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/**
* @defgroup mapdef Map Parsing
* @brief Parse .des files into map objects.
* @section DESCRIPTION
*
* mapdef.h:
* Header for map structures used by the level compiler.
*
* NOTE: When we refer to map, this could be a full map, filling an entire
* level or a minivault that occupies just a portion of the level.
*/
#pragma once
#include <cstdio>
#include <memory>
#include <stdexcept>
#include <string>
#include <vector>
#include <unordered_set>
#include "dlua.h"
#include "enum.h"
#include "fprop.h"
#include "god-type.h"
#include "makeitem.h"
#include "matrix.h"
#include "mon-attitude-type.h"
#include "mon-ench.h"
#include "mon-flags.h"
#include "tags.h"
#include "trap-type.h"
#include "travel-defs.h"
#define NEVER_CORPSE_KEY "never_corpse"
#define RANDBK_OWNER_KEY "randbook_owner"
#define RANDBK_TITLE_KEY "randbook_title"
#define RANDBK_DISC1_KEY "randbook_disc1"
#define RANDBK_DISC2_KEY "randbook_disc2"
#define RANDBK_SPELLS_KEY "randbook_spells"
#define RANDBK_SLVLS_KEY "randbook_slevels"
#define RANDBK_NSPELLS_KEY "randbook_num_spells"
#define CHAOTIC_ITEM_KEY "chaotic_item"
#ifdef DEBUG_TAG_PROFILING
void tag_profile_out();
#endif
class mon_enchant;
extern const char *traversable_glyphs;
// Invalid heightmap height.
static const int INVALID_HEIGHT = -31999;
static const int BRANCH_END = 100;
// Exception thrown when a map cannot be loaded from its .dsc file
// because the .dsc file has changed under it.
struct map_load_exception : public runtime_error
{
// g++ 4.7 doesn't have inherited constructors, sadly
map_load_exception(const string &s) : runtime_error(s) { }
map_load_exception(const char *s) : runtime_error(s) { }
};
// [dshaligram] Maps can be mirrored; for every orientation, there must be
// a suitable mirror.
enum map_section_type // see maps.cc and dungeon.cc {dlb}
{
MAP_NONE = -1,
MAP_NORTH = 1, // 1
MAP_SOUTH,
MAP_EAST,
MAP_WEST,
MAP_NORTHWEST, // 5
MAP_NORTHEAST,
MAP_SOUTHWEST,
MAP_SOUTHEAST,
MAP_ENCOMPASS,
// A "floating" vault is placed somewhat like a minivault, away from
// the edges, although in other respects it behaves like a regular vault.
MAP_FLOAT,
// Place at the centre of the map, and use a "central" layout.
MAP_CENTRE,
MAP_NUM_SECTION_TYPES
};
struct raw_range
{
branch_type branch;
int shallowest, deepest;
bool deny;
};
struct level_range
{
public:
branch_type branch;
int shallowest, deepest;
bool deny;
public:
level_range(const raw_range &range);
/// @throws bad_level_id if d < s and d != -1.
level_range(branch_type br = BRANCH_DUNGEON, int s = -1, int d = -1);
/// @throws bad_level_id if d < s and d != -1.
void set(int s, int d = -1);
/// @throws bad_level_id if d < s, d < 0, or branch could not be parsed.
void set(const string &branch, int s, int d);
void reset();
bool matches(const level_id &) const;
bool matches(int depth) const;
void write(writer&) const;
void read(reader&);
bool valid() const;
/// @throws bad_level_id if lr does not specify a valid level range.
static level_range parse(string lr);
string describe() const;
string str_depth_range() const;
bool operator == (const level_range &lr) const;
operator raw_range () const;
operator string () const
{
return describe();
}
private:
/// @throws bad_level_id if s does not specify a valid level range.
static void parse_partial(level_range &lr, const string &s);
/// @throws bad_level_id if s does not specify a valid level range.
static void parse_depth_range(const string &s, int *low, int *high);
};
typedef pair<int,int> glyph_weighted_replacement_t;
typedef vector<glyph_weighted_replacement_t> glyph_replacements_t;
class map_lines;
class subst_spec
{
public:
subst_spec(string torepl, bool fix, const glyph_replacements_t &repls);
subst_spec(int count, bool fix, const glyph_replacements_t &repls);
subst_spec() : key(""), count(-1), fix(false), frozen_value(0), repl() { }
int value();
public:
string key;
// If this is part of an nsubst spec, how many to replace.
// -1 corresponds to all (i.e. '*')
int count;
bool fix;
int frozen_value;
glyph_replacements_t repl;
};
class nsubst_spec
{
public:
nsubst_spec(string key, const vector<subst_spec> &specs);
public:
string key;
vector<subst_spec> specs;
};
typedef pair<int, int> map_weighted_colour;
class map_colour_list : public vector<map_weighted_colour>
{
public:
bool parse(const string &s, int weight);
};
class colour_spec
{
public:
colour_spec(string _key, bool _fix, const map_colour_list &clist)
: key(_key), fix(_fix), fixed_colour(BLACK), colours(clist)
{
}
int get_colour();
public:
string key;
bool fix;
int fixed_colour;
map_colour_list colours;
};
typedef pair<feature_property_type, int> map_weighted_fprop;
class map_fprop_list : public vector<map_weighted_fprop>
{
public:
bool parse(const string &fp, int weight);
};
typedef pair<int, int> map_weighted_fheight;
class map_featheight_list : public vector<map_weighted_fheight>
{
public:
bool parse(const string &fp, int weight);
};
class fprop_spec
{
public:
fprop_spec(string _key, bool _fix, const map_fprop_list &flist)
: key(_key), fix(_fix), fixed_prop(FPROP_NONE), fprops(flist)
{
}
feature_property_type get_property();
public:
string key;
bool fix;
feature_property_type fixed_prop;
map_fprop_list fprops;
};
class fheight_spec
{
public:
fheight_spec(string _key, bool _fix, const map_featheight_list &_fheights)
: key(_key), fix(_fix), fixed_height(INVALID_HEIGHT),
fheights(_fheights)
{
}
int get_height();
public:
string key;
bool fix;
int fixed_height;
map_featheight_list fheights;
};
typedef pair<string, int> map_weighted_tile;
class map_tile_list : public vector<map_weighted_tile>
{
public:
bool parse(const string &s, int weight);
};
class tile_spec
{
public:
tile_spec(const string &_key, bool _fix, bool _rand, bool _last, bool _floor, bool _feat, const map_tile_list &_tiles)
: key(_key), fix(_fix), chose_fixed(false), no_random(_rand), last_tile(_last), floor(_floor), feat(_feat),
fixed_tile(""), tiles(_tiles)
{
}
string get_tile();
public:
string key;
bool fix;
bool chose_fixed;
bool no_random;
bool last_tile;
bool floor;
bool feat;
string fixed_tile;
map_tile_list tiles;
};
class map_marker_spec
{
public:
string key;
string marker;
// Special handling for Lua markers:
unique_ptr<lua_datum> lua_fn;
map_marker_spec(string _key, const string &mark)
: key(_key), marker(mark), lua_fn() { }
map_marker_spec(string _key, const lua_datum &fn)
: key(_key), marker(), lua_fn(new lua_datum(fn)) { }
string apply_transform(map_lines &map);
private:
map_marker *create_marker();
};
typedef pair<string, int> map_weighted_string;
class map_string_list : public vector<map_weighted_string>
{
public:
bool parse(const string &fp, int weight);
};
class string_spec
{
public:
string_spec(string _key, bool _fix, const map_string_list &slist)
: key(_key), fix(_fix), fixed_str(""), strlist(slist)
{
}
string get_property();
public:
string key;
bool fix;
string fixed_str;
map_string_list strlist;
};
typedef pair<coord_def, coord_def> map_corner_t;
class map_def;
class rectangle_iterator;
struct keyed_mapspec;
class map_lines
{
public:
class iterator
{
public:
iterator(map_lines &ml, const string &key);
operator bool () const;
coord_def operator ++ ();
coord_def operator ++ (int);
coord_def operator * () const;
private:
void advance();
private:
map_lines &maplines;
string key;
coord_def p;
};
public:
map_lines();
map_lines(const map_lines &);
~map_lines();
map_lines &operator = (const map_lines &);
bool in_map(const coord_def &pos) const;
void add_line(const string &s);
string add_nsubst(const string &st);
string add_subst(const string &st);
string add_shuffle(const string &s);
string add_clear(const string &s);
string add_colour(const string &col);
string add_fproperty(const string &sub);
string add_fheight(const string &arg);
void clear_markers();
void write_maplines(writer &) const;
void read_maplines(reader&);
string add_floortile(const string &s);
string add_rocktile(const string &s);
string add_spec_tile(const string &s);
vector<coord_def> find_glyph(const string &glyphs) const;
vector<coord_def> find_glyph(int glyph) const;
coord_def find_first_glyph(int glyph) const;
coord_def find_first_glyph(const string &glyphs) const;
// Find rectangular bounds (inclusive) for uses of the glyph in the map.
// Returns false if glyph could not be found.
bool find_bounds(int glyph, coord_def &tl, coord_def &br) const;
// Same as above, but for any of the glyphs in glyph_str.
bool find_bounds(const char *glyph_str, coord_def &tl, coord_def &br) const;
void set_orientation(const string &s);
int width() const;
int height() const;
coord_def size() const;
int glyph(int x, int y) const;
int glyph(const coord_def &) const;
bool is_solid(int gly) const;
bool solid_borders(map_section_type border);
// Make all lines the same length.
void normalise(char fillc = ' ');
// Rotate 90 degrees either clockwise or anticlockwise
void rotate(bool clockwise);
void hmirror();
void vmirror();
void clear();
void add_marker(map_marker *marker);
string add_feature_marker(const string &desc);
string add_lua_marker(const string &key, const lua_datum &fn);
void apply_markers(const coord_def &pos);
void apply_grid_overlay(const coord_def &pos, bool is_layout);
void apply_overlays(const coord_def &pos, bool is_layout);
const vector<string> &get_lines() const;
vector<string> &get_lines();
rectangle_iterator get_iter() const;
char operator () (const coord_def &c) const;
char& operator () (const coord_def &c);
char operator () (int x, int y) const;
char& operator () (int x, int y);
const keyed_mapspec *mapspec_at(const coord_def &c) const;
keyed_mapspec *mapspec_at(const coord_def &c);
string add_key_item(const string &s);
string add_key_mons(const string &s);
string add_key_feat(const string &s);
string add_key_mask(const string &s);
bool in_bounds(const coord_def &c) const;
// Extend map dimensions with glyph 'fill' to minimum width and height.
void extend(int min_width, int min_height, char fill);
bool fill_zone(travel_distance_grid_t &tpd, const coord_def &start,
const coord_def &tl, const coord_def &br, int zone,
const char *wanted, const char *passable) const;
int count_feature_in_box(const coord_def &tl, const coord_def &br,
const char *feat) const;
void fill_mask_matrix(const string &glyphs, const coord_def &tl,
const coord_def &br, Matrix<bool> &flags);
// Merge vault onto the tl/br subregion, where mask is true.
map_corner_t merge_subvault(const coord_def &tl, const coord_def &br,
const Matrix<bool> &mask, const map_def &vault);
private:
void init_from(const map_lines &map);
void vmirror_markers();
void hmirror_markers();
void rotate_markers(bool clock);
void vmirror_marker(map_marker *, int par);
void hmirror_marker(map_marker *, int par);
void rotate_marker(map_marker *, int par);
void translate_marker(void (map_lines::*xform)(map_marker *, int par),
int par = 0);
void resolve_shuffle(const string &shuffle);
void clear(const string &clear);
void subst(string &s, subst_spec &spec);
void subst(subst_spec &);
void nsubst(nsubst_spec &);
void bind_overlay();
void overlay_colours(colour_spec &);
void overlay_fprops(fprop_spec &);
void overlay_fheights(fheight_spec &);
// Merge cell (vx, vy) from vault onto this map's (x, y) cell.
typedef FixedVector<int, 256> keyspec_map;
void merge_cell(int x, int y, const map_def &vault, int vx, int vy,
int keyspec_idx);
void overlay_tiles(tile_spec &);
void check_borders();
string shuffle(string s);
string block_shuffle(const string &s);
string check_shuffle(string &s);
string check_block_shuffle(const string &s);
string clean_shuffle(string s);
string check_clear(string &s);
string parse_nsubst_spec(const string &s, subst_spec &spec);
int apply_nsubst(vector<coord_def> &pos, int start, int nsub,
subst_spec &spec);
string parse_glyph_replacements(string s, glyph_replacements_t &gly);
string add_tile(const string &sub, bool is_floor, bool is_feat);
string add_key_field(
const string &s,
string (keyed_mapspec::*set_field)(const string &s, bool fixed),
void (keyed_mapspec::*copy_field)(const keyed_mapspec &spec));
const keyed_mapspec *mapspec_for_key(int key) const;
keyed_mapspec *mapspec_for_key(int key);
friend class subst_spec;
friend class nsubst_spec;
friend class shuffle_spec;
friend class map_marker_spec;
friend class colour_spec;
friend class tile_spec;
private:
vector<map_marker *> markers;
vector<string> lines;
struct overlay_def
{
overlay_def() :
colour(0), rocktile(""), floortile(""), tile(""),
no_random(false), last_tile(false), property(),
height(INVALID_HEIGHT), keyspec_idx(0)
{}
colour_t colour;
string rocktile;
string floortile;
string tile;
bool no_random;
bool last_tile;
terrain_property_t property;
int height; // heightmap height
int keyspec_idx;
};
typedef Matrix<overlay_def> overlay_matrix;
unique_ptr<overlay_matrix> overlay;
typedef map<int, keyed_mapspec> keyed_specs;
keyed_specs keyspecs;
int next_keyspec_idx;
enum
{
SUBVAULT_GLYPH = 1,
};
int map_width;
bool solid_north, solid_east, solid_south, solid_west;
bool solid_checked;
};
enum item_spec_type
{
ISPEC_STAR = -2,
ISPEC_SUPERB = -3,
ISPEC_DAMAGED = -4,
ISPEC_BAD = -5,
ISPEC_RANDART = -6,
ISPEC_MUNDANE = -7,
ISPEC_ACQUIREMENT = -9,
ISPEC_GIFT = 350, // worse than the next one
ISPEC_GOOD_ITEM = 351,
};
class mons_spec;
class item_spec
{
public:
int genweight;
object_class_type base_type;
int sub_type;
int plus, plus2;
int ego;
int allow_uniques;
int level;
int item_special;
int qty;
int acquirement_source;
level_id place;
// Specifically for storing information about randart spell books.
CrawlHashTable props;
item_spec() : genweight(10), base_type(OBJ_RANDOM), sub_type(OBJ_RANDOM),
plus(-1), plus2(-1), ego(0), allow_uniques(1), level(-1),
item_special(0), qty(0), acquirement_source(0), place(), props(),
_corpse_monster_spec(nullptr)
{
}
item_spec(const item_spec &other);
item_spec &operator = (const item_spec &other);
~item_spec();
bool corpselike() const;
const mons_spec &corpse_monster_spec() const;
void set_corpse_monster_spec(const mons_spec &spec);
private:
mons_spec *_corpse_monster_spec;
private:
void release_corpse_monster_spec();
};
typedef vector<item_spec> item_spec_list;
class item_list
{
public:
item_list() : items() { }
void clear();
item_spec get_item(int index);
item_spec random_item();
item_spec random_item_weighted();
size_t size() const { return items.size(); }
bool empty() const { return items.empty(); }
string add_item(const string &spec, bool fix = false, bool ignore_excluded = false);
// Set this list to be a copy of the item_spec_slot in list.
void set_from_slot(const item_list &list, int slot_index);
bool parse_single_spec(item_spec &result, string s);
private:
struct item_spec_slot
{
item_spec_list ilist;
bool fix_slot;
item_spec_slot() : ilist(), fix_slot(false)
{
}
};
private:
item_spec item_by_specifier(const string &spec);
item_spec_slot parse_item_spec(string spec, bool ignore_excluded = false);
int parse_acquirement_source(const string &source);
void parse_raw_name(string name, item_spec &spec);
void parse_random_by_class(string c, item_spec &spec);
item_spec pick_item(item_spec_slot &slot);
bool parse_corpse_spec(item_spec &result, string s);
bool monster_corpse_is_valid(monster_type *, const string &name,
bool need_skeleton);
private:
vector<item_spec_slot> items;
string error;
};
class mons_spec
{
public:
monster_type type;
level_id place;
monster_type monbase; // Base monster for zombies and dracs.
mon_attitude_type attitude;
int quantity; // Number of monsters (usually 1).
int genweight;
bool generate_awake;
bool patrolling;
bool band;
int colour; // either COLOUR_INHERIT for "default", COLOUR_UNDEF for any
// colour upon creation, or an otherwise valid colour_t value.
god_type god;
bool god_gift;
int hd;
int hp;
int exp;
int summon_duration;
int summon_type;
item_list items;
string monname;
string non_actor_summoner;
bool explicit_spells;
vector<monster_spells> spells;
monster_flags_t extra_monster_flags;
vector<mon_enchant> ench;
monster_type initial_shifter;
CrawlHashTable props;
mons_spec(monster_type t = RANDOM_MONSTER,
monster_type base = MONS_NO_MONSTER)
: type(t), place(), monbase(base), attitude(ATT_HOSTILE),
quantity(1), genweight(10),
generate_awake(false), patrolling(false), band(false),
colour(COLOUR_INHERIT), god(GOD_NO_GOD), god_gift(false), hd(0),
hp(0), exp(0), summon_duration(0), summon_type(0), items(),
monname(""), non_actor_summoner(""), explicit_spells(false), spells(),
extra_monster_flags(), initial_shifter(RANDOM_MONSTER), props()
{
}
};
class mons_list
{
public:
mons_list();
void clear();
// Set this list to be a copy of the mons_spec_slot in list.
void set_from_slot(const mons_list &list, int slot_index);
mons_spec get_monster(int index);
mons_spec get_monster(int slot_index, int list_index) const;
// Returns an error string if the monster is unrecognised.
string add_mons(const string &s, bool fix_slot = false);
string set_mons(int slot, const string &s);
bool empty() const { return mons.empty(); }
size_t size() const { return mons.size(); }
size_t slot_size(int slot) const { return mons[slot].mlist.size(); }
private:
typedef vector<mons_spec> mons_spec_list;
struct mons_spec_slot
{
mons_spec_list mlist;
bool fix_slot;
mons_spec_slot(const mons_spec_list &list, bool fix = false)
: mlist(list), fix_slot(fix)
{
}
mons_spec_slot()
: mlist(), fix_slot(false)
{
}
};
private:
mons_spec mons_by_name(string name) const;
mons_spec drac_monspec(string name) const;
mons_spec soh_monspec(string name) const;
void get_zombie_type(string s, mons_spec &spec) const;
mons_spec get_hydra_spec(const string &name, monster_type type) const;
mons_spec get_slime_spec(const string &name) const;
mons_spec get_shaped_spec(const string &name, monster_type type) const;
mons_spec get_zombified_monster(const string &name,
monster_type zomb) const;
mons_spec_slot parse_mons_spec(string spec);
void parse_mons_spells(mons_spec &slot, vector<string> &spells);
mon_enchant parse_ench(string &ench_str, bool perm);
mons_spec pick_monster(mons_spec_slot &slot);
private:
vector< mons_spec_slot > mons;
string error;
};
/**
* @class shop_spec
* @ingroup mapdef
* @brief Specify how to create a shop.
*
* This specification struct is used when converting a vault-specified shop from
* a string into something the builder can use to actually create and place a
* shop.
**/
struct shop_spec
{
shop_type sh_type; /**< One of the shop_type enum values. */
string name; /**< If provided, this is apostrophised and used as the
* shop keeper's name, ie, Plog as a name becomes
* Plog's. */
string type; /**< If provided, this is used as the shop type name,
* ie, Hide, Antique, Wand, etc. */
string suffix; /**< If provided, this is used as the shop suffix,
* ie, Shop, Boutique, Parlour, etc. */
int greed; /**< If provided, this value is used for price
* calculation. The higher the greed, the more
* inflation applied to prices. */
int num_items; /**< Cap the number of items in a shop at this. */
item_list items; /**< If provided, and `use_all` is false, items will be
* selected at random from the list and used to
* populate the shop. If `use_all` is true, the items
* contained will be placed precisely and in order. If
* the number of items contained is less than
* specified, random items according to the shop's
* type will be used to fill in the rest of the stock.
* */
bool use_all; /**< True if all items in `items` should be used. */
bool gozag; /**< True if this shop was created by Gozag's Call
* Merchant ability (and therefore should have better
* stock).
* */
shop_spec(shop_type sh, string n="", string t="",
string s="", int g=-1, int ni=-1, bool u=false, bool goz=false)
: sh_type(sh), name(n), type(t), suffix(s),
greed(g), num_items(ni), items(), use_all(u), gozag(goz) { }
};
/**
* @class trap_spec
* @ingroup mapdef
* @brief Specify how to create a trap.
*
* This specification struct is used when converting a vault-specified trap
* string into something that the builder can use to place a trap.
**/
struct trap_spec
{
trap_type tr_type; /*> One of the trap_type enum values. */
trap_spec(trap_type tr)
: tr_type(static_cast<trap_type>(tr)) { }
};
/**
* @class feature_spec
* @ingroup mapdef
* @brief Specify how to create a feature.
*
* This specification struct is used firstly when a feature is specified in
* vault code (any feature), and secondly, if that feature is either a trap or a
* shop, as a container for a unique_ptr to that shop_spec or trap_spec.
**/
struct feature_spec
{
int genweight; /**> The weight of this specific feature. */
int feat; /**> The specific feature being placed. */
unique_ptr<shop_spec> shop; /**> A pointer to a shop_spec. */
unique_ptr<trap_spec> trap; /**> A pointer to a trap_spec. */
int glyph; /**> What glyph to use instead. */
int mimic; /**> 1 chance in x to be a feature mimic. */
bool no_mimic; /**> Prevents random feature mimic here. */
feature_spec();
feature_spec(int f, int wt = 10, int _mimic = 0, bool _no_mimic = false);
feature_spec(const feature_spec& other);
feature_spec& operator = (const feature_spec& other);
void init_with(const feature_spec& other);
};
typedef vector<feature_spec> feature_spec_list;
struct feature_slot
{
feature_spec_list feats;
bool fix_slot;
feature_slot();
feature_spec get_feat(int default_glyph);
};
struct bad_map_flag : public runtime_error
{
explicit bad_map_flag(const string &flag) : runtime_error(flag) {}
explicit bad_map_flag(const char *flag) : runtime_error(flag) {}
};
struct map_flags
{
unsigned long flags_set, flags_unset;
map_flags();
void clear();
map_flags &operator |= (const map_flags &o);
/// @throws bad_map_flag if one of the flags was invalid.
static map_flags parse(const string flag_list[], const string &s);
};
struct keyed_mapspec
{
public:
int key_glyph;
feature_slot feat;
item_list item;
mons_list mons;
map_flags map_mask;
public:
keyed_mapspec();
// Parse the string and set the given entry. If fix is true,
// then whatever is selected for the first feature will be
// permanently fixed.
string set_feat(const string &s, bool fix);
string set_mons(const string &s, bool fix);
string set_item(const string &s, bool fix);
string set_mask(const string &s, bool /*garbage*/);
// Copy from the given mapspec. If that entry is fixed,
// it should be pre-selected prior to the copy.
void copy_feat(const keyed_mapspec &spec);
void copy_mons(const keyed_mapspec &spec);
void copy_item(const keyed_mapspec &spec);
void copy_mask(const keyed_mapspec &spec);
void copy_height(const keyed_mapspec &spec);
feature_spec get_feat();
mons_list &get_monsters();
item_list &get_items();
map_flags &get_mask();
// Does this mapspec specify a feature, item, or monster? If so, the
// glyph should be ignored.
bool replaces_glyph();
private:
string err;
private:
void parse_features(const string &);
feature_spec_list parse_feature(const string &s);
feature_spec parse_shop(string s, int weight, int mimic, bool no_mimic);
feature_spec parse_trap(string s, int weight);
};
class dlua_set_map
{
public:
dlua_set_map(map_def *map);
~dlua_set_map();
private:
unique_ptr<lua_datum> old_map;
};
dungeon_feature_type map_feature_at(map_def *map,
const coord_def &c,
int rawfeat);
struct map_file_place
{
string filename;
int lineno;
map_file_place(const string &s = "", int line = 0)
: filename(s), lineno(line)
{
}
void clear()
{
filename.clear();
lineno = 0;
}
};
struct map_chance
{
int chance;
map_chance() : chance(-1) { }
map_chance(int _chance) : chance(_chance) { }
bool valid() const { return chance >= 0; }
string describe() const;
// Returns true if the vault makes the random CHANCE_ROLL.
bool roll() const;
void write(writer &) const;
void read(reader &);
};
typedef vector<level_range> depth_ranges_v;
class depth_ranges
{
private:
depth_ranges_v depths;
public:
// @throws bad_level_id if one if the comma-separated ranges is invalid.
static depth_ranges parse_depth_ranges(const string &depth_ranges_string);
void read(reader &);
void write(writer &) const;
void clear() { depths.clear(); }
bool empty() const { return depths.empty(); }
bool is_usable_in(const level_id &lid) const;
void add_depth(const level_range &range) { depths.push_back(range); }
void add_depths(const depth_ranges &other_ranges);
string describe() const;
};
template <typename X>
struct depth_range_X
{
depth_ranges depths;
X depth_thing;
depth_range_X() : depths(), depth_thing() { }
/// @throws bad_level_id if depth_range_string is invalid.
depth_range_X(const string &depth_range_string, const X &thing)
: depths(depth_ranges::parse_depth_ranges(depth_range_string)),
depth_thing(thing)
{
}
bool is_usable_in(const level_id &lid) const
{
return depths.is_usable_in(lid);
}
template <typename reader_fn_type>
static depth_range_X read(reader &inf, reader_fn_type reader_fn)
{
depth_range_X range_x;
range_x.depths.read(inf);
range_x.depth_thing = reader_fn(inf);
return range_x;
}
template <typename writer_fn_type>
void write(writer &outf, writer_fn_type writer_fn) const
{
depths.write(outf);
writer_fn(outf, depth_thing);
}
};
template <typename X>
class depth_ranges_X
{
private:
typedef vector<depth_range_X<X> > depth_range_X_v;
X default_thing;
depth_range_X_v depth_range_Xs;
public:
depth_ranges_X() : default_thing(), depth_range_Xs() { }
depth_ranges_X(const X &_default_thing)
: default_thing(_default_thing), depth_range_Xs() { }
void clear(const X &_default_X = X())
{
depth_range_Xs.clear();
set_default(_default_X);
}
void set_default(const X &_default_X)
{
default_thing = _default_X;
}
X get_default() const { return default_thing; }
/// @throws bad_level_id if depth_range_string is invalid.
void add_range(const string &depth_range_string, const X &thing)
{
depth_range_Xs.push_back(depth_range_X<X>(depth_range_string, thing));
}
X depth_value(const level_id &lid) const
{
typename depth_range_X_v::const_iterator i = depth_range_Xs.begin();
for ( ; i != depth_range_Xs.end(); ++i)
if (i->is_usable_in(lid))
return i->depth_thing;
return default_thing;
}
template <typename reader_fn_type>
static depth_ranges_X read(reader &inf, reader_fn_type reader_fn)
{
depth_ranges_X ranges;
ranges.clear(reader_fn(inf));
const int count = unmarshallShort(inf);
for (int i = 0; i < count; ++i)
{
ranges.depth_range_Xs.push_back(
depth_range_X<X>::read(inf, reader_fn));
}
return ranges;
}
template <typename writer_fn_type>
void write(writer &outf, writer_fn_type writer_fn) const
{
writer_fn(outf, default_thing);
marshallShort(outf, depth_range_Xs.size());
for (const auto &range : depth_range_Xs)
range.write(outf, writer_fn);
}
};
// Position of a subvault inside its parent.
struct subvault_place
{
coord_def tl, br;
unique_ptr<map_def> subvault;
subvault_place();
subvault_place(const coord_def &_tl, const coord_def &_br,
const map_def &_subvault);
subvault_place(const subvault_place &place);
subvault_place &operator = (const subvault_place &place);
void set_subvault(const map_def &);
};
/////////////////////////////////////////////////////////////////////////////
// map_def: map definitions for maps loaded from .des files.
//
// Please read this before changing map_def.
//
// When adding Lua-visible fields to map_def, note that there are two
// kinds of fields:
//
// * Fields that determine placement of the map, or are unchanging,
// such as "place", "depths" (determine placement), or "name" (does
// not change between different evaluations of the map). Such fields
// must be reset to their default values in map_def::init() if they
// determine placement, or just initialised in the constructor if
// they will not change.
//
// * Fields that do not determine placement and may change between
// different uses of the map (such as "mons", "items", etc.). Such fields
// must be reset to their default values in map_def::reinit(), which is
// called before the map is used.
//
// If you do not do this, maps will not work correctly, and will break
// in obscure, hard-to-find ways. The level-compiler will not (cannot)
// warn you.
//
class map_def
{
public:
string name;
// Description for the map that can be shown to players.
string description;
// Order among related maps; used only for tutorial/sprint.
int order;
depth_ranges place;
depth_ranges depths;
map_section_type orient;
typedef depth_ranges_X<map_chance> range_chance_t;
typedef depth_ranges_X<int> range_weight_t;
range_chance_t _chance;
range_weight_t _weight;
map_lines map;
mons_list mons;
item_list items;
static bool valid_item_array_glyph(int gly);
static int item_array_glyph_to_slot(int gly);
static bool valid_monster_array_glyph(int gly);
static bool valid_monster_glyph(int gly);
static int monster_array_glyph_to_slot(int gly);
vector<mons_spec> random_mons;
dlua_chunk prelude, mapchunk, main, validate, veto, epilogue;
map_file_place place_loaded_from;
map_def *original;
colour_t rock_colour, floor_colour;
string rock_tile, floor_tile;
dungeon_feature_type border_fill_type;
::map<dungeon_feature_type, string> feat_renames;
vector<subvault_place> subvault_places;
string file;
private:
unordered_set<string> tags;
// This map has been loaded from an index, and not fully realised.
bool index_only;
mutable long cache_offset;
string cache_name;
typedef Matrix<bool> subvault_mask;
subvault_mask *svmask;
// True if this map is in the process of being validated.
bool validating_map_flag;
// values cached from tags -- adding to this is only recommended if you've
// actually done the profiling...
// These are the top three worst tags, which jointly amount to about 3-4%
// of levelgen time if not cached.
bool cache_minivault;
bool cache_overwritable;
bool cache_extra;
bool cache_extra_post_overflow;
public:
map_def();
string name_at(const coord_def &pos) const;
string desc_or_name() const;
string describe() const;
void init();
void reinit();
void reload_epilogue();
void load();
void strip();
int weight(const level_id &lid) const;
map_chance chance(const level_id &lid) const;
bool in_map(const coord_def &p) const;
bool map_already_used() const;
coord_def size() const { return coord_def(map.width(), map.height()); }
vector<coord_def> find_glyph(int glyph) const;
coord_def find_first_glyph(int glyph) const;
coord_def find_first_glyph(const string &glyphs) const;
void write_index(writer&) const;
void write_full(writer&) const;
void write_maplines(writer &) const;
void read_index(reader&);
void read_full(reader&);
void read_maplines(reader&);
void set_file(const string &s);
string run_lua(bool skip_main);
bool run_hook(const string &hook_name, bool die_on_lua_error = false);
bool run_postplace_hook(bool die_on_lua_error = false);
void copy_hooks_from(const map_def &other_map, const string &hook_name);
// Returns true if the validation passed.
bool test_lua_validate(bool croak = false);
// Returns true if *not* vetoed, i.e., the map is good to go.
bool test_lua_veto();
// Executes post-generation lua code.
bool run_lua_epilogue(bool croak = false);
string validate_map_def();
string validate_temple_map();
// Returns true if this map is in the middle of validation.
bool is_validating() const { return validating_map_flag; }
void hmirror();
void vmirror();
void rotate(bool clockwise);
void normalise();
void fixup();
bool is_usable_in(const level_id &lid) const;
const keyed_mapspec *mapspec_at(const coord_def &c) const;
keyed_mapspec *mapspec_at(const coord_def &c);
bool has_depth() const;
void add_depth(const level_range &depth);
void add_depths(const depth_ranges &depth);
bool can_dock(map_section_type) const;
coord_def dock_pos(map_section_type) const;
coord_def float_dock();
coord_def float_place();
coord_def float_aligned_place() const;
coord_def float_random_place() const;
vector<coord_def> anchor_points() const;
bool is_minivault() const;
bool is_overwritable_layout() const;
bool is_extra_vault() const;
bool has_tag(const string &tagwanted) const;
bool has_tag_prefix(const string &tag) const;
bool has_tag_suffix(const string &suffix) const;
template <typename TagIterator>
bool has_all_tags(TagIterator begin, TagIterator end) const
{
if (tags.empty() || begin == end) // legacy behaviour for empty case
return false;
for ( ; begin != end; ++begin)
if (!has_tag(*begin))
return false;
return true;
}
bool has_all_tags(const string &tagswanted) const;
template <typename TagIterator>
bool has_any_tag(TagIterator begin, TagIterator end) const
{
for ( ; begin != end; ++begin)
if (has_tag(*begin))
return true;
return false;
}
const vector<string> get_tags() const;
const unordered_set<string> get_tags_unsorted() const;
void add_tags(const string &tag);
void set_tags(const string &tag);
bool remove_tags(const string &tag);
void clear_tags();
string tags_string() const;
vector<string> get_shuffle_strings() const;
vector<string> get_subst_strings() const;
int glyph_at(const coord_def &c) const;
// Subvault functions.
string subvault_from_tagstring(const string &s);
bool is_subvault() const;
void apply_subvault_mask();
bool subvault_cell_valid(const coord_def &c) const;
int subvault_width() const;
int subvault_height() const;
// Returns the number of cells in the subvault map that
// will not get copied to parent vault at a given placement.
int subvault_mismatch_count(const coord_def &place) const;
public:
struct map_feature_finder
{
map_def ↦
map_feature_finder(map_def &map_) : map(map_) { }
// This may actually modify the underlying map by fixing KFEAT:
// feature slots, but that's fine by us.
dungeon_feature_type operator () (const coord_def &c) const
{
return map_feature_at(&map, c, -1);
}
};
struct map_bounds_check
{
map_def ↦
map_bounds_check(map_def &map_) : map(map_) { }
bool operator () (const coord_def &c) const
{
return c.x >= 0 && c.x < map.map.width()
&& c.y >= 0 && c.y < map.map.height();
}
};
private:
bool test_lua_boolchunk(dlua_chunk &, bool def = false, bool croak = false);
string rewrite_chunk_errors(const string &s) const;
string apply_subvault(string_spec &);
string validate_map_placeable();
bool has_exit() const;
void update_cached_tags();
};
const int CHANCE_ROLL = 10000;
void clear_subvault_stack();
void map_register_flag(const string &flag);
string mapdef_split_key_item(const string &s, string *key, int *separator,
string *arg, int key_max_len = 1);
const char *map_section_name(int msect);
int store_tilename_get_index(const string& tilename);
int str_to_ego(object_class_type item_type, string ego_str);
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