area to count in.
* @param tiles Array of tile values.
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*/
int Generator::countWalls(const sf::IntRect& area,
std::vector<std::vector<TileManager::Type> >& tiles) {
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int count = 0;
for (int x = area.left; x < area.left + area.width; x++) {
for (int y = area.top; y < area.top + area.height; y++)
count += (int) (tiles[x][y] == TileManager::Type::WALL);
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}
return count;
}
/**
* Finds rectangles of specific size inside vector in and
* puts them into vector out.
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*
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* @param[in] in Rectangular map of tiles.
* @param[out] out Rectangular map of tiles.
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* @param x Position to check from (top left corner for rectangle).
* @param y Position to check from (top left corner for rectangle).
* @param longside Length of the longer side of the rectangle.
* @param shortside Length of the shorter side of the rectangle.
* @param subtract Still accepts rectangle if at least this amount of
* tiles is not walls (tilecount >= longside * shortside - subtract).
*/
void
Generator::filterWalls(std::vector<std::vector<TileManager::Type> >& in,
std::vector<std::vector<TileManager::Type> >& out,
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int x, int y, int longside, int shortside, int subtract) {
// Skip if we would go out of range.
if ((x + longside >= (int) in.size()) ||
(y + longside >= (int) in[0].size()))
return;
// Filter in horizontal direction.
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if (countWalls(sf::IntRect(x, y, longside, shortside), in) >=
shortside * longside - subtract)
fill(out, sf::IntRect(x, y, longside, shortside), TileManager::Type::WALL);
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// Filter in vertical direction.
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if (countWalls(sf::IntRect(x, y, shortside, longside), in) >=
shortside * longside - subtract)
fill(out, sf::IntRect(x, y, shortside, longside), TileManager::Type::WALL);
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}
/**
* Inserts tile if all values within area are the same, otherwise divides area
* into four and continues recursively.
*
* @param tm World to insert areas into.
* @param tiles Array of tile values.
* @param area The area to generate areas for.
* @param offset Offset of tiles[0][0] from World coordinate (0, 0).
*/
void
Generator::generateAreas(Pathfinder& pathfinder,
std::vector<std::vector<TileManager::Type> >& tiles,
const sf::IntRect& area, const sf::Vector2f& offset) {
assert(area.width > 0 && area.height > 0);
int count = countWalls(sf::IntRect(area.left - offset.y, area.top - offset.x,
area.width, area.height), tiles);
if (count == 0) {
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pathfinder.insertArea(sf::IntRect(area));
}
else if (count == area.width * area.height) {
return;
}
else {
int halfWidth = area.width / 2.0f;
int halfHeight = area.height / 2.0f;
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generateAreas(pathfinder, tiles, sf::IntRect(area.left,
area.top, halfWidth, halfHeight), offset);
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generateAreas(pathfinder, tiles, sf::IntRect(area.left + halfWidth,
area.top, halfWidth, halfHeight), offset);
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generateAreas(pathfinder, tiles, sf::IntRect(area.left,
area.top + halfHeight, halfWidth, halfHeight), offset);
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generateAreas(pathfinder, tiles, sf::IntRect(area.left + halfWidth,
area.top + halfHeight, halfWidth, halfHeight), offset);
}
}
/**
* Returns a valid position (floor) for the player to spawn at.
*/
sf::Vector2f
Generator::getPlayerSpawn() const {
sf::Vector2i spawn = findClosestFloor(sf::Vector2i(mGenerated.size() / 2,
mGenerated[0].size() / 2));
return sf::Vector2f(
(spawn.x - mGenerated.size() / 2.0f) * TileManager::TILE_SIZE.x,
(spawn.y - mGenerated[0].size() / 2.0f) * TileManager::TILE_SIZE.y);
}
/**
* Finds the point array index closest to position which has a floor tile.
*/
sf::Vector2i
Generator::findClosestFloor(const sf::Vector2i& position) const {
auto compare = [](const sf::Vector2i& a, const sf::Vector2i& b) {
return a.x < b.x || (a.x == b.x && a.y < b.y);
};
std::map<sf::Vector2i, float, decltype(compare)> open(compare);
std::set<sf::Vector2i, decltype(compare)> closed(compare);
sf::Vector2i start = position;
auto makePair = [&start](const sf::Vector2i& point) {
return std::make_pair(point, thor::length(sf::Vector2f(point - start)));
};
open.insert(makePair(start));
while (!open.empty()) {
const sf::Vector2i& current = open.begin()->first;
open.erase(current);
closed.insert(current);
if (mGenerated[current.x][current.y] == TileManager::Type::FLOOR)
return current;
else {
if (closed.find(sf::Vector2i(current.x + 1, current.y)) == closed.end())
open.insert(makePair(sf::Vector2i(current.x + 1, current.y)));
if (closed.find(sf::Vector2i(current.x, current.y + 1)) == closed.end())
open.insert(makePair(sf::Vector2i(current.x, current.y + 1)));
if (closed.find(sf::Vector2i(current.x - 1, current.y)) == closed.end())
open.insert(makePair(sf::Vector2i(current.x - 1, current.y)));
if (closed.find(sf::Vector2i(current.x, current.y - 1)) == closed.end())
open.insert(makePair(sf::Vector2i(current.x, current.y - 1)));
}
}
assert(false);
return sf::Vector2i();
}