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Comparing deliantra/server/random_maps/random_map.h (file contents):
Revision 1.35 by root, Fri Jul 2 15:43:37 2010 UTC vs.
Revision 1.44 by root, Sun Jul 4 00:58:18 2010 UTC

28#include "util.h" 28#include "util.h"
29 29
30struct random_map_params : zero_initialised 30struct random_map_params : zero_initialised
31{ 31{
32 char wall_name[512]; 32 char wall_name[512];
33 char monsterstyle[512];
34 char layoutstyle[512];
35 char doorstyle[512];
36 shstr origin_map;
37 shstr final_map;
38 shstr this_map;
39 char exit_on_final_map[512];
40 33
41 int xsize, ysize; 34 int xsize, ysize;
42 int expand2x; 35 int expand2x;
43 int layoutoptions1; 36 int layoutoptions1;
44 int layoutoptions2; 37 int layoutoptions2;
45 int layoutoptions3; 38 int layoutoptions3;
46 int symmetry;
47 int difficulty; 39 int difficulty;
48 int difficulty_given; 40 int difficulty_given;
49 float difficulty_increase; 41 float difficulty_increase;
50 42
51 int dungeon_level; 43 int dungeon_level;
52 int dungeon_depth; 44 int dungeon_depth;
53 45
54 int orientation;
55 int origin_x;
56 int origin_y;
57 uint32_t random_seed; 46 uint32_t random_seed;
58 uint64_t total_map_hp; 47 uint64_t total_map_hp;
59 int map_layout_style;
60 int symmetry_used;
61
62 struct region *region;
63 48
64 HV *hv; 49 HV *hv;
65 void hv_clone (); // replaces the hv by a clone'd copy (%new_hv = { %hv })
66 50
67 shstr_tmp as_shstr () const; 51 shstr_tmp as_shstr () const;
68 52
69 // fetch something from the options hash 53 // fetch something from the options hash
70 SV *get_sv (const char *option) const; 54 SV *get_sv (const char *option) const;
83 67
84 // "private", adjusted sizes 68 // "private", adjusted sizes
85 int Xsize; 69 int Xsize;
86 int Ysize; 70 int Ysize;
87 71
72 int map_layout_style;
73 int symmetry_used;
74
75 random_map_params ();
76 random_map_params (random_map_params *RP);
77 random_map_params (HV *hv);
88 ~random_map_params (); 78 ~random_map_params ();
89}; 79};
90 80
91enum { 81enum {
92 LAYOUT_NONE, 82 LAYOUT_NONE,
95 LAYOUT_SPIRAL, 85 LAYOUT_SPIRAL,
96 LAYOUT_ROGUELIKE, 86 LAYOUT_ROGUELIKE,
97 LAYOUT_SNAKE, 87 LAYOUT_SNAKE,
98 LAYOUT_SQUARE_SPIRAL, 88 LAYOUT_SQUARE_SPIRAL,
99 LAYOUT_CAVE, 89 LAYOUT_CAVE,
90 LAYOUT_CASTLE,
91 LAYOUT_MULTIPLE,
100 NROFLAYOUTS, 92 NROFLAYOUTS,
101}; 93};
102 94
103/* 95/*
104 * Move these defines out of room_gen_onion.c to here, as 96 * Move these defines out of room_gen_onion.c to here, as
164 156
165 cell **data; 157 cell **data;
166 int w, h; 158 int w, h;
167 159
168 layout (int w, int h); 160 layout (int w, int h);
161 layout (layout &copy);
162
163 // reference rect in other layout - will not keep the data alive,
164 // so never swap with it's orig, or free the orig when in use.
165 layout (layout &orig, int x1, int y1, int x2, int y2);
166
169 ~layout (); 167 ~layout ();
170 168
171 operator cell **() const 169 operator cell **() const
172 { 170 {
173 return data; 171 return data;
174 } 172 }
175 173
176 void swap (layout &maze) 174 void swap (layout &maze)
177 { 175 {
178 ::swap (maze.data, data); 176 ::swap (maze.data, data);
179 ::swap (maze.w , w ); 177 ::swap (maze.w , w );
180 ::swap (maze.h , h ); 178 ::swap (maze.h , h );
179 ::swap (maze.size, size);
181 } 180 }
182 181
183 MTH void swap (layout *maze) { swap (*maze); } 182 MTH void swap (layout *maze) { swap (*maze); }
184 183
185 // for debugging, print maze to stdout 184 // for debugging, print maze to stdout
188 // simple inpainting 187 // simple inpainting
189 MTH void fill (char fill); 188 MTH void fill (char fill);
190 MTH void clear () { fill (0); } 189 MTH void clear () { fill (0); }
191 MTH void border (char fill = '#'); 190 MTH void border (char fill = '#');
192 MTH void rect (int x1, int y1, int x2, int y2, char fill); // x2, y2 exclusive 191 MTH void rect (int x1, int y1, int x2, int y2, char fill); // x2, y2 exclusive
192 MTH void fill_rect (int x1, int y1, int x2, int y2, char fill); // x2, y2 exclusive
193 193
194 MTH void fill_rand (int perc); 194 MTH void fill_rand (int perc);
195 195
196 // makes sure all areas are connected. dirty=true carves rounder but also 196 // makes sure all areas are connected
197 // more walls, dirty=false carves narrow corridors. 197 // perturb = 0 - very horz/vert tunnels
198 // perturb = 1 - straight but round
199 // perturb = 2 - snaky tunnels
198 MTH void isolation_remover (bool dirty = 0); 200 MTH void isolation_remover (int perturb = 2);
199 201
200 // generates a cave, subtype 0 is a rough cave, randomly open or closed 202 // generates a cave, subtype 0 is a rough cave, randomly open or closed
201 MTH void gen_cave (int subtype); 203 MTH void gen_cave (int subtype);
204 MTH void gen_castle (); // generates straightish structures
202 205
203 // helper functions to modify the maze 206 // helper functions to modify the maze
204 MTH void erode_1_2 (int c1, int c2 = -1, int repeat = 1); 207 MTH void erode_1_2 (int c1, int c2 = -1, int repeat = 1);
205 MTH void doorify (); 208 MTH void doorify ();
206 MTH void roomify (); // make some rooms in it, works best on onions 209 MTH void roomify (); // make some rooms in it, works best on onions
207 MTH void expand2x (); 210 MTH void expand2x ();
208 MTH void symmetrize (int symmetry); 211 MTH void symmetrize (int symmetry);
209 MTH void rotate (int rotation); // rotate by 1=90, 2=180, 3=270 degrees 212 MTH void rotate (int rotation); // rotate by 1=90, 2=180, 3=270 degrees
210 213
211 void generate (random_map_params *RP); 214 void generate (random_map_params *RP);
215private:
216 int size;
217 void alloc (int w, int h);
212}; 218};
213 219
214// utility functions, to use rmg_rndm instead of rndm. 220// utility functions, to use rmg_rndm instead of rndm.
215static inline int 221static inline int
216rmg_find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 222rmg_find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
222} 228}
223 229
224// a simple point helper struct 230// a simple point helper struct
225struct point 231struct point
226{ 232{
227 short x; 233 int x;
228 short y; 234 int y;
229 235
230 point () 236 point ()
231 { 237 {
232 } 238 }
233 239

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