better randomized holes and walls.

better placement of walls and pillars.
develop
zilpin 2010-10-18 15:38:12 -04:00
parent 3acc410857
commit d16618afe1
1 changed files with 397 additions and 79 deletions

@ -32,11 +32,237 @@ void waitmsec (int delay)
}
#endif
#define minmax(MinV,V,MaxV) (max((MinV),min((MaxV),(V))))
//User interaction enums.
//Pit Type (these only have meaning within hellhole, btw)
#define PITTYPEMACRO \
X(pitTypeChasm,"Bottomless Chasm" ) \
X(pitTypeEerie,"Bottomless Eerie Pit" ) \
X(pitTypeMagma,"Magma Pit (similar to volcanoe, no hell access)" )
//end PITTYPEMACRO
#define X(name,desc) name,
enum e_pitType {
pitTypeInvalid=-1,
PITTYPEMACRO
pitTypeCount,
};
#undef X
#define X(name,desc) desc,
const char * pitTypeDesc[pitTypeCount+1] =
{
PITTYPEMACRO
""
};
#undef X
int getyesno( const char * msg , int default_value ){
const int bufferlen=4;
static char buf[bufferlen];
memset(buf,0,bufferlen);
while(-1){
if(msg) printf("\n%s (default=%s)\n:" , msg , (default_value?"yes":"no") );
fflush(stdin);
fgets(buf,bufferlen,stdin);
switch(buf[0]){
case 0: case 0x0d: case 0x0a:
return default_value;
case 'y': case 'Y': case 'T': case 't': case '1':
return -1;
case 'n': case 'N': case 'F': case 'f': case '0':
return 0;
}
}
return 0;
}
int getint( const char * msg , int min, int max, int default_value ){
const int bufferlen=16;
static char buf[bufferlen];
int n=0;
memset(buf,0,bufferlen);
while(-1){
if(msg) printf("\n%s (default=%d)\n:" , msg , default_value);
fflush(stdin);
fgets(buf,bufferlen,stdin);
if( !buf[0] || 0x0a==buf[0] || 0x0d==buf[0] ) return default_value;
if( sscanf(buf,"%d", &n) ){
if(n>=min && n<=max ) return n;
}
}
}
//Interactive, get pit type from user
#define X( e , desc ) printf("%2d) %s\n", (e), (desc) );
e_pitType selectPitType(e_pitType default_value ){
e_pitType r=pitTypeInvalid;
int c=-1;
while( -1 ){
printf("Enter the type of hole to dig (if no entry, default everything):\n" );
PITTYPEMACRO
printf(":");
return (e_pitType)getint(NULL, 0, pitTypeCount-1, default_value );
}
}
#undef X
void drawcircle(const int radius, unsigned char pattern[16][16], unsigned char v ){
//Small circles get better randomness if handled manually
if( 1==radius ){
pattern[7][7]=v;
if( (rand()&1) ) pattern[6][7]=v;
if( (rand()&1) ) pattern[8][7]=v;
if( (rand()&1) ) pattern[7][6]=v;
if( (rand()&1) ) pattern[7][8]=v;
}else if( 2==radius ){
pattern[7][7]=v;
pattern[7][5]=v;
pattern[7][6]=v;
pattern[7][8]=v;
pattern[7][9]=v;
pattern[6][7]=v;
pattern[8][7]=v;
pattern[9][7]=v;
pattern[6][6]=v;
pattern[6][8]=v;
pattern[8][6]=v;
pattern[8][8]=v;
pattern[5][7]=v;
if( (rand()&1) ) pattern[6][5]=v;
if( (rand()&1) ) pattern[5][6]=v;
if( (rand()&1) ) pattern[8][5]=v;
if( (rand()&1) ) pattern[9][6]=v;
if( (rand()&1) ) pattern[6][9]=v;
if( (rand()&1) ) pattern[5][8]=v;
if( (rand()&1) ) pattern[8][9]=v;
if( (rand()&1) ) pattern[9][8]=v;
}else{
//radius 3 or larger, simple circle calculation.
int x,y;
for(y=0-radius; y<=radius; ++y){
for(x=0-radius; x<=radius; ++x){
if(x*x+y*y <= radius*radius + (rand()&31-8) ){
pattern[ minmax(0,7+x,15) ][ minmax(0,7+y,15) ]=v;
}
}
}
//Prevent boxy patterns with a quick modification on edges
if(rand()&1) pattern[ 7 ][ minmax(0,7+radius+1,15) ] = v;
if(rand()&1) pattern[ 7 ][ minmax(0,7-radius-1,15) ] = v;
if(rand()&1) pattern[ minmax(0,7+radius+1,15) ][ 7 ] = v;
if(rand()&1) pattern[ minmax(0,7-radius-1,15) ][ 7 ] = v;
}
}
void settileat(unsigned char pattern[16][16], const unsigned char needle, const unsigned char v, const int index )
{
int ok=0;
int safety=256*256;
int y,x,i=0;
//Scan for sequential index
while( !ok && --safety ){
for(y=0 ; !ok && y<16 ; ++y ){
for(x=0 ; !ok && x<16 ; ++x ){
if( needle==pattern[x][y] ){
++i;
if( index==i ){
//Got it!
pattern[x][y]=v;
ok=-1;
}
}
}
}
}
}
int main (void)
{
srand ( time(NULL) );
srand ( (unsigned int)time(NULL) );
//Message of intent
cout <<
"DF Hell Hole" << endl <<
"This program will instantly dig a bottomless hole through hell, wherever your cursor is." << endl <<
"This can not be undone! End program now if you don't want hellish fun." << endl
;
//User selection of settings should have it own routine, a structure for settings, I know
//sloppy mess, but this is just a demo utility.
//Pit Types.
e_pitType pittype = selectPitType(pitTypeInvalid);
//Hole Diameter
int holeradius=6;
if( pitTypeInvalid != pittype && pitTypeMagma != pittype ){
holeradius = getint( "Enter hole radius, 0 to 8", 0, 8, holeradius );
}
//Wall thickness
int wallthickness=1;
if( pitTypeInvalid != pittype && pitTypeMagma != pittype ){
wallthickness = getint( "Enter wall thickness, 0 to 8", 0, 8, wallthickness );
}
//Obsidian Pillars
int pillarwall=1;
if( pitTypeInvalid != pittype ){
pillarwall = getint( "Number of Obsidian Pillars in wall, 0 to 255", 0, 255, pillarwall );
}
int pillarchasm=1;
if( pitTypeInvalid != pittype ){
pillarchasm = getint( "Number of Obsidian Pillars in hole, 0 to 255", 0, 255, pillarchasm );
}
//Open Hell?
int exposehell = 0;
if( pitTypeInvalid != pittype && pitTypeMagma != pittype && wallthickness ){
exposehell=getyesno("Expose the pit to hell (no walls in hell)?",0);
}
//Fill?
int fillmagma=0;
if( pitTypeInvalid != pittype ){
fillmagma=getyesno("Fill with magma?",0);
}
int fillwater=0;
if( pitTypeInvalid != pittype && !fillmagma){
fillwater=getyesno("Fill with water?",0);
}
//If skipped all settings, fix the pit type
if( pitTypeInvalid == pittype ) pittype = pitTypeChasm;
///////////////////////////////////////////////////////////////////////////////////////////////
//Print settings.
//If a settings struct existed, this could be in a routine
printf("Using Settings:\n");
printf("Pit Type......: %d = %s\n", pittype, pitTypeDesc[pittype]);
printf("Hole Radius...: %d\n", holeradius);
printf("Wall Thickness: %d\n", wallthickness);
printf("Pillars, Wall.: %d\n", pillarwall);
printf("Pillars, Hole.: %d\n", pillarchasm);
printf("Expose Hell...: %c\n", (exposehell?'Y':'N') );
printf("Magma Fill....: %c\n", (fillmagma?'Y':'N') );
printf("Water Fill....: %c\n", (fillwater?'Y':'N') );
int64_t n;
uint32_t x_max,y_max,z_max;
@ -47,81 +273,100 @@ int main (void)
//The Tile Type to use for the hole's floor at bottom of the map
//35 is chasm, 42 is eerie pit , 340 is obsidian floor
uint32_t floor=35, cap=340;
if( pitTypeEerie == pittype ) floor=42;
//Should tiles be revealed?
int reveal=0;
int reveal=1;
//Pattern to dig
unsigned char pattern[16][16] = {0,};
unsigned char pattern[16][16];
for(int regen=1;regen; ){
regen=0;
memset(pattern,0,sizeof(pattern));
{
//Calculate a randomized circle.
//These values found through experimentation.
int radius=6;
int x=0, y=0;
int x=0, y=0, n=0;
for(y=-radius; y<=radius; ++y){
for(x=-radius; x<=radius; ++x){
if(x*x+y*y <= radius*radius + (rand()&31) ){
pattern[7+x][7+y]=1;
}
}
//Two concentric irregular circles
//Outer circle, solid.
if( wallthickness ){
drawcircle(holeradius+wallthickness, pattern, 2);
}
//Post-process to figure out where to put walls.
for(y=0;y<16;++y){
for(x=0;x<16;++x){
if( 1==pattern[x][y] ){
//No hole at edges.
if( x<1 || x>14 || y<1 || y>14 ){
pattern[x][y]=2;
//Inner circle, hole.
if( holeradius ){
drawcircle(holeradius, pattern, 1);
}
//Post-process to be certain the wall totally encloses hole.
if(wallthickness){
for(y=0;y<16;++y){
for(x=0;x<16;++x){
if( 1==pattern[x][y] ){
//No hole at edges.
if( x<1 || x>14 || y<1 || y>14 ){
pattern[x][y]=2;
}
}else if( 0==pattern[x][y] ){
//check neighbors
if( x>0 && y>0 && 1==pattern[x-1][y-1] ){ pattern[x][y]=2; continue; }
if( x>0 && 1==pattern[x-1][y ] ){ pattern[x][y]=2; continue; }
if( y>0 && 1==pattern[x ][y-1] ){ pattern[x][y]=2; continue; }
if( x<15 && 1==pattern[x+1][y ] ){ pattern[x][y]=2; continue; }
if( x<15&& y>0 && 1==pattern[x+1][y-1] ){ pattern[x][y]=2; continue; }
if( x<15&& y<15&& 1==pattern[x+1][y+1] ){ pattern[x][y]=2; continue; }
if( y<15&& 1==pattern[x ][y+1] ){ pattern[x][y]=2; continue; }
if( x>0 && y<15&& 1==pattern[x-1][y+1] ){ pattern[x][y]=2; continue; }
}
}else if( 0==pattern[x][y] ){
//check neighbors
if( x>0 && y>0 && 1==pattern[x-1][y-1] ){ pattern[x][y]=2; continue; }
if( x>0 && 1==pattern[x-1][y ] ){ pattern[x][y]=2; continue; }
if( y>0 && 1==pattern[x ][y-1] ){ pattern[x][y]=2; continue; }
if( x<15 && 1==pattern[x+1][y ] ){ pattern[x][y]=2; continue; }
if( x<15&& y>0 && 1==pattern[x+1][y-1] ){ pattern[x][y]=2; continue; }
if( x<15&& y<15&& 1==pattern[x+1][y+1] ){ pattern[x][y]=2; continue; }
if( y<15&& 1==pattern[x ][y+1] ){ pattern[x][y]=2; continue; }
if( x>0 && y<15&& 1==pattern[x-1][y+1] ){ pattern[x][y]=2; continue; }
}
}
}
//Final pass, makes sure that somewhere random gets a vertical pillar of rock which is safe
//to dig stairs down, to permit access to anywhere within the pit from the top.
for(x=0, y=0; 1!=pattern[x][y]; x=rand()&15, y=rand()&15 ){}
pattern[x][y]=3;
for(n=pillarchasm; n ; --n){
settileat( pattern , 1 , 3 , rand()&255 );
}
for(n=pillarwall; n ; --n){
settileat( pattern , 2 , 3 , rand()&255 );
}
#if 0
cout << endl;
//Print the pattern (debugging)
//Note:
//At this point, the pattern holds:
//0 for all tiles which will be ignored.
//1 for all tiles set to empty pit space.
//2 for all normal walls.
//3 for the straight obsidian top-to-bottom wall.
printf("\nPattern:\n");
const char patternkey[] = ".cW!4567890123";
//Print the pattern
for(y=0;y<16;++y){
for(x=0;x<16;++x){
printf("%d",pattern[x][y]);
cout << patternkey[ pattern[x][y] ];
}
cout << endl;
}
cout << endl;
cin.ignore();
return 0;
#endif
regen = !getyesno("Acceptable Pattern?",1);
}
///////////////////////////////////////////////////////////////////////////////////////////////
//Connect to DF!
DFHack::ContextManager DFMgr("Memory.xml");
DFHack::Context *DF = DFMgr.getSingleContext();
//Message of intent
cout <<
"DF Hell Hole" << endl <<
"This program will instantly dig a hole through hell, wherever your cursor is." << endl <<
"This can not be undone! End program now if you don't want hellish fun." << endl
;
cin.ignore();
//Init
try
@ -136,7 +381,7 @@ int main (void)
#endif
return 1;
}
// init the map
DFHack::Maps *Mapz = DF->getMaps();
if(!Mapz->Start())
@ -182,7 +427,7 @@ int main (void)
//Verify that every z-level at this location exists.
for(uint32_t z = 0; z<= bz ;z++){
for(int32_t z = 0; z<= bz ;z++){
if( ! Mapz->isValidBlock(bx,by,z) ){
cout << "This block does't exist yet!" << endl << "Designate the lowest level for digging to make DF allocate the block, then try again." << endl;
#ifndef LINUX_BUILD
@ -252,21 +497,74 @@ int main (void)
Mapz->WriteTileTypes(bx,by,bz, &block.tiletypes );
Mapz->WriteDirtyBit(bx,by,bz,1);
//Various behaviour flags.
int moltencount=0;
int solidcount=0;
int emptycount=0;
int hellcount=0;
int tpat;
//All levels in between.
uint32_t t;
for(uint32_t z = bz-1; z>0 ; --z){
for(int32_t z = bz-1; z>0 ; --z){
moltencount=0;
solidcount=0;
emptycount=0;
hellcount=0;
cout << z << endl;
assert( Mapz->isValidBlock(bx,by,z) );
if(!Mapz->ReadBlock40d( bx, by, z , &block )){
cout << "Bad block! " << bx << "," << by << "," << z;
}
for(uint32_t x=0;x<16;++x){
for(uint32_t y=0;y<16;++y){
for(int32_t x=0;x<16;++x){
for(int32_t y=0;y<16;++y){
t=0;
tp = getTileTypeP(block.tiletypes[x][y]);
d = &block.designation[x][y];
tpat=pattern[x][y];
//Manipulate behaviour based on settings and location
switch( tp->m ){
case MAGMA:
++moltencount;
//Making a fake volcanoe/magma pipe?
if( pitTypeMagma == pittype ){
//Leave tile unchanged.
tpat=0;
}
break;
case OBSIDIAN:
case FEATSTONE:
case HFS:
//ignore, even though it is technically solid
break;
case VEIN:
default:
if( EMPTY != tp->c ){
++emptycount;
}else{
++solidcount;
}
}
//Check hell status
if(
(block.local_feature > -1 && feature_Underworld==local_features[pc][block.local_feature]->type )
||
(block.global_feature > -1 && feature_Underworld==global_features[block.global_feature].type )
){
++hellcount;
//Are we leaving hell open?
if( exposehell ){
//Leave tile unchanged.
tpat=0;
}
}
//Border or space?
switch(pattern[x][y]){
switch(tpat){
case 0:
continue;
break;
@ -280,6 +578,17 @@ int main (void)
//Erase special markers
d->bits.feature_global = d->bits.feature_local = 0;
//Water? Magma?
if(fillmagma || fillwater){
d->bits.flow_size=7;
d->bits.liquid_character = liquid_fresh;
if(fillmagma){
d->bits.liquid_type=liquid_magma;
}else{
d->bits.liquid_type=liquid_water;
}
}
break;
case 2:
//Border.
@ -373,6 +682,7 @@ int main (void)
d->bits.water_table=0;
//Set the tile.
block.tiletypes[x][y] = t;
}
}
@ -381,40 +691,48 @@ int main (void)
Mapz->WriteDesignations(bx,by,z, &block.designation );
Mapz->WriteTileTypes(bx,by,z, &block.tiletypes );
Mapz->WriteDirtyBit(bx,by,z,1);
}
//Making a fake volcanoe/magma pipe?
if( pitTypeMagma == pittype && !solidcount){
//Nothing «solid», we're making a magma pipe, we're done.
z=0;
}
//The bottom level is special.
Mapz->ReadBlock40d( bx, by, 0 , &block );
for(uint32_t x=0;x<16;++x){
for(uint32_t y=0;y<16;++y){
//Only the portion below the empty space is handled.
if(pattern[x][y]){
if( 1==pattern[x][y] ) t=floor;
else if( 3==pattern[x][y] ) t=331;
else continue;
}
tp = getTileTypeP(block.tiletypes[x][y]);
d = &block.designation[x][y];
//For all tiles.
if(reveal) d->bits.hidden = 0; //topblock.designation[x][y].bits.hidden;
//Always clear the dig designation.
d->bits.dig=designation_no;
//unlock fluids, so they fall down the pit.
d->bits.flow_forbid = d->bits.liquid_static=0;
block.blockflags.bits.liquid_1 = block.blockflags.bits.liquid_2 = 1;
//Set the tile.
block.tiletypes[x][y] = floor;
//The bottom level is special.
if( pitTypeMagma != pittype ) {
Mapz->ReadBlock40d( bx, by, 0 , &block );
for(uint32_t x=0;x<16;++x){
for(uint32_t y=0;y<16;++y){
//Only the portion below the empty space is handled.
if(pattern[x][y]){
if( 1==pattern[x][y] ) t=floor;
else if( 3==pattern[x][y] ) t=331;
else continue;
tp = getTileTypeP(block.tiletypes[x][y]);
d = &block.designation[x][y];
//For all tiles.
if(reveal) d->bits.hidden = 0; //topblock.designation[x][y].bits.hidden;
//Always clear the dig designation.
d->bits.dig=designation_no;
//unlock fluids, so they fall down the pit.
d->bits.flow_forbid = d->bits.liquid_static=0;
block.blockflags.bits.liquid_1 = block.blockflags.bits.liquid_2 = 1;
//Set the tile.
block.tiletypes[x][y] = floor;
}
}
}
//Write the block.
Mapz->WriteBlockFlags(bx,by,0, block.blockflags );
Mapz->WriteDesignations(bx,by,0, &block.designation );
Mapz->WriteTileTypes(bx,by,0, &block.tiletypes );
Mapz->WriteDirtyBit(bx,by,0,1);
}
//Write the block.
Mapz->WriteBlockFlags(bx,by,0, block.blockflags );
Mapz->WriteDesignations(bx,by,0, &block.designation );
Mapz->WriteTileTypes(bx,by,0, &block.tiletypes );
Mapz->WriteDirtyBit(bx,by,0,1);
DF->Detach();