--- deliantra/server/random_maps/random_map.h 2006/02/03 07:14:21 1.1
+++ deliantra/server/random_maps/random_map.h 2010/07/01 01:22:44 1.32
@@ -1,51 +1,44 @@
/*
- * static char *rcsid_map_c =
- * "$Id$";
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992 Frank Tore Johansen
+ *
+ * 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
*/
-/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2001 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 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 GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
-
#ifndef RANDOM_MAP_H
#define RANDOM_MAP_H
-typedef struct {
- char wallstyle[512];
+#include "util.h"
+
+struct random_map_params : zero_initialised
+{
char wall_name[512];
- char floorstyle[512];
char monsterstyle[512];
- char treasurestyle[512];
char layoutstyle[512];
char doorstyle[512];
- char decorstyle[512];
- char origin_map[512];
- char final_map[512];
- char exitstyle[512];
- char this_map[512];
+ shstr origin_map;
+ shstr final_map;
+ shstr this_map;
char exit_on_final_map[512];
-
- int Xsize;
- int Ysize;
+
+ int xsize, ysize;
int expand2x;
int layoutoptions1;
int layoutoptions2;
@@ -54,30 +47,58 @@
int difficulty;
int difficulty_given;
float difficulty_increase;
+
int dungeon_level;
int dungeon_depth;
- int decoroptions;
+
int orientation;
- int origin_y;
int origin_x;
- int random_seed;
- long unsigned int total_map_hp;
+ int origin_y;
+ uint32_t random_seed;
+ uint64_t total_map_hp;
int map_layout_style;
- int treasureoptions;
int symmetry_used;
- region *region;
-} RMParms;
-int load_parameters(FILE *fp, int bufstate,RMParms *RP);
+ struct region *region;
+ HV *hv;
+ void hv_clone (); // replaces the hv by a clone'd copy (%new_hv = { %hv })
-#define ONION_LAYOUT 1
-#define MAZE_LAYOUT 2
-#define SPIRAL_LAYOUT 3
-#define ROGUELIKE_LAYOUT 4
-#define SNAKE_LAYOUT 5
-#define SQUARE_SPIRAL_LAYOUT 6
-#define NROFLAYOUTS 6
+ shstr_tmp as_shstr () const;
+
+ // fetch something from the options hash
+ SV *get_sv (const char *option) const;
+ const_utf8_string get_str (const char *option, const_utf8_string fallback = "") const;
+ IV get_iv (const char *option, IV fallback = 0) const;
+ UV get_uv (const char *option, UV fallback = 0) const;
+ NV get_nv (const char *option, NV fallback = 0) const;
+
+ void set (const char *option, SV *value) const;
+ void set (const char *option, const_utf8_string value) const;
+ void set (const char *option, IV value) const;
+ void set (const char *option, UV value) const;
+ void set (const char *option, NV value) const;
+
+ void set (const char *option, int value) const { set (option, (IV)value); }
+
+ // "private", adjusted sizes
+ int Xsize;
+ int Ysize;
+
+ ~random_map_params ();
+};
+
+enum {
+ LAYOUT_NONE,
+ LAYOUT_ONION,
+ LAYOUT_MAZE,
+ LAYOUT_SPIRAL,
+ LAYOUT_ROGUELIKE,
+ LAYOUT_SNAKE,
+ LAYOUT_SQUARE_SPIRAL,
+ LAYOUT_CAVE,
+ NROFLAYOUTS,
+};
/*
* Move these defines out of room_gen_onion.c to here, as
@@ -94,32 +115,179 @@
*/
-#define OPT_RANDOM 0
-#define OPT_CENTERED 1
-#define OPT_LINEAR 2
-#define OPT_BOTTOM_C 4
-#define OPT_BOTTOM_R 8
-#define OPT_IRR_SPACE 16
-#define OPT_WALL_OFF 32
-#define OPT_WALLS_ONLY 64
-#define OPT_NO_DOORS 256 /* Place walls insead of doors. Produces broken map. */
-
-
+enum {
+ RMOPT_RANDOM = 0,
+ RMOPT_CENTERED = 1,
+ RMOPT_LINEAR = 2,
+ RMOPT_BOTTOM_C = 4,
+ RMOPT_BOTTOM_R = 8,
+ RMOPT_IRR_SPACE = 16,
+ RMOPT_WALL_OFF = 32,
+ RMOPT_WALLS_ONLY = 64,
+ RMOPT_NO_DOORS = 256, /* Place walls insead of doors. Produces broken map. */
+};
/* symmetry definitions--used in this file AND in treasure.c:
the numerical values matter so don't change them. */
-#define RANDOM_SYM 0
-#define NO_SYM 1
-#define X_SYM 2
-#define Y_SYM 3
-#define XY_SYM 4
-
-#define MIN_RANDOM_MAP_SIZE 10
-
-/* a macro to get a strongly centered random distribution,
- from 0 to x, centered at x/2 */
-#define BC_RANDOM(x) ((int) ((RANDOM() % (x)+RANDOM()%(x)+RANDOM()%(x))/3.))
-
-int set_random_map_variable(RMParms *rp,const char *buf);
+enum {
+ SYMMETRY_RANDOM,
+ SYMMETRY_NONE,
+ SYMMETRY_X,
+ SYMMETRY_Y,
+ SYMMETRY_XY,
+};
+
+// 12 has been experimentally :( determined ot be a lot more stable
+// than 11 or 10, leading to the assumption that something inherently
+// needs a minimum size of at least 12
+#define MIN_RANDOM_MAP_SIZE 12
+
+// we often use signed chars for coordinates (and U8 for distances)
+#define MAX_RANDOM_MAP_SIZE 120
+
+// reference
+//
+// \0 floor only
+// # wall
+// D door
+// < up
+// > down
+// C "center" (of onion layout)
+// . ?? (rogue)
+//
+
+// use this in new code
+struct Layout
+{
+ char **col;
+ int w, h;
+
+ Layout (int w, int h);
+ ~Layout ();
+
+ operator char **()
+ {
+ return col;
+ }
+
+ void swap (Layout &layout)
+ {
+ ::swap (layout.col, col);
+ ::swap (layout.w , w );
+ ::swap (layout.h , h );
+ }
+
+ // for debugging, print layout to stdout
+ void print ();
+
+ // simple inpainting
+ void fill (char fill);
+ void clear () { fill (0); }
+ void border (char fill = '#');
+ void rect (int x1, int y1, int x2, int y2, char fill); // x2, y2 exclusive
+
+ void fill_rand (int perc);
+
+ // makes sure all areas are connected. dirty=true carves rounder but also
+ // more walls, dirty=false carves narrow corridors.
+ void isolation_remover (bool dirty = 0);
+
+ // generates a cave, subtype 0 is a rough cave, randomly open or closed
+ void gen_cave (int subtype);
+ void erode_1_2 (int c1, int c2 = -1, int repeat = 1);
+
+ void generate (random_map_params *RP);
+};
+
+// utility functions, to use rmg_rndm instead of rndm.
+static inline int
+rmg_find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
+{
+ swap (rmg_rndm, rndm);
+ int i = find_free_spot (ob, m, x, y, start, stop);
+ swap (rmg_rndm, rndm);
+ return i;
+}
+
+// a simple point helper struct
+struct point
+{
+ short x;
+ short y;
+
+ point ()
+ {
+ }
+
+ point (int x, int y)
+ : x(x), y(y)
+ {
+ }
+};
+
+// something like a vector or stack, but without
+// out of bounds checking
+template
+struct fixed_stack
+{
+ T *data;
+ int size;
+ int max;
+
+ fixed_stack ()
+ : size (0), data (0)
+ {
+ }
+
+ fixed_stack (int max)
+ : size (0), max (max)
+ {
+ data = salloc (max);
+ }
+
+ void reset (int new_max)
+ {
+ sfree (data, max);
+ size = 0;
+ max = new_max;
+ data = salloc (max);
+ }
+
+ void free ()
+ {
+ sfree (data, max);
+ data = 0;
+ }
+
+ ~fixed_stack ()
+ {
+ sfree (data, max);
+ }
+
+ T &operator[](int idx)
+ {
+ return data [idx];
+ }
+
+ void push (T v)
+ {
+ data [size++] = v;
+ }
+
+ T &pop ()
+ {
+ return data [--size];
+ }
+
+ T remove (int idx)
+ {
+ T v = data [idx];
+
+ data [idx] = data [--size];
+
+ return v;
+ }
+};
#endif
+