--- deliantra/server/random_maps/random_map.h 2006/12/30 18:45:28 1.6 +++ deliantra/server/random_maps/random_map.h 2010/07/04 00:58:18 1.44 @@ -1,68 +1,81 @@ /* - * 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 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 + * 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@schmorp.de + * + * 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 */ #ifndef RANDOM_MAP_H #define RANDOM_MAP_H -struct random_map_params +#include "util.h" + +struct random_map_params : zero_initialised { - char wallstyle[512]; 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]; - char exit_on_final_map[512]; - - int Xsize; - int Ysize; + + int xsize, ysize; int expand2x; int layoutoptions1; int layoutoptions2; int layoutoptions3; - int symmetry; 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; + + uint32_t random_seed; uint64_t total_map_hp; + + HV *hv; + + 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; + int map_layout_style; - int treasureoptions; int symmetry_used; - struct region *region; + random_map_params (); + random_map_params (random_map_params *RP); + random_map_params (HV *hv); + ~random_map_params (); }; enum { @@ -73,6 +86,9 @@ LAYOUT_ROGUELIKE, LAYOUT_SNAKE, LAYOUT_SQUARE_SPIRAL, + LAYOUT_CAVE, + LAYOUT_CASTLE, + LAYOUT_MULTIPLE, NROFLAYOUTS, }; @@ -113,11 +129,183 @@ SYMMETRY_XY, }; -#define MIN_RANDOM_MAP_SIZE 10 +// 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 maze) +// . ?? (rogue) +// + +// use this in new code +INTERFACE_CLASS(layout) +struct layout +{ + typedef char cell; + + cell **data; + int w, h; + + layout (int w, int h); + layout (layout ©); + + // reference rect in other layout - will not keep the data alive, + // so never swap with it's orig, or free the orig when in use. + layout (layout &orig, int x1, int y1, int x2, int y2); + + ~layout (); + + operator cell **() const + { + return data; + } + + void swap (layout &maze) + { + ::swap (maze.data, data); + ::swap (maze.w , w ); + ::swap (maze.h , h ); + ::swap (maze.size, size); + } + + MTH void swap (layout *maze) { swap (*maze); } + + // for debugging, print maze to stdout + MTH void print () const; + + // simple inpainting + MTH void fill (char fill); + MTH void clear () { fill (0); } + MTH void border (char fill = '#'); + MTH void rect (int x1, int y1, int x2, int y2, char fill); // x2, y2 exclusive + MTH void fill_rect (int x1, int y1, int x2, int y2, char fill); // x2, y2 exclusive + + MTH void fill_rand (int perc); + + // makes sure all areas are connected + // perturb = 0 - very horz/vert tunnels + // perturb = 1 - straight but round + // perturb = 2 - snaky tunnels + MTH void isolation_remover (int perturb = 2); + + // generates a cave, subtype 0 is a rough cave, randomly open or closed + MTH void gen_cave (int subtype); + MTH void gen_castle (); // generates straightish structures + + // helper functions to modify the maze + MTH void erode_1_2 (int c1, int c2 = -1, int repeat = 1); + MTH void doorify (); + MTH void roomify (); // make some rooms in it, works best on onions + MTH void expand2x (); + MTH void symmetrize (int symmetry); + MTH void rotate (int rotation); // rotate by 1=90, 2=180, 3=270 degrees + + void generate (random_map_params *RP); +private: + int size; + void alloc (int w, int h); +}; + +// 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 +{ + int x; + int 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]; -/* 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.)) + return v; + } +}; #endif