| Roguelike-Utils documentation | Contained in the Roguelike-Utils distribution. |
Games::Roguelike::Area - Roguelike area map
package myArea;
use base 'Games::Roguelike::Area';
$a = myArea->new(w=>80,h=>50); # creates an area with specified width/height
$a->generate('cavelike'); # make a cavelike maze
$char = Games::Roguelike::Mob->new($a, sym=>'@'); # add a mobile object with symbol '@'
Library for loading or generating mazes, managing items/mobs
* assumes the user will be using overridden Games::Roguelike::Mob's as characters in the game * provides a flexible load() function * contains an array of 'features', which can be named, searched for and positioned
Options can also all be set/get as class accessors:
world => undef, # world this area belongs to (optional container which can "addarea")
name => '', # name of this level/area (required if world is specified)
map => [] # double-indexed array of map symbols
color => [] # double-indexed array of strings (used to color map symbols)
mobs => [], # list of mobs
items => [], # list of items
# These will default to the world defaults, if world is set
w=>80, h=>40, # width/height of this area
debugmap => 0, # turn on map coordinate display
memcolor => 'gray', # color drawn when an area is not in sight
# These vars, or the world defaults (if a world is defined)
# are used by map-making, pathfinding and field-of view, rather than using hooks
# specifically because function calling seems to slow things down
wsym => '#', # default wall symbol
fsym => '.', # default floor symbol
dsym => '+', # default door symbol
noview => '#+', # list of symbols that block view
nomove => '#', # list of symbols that block movement
Raw accessors may be subject to change in future versions, but are much faster.
$area->{map}[$x][$y] = $sym,
$area->{color}[$x][$y] = $color
Function accessors will always work, but are slower:
$sym=$area->getmapsym($x,$y) $color=$area->getmapcolor($x,$y) $area->setmap($x,$y, $sym [,$color]);
If you're looping over the whole map, you can use foreachmap().
etcetera.
Returns a random point as an X/Y array, that's within the map, and not on the edge..
Returns a random point that's empty (eiher the symbol is ''' or is undefined)
Returns 1 if there is a path from x1,y2 to x2,y2. Uses "nomove" member as the list of symbols that cannot be moved through.
Returns the closest you can get to x2,y2 from x1,y2 without going through a "nomove" symbol.
Return value is (X,Y) array, or undefined if there's no path.
Maximum point someone can walk from x/y in each of 4 cardinal directions, returned as an array of XY arrays.
Array is sorted n,s,e,w.
"Digs" one square of the map, at position x,y - turning it into a "floor", while also turning the surrounding areas into "walls", if they are currently not assigned.
Optionally can specify wall & floor symbols (or uses area defaults).
Does nothing if the map symbol at x,y is not a wall or void.
Returns the number of walls that the new point is surrounded by or -1 if the point was off the map.
Returns a direction if x,y are adjacent to sym, otherwise returns undef.
Looks at the clockwize adjacent symbols for an alternating pattern of walls and floors, to see if a door would be meaningful.
Uses {nomove} as the list of "wall" symbols.
Drill a right-angled corridor between 2 nonempty points using digone().
** Notably the whole auto-door upon breaking into an open area doesn't always work right, and should.
Like makepath, but diagonal and with no doors.
Searches "map feature list" for the given symbol, returns coordinates if found.
Adds a symbol to the map (to a random open floor point if one is not specified), and also adds it to the searchable "feature list".
Returns true if x >= 0 and x < $self->{w} and y >= 0 and y < $self->{h}.
This calls "$type::generate" if it is defined, perhaps in the caller's package, etc.
Predefined types are "Rooms", "Cavelike" and "Maze" (see below).
If no "::" is present, 'Games::Roguelike::Area::' is prepended, and the first character is propercased.
If &{"$type::generate"} is not defined, it will require "$type" and then try again.
Assuming there is no function named "wilderness::generate", then the following are roughly equivalent:
$self->generate('Games::Roguelike::Area::Rooms');
or
$self->generate('rooms');
or
Games::Roguelike::Area::Rooms::generate($self);
or
$self = new Games::Roguelike::Area::Rooms; $self->generate();
Additonal options are passed to the generate function. Generate functions should support named parameters..
Common option is a "with=>[feature1, feature2]" feature list, that get added to empty floor map locations, and appended to the map's feature list.
Height, width are taken from the area object.
Makes a random map with a bunch of cave-like rooms connected by corridors.
Can specify a list of symbols to be added as "features" of the map.
Makes a random nethack-style map with a bunch of rectangle rooms connected by corridors
If you specify a "with" list, it puts those symbols on the map in random rooms, and calls "addfeature" on them.
Generate a tight, difficult maze. Rand defaults to 5 (higher numbers are less random).
Loops over each map location, and calls the code with parameters x, y and map-symbol.
Option "border" calls the code only for border (edge) squares.
Option "noborder" calls the code for everything but border (edge) squares.
Draws the map using offset params dispx, dispy,disph,dispw,
Uses the perspective of $vp (viewpoint), if specified. $vp can contain an x, y coordinate and a "pov" integer which is the maximum sight distance.
Uses the console $con to draw the map.
Uses the algorithm provided by the "checkpov" function for field of view calculations.
Usually done after each move.
Returns a single mob located at x/y, or undef if none is there.
Returns reference to array of items located at x/y, or reference to array of all items if no x/y is supplied.
Returns reference to array of all mobs located at x/y, or all mobs if no x/y is supplied.
Returns 1 if the $vp object (something that has an x, a y and a pov) can see x/y.
Uses the "noview" area variable to determine what can be seen through.
Returns 1 if the $vp mob can see x/y, 2 if $vp has a memory of x/y, and also memorizes x/y if it can be seen by adding it to the vp's "memory" variable..
Uses the "noview" area variable to determine what can be seen through.
Adds a mob to the area, unless it's already in it.
Removes mob from the area.
Finds a random map location containing symbol (if mobok is not set, then it won't returns locations that have mobs).
Prints map to stdout, without mobs and items. For a more flexible approach, create a ::Console::Dump object and call draw() using it.
Adds item to floor. Override this to add floor full messages, etc.
Return value 0 = can't add, too full Return value 1 = add ok Return value -1 = move occured, but not added
If the item doesn't have an {x} and {y} value then the item is added to a random location.
Removes item from the area.
Loads an area from a file, which is a perl program that sets these vars:
$map : 2d map as one big string or $yxarray : 2d map as y then x indexed array %key : for each symbol in the map *optionally* provide: color - color of that symbol sym - real symbol to use feature - name of feature for feature table, don't specify with class! class - optional package to use for "new", passed the area itself as the first argument to new lib - look up item or mob from library %lib : hash of hashes, used to populate items or monsters - as needed
Alternatively, these can be passed as named options to the load function.
The map system knows very little about game semantics. It's merely a way of loading maps made of symbols - some of which may correlate to perl objects. The tictactoe example script uses the map load system.
'>', and '<' are assumed to be "stair features" unless otherwise specified.
Objects can be looked up by name from the item library instead of specified in full.
At a minimum, classes must add themselves, somehow, to the area object when new is called.
The example below loads a standard map, with blue doors, 2 mobs and 1 item One mob is loaded via a package "mymonster", and is passed "hd" & "name" parameters, in addition to the "x", "y" and "sym" parameters which are derived from its location. The other mob is loaded from the library named "blue dragon", and has it's "name" and "hp" parameters modified.
About lib entries:
If a key entry has a "lib", it's assumed to the be the name of an entry in the lib hash.
The lib hash is then looked up and has its values copied into the key entry before using the key entry.
"lib" entries can be recursive.
The "lib" can be loaded from an external shared file, so multiple maps can use the same "lib".
About items:
The "items" member of an object (mob or backpack), if it is an array reference, will be auto-expanded by creating an item object for each array member with the parent object set as the first, unnamed, argument to new.
If a member of the items array is a hash ref, it's treated like a key entry. If it's a scalar string, it's equivalent to {lib=>'string'}.
If there's no class set within an item, a warning is emitted.
EXAMPLE 1:
$map = '
##########
#k <+ ! #
######## #
#> D #
##########
';
%key = (
'k'=>{class=>'mymonster', type='kobold', name=>'Harvey', hd=>12,
items=>['potion of healing',
{class=>'myweapon', name=>'Blue Sword', hd=>9, dd=>4, drain=>1, glow=>1}
]
},
'!'=>{lib=>'potion of speed'},
'D'=>{lib=>'blue dragon', name=>'Charlie', hp=>209},
'+'=>{color=>'blue'}
);
%lib = (
'potion of speed'=>{class=>'myitem', type=>'potion', effect=>'speed', power=>1},
'blue dragon'=>{class=>'mymob', type=>'dragon', breath=>'lightning', hp=>180, hd=>12, at=>[10,5], dm=>[5,10], speed=>5, loot=>4},
);
$area->load(map=>$map, key=>%key, lib=>\%lib);
EXAMPLE 2:
use Games::Roguelike::Caves;
my $yx = generate_cave($r->{w},$r->{h}, 12, .46, '#', '.');
$area->load(yxarray=>$yx);
Erik Aronesty earonesty@cpan.org
This program is free software; you can redistribute it and/or modify it under the same terms as Perl itself.
See http://www.perl.com/perl/misc/Artistic.html or the included LICENSE file.
| Roguelike-Utils documentation | Contained in the Roguelike-Utils distribution. |
package Games::Roguelike::Area; # puposely don't use much of the curses windowing stuff since curses doesn't port well # purpose of library: # # keep track of map/location # convenience for collision, line of sight, path-finding # assume some roguelike concepts (mobs/items) # allow me to make 7-day rl's in 7-days
use strict; use Games::Roguelike::Utils qw(:all); use Games::Roguelike::Mob; use Data::Dumper; use Carp qw(croak confess carp); our $OKINLINEPOV; our $AUTOLOAD; our $VERSION = '0.5.' . [qw$Revision: 259 $]->[1]; BEGIN { eval('use Games::Roguelike::Utils::Pov_C;'); $OKINLINEPOV = !$@; }
sub new { my $pkg = shift; croak "usage: Games::Roguelike::Area->new()" unless $pkg; my $self = bless {}, $pkg; $self->init(@_); return $self; } sub init { my $self = shift; my %opts = @_; croak("need to specify a name for this area") if $opts{world} && !$opts{name}; # set defaults $self->{map} = []; $self->{color} = []; $self->{mobs} = []; $self->{items} = []; if (!$opts{world}) { $self->{h} = 40; $self->{w} = 80; $self->{wsym} = '#'; $self->{fsym} = '.'; $self->{dsym} = '+'; $self->{debugmap} = 0; } else { # really, should create functions for each one which reads from world member for (qw(h w noview nomove wsym fsym dsym debugmap memcolor)) { $self->{$_} = $opts{world}->$_; } } # override defaults for (keys(%opts)) { $self->{$_} = $opts{$_}; } $self->{memcolor} = 'gray' unless defined $self->{memcolor}; $self->{nomove} = $self->{wsym} unless $self->{nomove}; $self->{noview} = $self->{wsym}.$self->{dsym} unless $self->{noview}; if ($self->{world}) { $self->{world}->addarea($self); $self->{world}->area($self) if !$self->{world}->area; } } sub setworld { my $self = shift; my $world = shift; croak("need to specify a name for this area") if !$self->{name}; if ($self->{world} != $world) { $self->{world}->delarea($self) if ($self->{world}); $self->{world} = $world; $world->addarea($self); for (qw(h w noview nomove wsym fsym dsym debugmap)) { $self->{$_} = $self->{world}->$_ if !defined($self->{$_}); } } } # perl accessors are slow compared to just accessing the hash directly # autoload is even slower sub AUTOLOAD { my $self = shift; my $pkg = ref($self) or croak "$self is not an object"; my $name = $AUTOLOAD; $name =~ s/.*://; # strip fully-qualified portion $name =~ s/^set// if @_ && !exists $self->{$name}; unless (exists $self->{$name}) { croak "Can't access `$name' field in class $pkg"; } if (@_) { return $self->{$name} = $_[0]; } else { return $self->{$name}; } } sub DESTROY { }
sub getmapsym { my $self = shift; my ($x, $y) = @_; return $self->{map}->[$x][$y]; } sub setmapsym { my $self = shift; my ($x, $y, $sym) = @_; $self->{map}->[$x][$y] = $sym; } sub setmap { my $self = shift; my ($x, $y, $sym, $color) = @_; if (ref($sym)) { $self->{map}->[$x][$y] = $sym->{sym}; $self->{color}->[$x][$y] = $sym->{color} if defined $sym->{color}; } else { $self->{map}->[$x][$y] = $sym; $self->{color}->[$x][$y] = $color if defined $color; } } sub mapsym { my $self = shift; my ($x, $y, $s) = @_; if ($s) { return $self->{map}->[$x][$y] = $s; } else { return $self->{map}->[$x][$y]; } } sub mapcolor { my $self = shift; my ($x, $y, $c) = @_; if ($c) { return $self->{color}->[$x][$y] = $c; } else { return $self->{color}->[$x][$y]; } } sub map { my $self = shift; if (@_) { my ($x, $y) = (shift, shift); return $self->{map}->[$x][$y]; } else { return $self->{map}; } }
sub rpoint { my $self = shift; croak unless $self; return (1+int(rand()*($self->{w}-2)), 1+int(rand()*($self->{h}-2))); }
sub rpoint_empty { my $self = shift; croak unless $self; # well, there's better ways to do this, but this has worked so far while (1) { my ($x, $y) = (1+int(rand()*($self->{w}-2)), 1+int(rand()*($self->{h}-2))); return ($x, $y) if $self->{map}->[$x][$y] eq ''; } } ############ part of genmaze1 ############ sub genroom { # make a room around x/y with options # options are: minx, miny, maxx, maxy, nooverlap, withdoor my $self = shift; my ($x, $y, %opts) = @_; if ($x =~ /^[a-z]/i) { %opts = @_; $x = $opts{x}; $y = $opts{y}; if (! defined $x) { ($x, $y) = $self->rpoint_empty(); } } my $m = $self->{map}; # room width/height my $rw = max(1,2+($self->{w}/2-2)*rand()*rand()); my $rh = max(1,2+($self->{h}/2-2)*rand()*rand()); $rw=$opts{minw} if $opts{minw} && $rw < $opts{minw}; $rh=$opts{minh} if $opts{minh} && $rh < $opts{minh}; $rw=$opts{maxw} if $opts{maxw} && $rw > $opts{maxw}; $rh=$opts{maxh} if $opts{maxh} && $rh > $opts{maxh}; # top left corner of room (not including walls) my $rx = min($x, max(1,int(rand() + $x - ($rw-1)/2))); my $ry = min($y, max(1,int(rand() + $y - ($rh-1)/2))); $rw = min($rw, $self->{w}-$rx-1); $rh = min($rh, $self->{h}-$ry-1); if (!$rh || !$rw) { #push @{$self->{f}}, [$rx, $ry, 'NULLROOM']; return 0; } if ($opts{nooverlap}) { my $ov = 0; for (my $i = -1; $i <= $rw; ++$i) { if ($m->[$rx+$i][int($ry+($i * $rw/$rh))]) { $rw = $i-1; $rh = int(($i * $rw/$rh)) - 1; } } if ($rw <= 1 || $rh <= 1) { return 0; } } intify($rx, $ry, $rw, $rh); if ($x > ($rx+$rw) || $y > ($ry+$rh)) { return 0; } for (my $i = -1; $i <= $rw; ++$i) { next if ($rx+$i) < 0; $m->[$rx+$i][$ry-1] = $self->{wsym} unless $m->[$rx+$i][$ry-1] || ($ry == 0); $m->[$rx+$i][$ry+$rh] = $self->{wsym} unless $m->[$rx+$i][$ry+$rh]; } for (my $i = 0; $i < $rw; ++$i) { for (my $j = 0; $j < $rh; ++$j) { $m->[$rx+$i][$ry+$j] = $self->{fsym} unless $m->[$rx+$i][$ry+$j]; } } for (my $i = -1; $i <= $rh; ++$i) { next if ($ry+$i) < 0; $m->[$rx-1][$ry+$i] = $self->{wsym} unless $m->[$rx-1][$ry+$i] || ($rx == 0); $m->[$rx+$rw][$ry+$i] = $self->{wsym} unless $m->[$rx+$rw][$ry+$i]; } if ($opts{door}) { if (rand() > .5) { if (rand() > .5) { $m->[$rx+rand()*$rw][$ry-1] = $self->{dsym}; } else { $m->[$rx+rand()*$rw][$ry+$rh] = $self->{dsym}; } --$opts{door}; } else { if (rand() > .5) { $m->[$rx-1][$ry+rand()*$rh] = $self->{dsym}; } else { $m->[$rx+$rw][$ry+rand()*$rh] = $self->{dsym}; } --$opts{door}; } } if (0) { my $sig = chr(64 + int($rw)); print "$sig:$rx, $ry / $rw,$rh\n"; $m->[$x][$y] = $sig; $m->[$rx][$ry] = 'C'; } push @{$self->{f}}, [$x, $y, 'ROOM']; return 1; }
sub findpath { # flood fill 'path exists' search my $self = shift; my ($x1, $y1, $x2, $y2) = @_; my $f; return 1 if ($x1 == $x2 && $y1 == $y2); my @f; my @bread; push @f, [$x1, $y1]; while (@f) { my $c = pop @f; for (my $d=0;$d<8;++$d) { my $tx = $DD[$d]->[0]+$c->[0]; my $ty = $DD[$d]->[1]+$c->[1]; # not off edge next if $tx < 0 || $ty < 0; next if $tx >= $self->{w} || $ty >= $self->{h}; # not thru void next if !defined($self->{map}->[$tx][$ty]); next if $self->{map}->[$tx][$ty] eq ''; # not thru wall next if index($self->{nomove}, $self->{map}->[$tx][$ty]) >= 0; next if $bread[$tx][$ty]; $bread[$tx][$ty] = '.'; #been there return 1 if ($tx == $x2 && $ty == $y2); push @f, [$tx, $ty]; #add to list; } } return 0; }
#if (!defined(&findclose)) { sub findclose { # flood fill return closest you can get to x2/y2 without going thru a barrier my $self = shift; my ($x1, $y1, $x2, $y2) = @_; my $f; my @f; push @f, [$x1, $y1]; my @bread; my ($cx, $cy) = ($x1, $y1); my $mindist = ($self->{w} + $self->{h}) * 2; while (@f) { my $c = pop @f; for (my $d=0;$d<8;++$d) { my $tx = $DD[$d]->[0]+$c->[0]; my $ty = $DD[$d]->[1]+$c->[1]; # not off edge next if $tx < 0 || $ty < 0; next if $tx >= $self->{w} || $ty >= $self->{h}; # not thru void next if !defined($self->{map}->[$tx][$ty]) || $self->{map}->[$tx][$ty] eq ''; # not thru wall next if index($self->{nomove}, $self->{map}->[$tx][$ty]) >= 0; next if $bread[$tx][$ty]; $bread[$tx][$ty] = '.'; #been there return ($tx, $ty, 0) if ($tx == $x2 && $ty == $y2); if ((my $tdist = distance($tx, $ty, $x2, $y2)) < $mindist) { $cx = $tx; $cy = $ty; $mindist = $tdist; } push @f, [$tx, $ty]; #add to list of places can get to; } } # my ($ax,$ay,$ad) = findclose_c($self, $x1, $y1, $x2,$y2); # if ($ax!=$cx||$ay!=$cy) { # croak "C and perl disagree: ($ax,$ay <> $cx,$cy);" # } # $self->{color}->[$cx][$cy] = 'green'; return ($cx, $cy, $mindist); }#}
sub maxcardinal { my $self = shift; my ($x, $y) = @_; # maximum direction you can walk from x/y in each of the 4 directions, returned as a nsew array of points my @r; for (my $d=0;$d<4;++$d) { my ($cx, $cy) = ($x,$y); while (1) { my $tx = $DD[$d]->[0]+$cx; my $ty = $DD[$d]->[1]+$cy; # not thru void last if !defined($self->{map}->[$tx][$ty]) || $self->{map}->[$tx][$ty] eq ''; # not thru wall last if index($self->{nomove}, $self->{map}->[$tx][$ty]) >= 0; # not off edge last if $tx < 0 || $ty < 0; last if $tx >= $self->{w} || $ty > $self->{h}; # record ($cx, $cy) = ($tx,$ty); }; push @r, [$cx, $cy]; } return @r; }
sub digone { my $self = shift; my ($x, $y, $ws, $fs) = @_; $ws = $self->{wsym} unless $ws; $fs = $self->{fsym} unless $fs; return -1 if ($x <=0 || $y <= 0); return -1 if ($x >=($self->{w}-1) || $y >= ($self->{h}-1)); my $c = $self->{map}->[$x][$y]; return unless !defined($c) || ($c eq $ws) || ($c eq ''); $self->{map}->[$x][$y] = $fs; for (my $d=0;$d<8;++$d) { my $tx = $DD[$d]->[0]+$x; my $ty = $DD[$d]->[1]+$y; my $c = $self->{map}->[$tx][$ty]; next unless !defined($c) || $c eq ''; $self->{map}->[$tx][$ty] = $ws; } #$self->drawmap(); return 1; } sub debug { return 1; }
sub nexttosym { my $self = shift; my ($x, $y, $sym) = @_; my $dn = 0; for (@DD) { my $tx = $x + $_->[0]; my $ty = $y + $_->[1]; return $DIRS[$dn] if index($sym, $self->{map}[$tx][$ty]) >= 0; ++$dn; } return undef; }
sub okdoor { my $self = shift; my ($x, $y) = @_; my $cnt = 0; my $cur; my $first; my $flip = 0; for (@CWDIRS) { my $tx = $x + $DD{$_}->[0]; my $ty = $y + $DD{$_}->[1]; my $sym = $self->{map}[$tx][$ty]; my $wl = !defined($sym) || (index($self->{nomove}, $sym) >= 0) || $sym eq $self->{dsym}; if (! defined $cur) { $cur = $wl; $first = $wl; } else { if ($cur != $wl) { ++$flip; $cur = $wl; } } } if ($cur != $first) { ++$flip; } return $flip == 4; }
sub placedoors { my $self=shift; my @doors = @_; for (@doors) { my ($x, $y) = @$_; if ($self->okdoor($x, $y) && $self->{dsym}) { $self->{map}->[$x][$y] = $self->{dsym}; } } } sub makepath { my $self = shift; my ($ox, $oy, $x2, $y2) = @_; croak "can't make a path without floor and wall symbols set" unless $self->{wsym} && $self->{fsym}; # $self->{map}->[$x][$y] = chr(64 + ++$self->{dseq}) if $self->debug; # $self->{map}->[$x2][$y2] = chr(64 + ++$->{dseq}) if $self->debug; my ($x, $y) = ($ox, $oy); if ($self->{map}->[$x][$y] eq '') { return; } if ($self->{map}->[$x2][$y2] eq '') { return; } my $d; if ($y < $y2) { $d = 's'; } elsif ($y > $y2) { $d = 'n'; } if ($x < $x2) { $d .= 'e'; } elsif ($x > $x2) { $d .= 'w'; } return if !$d; # 2 directions, randomly sorted my @d; $d[1] = $d; $d[0] = substr($d, rand()*2, 1); $d[1] =~ s/$d[0]//; # closest can get now ($x, $y) = $self->findclose($x, $y, $x2, $y2); # $self->dprint "($x, $y) closest from $ox $oy to $x2, $y2"; # choose a random square among maximum wall range from closest point my @mc = $self->maxcardinal($x, $y); $d=$d[0]; my $len; if ($d =~ /^n|s$/) { $x = $mc[$DI{w}]->[0] + rand() * ($mc[$DI{e}]->[0] - $mc[$DI{w}]->[0]); } else { $y = $mc[$DI{n}]->[1] + rand() * ($mc[$DI{s}]->[1] - $mc[$DI{n}]->[1]); } intify($x, $y); my @doors; my $firstdig = 1; # first dig out of an area gets a door for my $d (@d) { next unless $d; $self->{map}->[$x][$y] = $d if $self->debug > 1; if ($d =~ /^n|s$/) { $len = abs($y-$y2); } else { $len = abs($x-$x2); } my $already_dug = 0; my $waswall = 0; for (my $i = 0; $i < $len; ++$i) { my ($px,$py) = ($x, $y); $x += $DD{$d}->[0]; $y += $DD{$d}->[1]; my $iswall = $self->{map}->[$x][$y] eq $self->{wsym}; if ($iswall || $self->{map}->[$x][$y] eq '') { $self->digone($x,$y); if ($firstdig) { push @doors, [$x, $y]; $firstdig = 0; } } else { # not a wall, already dug $already_dug = 1; if ($waswall) { push @doors, [$px, $py]; } else { # 2 non walls in a row = reset firstdig $firstdig = 1; } } $waswall = $iswall; if ( $already_dug ) { my ($fx, $fy, $dist) = $self->findclose($x, $y, $x2, $y2); if (&distance($fx, $fy, $x, $y) >= 2 ) { my $res = $self->makepath($fx, $fy, $x2, $y2); $self->placedoors(@doors); return $res; } last if $dist == 0; } #$self->{world}->drawmap(); # too close to edge last if $x<=1 || $y<=1 || $x>=($self->{w}-1) || $y>=($self->{h}-1); } last if ($x == $x2 && $y == $y2); } if (!$self->findpath($ox, $oy, $x2, $y2)) { $self->makepath2($ox, $oy, $x2, $y2); } $self->placedoors(@doors); return 1; }
sub makepath2 { my $self = shift; my ($ox, $oy, $x2, $y2) = @_; croak "can't make a path without floor and wall symbols set" unless $self->{wsym} && $self->{fsym}; my ($x, $y) = ($ox, $oy); ($x, $y) = $self->findclose($x, $y, $x2, $y2); while (($x != $x2) || ($y != $y2)) { $self->digone($x, $y); my $d; if ($y < $y2) { $d = 's'; } elsif ($y > $y2) { $d = 'n'; } if ($x < $x2) { $d .= 'e'; } elsif ($x > $x2) { $d .= 'w'; } $x += $DD{$d}->[0]; $y += $DD{$d}->[1]; } }
sub findfeature { my $self = shift; my ($sym) = @_; for (@{$self->{f}}) { my ($fx, $fy) = @$_; if ($self->{map}->[$fx][$fy] eq $sym) { return ($fx, $fy); } } }
sub addfeature { my $self = shift; my ($sym, $x, $y) = @_; if (!defined($x)) { ($x, $y) = $self->findrandmap($self->{fsym}, 0, 1); } $self->{map}->[$x][$y] = $sym; push @{$self->{f}}, [$x, $y]; }
sub inbound { my $self = shift; return ($_[0]>=0)&&($_[0]<($self->{w}))&&($_[1]>=0)&&($_[1]<($self->{h})); }
sub generate { my $self = shift; my $type = shift; my $path = $type . '::generate'; if (defined &$path) { no strict 'refs'; return &$type($self, @_); } if ($type !~ /::/) { $type =~ s/^(\w)/\U$1/; $type = 'Games::Roguelike::Area::' . $type; $path = $type . '::generate'; if (defined &$path) { no strict 'refs'; return &$path($self, @_); } } eval "require $type"; no strict 'refs'; return &$path($self, @_); } # this is intended as *example* of making a map that i got to work in a few hours # it is not intended as a good map # if map-making isn't what you want to work on in the beginning, you can start here
sub diginbound { my $self = shift; return ($_[0]>0)&&($_[0]<($self->{w}-2))&&($_[1]>0)&&($_[1]<($self->{h}-2)); } sub genmaze2 { my $self = shift; my %opts = @_; my ($m, $fx, $fy); my $digc = 0; do { my ($cx, $cy) = $self->rpoint(); $self->digone($cx, $cy); if (my $feature = shift @{$opts{with}}) { $self->{map}->[$cx][$cy]=$feature; push @{$self->{f}}, [$cx, $cy, 'FEATURE']; } else { push @{$self->{f}}, [$cx, $cy, 'ROOM']; } my @v; $v[$cx][$cy]=1; my $dug = 0; do { my $o = randi(4); $dug = 0; for (my $i=0;$i<4;++$i) { my ($tx, $ty) = ($cx+$DD[($i+$o)%4]->[0], $cy+$DD[($i+$o)%4]->[1]); if ((!$v[$tx][$ty]) && $self->diginbound($tx, $ty)) { ($cx, $cy) = ($tx, $ty); ++$digc if $self->digone($cx, $cy); #print "dig at $cx, $cy $v[$cx][$cy]\n"; $v[$cx][$cy] = 1; $dug = 1; last; } } } while ($dug); } while ($digc < (($self->{w}*$self->{h})/8)); # dig out paths my ($px, $py); for (randsort(@{$self->{f}})) { my ($x, $y, $reason) = @{$_}; if ($px) { if (!$self->findpath($x, $y, $px, $py)) { $self->makepath($x, $y, $px, $py); #$self->drawmap(); #$self->getch(); } } ($px, $py) = ($x, $y); } }
sub genmaze1 { my $self = shift; my %opts = @_; my ($m, $fx, $fy); my $rooms = 0; for my $feature (@{$opts{with}}) { ($fx, $fy) = $self->rpoint_empty(); $self->{map}->[$fx][$fy]=$feature; push @{$self->{f}}, [$fx, $fy, 'FEATURE']; ++$rooms if $self->genroom($fx, $fy); # put rooms around features } # some extra rooms while($rooms < ($self->{w}*$self->{h}/600)) { ++$rooms if $self->genroom(($fx, $fy) = $self->rpoint_empty(), nooverlap=>1); } # dig out paths my ($px, $py); for (randsort(@{$self->{f}})) { my ($x, $y, $reason) = @{$_}; if ($px) { if (!$self->findpath($x, $y, $px, $py)) { $self->makepath($x, $y, $px, $py); if (!$self->findpath($x, $y, $px, $py)) { $self->{map}->[$px][$py] = '1'; $self->{map}->[$x][$y] = '2'; $self->dump(); die "makepath failed!!!\n"; $self->makepath($x, $y, $px, $py); } #$self->drawmap(); } } ($px, $py) = ($x, $y); } }
sub genmaze3 { my $self = shift; my %opts = @_; $opts{w} = $self->{w} if !$opts{w}; $opts{h} = $self->{h} if !$opts{h}; my ($cNx,$cNy, $cSx, $cSy); my $intDir; my $intDone = 0; my $blnBlocked; use constant X => 0; use constant Y => 1; $opts{rand} = 5 if !$opts{rand}; $opts{w} -= 1 if !($opts{w}%2); $opts{h} -= 1 if !($opts{h}%2); # stores the directions that corridors go in my @cDir; my @blnMaze; do { # this code is used to make sure the numbers are odd $cSx = 1 + (int((($opts{w} - 1) * rand()) / 2) * 2); $cSy = 1 + (int((($opts{h} - 1) * rand()) / 2) * 2); # first opening is free! $blnMaze[$cSx][$cSy] = 1 if !$intDone; if ($blnMaze[$cSx][$cSy]) { # randomize directions to start @cDir = &getRandomDirections(); do { # only randomisation directions, based on the constant @cDir = &getRandomDirections() if !int($opts{rand} * rand()); $blnBlocked = 1; # loop through order of directions for ($intDir = 0; $intDir < 4; ++$intDir) { # work out where this direction is $cNx = $cSx + ($cDir[$intDir][X] * 2); $cNy = $cSy + ($cDir[$intDir][Y] * 2); # check if the tile can be used my $isFree; if ($cNx < ($opts{w}-1) && $cNx >= 1 && $cNy < ($opts{h}-1) && $cNy >= 1) { # true if it hasn't been used yet $isFree = !$blnMaze[$cNx][$cNy]; } if ($isFree) { # create a path $blnMaze[$cNx][$cNy] = 1; # and the square inbetween $blnMaze[$cSx + $cDir[$intDir][X]][$cSy + $cDir[$intDir][Y]] = 1; # this is now the current square $cSx = $cNx; $cSy = $cNy; $blnBlocked = 0; # increment paths created $intDone = $intDone + 1; last; } } # loop until a path was created } while (!$blnBlocked) } } while ( $intDone + 1 < ( (($opts{w} - 1) * ($opts{h} - 1)) / 4 ) ); # create enough paths to fill the whole grid # this changes the direction to go from the current square, to the next available sub getRandomDirections { # clear the array my @a = ([-1,0],[1,0],[0,-1],[0,1]); my @b; while (@a) { push @b, splice(@a, rand()*scalar(@a), 1); } return @b; } $self->{map} = []; for (my $y = 0; $y < $opts{h}; ++$y) { for (my $x = 0; $x < $opts{w}; ++$x) { $self->{map}->[$x][$y] = ($blnMaze[$x][$y] ? $self->{fsym} : $self->{wsym}); } } for my $feature (@{$opts{with}}) { my ($fx, $fy) = $self->findrandmap('.'); $self->{map}->[$fx][$fy]=$feature; push @{$self->{f}}, [$fx, $fy, 'FEATURE']; } }
sub foreachmap { my $self = shift; my $code = shift; my %opts = @_; if ($opts{border}) { for my $y ((0,$self->{h}-1)) { for (my $x = 0; $x < $self->{w}; ++$x) { &{$code}($x, $y, $self->{map}->[$x][$y]); } } for my $x ((0,$self->{w}-1)) { for (my $y = 0; $y < $self->{h}; ++$y) { &{$code}($x, $y, $self->{map}->[$x][$y]); } } } else { my ($x1, $y1, $x2, $y2) = (0, 0, $self->{w},$self->{h}); if ($opts{nobodrder}) { $x1++; $y1++; $x2--; $y2--; } for (my $y = $y1; $y < $y2; ++$y) { for (my $x = $x1; $x < $x2; ++$x) { &{$code}($x, $y, $self->{map}->[$x][$y]); } } } }
sub draw { my $self = shift; my ($opts) = @_; my $dispx = $opts->{dispx}; my $dispy = $opts->{dispy}; my $dispw = $opts->{dispw}; my $disph = $opts->{disph}; my $vp = $opts->{vp}; my $con = $opts->{con}; my $debugx = $dispx; my $debugy = $dispy; if ($self->{debugmap}) { $dispx += 3; $dispw -= 3; $dispy += 3; $disph -= 3; } my $ox = 0; my $oy = 0; if ($vp) { $ox = $vp->{x}-($dispw/2); #substract offsets from actual $oy = $vp->{y}-($disph/2); $ox = 0 if $ox < 0; $oy = 0 if $oy < 0; $ox = $self->{w}-$dispw if ($ox+$dispw) > $self->{w}; $oy = $self->{h}-$disph if ($oy+$disph) > $self->{h}; } intify($ox, $oy); if ($self->{debugmap}) { # show labels to help debuggin map routines $con->addstr($debugy,$debugx," " x 3); for (my $x = $ox; $x < $dispw+$ox; ++$x) { $con->addstr(substr(sprintf("%03.0d", $x),-2,1)); } $con->addstr($debugy+1,$debugx," " x 3); for (my $x = $ox; $x < $dispw+$ox; ++$x) { $con->addstr(substr(sprintf("%03.0d", $x),-1,1)); } $con->addstr($debugy+2,$debugx," " x 3); for (my $x = $ox; $x < $dispw+$ox; ++$x) { $con->addstr("-"); } } #$self->dprint("OXY: $ox, $oy DXY: $dispx,$dispy"); #actual map drawn at user-requested location/virtual window for (my $y = $oy; $y < ($disph+$oy); ++$y) { # x/y is the game map-coord, not drawn location if ($self->{debugmap}) { $con->addstr($y-$oy+$dispy, $debugx, sprintf("%02.0d|", $y)); } for (my $x = $ox; $x < $dispw+$ox; ++$x) { if (my $memtyp = $self->checkmap($vp, $x, $y, $self->{map}->[$x][$y])) { my ($color) = $self->{color}->[$x][$y]; my $sym = ($memtyp == 2) ? $vp->{memory}->{$self->{name}}->[$x][$y] : $self->{map}->[$x][$y] ? $self->{map}->[$x][$y] : ' '; $color = $self->{memcolor} if $memtyp == 2 && $self->{memcolor}; # if the area is memorized, then draw as gray $con->attrch($color, $y-$oy+$dispy,$x-$ox+$dispx,$sym); } else { $con->addch($y-$oy+$dispy,$x-$ox+$dispx,' '); } } } # drawitems for my $i (@{$self->{items}}) { $self->drawob($i, $opts, $ox, $oy, $dispx, $dispy); } # drawmobs on top for my $m (@{$self->{mobs}}) { $self->drawob($m, $opts, $ox, $oy, $dispx, $dispy); } $con->refresh(); } # # This draws a thing that has a symbol, a color, an x and a y # It is called by draw() above # sub drawob { my $self = shift; my ($ob, $opts, $ox, $oy, $xoff, $yoff) = @_; my $vp = $opts->{vp}; my $con = $opts->{con}; # $ox, $oy must be subtracted to get display coords (relative to display box, don't draw if outside box) # $xoff, $yoff musy be ADDED to get absolute coords (relative to console box) if ($self->checkpov($vp, $ob->{x}, $ob->{y})) { if ( (($ob->{y}-$oy) >= 0) && (($ob->{x}-$ox) >= 0) && (($ob->{x}-$ox) < $opts->{dispw}) && (($ob->{y}-$oy) < $opts->{disph}) ) { $con->attrch($ob->{color},$ob->{y}-$oy+$yoff, $ob->{x}-$ox+$xoff, $ob->{sym}); } #if the object is not the char, and the object is novel then memorize it and set the "saw something new this turn" flag if ($vp && $ob != $vp && !($vp->{memory}->{$self->{name}}->[$ob->{x}][$ob->{y}] eq $ob->{sym})) { $vp->{memory}->{$self->{name}}->[$ob->{x}][$ob->{y}] = $ob->{sym}; $vp->{sawnew} = 1; } return 1; } } # These can be easily optimized also storing items/mobs at {m-items}[x][y] and {m-mobs}[x][y] # But a list approach is simpler for now, and reduces some overhead on sets
sub mobat { my $self = shift; my ($x, $y) = @_; #$self->dprint("mobat $x, $y"); my @r; for my $m (@{$self->{mobs}}) { return $m if ($m->{x} == $x) && ($m->{y} == $y); } }
sub items { my $self = shift; if (!@_) { return $self->{items} } else { my ($x, $y) = @_; my @r; for my $i (@{$self->{items}}) { push @r, $i if ($i->{x} == $x) && ($i->{y} == $y); } return \@r; } }
sub mobs { my $self = shift; if (!@_) { return $self->{mobs} } else { my ($x, $y) = @_; my @r; for my $m (@{$self->{mobs}}) { push @r, $m if ($m->{x} == $x) && ($m->{y} == $y); } return \@r; } }
# this is used to show monster at the current location sub checkpov { my $self = shift; my ($vp, $x, $y) = @_; return 1 if (!$vp); # no viewpoint, draw everything return 1 if ($vp->{pov}<0 || !defined($vp->{pov})); # see all return 0 if ($vp->{pov}==0); # blind my $vx = $vp->{x}; my $vy = $vp->{y}; my $dist = distance($vx, $vy, $x, $y); return 0 unless $dist <= $vp->{pov}; return 1 if $dist <= 1; # always see close print "---FOV2: $vx, $vy, $x, $y D:$dist\n" if $self->{debugfov}; if ($OKINLINEPOV) { print "using inline pov\n" if $self->{debugfov}; return checkpov_c($vx, $vy, $x, $y, $self->{map}, $self->{noview}, $self->{debugfov} ? 1 : 0); } # here's where we need to actually do some field of view calculations my $dx = $x-$vx; my $dy = $y-$vy; # trace 4 parallel rays from corner to corner # without cosines! # this code allows diagonal blocking pillars my @ok = (1,1,1,1); for (my $i = 1; $i <= $dist; $i+=0.5) { my $tx = $vx+($i/$dist)*$dx; # delta-fraction of distance my $ty = $vy+($i/$dist)*$dy; my (@x, @y); $x[0] = (0.1+$tx); # not quite the corners $y[0] = (0.1+$ty); $x[1] = (0.9+$tx); $y[1] = (0.9+$ty); $x[2] = (0.9+$tx); $y[2] = (0.1+$ty); $x[3] = (0.1+$tx); $y[3] = (0.9+$ty); my $ok = 0; for (my $j = 0; $j < 4; ++$j) { next if !$ok[$j]; if (int($x[$j]) eq $x && int($y[$j]) eq $y) { print "$i: sub $j: $x[$j],$y[$j] SAME ($self->{map}->[$x[$j]][$y[$j]])\n" if $self->{debugfov}; next; } if ($dx != 0 && $dy != 0 && (abs($dx/$dy) > 0.1) && (abs($dy/$dx) > 0.1)) { # allow peeking around corners if target is near the edge if (round($x[$j]) eq $x && round($y[$j]) eq $y && $i >= ($dist -1)) { print "$i: sub $j: $x[$j],$y[$j] PEEK ($self->{map}->[$x[$j]][$y[$j]])\n" if $self->{debugfov}; next; } } if (($self->{map}->[$x[$j]][$y[$j]] =~ /^(#|\+)$/)) { $ok[$j] = 0; print "$i: sub $j: $x[$j],$y[$j] WALL ($self->{map}->[$x[$j]][$y[$j]])\n" if $self->{debugfov}; } else { print "$i: sub $j: $x[$j],$y[$j] OK ($self->{map}->[$x[$j]][$y[$j]])\n" if $self->{debugfov}; } } return 0 if !$ok[0] && !$ok[1] && !$ok[2] && !$ok[3]; } return 1; }
# this is used to show the map sub checkmap { my $self = shift; my ($vp, $x, $y, $sym) = @_; if ($vp && $vp->{hasmem}) { if ($self->checkpov($vp, $x, $y)) { $vp->{memory}->{$self->{name}}->[$x][$y]=$sym; return 1; } # $self->dprint("mem $self->{name}: $x,$y") if $vp->{memory}->{$self->{name}}->[$x][$y]; return 2 if $vp->{memory}->{$self->{name}}->[$x][$y]; return 0; } else { return $self->checkpov($vp, $x, $y); } }
sub addmob { my $self = shift; my $m = shift; for (@{$self->{mobs}}) { return 0 if $_ eq $m; } push @{$self->{mobs}}, $m; return $m; }
sub delmob { my $self = shift; my $m = shift; my $i = 0; for (@{$self->{mobs}}) { splice @{$self->{mobs}}, $i, 1 if $_ == $m; ++$i; } }
sub findrandmap { my $self = shift; my $sym = shift; my $mobok = shift; my $index = []; for (my $x = 0; $x < $self->{w}; ++$x) { for (my $y = 0; $y < $self->{h}; ++$y) { push @{$index}, [$x, $y] if defined($self->{map}->[$x][$y]) && ($self->{map}->[$x][$y] eq $sym && ($mobok || !$self->mobat($x,$y))); } } $self->{index}->{$sym} = $index; my $i = int(rand() * scalar(@{$index})); return $index->[$i]->[0], $index->[$i]->[1]; }
sub dump { my $self = shift; my $ox = 0; my $oy = 0; my ($xx, $xy, $mx, $my) = (0, 0, $self->{w}, $self->{h}); for (my $y = 0; $y < $self->{h}; ++$y) { for (my $x = 0; $x < $self->{w}; ++$x) { if ($self->{map}->[$x][$y]) { $mx = $x if ($x < $mx); $my = $y if ($y < $my); $xx = $x if ($x > $xx); $xy = $y if ($y > $xy); } } } $ox=max($ox, $mx); $oy=max($oy, $my); #actual map drawn at user-requested location/virtual window for (my $y = $oy; $y < $self->{h} && $y <= $xy; ++$y) { for (my $x = $ox; $x < $self->{w} && $x <= $xx; ++$x) { print $self->{map}->[$x][$y] ? $self->{map}->[$x][$y] : ' '; } print "\n"; } }
sub additem { my $self = shift; my $item = shift; if ($item->setcont($self)) { if (!defined($item->{x})) { ($item->{x}, $item->{y}) = $self->findrandmap($self->{fsym}, 0, 1); } } return 1; # i'm never full }
sub delitem { my $self = shift; my $ob = shift; my $i = 0; for (@{$self->{items}}) { splice @{$self->{items}}, $i, 1 if $_ == $ob; ++$i; } }
sub load { my $self = shift; confess("cannot call load without a filename or a map/key and lib") if (!@_); my $map; my %key; my %lib; my ($fn); my %opts; if (@_ == 1) { ($fn) = @_; } else { %opts = @_; $fn = $opts{file}; } if ($fn) { eval { use Safe; my $in = new Safe; $in->permit_only(':base_core'); $in->rdo($fn); $map = $in->reval('$map'); %key = $in->reval('%key'); %lib = $in->reval('%lib'); }; } else { $map = $opts{map}; %key = %{$opts{key}} if $opts{key}; %lib = %{$opts{lib}} if $opts{lib}; } my $mapyx; if ($opts{yxarray} && ref($opts{yxarray})) { $mapyx = $opts{yxarray}; } else { if (!$map) { cluck("no 'map' or 'xyarray' found in parameters"); return 0; } $map =~ s/^[\r\n]+//; $map =~ s/[\r\n]+$//; my @ylines = split(/[\r\n]/,$map); my $y = 0; for (@ylines) { my @l = split(//, $_); $mapyx->[$y++]= \@l; } } $self->{map} = []; $self->{color} = []; my $y = 0; for (@{$mapyx}) { my $x = 0; for (@{$mapyx->[$y]}) { my $sym = $mapyx->[$y][$x]; expandkey($sym, \%key, \%lib); my $opt = $key{$sym}; if ($opt) { if ($opt->{sym}) { $sym = $self->{map}->[$x][$y] = $opt->{sym}; } if ($opt->{class}) { $self->{map}->[$x][$y] = $self->{fsym}; my $ob; my ($cpack) = caller; eval {$ob = $opt->{class}->new($self, x=>$x, y=>$y, sym=>$sym, %{$opt});}; carp "failed to create $opt->{class}: $@" if !$ob; if (ref($opt->{items}) eq 'ARRAY') { for(@{$opt->{items}}) { if (!ref($_)) { expandkey($_, \%lib, \%lib); $_ = $lib{$_}; } else { expandhash($_, \%lib); } my $it; eval {$it = $_->{class}->new($ob, %{$_});}; carp "failed to create $_->{class}: $@" if !$ob; } } } else { if ($opt->{feature}) { push @{$self->{f}}, [$x, $y]; } $self->{map}->[$x][$y] = $sym; $self->{color}->[$x][$y] = $opt->{color}; } } else { $self->{map}->[$x][$y] = $mapyx->[$y][$x]; } $x++; } $y++; } $self->{w} = @{$self->{map}}; $self->{h} = @{$self->{map}->[0]}; } # this looks in the hash "key" for an entry called "lib", which should be a string # it then looks in the hash "lib" for that string # finally it copied the keys from "lib" to the hash "key" # really no reason for 2 hashes... 1 would suffice (for map keys and lib entries), # but i think it's easier to keep track of for the users that way sub expandhash { my ($hash, $lib) = @_; return if !$hash; return if $hash->{__lib__}; return if !(my $libname = $hash->{lib}); croak "no entry for '$libname'" if !$lib->{$libname}; # allow recursion expandhash($lib, $lib); for (keys(%{$lib->{$libname}})) { next if $_ eq 'lib'; $hash->{$_}=$lib->{$libname}->{$_}; } } sub expandkey { my ($index, $key, $lib) = @_; return if !$key->{$index}; expandhash($key->{$index}, $lib); } sub dprint { my $self=shift; if ($self->{world}) { $self->{world}->dprint(@_) } else { print @_, "\n"; } }
# this allows the "generate" function to work and support the old interface package Games::Roguelike::Area::Rooms; use base 'Games::Roguelike::Area'; sub generate { Games::Roguelike::Area::genmaze1(@_); } package Games::Roguelike::Area::Cavelike; use base 'Games::Roguelike::Area'; sub generate { Games::Roguelike::Area::genmaze2(@_); } package Games::Roguelike::Area::Maze; use base 'Games::Roguelike::Area'; sub generate { Games::Roguelike::Area::genmaze3(@_); }
1;