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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#ifndef LAYOUT_H |
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#define LAYOUT_H |
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|
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// a simple point helper struct |
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struct point |
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{ |
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int x; |
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int y; |
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|
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point () |
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{ |
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} |
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|
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point (int x, int y) |
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: x(x), y(y) |
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{ |
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} |
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}; |
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|
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// |
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// reference |
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// |
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// \0 floor only |
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// # wall |
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// D door |
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// < entrance (traditionally up) |
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// > exit (traditionally down) |
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// C "center" (of onion maze) |
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// . ?? (rogue) |
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// |
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|
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// use this in new code |
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INTERFACE_CLASS(layout) |
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struct layout |
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{ |
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typedef char cell; |
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|
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cell **data; |
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int w, h; |
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|
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layout (int w, int h); |
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layout (layout ©); |
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|
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// reference rect in other layout - will not keep the data alive, |
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// so never swap with it's orig, or free the orig when in use. |
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layout (layout &orig, int x1, int y1, int x2, int y2); |
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|
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~layout (); |
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|
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operator cell **() const |
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{ |
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return data; |
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} |
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|
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void swap (layout &maze) |
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{ |
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::swap (maze.data, data); |
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::swap (maze.w , w ); |
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::swap (maze.h , h ); |
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::swap (maze.size, size); |
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} |
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|
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MTH void swap (layout *maze) { swap (*maze); } |
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|
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// for debugging, print maze to stdout |
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MTH void print () const; |
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|
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// simple inpainting |
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MTH void fill (char fill); |
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MTH void clear () { fill (0); } |
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MTH void border (char fill = '#'); |
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MTH void rect (int x1, int y1, int x2, int y2, char fill); // x2, y2 exclusive |
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MTH void fill_rect (int x1, int y1, int x2, int y2, char fill); // x2, y2 exclusive |
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|
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MTH void fill_rand (int perc); |
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MTH void replace (char from, char to); |
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|
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point find (char target, int mode = 0); // mode 0=random, 1=upleft, 2=upright, 3=downright, 4=downleft |
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|
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// makes sure all areas are connected |
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// perturb = 0 - very horz/vert tunnels |
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// perturb = 1 - straight but round |
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// perturb = 2 - snaky tunnels |
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MTH void isolation_remover (int perturb = 2); |
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|
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// generates a cave, subtype 0 is a rough cave, randomly open or closed |
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MTH void gen_cave (int subtype); |
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MTH void gen_castle (); // generates straightish structures |
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|
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// helper functions to modify the maze |
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MTH void erode_1_2 (int c1, int c2 = -1, int repeat = 1); |
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MTH void doorify (); |
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MTH void roomify (); // make some rooms in it, works best on onions |
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MTH void expand2x (); |
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MTH void symmetrize (int symmetry); |
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MTH void rotate (int rotation); // rotate by 1=90, 2=180, 3=270 degrees |
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|
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void generate (random_map_params *RP); |
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private: |
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int size; |
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void alloc (int w, int h); |
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}; |
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|
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#endif |
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|