wesnoth/src/cavegen.cpp
2007-02-09 18:09:19 +00:00

357 lines
9.3 KiB
C++

/* $Id$ */
/*
Copyright (C) 2003-5 by David White <davidnwhite@verizon.net>
Part of the Battle for Wesnoth Project http://www.wesnoth.org/
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
#include "global.hpp"
#include "cavegen.hpp"
#include "log.hpp"
#include "pathfind.hpp"
#include "util.hpp"
#include "wassert.hpp"
#include "serialization/string_utils.hpp"
#define LOG_NG LOG_STREAM(info, engine)
cave_map_generator::cave_map_generator(const config* cfg) : wall_(t_translation::CAVE_WALL),
clear_(t_translation::CAVE), village_(t_translation::UNDERGROUND_VILLAGE),
castle_(t_translation::DWARVEN_CASTLE), keep_(t_translation::DWARVEN_KEEP),
cfg_(cfg), width_(50), height_(50),
village_density_(0), flipx_(false), flipy_(false)
{
if(cfg_ == NULL) {
static const config default_cfg;
cfg_ = &default_cfg;
}
width_ = atoi((*cfg_)["map_width"].c_str());
height_ = atoi((*cfg_)["map_height"].c_str());
village_density_ = atoi((*cfg_)["village_density"].c_str());
const int r = rand()%100;
const int chance = atoi((*cfg_)["flipx_chance"].c_str());
flipx_ = r < chance;
LOG_NG << "flipx: " << r << " < " << chance << " = " << (flipx_ ? "true" : "false") << "\n";
flipy_ = (rand()%100) < atoi((*cfg_)["flipy_chance"].c_str());
}
size_t cave_map_generator::translate_x(size_t x) const
{
if(flipx_) {
x = width_ - x - 1;
}
return x;
}
size_t cave_map_generator::translate_y(size_t y) const
{
if(flipy_) {
y = height_ - y - 1;
}
return y;
}
std::string cave_map_generator::create_map(const std::vector<std::string>& args)
{
const config res = create_scenario(args);
return res["map_data"];
}
config cave_map_generator::create_scenario(const std::vector<std::string>& /*args*/)
{
map_ = t_translation::t_map(width_, t_translation::t_list(height_, wall_));
chambers_.clear();
passages_.clear();
res_.clear();
const config* const settings = cfg_->child("settings");
if(settings != NULL) {
res_ = *settings;
}
LOG_NG << "creating scenario....\n";
generate_chambers();
LOG_NG << "placing chambers...\n";
for(std::vector<chamber>::const_iterator c = chambers_.begin(); c != chambers_.end(); ++c) {
place_chamber(*c);
}
LOG_NG << "placing passages...\n";
for(std::vector<passage>::const_iterator p = passages_.begin(); p != passages_.end(); ++p) {
place_passage(*p);
}
LOG_NG << "outputting map....\n";
res_["map_data"] = t_translation::write_game_map(map_, starting_positions_);
LOG_NG << "returning result...\n";
return res_;
}
void cave_map_generator::build_chamber(gamemap::location loc, std::set<gamemap::location>& locs, size_t size, size_t jagged)
{
if(size == 0 || locs.count(loc) != 0 || !on_board(loc))
return;
locs.insert(loc);
gamemap::location adj[6];
get_adjacent_tiles(loc,adj);
for(size_t n = 0; n != 6; ++n) {
if((rand()%100) < (100l-(long)jagged)) {
build_chamber(adj[n],locs,size-1,jagged);
}
}
}
void cave_map_generator::generate_chambers()
{
const config::child_list& chambers = cfg_->get_children("chamber");
for(config::child_list::const_iterator i = chambers.begin(); i != chambers.end(); ++i) {
//if there is only a chance of the chamber appearing, deal with that here.
const std::string& chance = (**i)["chance"];
if(chance != "" && (rand()%100) < atoi(chance.c_str())) {
continue;
}
const std::string& xpos = (**i)["x"];
const std::string& ypos = (**i)["y"];
size_t min_xpos = 0, min_ypos = 0, max_xpos = width_, max_ypos = height_;
if(xpos != "") {
const std::vector<std::string>& items = utils::split(xpos, '-');
if(items.empty() == false) {
min_xpos = atoi(items.front().c_str()) - 1;
max_xpos = atoi(items.back().c_str());
}
}
if(ypos != "") {
const std::vector<std::string>& items = utils::split(ypos, '-');
if(items.empty() == false) {
min_ypos = atoi(items.front().c_str()) - 1;
max_ypos = atoi(items.back().c_str());
}
}
const size_t x = translate_x(min_xpos + (rand()%(max_xpos-min_xpos)));
const size_t y = translate_y(min_ypos + (rand()%(max_ypos-min_ypos)));
const std::string& size = (**i)["size"];
size_t chamber_size = 3;
if(size != "") {
chamber_size = atoi(size.c_str());
}
const std::string& jagged = (**i)["jagged"];
size_t jagged_edges = 0;
if(jagged != "") {
jagged_edges = atoi(jagged.c_str());
}
chamber new_chamber;
new_chamber.center = gamemap::location(x,y);
build_chamber(new_chamber.center,new_chamber.locs,chamber_size,jagged_edges);
new_chamber.items = (**i).child("items");
const std::string& id = (**i)["id"];
if(id != "") {
chamber_ids_[id] = chambers_.size();
}
chambers_.push_back(new_chamber);
const config::child_list& passages = (**i).get_children("passage");
for(config::child_list::const_iterator p = passages.begin(); p != passages.end(); ++p) {
const std::string& dst = (**p)["destination"];
//find the destination of this passage
const std::map<std::string,size_t>::const_iterator itor = chamber_ids_.find(dst);
if(itor == chamber_ids_.end())
continue;
wassert(itor->second < chambers_.size());
passages_.push_back(passage(new_chamber.center,chambers_[itor->second].center,**p));
}
}
}
void cave_map_generator::place_chamber(const chamber& c)
{
for(std::set<gamemap::location>::const_iterator i = c.locs.begin(); i != c.locs.end(); ++i) {
set_terrain(*i,clear_);
}
if(c.items != NULL) {
place_items(c,c.items->ordered_begin(),c.items->ordered_end());
}
}
void cave_map_generator::place_items(const chamber& c, config::all_children_iterator i1, config::all_children_iterator i2)
{
if(c.locs.empty()) {
return;
}
size_t index = 0;
while(i1 != i2) {
const std::string& key = *(*i1).first;
config cfg = *(*i1).second;
config* const filter = cfg.child("filter");
config* const object = cfg.child("object");
config* object_filter = NULL;
if(object != NULL) {
object_filter = object->child("filter");
}
if(!utils::string_bool(cfg["same_location_as_previous"])) {
index = rand()%c.locs.size();
}
std::set<gamemap::location>::const_iterator loc = c.locs.begin();
std::advance(loc,index);
char buf[50];
snprintf(buf,sizeof(buf),"%d",loc->x+1);
cfg.values["x"] = buf;
if(filter != NULL) {
(*filter)["x"] = buf;
}
if(object_filter != NULL) {
(*object_filter)["x"] = buf;
}
snprintf(buf,sizeof(buf),"%d",loc->y+1);
cfg.values["y"] = buf;
if(filter != NULL) {
(*filter)["y"] = buf;
}
if(object_filter != NULL) {
(*object_filter)["y"] = buf;
}
//if this is a side, place a castle for the side
if(key == "side" && !utils::string_bool(cfg["no_castle"])) {
place_castle(cfg["side"],*loc);
}
res_.add_child(key,cfg);
++i1;
}
}
struct passage_path_calculator : cost_calculator
{
passage_path_calculator(const t_translation::t_map& mapdata,
t_translation::t_letter wall, double laziness, size_t windiness):
map_(mapdata), wall_(wall), laziness_(laziness), windiness_(windiness)
{}
virtual double cost(const gamemap::location& src,const gamemap::location& loc, const double so_far, const bool is_dest) const;
private:
const t_translation::t_map& map_;
t_translation::t_letter wall_;
double laziness_;
size_t windiness_;
};
double passage_path_calculator::cost(const gamemap::location& /*src*/,const gamemap::location& loc, const double, const bool) const
{
wassert(loc.x >= 0 && loc.y >= 0 && size_t(loc.x) < map_.size() &&
!map_.empty() && size_t(loc.y) < map_.front().size());
double res = 1.0;
if(map_[loc.x][loc.y] == wall_) {
res = laziness_;
}
if(windiness_ > 1) {
res *= double(rand()%windiness_);
}
return res;
}
void cave_map_generator::place_passage(const passage& p)
{
const std::string& chance = p.cfg["chance"];
if(chance != "" && (rand()%100) < atoi(chance.c_str())) {
return;
}
const size_t windiness = atoi(p.cfg["windiness"].c_str());
const double laziness = maximum<double>(1.0,atof(p.cfg["laziness"].c_str()));
passage_path_calculator calc(map_,wall_,laziness,windiness);
const paths::route rt = a_star_search(p.src, p.dst, 10000.0, &calc, width_, height_);
const size_t width = maximum<size_t>(1,atoi(p.cfg["width"].c_str()));
const size_t jagged = atoi(p.cfg["jagged"].c_str());
for(std::vector<gamemap::location>::const_iterator i = rt.steps.begin(); i != rt.steps.end(); ++i) {
std::set<gamemap::location> locs;
build_chamber(*i,locs,width,jagged);
for(std::set<gamemap::location>::const_iterator j = locs.begin(); j != locs.end(); ++j) {
set_terrain(*j,clear_);
}
}
}
void cave_map_generator::set_terrain(gamemap::location loc, t_translation::t_letter t)
{
if(on_board(loc)) {
if(t == clear_ && (rand()%1000) < (long)village_density_) {
t = village_;
}
t_translation::t_letter& c = map_[loc.x][loc.y];
if(c == clear_ || c == wall_ || c == village_) {
c = t;
}
}
}
void cave_map_generator::place_castle(const std::string& side, gamemap::location loc)
{
const int starting_position = lexical_cast_default<int>(side, -1);
if(starting_position != -1) {
set_terrain(loc, keep_);
const struct t_translation::coordinate coord = {loc.x, loc.y};
starting_positions_[starting_position] = coord;
}
gamemap::location adj[6];
get_adjacent_tiles(loc,adj);
for(size_t n = 0; n != 6; ++n) {
set_terrain(adj[n],castle_);
}
}