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#include "mapgen.h"
#include "coordinate_conversions.h"
#include "omdata.h"
#include "output.h"
#include "game.h"
#include "fungal_effects.h"
#include "rng.h"
#include "line.h"
#include "debug.h"
#include "options.h"
#include "ammo.h"
#include "item_group.h"
#include "mapgen_functions.h"
#include "string_formatter.h"
#include "mapgenformat.h"
#include "mapbuffer.h"
#include "overmapbuffer.h"
#include "enums.h"
#include "monstergenerator.h"
#include "vpart_position.h"
#include "mongroup.h"
#include "map.h"
#include "map_extras.h"
#include "translations.h"
#include "trap.h"
#include "submap.h"
#include "mapdata.h"
#include "overmap.h"
#include "mapgen_functions.h"
#include "mtype.h"
#include "itype.h"
#include "item_factory.h"
#include "computer.h"
#include "optional.h"
#include "map_iterator.h"
#include <algorithm>
#include <cassert>
#include <list>
#include <sstream>
#include "json.h"
#include "coordinates.h"
#include "npc.h"
#include "vehicle.h"
#include "vehicle_group.h"
#include "catalua.h"
#include "text_snippets.h"
#define dbg(x) DebugLog((DebugLevel)(x),D_MAP_GEN) << __FILE__ << ":" << __LINE__ << ": "
#define MON_RADIUS 3
const mtype_id mon_biollante( "mon_biollante" );
const mtype_id mon_blank( "mon_blank" );
const mtype_id mon_blob( "mon_blob" );
const mtype_id mon_boomer( "mon_boomer" );
const mtype_id mon_breather( "mon_breather" );
const mtype_id mon_breather_hub( "mon_breather_hub" );
const mtype_id mon_broken_cyborg( "mon_broken_cyborg" );
const mtype_id mon_chickenbot( "mon_chickenbot" );
const mtype_id mon_crawler( "mon_crawler" );
const mtype_id mon_creeper_hub( "mon_creeper_hub" );
const mtype_id mon_dark_wyrm( "mon_dark_wyrm" );
const mtype_id mon_dog_thing( "mon_dog_thing" );
const mtype_id mon_eyebot( "mon_eyebot" );
const mtype_id mon_flaming_eye( "mon_flaming_eye" );
const mtype_id mon_flying_polyp( "mon_flying_polyp" );
const mtype_id mon_fungal_fighter( "mon_fungal_fighter" );
const mtype_id mon_gelatin( "mon_gelatin" );
const mtype_id mon_gozu( "mon_gozu" );
const mtype_id mon_gracke( "mon_gracke" );
const mtype_id mon_hazmatbot( "mon_hazmatbot" );
const mtype_id mon_hunting_horror( "mon_hunting_horror" );
const mtype_id mon_kreck( "mon_kreck" );
const mtype_id mon_mi_go( "mon_mi_go" );
const mtype_id mon_secubot( "mon_secubot" );
const mtype_id mon_sewer_snake( "mon_sewer_snake" );
const mtype_id mon_shoggoth( "mon_shoggoth" );
const mtype_id mon_spider_web( "mon_spider_web" );
const mtype_id mon_tankbot( "mon_tankbot" );
const mtype_id mon_triffid( "mon_triffid" );
const mtype_id mon_triffid_heart( "mon_triffid_heart" );
const mtype_id mon_turret( "mon_turret" );
const mtype_id mon_turret_bmg( "mon_turret_bmg" );
const mtype_id mon_turret_rifle( "mon_turret_rifle" );
const mtype_id mon_turret_searchlight( "mon_turret_searchlight" );
const mtype_id mon_yugg( "mon_yugg" );
const mtype_id mon_zombie( "mon_zombie" );
const mtype_id mon_zombie_bio_op( "mon_zombie_bio_op" );
const mtype_id mon_zombie_brute( "mon_zombie_brute" );
const mtype_id mon_zombie_child( "mon_zombie_child" );
const mtype_id mon_zombie_cop( "mon_zombie_cop" );
const mtype_id mon_zombie_dog( "mon_zombie_dog" );
const mtype_id mon_zombie_electric( "mon_zombie_electric" );
const mtype_id mon_zombie_grabber( "mon_zombie_grabber" );
const mtype_id mon_zombie_grenadier( "mon_zombie_grenadier" );
const mtype_id mon_zombie_grenadier_elite( "mon_zombie_grenadier_elite" );
const mtype_id mon_zombie_scientist( "mon_zombie_scientist" );
const mtype_id mon_zombie_shrieker( "mon_zombie_shrieker" );
const mtype_id mon_zombie_smoker( "mon_zombie_smoker" );
const mtype_id mon_zombie_soldier( "mon_zombie_soldier" );
const mtype_id mon_zombie_spitter( "mon_zombie_spitter" );
const mtype_id mon_zombie_tough( "mon_zombie_tough" );
bool connects_to(oter_id there, int dir_from_here);
void science_room(map *m, int x1, int y1, int x2, int y2, int z, int rotate);
void set_science_room(map *m, int x1, int y1, bool faces_right, int turn);
void silo_rooms(map *m);
void build_mine_room(map *m, room_type type, int x1, int y1, int x2, int y2, mapgendata & dat);
void mremove_trap( map *m, int x, int y );
void mtrap_set( map *m, int x, int y, trap_id t );
// (x,y,z) are absolute coordinates of a submap
// x%2 and y%2 must be 0!
void map::generate(const int x, const int y, const int z, const int turn)
{
dbg(D_INFO) << "map::generate( g[" << g << "], x[" << x << "], "
<< "y[" << y << "], z[" << z <<"], turn[" << turn << "] )";
set_abs_sub( x, y, z );
// First we have to create new submaps and initialize them to 0 all over
// We create all the submaps, even if we're not a tinymap, so that map
// generation which overflows won't cause a crash. At the bottom of this
// function, we save the upper-left 4 submaps, and delete the rest.
// Mapgen is not z-level aware yet. Only actually initialize current z-level
// because other submaps won't be touched.
for( int gridx = 0; gridx < my_MAPSIZE; gridx++ ) {
for( int gridy = 0; gridy < my_MAPSIZE; gridy++ ) {
setsubmap( get_nonant( gridx, gridy ), new submap() );
// TODO: memory leak if the code below throws before the submaps get stored/deleted!
}
}
// x, and y are submap coordinates, convert to overmap terrain coordinates
int overx = x;
int overy = y;
sm_to_omt(overx, overy);
const regional_settings *rsettings = &overmap_buffer.get_settings(overx, overy, z);
oter_id terrain_type = overmap_buffer.ter(overx, overy, z);
oter_id t_above = overmap_buffer.ter( overx , overy , z + 1 );
oter_id t_north = overmap_buffer.ter( overx , overy - 1, z );
oter_id t_neast = overmap_buffer.ter( overx + 1, overy - 1, z );
oter_id t_east = overmap_buffer.ter( overx + 1, overy , z );
oter_id t_seast = overmap_buffer.ter( overx + 1, overy + 1, z );
oter_id t_south = overmap_buffer.ter( overx , overy + 1, z );
oter_id t_swest = overmap_buffer.ter( overx - 1, overy + 1, z );
oter_id t_west = overmap_buffer.ter( overx - 1, overy , z );
oter_id t_nwest = overmap_buffer.ter( overx - 1, overy - 1, z );
// This attempts to scale density of zombies inversely with distance from the nearest city.
// In other words, make city centers dense and perimeters sparse.
float density = 0.0;
for (int i = overx - MON_RADIUS; i <= overx + MON_RADIUS; i++) {
for (int j = overy - MON_RADIUS; j <= overy + MON_RADIUS; j++) {
density += overmap_buffer.ter(i, j, z)->get_mondensity();
}
}
density = density / 100;
draw_map(terrain_type, t_north, t_east, t_south, t_west, t_neast, t_seast, t_swest, t_nwest,
t_above, turn, density, z, rsettings);
// At some point, we should add region information so we can grab the appropriate extras
map_extras ex = region_settings_map["default"].region_extras[terrain_type->get_extras()];
if ( ex.chance > 0 && one_in( ex.chance )) {
std::string* extra = ex.values.pick();
if(extra == NULL) {
debugmsg("failed to pick extra for type %s", terrain_type->get_extras().c_str());
} else {
auto func = MapExtras::get_function(*(ex.values.pick()));
if(func != NULL) {
func(*this, abs_sub);
}
}
}
const auto &spawns = terrain_type->get_static_spawns();
if( spawns.group && x_in_y( spawns.chance, 100 ) ) {
int pop = rng( spawns.population.min, spawns.population.max );
for( ; pop > 0; pop-- ) {
MonsterGroupResult spawn_details = MonsterGroupManager::GetResultFromGroup( spawns.group, &pop );
if( !spawn_details.name ) {
continue;
}
if( const auto p = random_point( *this, [this]( const tripoint &n ) { return passable( n ); } ) ) {
add_spawn( spawn_details.name, spawn_details.pack_size, p->x, p->y );
}
}
}
// Okay, we know who are neighbors are. Let's draw!
// And finally save used submaps and delete the rest.
for (int i = 0; i < my_MAPSIZE; i++) {
for (int j = 0; j < my_MAPSIZE; j++) {
dbg(D_INFO) << "map::generate: submap (" << i << "," << j << ")";
if( i <= 1 && j <= 1 ) {
saven( i, j, z );
} else {
delete get_submap_at_grid( i, j, z );
}
}
}
}
void mapgen_function_builtin::generate( map *m, const oter_id &o, const mapgendata &mgd, int i, float d )
{
(*fptr)( m, o, mgd, i, d );
}
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
///// mapgen_function class.
///// all sorts of ways to apply our hellish reality to a grid-o-squares
/*
* ptr storage.
*/
std::map<std::string, std::vector<std::shared_ptr<mapgen_function>> > oter_mapgen;
std::map<std::string, std::vector<std::shared_ptr<mapgen_function_json_nested>> > nested_mapgen;
/*
* index to the above, adjusted to allow for rarity
*/
std::map<std::string, std::map<int, int> > oter_mapgen_weights;
/*
* setup oter_mapgen_weights which mapgen uses to diceroll. Also setup mapgen_function_json
*/
void calculate_mapgen_weights() { // @todo: rename as it runs jsonfunction setup too
oter_mapgen_weights.clear();
for( auto oit = oter_mapgen.begin(); oit != oter_mapgen.end(); ++oit ) {
int funcnum = 0;
int wtotal = 0;
oter_mapgen_weights[ oit->first ] = std::map<int, int>();
for( auto fit = oit->second.begin(); fit != oit->second.end(); ++fit ) {
//
int weight = (*fit)->weight;
if ( weight < 1 ) {
dbg(D_INFO) << "wcalc " << oit->first << "(" << funcnum << "): (rej(1), " << weight << ") = " << wtotal;
++funcnum;
continue; // rejected!
}
(*fit)->setup();
wtotal += weight;
oter_mapgen_weights[ oit->first ][ wtotal ] = funcnum;
dbg(D_INFO) << "wcalc " << oit->first << "(" << funcnum << "): +" << weight << " = " << wtotal;
++funcnum;
}
}
// Not really calculate weights, but let's keep it here for now
for( auto &pr : nested_mapgen ) {
for( auto &ptr : pr.second ) {
ptr->setup();
}
}
}
/////////////////////////////////////////////////////////////////////////////////
///// json mapgen functions
///// 1 - init():
/*
* load a single mapgen json structure; this can be inside an overmap_terrain, or on it's own.
*/
std::shared_ptr<mapgen_function>
load_mapgen_function( JsonObject &jio, const std::string id_base,
int default_idx, const int x_offset, const int y_offset ) {
int mgweight = jio.get_int( "weight", 1000 );
std::shared_ptr<mapgen_function> ret;
if( mgweight <= 0 || jio.get_bool( "disabled", false ) ) {
const std::string mgtype = jio.get_string( "method" );
if( default_idx != -1 && mgtype == "builtin" ) {
if( jio.has_string( "name" ) ) {
const std::string mgname = jio.get_string( "name" );
if( mgname == id_base ) {
oter_mapgen[id_base][ default_idx ]->weight = 0;
}
}
}
return NULL; // nothing
} else if( jio.has_string( "method" ) ) {
const std::string mgtype = jio.get_string( "method" );
if( mgtype == "builtin" ) { // c-function
if( jio.has_string( "name" ) ) {
const std::string mgname = jio.get_string( "name" );
if( const auto ptr = get_mapgen_cfunction( mgname ) ) {
ret = std::make_shared<mapgen_function_builtin>( ptr, mgweight );
oter_mapgen[id_base].push_back( ret );
} else {
debugmsg( "oter_t[%s]: builtin mapgen function \"%s\" does not exist.", id_base.c_str(), mgname.c_str() );
}
} else {
debugmsg( "oter_t[%s]: Invalid mapgen function (missing \"name\" value).", id_base.c_str() );
}
} else if( mgtype == "lua" ) { // lua script
if( jio.has_string("script") ) { // minified into one\nline
const std::string mgscript = jio.get_string( "script" );
ret = std::make_shared<mapgen_function_lua>( mgscript, mgweight );
oter_mapgen[id_base].push_back( ret );
} else if( jio.has_array("script") ) { // or 1 line per entry array
std::string mgscript = "";
JsonArray jascr = jio.get_array( "script" );
while( jascr.has_more() ) {
mgscript += jascr.next_string();
mgscript += "\n";
}
ret = std::make_shared<mapgen_function_lua>( mgscript, mgweight );
oter_mapgen[id_base].push_back( ret );
// @todo: pass dirname current.json, because the latter two are icky
// } else if ( jio.has_string("file" ) { // or "same-dir-as-this/json/something.lua
} else {
debugmsg( "oter_t[%s]: Invalid mapgen function (missing \"script\" or \"file\" value).", id_base.c_str() );
}
#ifndef LUA
dbg( D_ERROR ) << "oter_t " << id_base << ": mapgen entry requires a build with LUA=1.";
#endif
} else if( mgtype == "json" ) {
if( jio.has_object( "object" ) ) {
JsonObject jo = jio.get_object( "object" );
std::string jstr = jo.str();
ret = std::make_shared<mapgen_function_json>( jstr, mgweight, x_offset, y_offset );
oter_mapgen[id_base].push_back( ret );
} else {
debugmsg( "oter_t[%s]: Invalid mapgen function (missing \"object\" object)", id_base.c_str() );
}
} else {
debugmsg( "oter_t[%s]: Invalid mapgen function type: %s", id_base.c_str(), mgtype.c_str() );
}
} else {
debugmsg( "oter_t[%s]: Invalid mapgen function (missing \"method\" value, must be \"builtin\", \"lua\", or \"json\").", id_base.c_str() );
}
return ret;
}
std::shared_ptr<mapgen_function_json_nested> load_nested_mapgen( JsonObject &jio, const std::string id_base ) {
std::shared_ptr<mapgen_function_json_nested> ret;
const std::string mgtype = jio.get_string( "method" );
if( mgtype == "json" ) {
if( jio.has_object( "object" ) ) {
JsonObject jo = jio.get_object( "object" );
std::string jstr = jo.str();
ret = std::make_shared<mapgen_function_json_nested>( jstr );
nested_mapgen[id_base].push_back( ret );
} else {
debugmsg( "Nested mapgen: Invalid mapgen function (missing \"object\" object)", id_base.c_str() );
}
} else {
debugmsg( "Nested mapgen: type for id %s was %s, but nested mapgen only supports \"json\"",
id_base.c_str(), mgtype.c_str() );
}
return ret;
}
/*
* feed bits `o json from standalone file to load_mapgen_function. (standalone json "type": "mapgen")
*/
void load_mapgen( JsonObject &jo )
{
if( jo.has_array( "om_terrain" ) ) {
JsonArray ja = jo.get_array( "om_terrain" );
if( ja.test_array() ) {
int x_offset = 0;
int y_offset = 0;
while( ja.has_more() ) {
JsonArray row_items = ja.next_array();
while( row_items.has_more() ) {
const std::string mapgenid = row_items.next_string();
const auto mgfunc = load_mapgen_function( jo, mapgenid, -1, x_offset, y_offset );
if( mgfunc ) {
oter_mapgen[ mapgenid ].push_back( mgfunc );
}
x_offset++;
}
y_offset++;
x_offset = 0;
}
} else {
std::vector<std::string> mapgenid_list;
while( ja.has_more() ) {
mapgenid_list.push_back( ja.next_string() );
}
if( !mapgenid_list.empty() ) {
const std::string mapgenid = mapgenid_list[0];
const auto mgfunc = load_mapgen_function( jo, mapgenid, -1 );
if( mgfunc ) {
for( auto &i : mapgenid_list ) {
oter_mapgen[ i ].push_back( mgfunc );
}
}
}
}
} else if( jo.has_string( "om_terrain" ) ) {
load_mapgen_function( jo, jo.get_string( "om_terrain" ), -1 );
} else if( jo.has_string( "nested_mapgen_id" ) ) {
load_nested_mapgen( jo, jo.get_string( "nested_mapgen_id" ) );
} else {
debugmsg( "mapgen entry requires \"om_terrain\" or \"nested_mapgen_id\"(string, array of strings, or array of array of strings)\n%s\n", jo.str().c_str() );
}
}
void reset_mapgens()
{
oter_mapgen.clear();
nested_mapgen.clear();
}
/////////////////////////////////////////////////////////////////////////////////
///// 2 - right after init() finishes parsing all game json and terrain info/etc is set..
///// ...parse more json! (mapgen_function_json)
size_t mapgen_function_json_base::calc_index( const size_t x, const size_t y ) const
{
if( x >= mapgensize_x ) {
debugmsg( "invalid value %lu for x in calc_index", static_cast<unsigned long>( x ) );
}
if( y >= mapgensize_y ) {
debugmsg( "invalid value %lu for y in calc_index", static_cast<unsigned long>( y ) );
}
return y * mapgensize_y + x;
}
bool mapgen_function_json_base::check_inbounds( const jmapgen_int &x, const jmapgen_int &y ) const {
const int min = 0;
const int max_x = mapgensize_x - 1;
const int max_y = mapgensize_y - 1;
if( x.val < min || x.val > max_x || x.valmax < min || x.valmax > max_x ||
y.val < min || y.val > max_y || y.valmax < min || y.valmax > max_y ) {
return false;
}
return true;
}
mapgen_function_json_base::mapgen_function_json_base( const std::string s )
: jdata( std::move( s ) )
, do_format( false )
, is_ready( false )
, mapgensize_x( 24 )
, mapgensize_y( 24 )
, x_offset( 0 )
, y_offset( 0 )
, format()
, setmap_points()
, objects( 0, 0, mapgensize_x, mapgensize_y )
{
}
mapgen_function_json_base::~mapgen_function_json_base() = default;
mapgen_function_json::mapgen_function_json( const std::string s, const int w,
const int x_grid_offset, const int y_grid_offset )
: mapgen_function( w )
, mapgen_function_json_base( s )
, fill_ter( t_null )
, rotation( 0 )
{
x_offset = x_grid_offset * mapgensize_x;
y_offset = y_grid_offset * mapgensize_y;
objects = jmapgen_objects( x_offset, y_offset, mapgensize_x, mapgensize_y );
}
mapgen_function_json_nested::mapgen_function_json_nested( const std::string s )
: mapgen_function_json_base( s )
{
}
jmapgen_int::jmapgen_int( point p ) : val( p.x ), valmax( p.y ) {}
jmapgen_int::jmapgen_int( JsonObject &jo, const std::string &tag )
{
if( jo.has_array( tag ) ) {
JsonArray sparray = jo.get_array( tag );
if( sparray.size() < 1 || sparray.size() > 2 ) {
jo.throw_error( "invalid data: must be an array of 1 or 2 values", tag );
}
val = sparray.get_int( 0 );
if( sparray.size() == 2 ) {
valmax = sparray.get_int( 1 );
}
} else {
val = valmax = jo.get_int( tag );
}
}
jmapgen_int::jmapgen_int( JsonObject &jo, const std::string &tag, const short def_val, const short def_valmax )
: val( def_val )
, valmax( def_valmax )
{
if( jo.has_array( tag ) ) {
JsonArray sparray = jo.get_array( tag );
if( sparray.size() > 2 ) {
jo.throw_error( "invalid data: must be an array of 1 or 2 values", tag );
}
if( sparray.size() >= 1 ) {
val = sparray.get_int( 0 );
}
if( sparray.size() >= 2 ) {
valmax = sparray.get_int( 1 );
}
} else if( jo.has_member( tag ) ) {
val = valmax = jo.get_int( tag );
}
}
int jmapgen_int::get() const
{
return val == valmax ? val : rng( val, valmax );
}
/*
* Turn json gobbldigook into machine friendly gobbldigook, for applying
* basic map 'set' functions, optionally based on one_in(chance) or repeat value
*/
void mapgen_function_json_base::setup_setmap( JsonArray &parray ) {
std::string tmpval="";
std::map<std::string, jmapgen_setmap_op> setmap_opmap;
setmap_opmap[ "terrain" ] = JMAPGEN_SETMAP_TER;
setmap_opmap[ "furniture" ] = JMAPGEN_SETMAP_FURN;
setmap_opmap[ "trap" ] = JMAPGEN_SETMAP_TRAP;
setmap_opmap[ "radiation" ] = JMAPGEN_SETMAP_RADIATION;
setmap_opmap[ "bash" ] = JMAPGEN_SETMAP_BASH;
std::map<std::string, jmapgen_setmap_op>::iterator sm_it;
jmapgen_setmap_op tmpop;
int setmap_optype = 0;
const auto inboundchk = [this]( const jmapgen_int &x, const jmapgen_int &y, JsonObject &jo ) {
if( !check_inbounds( x, y ) ) {
jo.throw_error( string_format( "Point must be between [0,0] and [%d,%d]", mapgensize_x, mapgensize_y ) );
}
};
while ( parray.has_more() ) {
JsonObject pjo = parray.next_object();
if ( pjo.read("point",tmpval ) ) {
setmap_optype = JMAPGEN_SETMAP_OPTYPE_POINT;
} else if ( pjo.read("set",tmpval ) ) {
setmap_optype = JMAPGEN_SETMAP_OPTYPE_POINT;
debugmsg("Warning, set: [ { \"set\": ... } is deprecated, use set: [ { \"point\": ... ");
} else if ( pjo.read("line",tmpval ) ) {
setmap_optype = JMAPGEN_SETMAP_OPTYPE_LINE;
} else if ( pjo.read("square",tmpval ) ) {
setmap_optype = JMAPGEN_SETMAP_OPTYPE_SQUARE;
} else {
pjo.throw_error( "invalid data: must contain \"point\", \"set\", \"line\" or \"square\" member" );
}
sm_it = setmap_opmap.find( tmpval );
if ( sm_it == setmap_opmap.end() ) {
pjo.throw_error( string_format( "invalid subfunction %s", tmpval.c_str() ) );
}
tmpop = sm_it->second;
jmapgen_int tmp_x2(0,0);
jmapgen_int tmp_y2(0,0);
jmapgen_int tmp_i(0,0);
int tmp_chance = 1;
int tmp_rotation = 0;
int tmp_fuel = -1;
int tmp_status = -1;
const jmapgen_int tmp_x( pjo, "x" );
const jmapgen_int tmp_y( pjo, "y" );
inboundchk( tmp_x, tmp_y, pjo );
if( setmap_optype != JMAPGEN_SETMAP_OPTYPE_POINT ) {
tmp_x2 = jmapgen_int( pjo, "x2" );
tmp_y2 = jmapgen_int( pjo, "y2" );
inboundchk( tmp_x2, tmp_y2, pjo );
}
if( tmpop == JMAPGEN_SETMAP_RADIATION ) {
tmp_i = jmapgen_int( pjo, "amount" );
} else if( tmpop == JMAPGEN_SETMAP_BASH ){
//suppress warning
} else {
std::string tmpid = pjo.get_string("id");
switch( tmpop ) {
case JMAPGEN_SETMAP_TER: {
const ter_str_id tid( tmpid );
if( !tid.is_valid() ) {
pjo.throw_error( "no such terrain", "id" );
}
tmp_i.val = tid.id();
} break;
case JMAPGEN_SETMAP_FURN: {
const furn_str_id fid( tmpid );
if ( !fid.is_valid() ) {
pjo.throw_error( "no such furniture", "id" );
}
tmp_i.val = fid.id();
} break;
case JMAPGEN_SETMAP_TRAP: {
const trap_str_id sid( tmpid );
if( !sid.is_valid() ) {
pjo.throw_error( "no such trap", "id" );
}
tmp_i.val = sid.id().to_i();
} break;
default:
//Suppress warnings
break;
}
tmp_i.valmax = tmp_i.val; // @todo: ... support for random furniture? or not.
}
const jmapgen_int tmp_repeat = jmapgen_int( pjo, "repeat", 1, 1 ); // @todo: sanity check?
pjo.read("chance", tmp_chance );
pjo.read("rotation", tmp_rotation );
pjo.read("fuel", tmp_fuel );
pjo.read("status", tmp_status );
jmapgen_setmap tmp( tmp_x, tmp_y, tmp_x2, tmp_y2, jmapgen_setmap_op(tmpop+setmap_optype), tmp_i, tmp_chance, tmp_repeat, tmp_rotation, tmp_fuel, tmp_status );
setmap_points.push_back(tmp);
tmpval.clear();
}
}
jmapgen_place::jmapgen_place( JsonObject &jsi )
: x( jsi, "x" )
, y( jsi, "y" )
, repeat( jsi, "repeat", 1, 1 )
{
}
void jmapgen_place::offset( const int x_offset, const int y_offset ) {
x.val -= x_offset;
x.valmax -= x_offset;
y.val -= y_offset;
y.valmax -= y_offset;
}
/**
* This is a generic mapgen piece, the template parameter PieceType should be another specific
* type of jmapgen_piece. This class contains a vector of those objects and will chose one of
* it at random.
*/
template<typename PieceType>
class jmapgen_alternativly : public jmapgen_piece {
public:
// Note: this bypasses virtual function system, all items in this vector are of type
// PieceType, they *can not* be of any other type.
std::vector<PieceType> alternatives;
jmapgen_alternativly() = default;
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float mon_density ) const override
{
if( const auto chosen = random_entry_opt( alternatives ) ) {
chosen->get().apply( dat, x, y, mon_density );
}
}
};
/**
* Places fields on the map.
* "field": field type ident.
* "density": initial field density.
* "age": initial field age.
*/
class jmapgen_field : public jmapgen_piece {
public:
field_id ftype;
int density;
time_duration age;
jmapgen_field( JsonObject &jsi ) : jmapgen_piece()
, ftype( field_from_ident( jsi.get_string( "field" ) ) )
, density( jsi.get_int( "density", 1 ) )
, age( time_duration::from_turns( jsi.get_int( "age", 0 ) ) )
{
if( ftype == fd_null ) {
jsi.throw_error( "invalid field type", "field" );
}
}
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float /*mon_density*/ ) const override
{
dat.m.add_field( tripoint( x.get(), y.get(), dat.m.get_abs_sub().z ), ftype, density, age );
}
};
/**
* Place an NPC.
* "class": the npc class, see @ref map::place_npc
*/
class jmapgen_npc : public jmapgen_piece {
public:
string_id<npc_template> npc_class;
jmapgen_npc( JsonObject &jsi ) : jmapgen_piece()
, npc_class( jsi.get_string( "class" ) )
{
if( !npc_class.is_valid() ) {
jsi.throw_error( "unknown npc class", "class" );
}
}
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float /*mon_density*/ ) const override
{
dat.m.place_npc( x.get(), y.get(), npc_class );
}
};
/**
* Place a sign with some text.
* "signage": the text on the sign.
*/
class jmapgen_sign : public jmapgen_piece {
public:
std::string signage;
std::string snippet;
jmapgen_sign( JsonObject &jsi ) : jmapgen_piece()
, signage( jsi.get_string( "signage", "" ) )
, snippet( jsi.get_string( "snippet", "" ) )
{
if (signage.empty() && snippet.empty()) {
jsi.throw_error("jmapgen_sign: needs either signage or snippet");
}
}
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float /*mon_density*/ ) const override
{
const int rx = x.get();
const int ry = y.get();
dat.m.furn_set( rx, ry, f_null );
dat.m.furn_set( rx, ry, furn_str_id( "f_sign" ) );
tripoint abs_sub = dat.m.get_abs_sub();
std::string signtext;
if( !snippet.empty() ) {
// select a snippet from the category
signtext = SNIPPET.get( SNIPPET.assign( snippet ) );
} else if( !signage.empty() ) {
signtext = signage;
}
if (!signtext.empty() ) {
// replace tags
signtext = _( signtext.c_str() );
std::string cityname = "illegible city name";
const city* c = overmap_buffer.closest_city(abs_sub).city;
if (c != nullptr) {
cityname = c->name;
}
signtext = apply_all_tags(signtext, cityname);
}
dat.m.set_signage( tripoint( rx, ry, dat.m.get_abs_sub().z ), signtext );
}
std::string apply_all_tags(std::string signtext, const std::string &cityname) const
{
replace_city_tag(signtext, cityname);
replace_name_tags(signtext);
return signtext;
}
};
/**
* Place a vending machine with content.
* "item_group": the item group that is used to generate the content of the vending machine.
*/
class jmapgen_vending_machine : public jmapgen_piece {
public:
bool reinforced;
std::string item_group_id;
jmapgen_vending_machine( JsonObject &jsi ) : jmapgen_piece()
, reinforced( jsi.get_bool( "reinforced", false ) )
, item_group_id( jsi.get_string( "item_group", "default_vending_machine" ) )
{
if( !item_group::group_is_defined( item_group_id ) ) {
jsi.throw_error( "no such item group", "item_group" );
}
}
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float /*mon_density*/ ) const override
{
const int rx = x.get();
const int ry = y.get();
dat.m.furn_set( rx, ry, f_null );
dat.m.place_vending( rx, ry, item_group_id, reinforced );
}
};
/**
* Place a toilet with (dirty) water in it.
* "amount": number of water charges to place.
*/
class jmapgen_toilet : public jmapgen_piece {
public:
jmapgen_int amount;
jmapgen_toilet( JsonObject &jsi ) : jmapgen_piece()
, amount( jsi, "amount", 0, 0 )
{
}
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float /*mon_density*/ ) const override
{
const int rx = x.get();
const int ry = y.get();
const long charges = amount.get();
dat.m.furn_set( rx, ry, f_null );
if( charges == 0 ) {
dat.m.place_toilet( rx, ry ); // Use the default charges supplied as default values
} else {
dat.m.place_toilet( rx, ry, charges );
}
}
};
/**
* Place a gas pump with fuel in it.
* "amount": number of fuel charges to place.
*/
class jmapgen_gaspump : public jmapgen_piece {
public:
jmapgen_int amount;
std::string fuel;
jmapgen_gaspump( JsonObject &jsi ) : jmapgen_piece()
, amount( jsi, "amount", 0, 0 ), fuel("")
{
if (jsi.has_string("fuel")){
fuel = jsi.get_string("fuel");
// may want to not force this, if we want to support other fuels for some reason
if (fuel != "gasoline" && fuel != "diesel"){
jsi.throw_error("invalid fuel", "fuel");
}
}
}
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float /*mon_density*/ ) const override
{
const int rx = x.get();
const int ry = y.get();
long charges = amount.get();
dat.m.furn_set( rx, ry, f_null );
if( charges == 0 ) {
charges = rng( 10000, 50000 );
}
if( !fuel.empty() ) {
dat.m.place_gas_pump( rx, ry, charges, fuel );
} else {
dat.m.place_gas_pump( rx, ry, charges );
}
}
};
/**
* Place a specific liquid into the map.
* "liquid": id of the liquid item (item should use charges)
* "amount": quantity of liquid placed (a value of 0 uses the default amount)
* "chance": chance of liquid being placed, see @ref map::place_items
*/
class jmapgen_liquid_item : public jmapgen_piece {
public:
jmapgen_int amount;
std::string liquid;
jmapgen_int chance;
jmapgen_liquid_item( JsonObject &jsi ) : jmapgen_piece()
, amount( jsi, "amount", 0, 0)
, liquid( jsi.get_string( "liquid" ) )
, chance( jsi, "chance", 1, 1 )
{
if( !item::type_is_defined( itype_id(liquid) ) ) {
jsi.throw_error( "no such item type", "liquid" );
}
}
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float /*mon_density*/ ) const override
{
if ( one_in(chance.get()) ){
item newliquid( liquid, calendar::turn );
if ( amount.valmax > 0 ){
newliquid.charges = amount.get();
}
dat.m.add_item_or_charges( tripoint(x.get(), y.get(), dat.m.get_abs_sub().z), newliquid );
}
}
};
/**
* Place items from an item group.
* "item": id of the item group.
* "chance": chance of items being placed, see @ref map::place_items
*/
class jmapgen_item_group : public jmapgen_piece {
public:
std::string group_id;
jmapgen_int chance;
jmapgen_item_group( JsonObject &jsi ) : jmapgen_piece()
, group_id( jsi.get_string( "item" ) )
, chance( jsi, "chance", 1, 1 )
{
if( !item_group::group_is_defined( group_id ) ) {
jsi.throw_error( "no such item group", "item" );
}
}
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float /*mon_density*/ ) const override
{
dat.m.place_items( group_id, chance.get(), x.val, y.val, x.valmax, y.valmax, true, 0 );
}
};
/** Place items from an item group */
class jmapgen_loot : public jmapgen_piece {
friend jmapgen_objects;
public:
jmapgen_loot( JsonObject &jsi ) : jmapgen_piece()
, result_group( Item_group::Type::G_COLLECTION, 100, jsi.get_int( "ammo", 0 ), jsi.get_int( "magazine", 0 ) )
, chance( jsi.get_int( "chance", 100 ) )
{
const std::string group = jsi.get_string( "group", std::string() );
const std::string name = jsi.get_string( "item", std::string() );
if( group.empty() == name.empty() ) {
jsi.throw_error( "must provide either item or group" );
}
if( !group.empty() && !item_group::group_is_defined( group ) ) {
jsi.throw_error( "no such item group", "group" );
}
if( !name.empty() && !item_controller->has_template( name ) ) {
jsi.throw_error( "no such item", "item" );
}
// All the probabilities are 100 because we do the roll in @ref apply.
if( group.empty() ) {
result_group.add_item_entry( name, 100 );
} else {
result_group.add_group_entry( group, 100 );
}
}
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float /*mon_density*/ ) const override
{
if( rng( 0, 99 ) < chance ) {
const Item_spawn_data *const isd = &result_group;
const std::vector<item> spawn = isd->create( calendar::turn );
dat.m.spawn_items( tripoint( rng( x.val, x.valmax ), rng( y.val, y.valmax ), dat.m.get_abs_sub().z ), spawn );
}
}
private:
Item_group result_group;
int chance;
};
/**
* Place spawn points for a monster group (actual monster spawning is done later).
* "monster": id of the monster group.
* "chance": see @ref map::place_spawns
* "density": see @ref map::place_spawns
*/
class jmapgen_monster_group : public jmapgen_piece {
public:
mongroup_id id;
float density;
jmapgen_int chance;
jmapgen_monster_group( JsonObject &jsi ) : jmapgen_piece()
, id( jsi.get_string( "monster" ) )
, density( jsi.get_float( "density", -1.0f ) )
, chance( jsi, "chance", 1, 1 )
{
if( !id.is_valid() ) {
jsi.throw_error( "no such monster group", "monster" );
}
}
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float mdensity ) const override
{
dat.m.place_spawns( id, chance.get(), x.val, y.val, x.valmax, y.valmax, density == -1.0f ? mdensity : density );
}
};
/**
* Place spawn points for a specific monster (not a group).
* "monster": id of the monster.
* "friendly": whether the new monster is friendly to the player character.
* "name": the name of the monster (if it has one).
*/
class jmapgen_monster : public jmapgen_piece {
public:
mtype_id id;
bool friendly;
std::string name;
jmapgen_monster( JsonObject &jsi ) : jmapgen_piece()
, id( jsi.get_string( "monster" ) )
, friendly( jsi.get_bool( "friendly", false ) )
, name( jsi.get_string( "name", "NONE" ) )
{
if( !id.is_valid() ) {
jsi.throw_error( "no such monster", "monster" );
}
}
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float /*mdensity*/ ) const override
{
dat.m.add_spawn( id, 1, x.get(), y.get(), friendly, -1, -1, name );
}
};
/**
* Place a vehicle.
* "vehicle": id of the vehicle.
* "chance": chance of spawning the vehicle: 0...100
* "rotation": rotation of the vehicle, see @ref vehicle::vehicle
* "fuel": fuel status of the vehicle, see @ref vehicle::vehicle
* "status": overall (damage) status of the vehicle, see @ref vehicle::vehicle
*/
class jmapgen_vehicle : public jmapgen_piece {
public:
vgroup_id type;
jmapgen_int chance;
std::vector<int> rotation;
int fuel;
int status;
jmapgen_vehicle( JsonObject &jsi ) : jmapgen_piece()
, type( jsi.get_string( "vehicle" ) )
, chance( jsi, "chance", 1, 1 )
//, rotation( jsi.get_int( "rotation", 0 ) ) // unless there is a way for the json parser to
// return a single int as a list, we have to manually check this in the constructor below
, fuel( jsi.get_int( "fuel", -1 ) )
, status( jsi.get_int( "status", -1 ) )
{
if(jsi.has_array("rotation")) {
rotation = jsi.get_int_array("rotation");
}
else {
rotation.push_back(jsi.get_int( "rotation", 0 ));
}
if( !type.is_valid() ) {
jsi.throw_error( "no such vehicle type or group", "vehicle" );
}
}
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float /*mon_density*/ ) const override
{
if( !x_in_y( chance.get(), 100 ) ) {
return;
}
dat.m.add_vehicle( type, point(x.get(), y.get()), random_entry( rotation ), fuel, status );
}
};
/**
* Place a specific item.
* "item": id of item type to spawn.
* "chance": chance of spawning it (1 = always, otherwise one_in(chance)).
* "amount": amount of items to spawn.
*/
class jmapgen_spawn_item : public jmapgen_piece {
public:
itype_id type;
jmapgen_int amount;
jmapgen_int chance;
jmapgen_spawn_item( JsonObject &jsi ) : jmapgen_piece()
, type( jsi.get_string( "item" ) )
, amount( jsi, "amount", 1, 1 )
, chance( jsi, "chance", 1, 1 )
{
if( !item::type_is_defined( type ) ) {
jsi.throw_error( "no such item type", "item" );
}
}
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float /*mon_density*/ ) const override
{
const int c = chance.get();
if ( c == 1 || one_in( c ) ) {
dat.m.spawn_item( x.get(), y.get(), type, amount.get() );
}
}
};
/**
* Place a trap.
* "trap": id of the trap.
*/
class jmapgen_trap : public jmapgen_piece {
public:
trap_id id;
jmapgen_trap( JsonObject &jsi ) : jmapgen_piece()
, id( 0 )
{
const trap_str_id sid( jsi.get_string( "trap" ) );
if( !sid.is_valid() ) {
jsi.throw_error( "no such trap", "trap" );
}
id = sid.id();
}
jmapgen_trap( const std::string &tid ) : jmapgen_piece()
, id( 0 )
{
const trap_str_id sid( tid );
if( !sid.is_valid() ) {
throw std::runtime_error( "unknown trap type" );
}
id = sid.id();
}
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float /*mdensity*/ ) const override
{
const tripoint actual_loc = tripoint( x.get(), y.get(), dat.m.get_abs_sub().z );
dat.m.trap_set( actual_loc, id );
}
};
/**
* Place a furniture.
* "furn": id of the furniture.
*/
class jmapgen_furniture : public jmapgen_piece {
public:
furn_id id;
jmapgen_furniture( JsonObject &jsi ) : jmapgen_furniture( jsi.get_string( "furn" ) ) {}
jmapgen_furniture( const std::string &fid ) : jmapgen_piece(), id( furn_id( fid ) ) {}
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float /*mdensity*/ ) const override
{
dat.m.furn_set( x.get(), y.get(), id );
}
};
/**
* Place terrain.
* "ter": id of the terrain.
*/
class jmapgen_terrain : public jmapgen_piece {
public:
ter_id id;
jmapgen_terrain( JsonObject &jsi ) : jmapgen_terrain( jsi.get_string( "ter" ) ) {}
jmapgen_terrain( const std::string &tid ) : jmapgen_piece(), id( ter_id( tid ) ) {}
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float /*mdensity*/ ) const override
{
dat.m.ter_set( x.get(), y.get(), id );
}
};
/**
* Calls @ref map::make_rubble to create rubble and destroy the existing terrain/furniture.
* See map::make_rubble for explanation of the parameters.
*/
class jmapgen_make_rubble : public jmapgen_piece {
public:
furn_id rubble_type = f_rubble;
bool items = false;
ter_id floor_type = t_dirt;
bool overwrite = false;
jmapgen_make_rubble( JsonObject &jsi ) : jmapgen_piece()
{
if( jsi.has_string( "rubble_type" ) ) {
rubble_type = furn_id( jsi.get_string( "rubble_type" ) );
}
jsi.read( "items", items );
if( jsi.has_string( "floor_type" ) ) {
floor_type = ter_id( jsi.get_string( "floor_type" ) );
}
jsi.read( "overwrite", overwrite );
}
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float /*mon_density*/ ) const override
{
dat.m.make_rubble( tripoint( x.get(), y.get(), dat.m.get_abs_sub().z ), rubble_type, items, floor_type, overwrite );
}
};
/**
* Place a computer (console) with given stats and effects.
* @param options Array of @ref computer_option
* @param failures Array of failure effects (see @ref computer_failure)
*/
class jmapgen_computer : public jmapgen_piece {
public:
std::string name;
int security;
std::vector<computer_option> options;
std::vector<computer_failure> failures;
jmapgen_computer( JsonObject &jsi ) : jmapgen_piece()
{
name = jsi.get_string( "name" );
security = jsi.get_int( "security", 0 );
if( jsi.has_array( "options" ) ) {
JsonArray opts = jsi.get_array( "options" );
while( opts.has_more() ) {
JsonObject jo = opts.next_object();
options.emplace_back( computer_option::from_json( jo ) );
}
}
if( jsi.has_array( "failures" ) ) {
JsonArray opts = jsi.get_array( "failures" );
while( opts.has_more() ) {
JsonObject jo = opts.next_object();
failures.emplace_back( computer_failure::from_json( jo ) );
}
}
}
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float /*mon_density*/ ) const override
{
const int rx = x.get();
const int ry = y.get();
dat.m.ter_set( rx, ry, t_console );
dat.m.furn_set( rx, ry, f_null );
computer *cpu = dat.m.add_computer( tripoint( rx, ry, dat.m.get_abs_sub().z ), name, security );
for( const auto &opt : options ) {
cpu->add_option( opt );
}
for( const auto &opt : failures ) {
cpu->add_failure( opt );
}
}
};
/**
* Calls another mapgen call inside the current one.
* Note: can't use regular overmap ids.
* @param entries list of pairs [nested mapgen id, weight].
*/
class jmapgen_nested : public jmapgen_piece {
private:
class neighborhood_check {
private:
// To speed up the most common case: no checks
bool has_any = false;
std::array<std::set<oter_str_id>, om_direction::size> neighbors;
public:
neighborhood_check( JsonObject jsi ) {
for( om_direction::type dir : om_direction::all ) {
int index = static_cast<int>( dir );
neighbors[index] = jsi.get_tags<oter_str_id>( om_direction::id( dir ) );
has_any |= !neighbors[index].empty();
}
}
bool test( const mapgendata &dat ) const {
if( !has_any ) {
return true;
}
for( om_direction::type dir : om_direction::all ) {
int index = static_cast<int>( dir );
const std::set<oter_str_id> &allowed_neighbors = neighbors[index];
if( !allowed_neighbors.empty() && allowed_neighbors.count( dat.neighbor_at( dir ).id() ) == 0 ) {
return false;
}
}
return true;
}
};
public:
weighted_int_list<std::string> entries;
neighborhood_check neighbors;
jmapgen_nested( JsonObject &jsi ) : jmapgen_piece(), neighbors( jsi.get_object( "neighbors" ) )
{
JsonArray jarr = jsi.get_array( "chunks" );
while( jarr.has_more() ) {
if( jarr.test_array() ) {
JsonArray inner = jarr.next_array();
entries.add( inner.get_string( 0 ), inner.get_int( 1 ) );
} else {
entries.add( jarr.next_string(), 100 );
}
}
}
void apply( const mapgendata &dat, const jmapgen_int &x, const jmapgen_int &y, const float d ) const override
{
const std::string *res = entries.pick();
if( res == nullptr || res->empty() || *res == "null" ) {
return;
}
if( !neighbors.test( dat ) ) {
return;
}
const auto iter = nested_mapgen.find( *res );
if( iter == nested_mapgen.end() ) {
debugmsg( "Unknown nested mapgen function id %s", res->c_str() );
return;
}
// A second roll? Let's allow it for now
const auto &ptr = random_entry_ref( iter->second );
if( ptr == nullptr ) {
return;
}
ptr->nest( dat, x.get(), y.get(), d );
}
};
jmapgen_objects::jmapgen_objects( int off_x, int off_y, size_t mapsize_x, size_t mapsize_y )
: offset_x( off_x )
, offset_y( off_y )
, mapgensize_x( mapsize_x )
, mapgensize_y( mapsize_y )
{}
bool jmapgen_objects::check_bounds( const jmapgen_place place, JsonObject &jso )
{
if( place.x.val < 0 || place.x.val > (int)mapgensize_x - 1 ||
place.y.val < 0 || place.y.val > (int)mapgensize_y - 1 ) {
return false;
}
if( (size_t)place.x.valmax > mapgensize_x - 1 ) {
jso.throw_error( "coordinate range cannot cross grid boundaries", "x" );
return false;
}
if( (size_t)place.y.valmax > mapgensize_y - 1 ) {
jso.throw_error( "coordinate range cannot cross grid boundaries", "y" );
return false;
}
return true;
}
void jmapgen_objects::add( const jmapgen_place &place, std::shared_ptr<jmapgen_piece> piece )
{
objects.emplace_back(place, piece);
}
template<typename PieceType>
void jmapgen_objects::load_objects( JsonArray parray )
{
while( parray.has_more() ) {
auto jsi = parray.next_object();
jmapgen_place where( jsi );
where.offset( offset_x, offset_y );
if( check_bounds( where, jsi ) ) {
add( where, std::make_shared<PieceType>( jsi ) );
}
}
}
template<>
void jmapgen_objects::load_objects<jmapgen_loot>( JsonArray parray )
{
while( parray.has_more() ) {
auto jsi = parray.next_object();
jmapgen_place where( jsi );
where.offset( offset_x, offset_y );
if( !check_bounds( where, jsi ) ) {
continue;
}
auto loot = std::make_shared<jmapgen_loot>( jsi );
auto rate = get_option<float>( "ITEM_SPAWNRATE" );
if( where.repeat.valmax != 1 ) {
// if loot can repeat scale according to rate
where.repeat.val = std::max( int( where.repeat.val * rate ), 1 );
where.repeat.valmax = std::max( int( where.repeat.valmax * rate ), 1 );
} else if( loot->chance != 100 ) {
// otherwise except where chance is 100% scale probability
loot->chance = std::max( std::min( int( loot->chance * rate ), 100 ), 1 );
}
add( where, loot );
}
}
template<typename PieceType>
void jmapgen_objects::load_objects( JsonObject &jsi, const std::string &member_name )
{
if( !jsi.has_member( member_name ) ) {
return;
}
load_objects<PieceType>( jsi.get_array( member_name ) );
}
template<typename PieceType>
void load_place_mapings( JsonObject jobj, mapgen_palette::placing_map::mapped_type &vect )
{
vect.push_back( std::make_shared<PieceType>( jobj ) );
}
/*
This is the default load function for mapgen pieces that only support loading from a json object,
not from a simple string.
Most non-trivial mapgen pieces (like item spawn which contains at least the item group and chance)
are like this. Other pieces (trap, furniture ...) can be loaded from a single string and have
an overload below.
The mapgen piece is loaded from the member of the json object named key.
*/
template<typename PieceType>
void load_place_mapings( JsonObject &pjo, const std::string &key, mapgen_palette::placing_map::mapped_type &vect )
{
if( pjo.has_object( key ) ) {
load_place_mapings<PieceType>( pjo.get_object( key ), vect );
} else {
JsonArray jarr = pjo.get_array( key );
while( jarr.has_more() ) {
load_place_mapings<PieceType>( jarr.next_object(), vect );
}
}
}
/*
This function allows loading the mapgen pieces from a single string, *or* a json object.
The mapgen piece is loaded from the member of the json object named key.
*/
template<typename PieceType>
void load_place_mapings_string( JsonObject &pjo, const std::string &key, mapgen_palette::placing_map::mapped_type &vect )
{
if( pjo.has_string( key ) ) {
try {
vect.push_back( std::make_shared<PieceType>( pjo.get_string( key ) ) );
} catch( const std::runtime_error &err ) {
// Using the json object here adds nice formatting and context information
pjo.throw_error( err.what(), key );
}
} else if( pjo.has_object( key ) ) {
load_place_mapings<PieceType>( pjo.get_object( key ), vect );
} else {
JsonArray jarr = pjo.get_array( key );
while( jarr.has_more() ) {
if( jarr.test_string() ) {
try {
vect.push_back( std::make_shared<PieceType>( jarr.next_string() ) );
} catch( const std::runtime_error &err ) {
// Using the json object here adds nice formatting and context information
jarr.throw_error( err.what() );
}
} else {
load_place_mapings<PieceType>( jarr.next_object(), vect );
}
}
}
}
/*
This function is like load_place_mapings_string, except if the input is an array it will create an
instance of jmapgen_alternativly which will chose the mapgen piece to apply to the map randomly.
Use this with terrain or traps or other things that can not be applied twice to the same place.
*/
template<typename PieceType>
void load_place_mapings_alternatively( JsonObject &pjo, const std::string &key, mapgen_palette::placing_map::mapped_type &vect )
{
if( !pjo.has_array( key ) ) {
load_place_mapings_string<PieceType>( pjo, key, vect );
} else {
auto alter = std::make_shared< jmapgen_alternativly<PieceType> >();
JsonArray jarr = pjo.get_array( key );
while( jarr.has_more() ) {
if( jarr.test_string() ) {
try {
alter->alternatives.emplace_back( jarr.next_string() );
} catch( const std::runtime_error &err ) {
// Using the json object here adds nice formatting and context information
jarr.throw_error( err.what() );
}
} else {
JsonObject jsi = jarr.next_object();
alter->alternatives.emplace_back( jsi );
}
}
vect.push_back( alter );
}
}
template<>
void load_place_mapings<jmapgen_trap>( JsonObject &pjo, const std::string &key, mapgen_palette::placing_map::mapped_type &vect )
{
load_place_mapings_alternatively<jmapgen_trap>( pjo, key, vect );
}
template<>
void load_place_mapings<jmapgen_furniture>( JsonObject &pjo, const std::string &key, mapgen_palette::placing_map::mapped_type &vect )
{
load_place_mapings_alternatively<jmapgen_furniture>( pjo, key, vect );
}
template<>
void load_place_mapings<jmapgen_terrain>( JsonObject &pjo, const std::string &key, mapgen_palette::placing_map::mapped_type &vect )
{
load_place_mapings_alternatively<jmapgen_terrain>( pjo, key, vect );
}
template<typename PieceType>
void mapgen_palette::load_place_mapings( JsonObject &jo, const std::string &member_name, placing_map &format_placings )
{
if( jo.has_object( "mapping" ) ) {
JsonObject pjo = jo.get_object( "mapping" );
for( auto & key : pjo.get_member_names() ) {
if( key.size() != 1 ) {
pjo.throw_error( "format map key must be 1 character", key );
}
JsonObject sub = pjo.get_object( key );
if( !sub.has_member( member_name ) ) {
continue;
}
auto &vect = format_placings[ key[0] ];
::load_place_mapings<PieceType>( sub, member_name, vect );
}
}
if( !jo.has_object( member_name ) ) {
return;
}
/* This is kind of a hack. Loading furniture/terrain from `jo` is already done in
* mapgen_palette::load_temp, continuing here would load it again and cause trouble.
*/
if( member_name == "terrain" || member_name == "furniture" ) {
return;
}
JsonObject pjo = jo.get_object( member_name );
for( auto & key : pjo.get_member_names() ) {
if( key.size() != 1 ) {
pjo.throw_error( "format map key must be 1 character", key );
}
auto &vect = format_placings[ key[0] ];
::load_place_mapings<PieceType>( pjo, key, vect );
}
}
std::map<std::string, mapgen_palette> palettes;
mapgen_palette mapgen_palette::load_temp( JsonObject &jo, const std::string &src )
{
return load_internal( jo, src, false, true );
}
void mapgen_palette::load( JsonObject &jo, const std::string &src )
{
mapgen_palette ret = load_internal( jo, src, true, false );
if( ret.id.empty() ) {
jo.throw_error( "Named palette needs an id" );
}
palettes[ ret.id ] = ret;
}
const mapgen_palette &mapgen_palette::get( const palette_id &id )
{
const auto iter = palettes.find( id );
if( iter != palettes.end() ) {
return iter->second;
}
debugmsg( "Requested palette with unknown id %s", id.c_str() );
static mapgen_palette dummy;
return dummy;
}
void mapgen_palette::add( const palette_id &rh )
{
add( get( rh ) );
}
void mapgen_palette::add( const mapgen_palette &rh )
{
for( auto &placing : rh.format_placings ) {
format_placings[ placing.first ] = placing.second;
}
for( auto &placing : rh.format_terrain ) {
format_terrain[ placing.first ] = placing.second;
}
for( auto &placing : rh.format_furniture ) {
format_furniture[ placing.first ] = placing.second;
}
}
mapgen_palette mapgen_palette::load_internal( JsonObject &jo, const std::string &, bool require_id, bool allow_recur )
{
mapgen_palette new_pal;
auto &format_placings = new_pal.format_placings;
auto &format_terrain = new_pal.format_terrain;
auto &format_furniture = new_pal.format_furniture;
if( require_id ) {
new_pal.id = jo.get_string( "id" );
}
if( jo.has_array( "palettes" ) ) {
if( allow_recur ) {
auto pals = jo.get_string_array( "palettes" );
for( auto &p : pals ) {
new_pal.add( p );
}
} else {
jo.throw_error( "Recursive palettes are not implemented yet" );
}
}
// mandatory: every character in rows must have matching entry, unless fill_ter is set
// "terrain": { "a": "t_grass", "b": "t_lava" }
if( jo.has_object("terrain") ) {
JsonObject pjo = jo.get_object("terrain");
for( const auto &key : pjo.get_member_names() ) {
if( key.size() != 1 ) {
pjo.throw_error( "format map key must be 1 character", key );
}
if( pjo.has_string( key ) ) {
format_terrain[key[0]] = ter_id( pjo.get_string( key ) );
} else {
auto &vect = format_placings[ key[0] ];
::load_place_mapings<jmapgen_terrain>( pjo, key, vect );
if( !vect.empty() ) {
// Dummy entry to signal that this terrain is actually defined, because
// the code below checks that each square on the map has a valid terrain
// defined somehow.
format_terrain[key[0]] = t_null;
}
}
}
}
if( jo.has_object("furniture") ) {
JsonObject pjo = jo.get_object("furniture");
for( const auto &key : pjo.get_member_names() ) {
if( key.size() != 1 ) {
pjo.throw_error( "format map key must be 1 character", key );
}
if( pjo.has_string( key ) ) {
format_furniture[key[0]] = furn_id( pjo.get_string( key ) );
} else {
auto &vect = format_placings[ key[0] ];
::load_place_mapings<jmapgen_furniture>( pjo, key, vect );
}
}
}
new_pal.load_place_mapings<jmapgen_field>( jo, "fields", format_placings );
new_pal.load_place_mapings<jmapgen_npc>( jo, "npcs", format_placings );
new_pal.load_place_mapings<jmapgen_sign>( jo, "signs", format_placings );
new_pal.load_place_mapings<jmapgen_vending_machine>( jo, "vendingmachines", format_placings );
new_pal.load_place_mapings<jmapgen_toilet>( jo, "toilets", format_placings );
new_pal.load_place_mapings<jmapgen_gaspump>( jo, "gaspumps", format_placings );
new_pal.load_place_mapings<jmapgen_item_group>( jo, "items", format_placings );
new_pal.load_place_mapings<jmapgen_monster_group>( jo, "monsters", format_placings );
new_pal.load_place_mapings<jmapgen_vehicle>( jo, "vehicles", format_placings );
// json member name is not optimal, it should be plural like all the others above, but that conflicts
// with the items entry with refers to item groups.
new_pal.load_place_mapings<jmapgen_spawn_item>( jo, "item", format_placings );
new_pal.load_place_mapings<jmapgen_trap>( jo, "traps", format_placings );
new_pal.load_place_mapings<jmapgen_monster>( jo, "monster", format_placings );
new_pal.load_place_mapings<jmapgen_furniture>( jo, "furniture", format_placings );
new_pal.load_place_mapings<jmapgen_terrain>( jo, "terrain", format_placings );
new_pal.load_place_mapings<jmapgen_make_rubble>( jo, "rubble", format_placings );
new_pal.load_place_mapings<jmapgen_computer>( jo, "computers", format_placings );
new_pal.load_place_mapings<jmapgen_nested>( jo, "nested", format_placings );
return new_pal;
}
bool mapgen_function_json::setup_internal( JsonObject &jo )
{
// Just to make sure no one does anything stupid
if( jo.has_member( "mapgensize" ) ) {
jo.throw_error( "\"mapgensize\" only allowed for nested mapgen" );
}
// something akin to mapgen fill_background.
if( jo.has_string( "fill_ter" ) ) {
fill_ter = ter_str_id( jo.get_string( "fill_ter" ) ).id();
}
if( jo.has_string("lua") ) { // minified into one\nline
luascript = jo.get_string("lua");
} else if( jo.has_array("lua") ) { // or 1 line per entry array
luascript.clear();
JsonArray jascr = jo.get_array("lua");
while ( jascr.has_more() ) {
luascript += jascr.next_string();
luascript += "\n";
}
}
if( jo.has_member( "rotation" ) ) {
rotation = jmapgen_int( jo, "rotation" );
}
return fill_ter != t_null;
}
bool mapgen_function_json_nested::setup_internal( JsonObject &jo )
{
// Mandatory - nested mapgen must be explicitly sized
if( jo.has_array( "mapgensize" ) ) {
JsonArray jarr = jo.get_array( "mapgensize" );
mapgensize_x = jarr.get_int( 0 );
mapgensize_y = jarr.get_int( 1 );
if( mapgensize_x == 0 || mapgensize_x != mapgensize_y ) {
// Non-square sizes not implemented yet
jo.throw_error( "\"mapgensize\" must be an array of two identical, positive numbers" );
}
} else {
jo.throw_error( "Nested mapgen must have \"mapgensize\" set" );
}
// Nested mapgen is always halal because it can assume underlying map is.
return true;
}
void mapgen_function_json::setup()
{
setup_common();
}
void mapgen_function_json_nested::setup()
{
setup_common();
}
/*
* Parse json, pre-calculating values for stuff, then cheerfully throw json away. Faster than regular mapf, in theory
*/
void mapgen_function_json_base::setup_common()
{
if( is_ready ) {
return;
}
std::istringstream iss( jdata );
JsonIn jsin( iss );
JsonObject jo = jsin.get_object();
bool qualifies = setup_internal( jo );
JsonArray parray;
JsonArray sparray;
JsonObject pjo;
format.resize( mapgensize_x * mapgensize_y );
// just like mapf::basic_bind("stuff",blargle("foo", etc) ), only json input and faster when applying
if ( jo.has_array("rows") ) {
mapgen_palette palette = mapgen_palette::load_temp( jo, "dda" );
auto &format_terrain = palette.format_terrain;
auto &format_furniture = palette.format_furniture;
auto &format_placings = palette.format_placings;
if( format_terrain.empty() ) {
jsin.error( "format: no terrain map" );
}
// mandatory: mapgensize rows of mapgensize character lines, each of which must have a matching key in "terrain",
// unless fill_ter is set
// "rows:" [ "aaaajustlikeinmapgen.cpp", "this.must!be!exactly.24!", "and_must_match_terrain_", .... ]
parray = jo.get_array( "rows" );
if ( parray.size() < mapgensize_y + y_offset ) {
parray.throw_error( string_format( " format: rows: must have at least %d rows, not %d",
mapgensize_y + y_offset, parray.size() ));
}
for( size_t c = y_offset; c < mapgensize_y + y_offset; c++ ) {
const auto tmpval = parray.get_string( c );
if ( tmpval.size() < mapgensize_x + x_offset ) {
parray.throw_error( string_format( " format: row %d must have at least %d columns, not %d",
c + 1, mapgensize_x + x_offset, tmpval.size()));
}
for ( size_t i = x_offset; i < mapgensize_x + x_offset; i++ ) {
const int tmpkey = tmpval[i];
auto iter_ter = format_terrain.find( tmpkey );
if ( iter_ter != format_terrain.end() ) {
format[ calc_index( i - x_offset, c - y_offset ) ].ter = iter_ter->second;
} else if ( ! qualifies ) { // fill_ter should make this kosher
parray.throw_error( string_format( " format: rows: row %d column %d: '%c' is not in 'terrain', and no 'fill_ter' is set!",
c + 1, i + 1, (char)tmpkey ) );
}
auto iter_furn = format_furniture.find( tmpkey );
if ( iter_furn != format_furniture.end() ) {
format[ calc_index( i - x_offset, c - y_offset ) ].furn = iter_furn->second;
}
const auto fpi = format_placings.find( tmpkey );
if( fpi != format_placings.end() ) {
jmapgen_place where( i - x_offset, c - y_offset );
for( auto &what: fpi->second ) {
objects.add(where, what);
}
}
}
}
qualifies = true;
do_format = true;
}
// No fill_ter? No format? GTFO.
if ( ! qualifies ) {
jo.throw_error(" Need either 'fill_terrain' or 'rows' + 'terrain' (RTFM)");
// @todo: write TFM.
}
if ( jo.has_array("set") ) {
parray = jo.get_array("set");
setup_setmap( parray );
}
// this is for backwards compatibility, it should better be named place_items
objects.load_objects<jmapgen_spawn_item>( jo, "add" );
objects.load_objects<jmapgen_field>( jo, "place_fields" );
objects.load_objects<jmapgen_npc>( jo, "place_npcs" );
objects.load_objects<jmapgen_sign>( jo, "place_signs" );
objects.load_objects<jmapgen_vending_machine>( jo, "place_vendingmachines" );
objects.load_objects<jmapgen_toilet>( jo, "place_toilets" );
objects.load_objects<jmapgen_liquid_item>( jo, "place_liquids" );
objects.load_objects<jmapgen_gaspump>( jo, "place_gaspumps" );
objects.load_objects<jmapgen_item_group>( jo, "place_items" );
objects.load_objects<jmapgen_loot>( jo, "place_loot" );
objects.load_objects<jmapgen_monster_group>( jo, "place_monsters" );
objects.load_objects<jmapgen_vehicle>( jo, "place_vehicles" );
objects.load_objects<jmapgen_trap>( jo, "place_traps" );
objects.load_objects<jmapgen_furniture>( jo, "place_furniture" );
objects.load_objects<jmapgen_terrain>( jo, "place_terrain" );
objects.load_objects<jmapgen_monster>( jo, "place_monster" );
objects.load_objects<jmapgen_make_rubble>( jo, "place_rubble" );
objects.load_objects<jmapgen_computer>( jo, "place_computers" );
objects.load_objects<jmapgen_nested>( jo, "place_nested" );
is_ready = true; // skip setup attempts from any additional pointers
}
/////////////////////////////////////////////////////////////////////////////////
///// 3 - mapgen (gameplay)
///// stuff below is the actual in-game map generation (ill)logic
/*
* (set|line|square)_(ter|furn|trap|radiation); simple (x, y, int) or (x1,y1,x2,y2, int) functions
* @todo: optimize, though gcc -O2 optimizes enough that splitting the switch has no effect
*/
bool jmapgen_setmap::apply( const mapgendata &dat, int offset_x, int offset_y ) const {
if( chance != 1 && !one_in( chance ) ) {
return true;
}
const auto get = []( const jmapgen_int &v, int offset ) {
return v.get() + offset;
};
const auto x_get = std::bind( get, x, offset_x );
const auto y_get = std::bind( get, y, offset_y );
const auto x2_get = std::bind( get, x2, offset_x );
const auto y2_get = std::bind( get, y2, offset_y );
map &m = dat.m;
const int trepeat = repeat.get();
for (int i = 0; i < trepeat; i++) {
switch(op) {
case JMAPGEN_SETMAP_TER: {
// TODO: the ter_id should be stored separately and not be wrapped in an jmapgen_int
m.ter_set( x_get(), y_get(), ter_id( val.get() ) );
} break;
case JMAPGEN_SETMAP_FURN: {
// TODO: the furn_id should be stored separately and not be wrapped in an jmapgen_int
m.furn_set( x_get(), y_get(), furn_id( val.get() ) );
} break;
case JMAPGEN_SETMAP_TRAP: {
// TODO: the trap_id should be stored separately and not be wrapped in an jmapgen_int
mtrap_set( &m, x_get(), y_get(), trap_id( val.get() ) );
} break;
case JMAPGEN_SETMAP_RADIATION: {
m.set_radiation( x_get(), y_get(), val.get());
} break;
case JMAPGEN_SETMAP_BASH: {
m.bash( tripoint( x_get(), y_get(), m.get_abs_sub().z ), 9999);
} break;
case JMAPGEN_SETMAP_LINE_TER: {
// TODO: the ter_id should be stored separately and not be wrapped in an jmapgen_int
m.draw_line_ter( ter_id( val.get() ), x_get(), y_get(), x2_get(), y2_get() );
} break;
case JMAPGEN_SETMAP_LINE_FURN: {
// TODO: the furn_id should be stored separately and not be wrapped in an jmapgen_int
m.draw_line_furn( furn_id( val.get() ), x_get(), y_get(), x2_get(), y2_get() );
} break;
case JMAPGEN_SETMAP_LINE_TRAP: {
const std::vector<point> line = line_to(x_get(), y_get(), x2_get(), y2_get(), 0);
for (auto &i : line) {
// TODO: the trap_id should be stored separately and not be wrapped in an jmapgen_int
mtrap_set( &m, i.x, i.y, trap_id( val.get() ) );
}
} break;
case JMAPGEN_SETMAP_LINE_RADIATION: {
const std::vector<point> line = line_to(x_get(), y_get(), x2_get(), y2_get(), 0);
for (auto &i : line) {
m.set_radiation( i.x, i.y, (int)val.get() );
}
} break;
case JMAPGEN_SETMAP_SQUARE_TER: {
// TODO: the ter_id should be stored separately and not be wrapped in an jmapgen_int
m.draw_square_ter( ter_id( val.get() ), x_get(), y_get(), x2_get(), y2_get() );
} break;
case JMAPGEN_SETMAP_SQUARE_FURN: {
// TODO: the furn_id should be stored separately and not be wrapped in an jmapgen_int
m.draw_square_furn( furn_id( val.get() ), x_get(), y_get(), x2_get(), y2_get() );
} break;
case JMAPGEN_SETMAP_SQUARE_TRAP: {
const int cx = x_get();
const int cy = y_get();
const int cx2 = x2_get();
const int cy2 = y2_get();
for (int tx = cx; tx <= cx2; tx++) {
for (int ty = cy; ty <= cy2; ty++) {
// TODO: the trap_id should be stored separately and not be wrapped in an jmapgen_int
mtrap_set( &m, tx, ty, trap_id( val.get() ) );
}
}
} break;
case JMAPGEN_SETMAP_SQUARE_RADIATION: {
const int cx = x_get();
const int cy = y_get();
const int cx2 = x2_get();
const int cy2 = y2_get();
for (int tx = cx; tx <= cx2; tx++) {
for (int ty = cy; ty <= cy2; ty++) {
m.set_radiation( tx, ty, (int)val.get());
}
}
} break;
default:
//Suppress warnings
break;
}
}
return true;
}
void mapgen_function_json_base::formatted_set_incredibly_simple( map &m, int offset_x, int offset_y ) const
{
for( size_t y = 0; y < mapgensize_y; y++ ) {
for( size_t x = 0; x < mapgensize_x; x++ ) {
const size_t index = calc_index( x, y );
const ter_furn_id &tdata = format[index];
int map_x = x + offset_x;
int map_y = y + offset_y;
if( tdata.furn != f_null ) {
if( tdata.ter != t_null ) {
m.set( map_x, map_y, tdata.ter, tdata.furn );
} else {
m.furn_set( map_x, map_y, tdata.furn );
}
} else if( tdata.ter != t_null ) {
m.ter_set( map_x, map_y, tdata.ter );
}
}
}
}
/*
* Apply mapgen as per a derived-from-json recipe; in theory fast, but not very versatile
*/
void mapgen_function_json::generate( map *m, const oter_id &terrain_type, const mapgendata &md, int t, float d ) {
if( fill_ter != t_null ) {
m->draw_fill_background( fill_ter );
}
if( do_format ) {
formatted_set_incredibly_simple( *m, 0, 0 );
}
for( auto &elem : setmap_points ) {
elem.apply( md, 0, 0 );
}
if ( ! luascript.empty() ) {
lua_mapgen( m, terrain_type, md, t, d, luascript );
}
objects.apply( md, 0, 0, d );
m->rotate( rotation.get() );
if( terrain_type->is_rotatable() ) {
mapgen_rotate(m, terrain_type, false );
}
}
void mapgen_function_json_nested::nest( const mapgendata &dat, int offset_x, int offset_y, float density ) const
{
if( do_format ) {
formatted_set_incredibly_simple( dat.m, offset_x, offset_y );
}
for( auto &elem : setmap_points ) {
elem.apply( dat, offset_x, offset_y );
}
objects.apply( dat, offset_x, offset_y, density );
}
/*
* Apply mapgen as per a derived-from-json recipe; in theory fast, but not very versatile
*/
void jmapgen_objects::apply( const mapgendata &dat, float density ) const {
for( auto &obj : objects ) {
const auto &where = obj.first;
const auto &what = *obj.second;
const int repeat = where.repeat.get();
for( int i = 0; i < repeat; i++ ) {
what.apply( dat, where.x, where.y, density );
}
}
}
void jmapgen_objects::apply( const mapgendata &dat, int offset_x, int offset_y, float density ) const {
if( offset_x == 0 && offset_y == 0 ) {
// It's a bit faster
apply( dat, density );
return;
}
for( auto &obj : objects ) {
auto where = obj.first;
where.offset( -offset_x, -offset_y );
const auto &what = *obj.second;
const int repeat = where.repeat.get();
for( int i = 0; i < repeat; i++ ) {
what.apply( dat, where.x, where.y, density );
}
}
}
/////////////////////////////////////////////////////////////////////////////////
///// lua mapgen functions
// wip: need more bindings. Basic stuff works
#ifndef LUA
int lua_mapgen( map *m, const oter_id &id, const mapgendata &md, int t, float d, const std::string & )
{
mapgen_crater(m,id,md,t,d);
mapf::formatted_set_simple(m, 0, 6,
"\
* * ***\n\
** * * *\n\
* * * * *\n\
* ** * *\n\
* * ***\n\
\n\
* * * *\n\
* * * * *\n\
* * * ***\n\
* * * * *\n\
***** *** * *\n\
", mapf::ter_bind("*", t_paper), mapf::furn_bind("*", f_null));
return 0;
}
#endif
void mapgen_function_lua::generate( map *m, const oter_id &terrain_type, const mapgendata &dat, int t, float d ) {
lua_mapgen( m, terrain_type, dat, t, d, scr );
}
/////////////
// TODO: clean up variable shadowing in this function
// unfortunately, due to how absurdly long the function is (over 8000 lines!), it'll be hard to
// track down what is and isn't supposed to be carried around between bits of code.
// I suggest that we break the function down into smaller parts
void map::draw_map(const oter_id terrain_type, const oter_id t_north, const oter_id t_east,
const oter_id t_south, const oter_id t_west, const oter_id t_neast,
const oter_id t_seast, const oter_id t_swest, const oter_id t_nwest,
const oter_id t_above, const int turn, const float density,
const int zlevel, const regional_settings * rsettings)
{
static const mongroup_id GROUP_ZOMBIE( "GROUP_ZOMBIE" );
static const mongroup_id GROUP_PUBLICWORKERS( "GROUP_PUBLICWORKERS" );
static const mongroup_id GROUP_DOMESTIC( "GROUP_DOMESTIC" );
// Big old switch statement with a case for each overmap terrain type.
// Many of these can be copied from another type, then rotated; for instance,
// "house_east" is identical to "house_north", just rotated 90 degrees to
// the right. The rotate(int) function is at the bottom of this file.
// Below comment is outdated
// TODO: Update comment
// The place_items() function takes a item group ident type,
// an "odds" int giving the chance for a single item to be
// placed, four ints (x1, y1, x2, y2) corresponding to the upper left corner
// and lower right corner of a square where the items are placed, a boolean
// that indicates whether items may spawn on grass & dirt, and finally an
// integer that indicates on which turn the items were created. This final
// integer should be 0, unless the items are "fresh-grown" like wild fruit.
//these variables are used in regular house generation. Placed here by Whales
int rn = 0;
int lw = 0;
int rw = 0;
int mw = 0;
int tw = 0;
int bw = 0;
int x = 0;
int y = 0;
// To distinguish between types of labs
bool ice_lab = true;
std::array<oter_id, 8> t_nesw = {{ t_north, t_east, t_south, t_west, t_neast, t_seast, t_swest, t_nwest }};
std::array<int, 8> nesw_fac = {{ 0, 0, 0, 0, 0, 0, 0, 0 }};
int &n_fac = nesw_fac[0], &e_fac = nesw_fac[1], &s_fac = nesw_fac[2], &w_fac = nesw_fac[3];
mapgendata dat( t_north, t_east, t_south, t_west, t_neast, t_seast, t_swest, t_nwest, t_above, zlevel, *rsettings, *this );
computer *tmpcomp = NULL;
bool terrain_type_found = true;
const std::string function_key = terrain_type->get_mapgen_id();
const auto fmapit = oter_mapgen.find( function_key );
if ( fmapit != oter_mapgen.end() && !fmapit->second.empty() ) {
// int fidx = rng(0, fmapit->second.size() - 1); // simple unweighted list
std::map<std::string, std::map<int,int> >::const_iterator weightit = oter_mapgen_weights.find( function_key );
const int rlast = weightit->second.rbegin()->first;
const int roll = rng(1, rlast);
const int fidx = weightit->second.lower_bound( roll )->second;
//add_msg("draw_map: %s (%s): %d/%d roll %d/%d den %.4f", terrain_type.c_str(), function_key.c_str(), fidx+1, fmapit->second.size(), roll, rlast, density );
fmapit->second[fidx]->generate(this, terrain_type, dat, turn, density);
// @todo: make these json or mappable functions
} else if (terrain_type == "office_tower_1_entrance") {
dat.fill_groundcover();
mapf::formatted_set_simple(this, 0, 0,
"\
ss%|....+...|...|EEED...\n\
ss%|----|...|...|EEx|...\n\
ss%Vcdc^|...|-+-|---|...\n\
ss%Vch..+...............\n\
ss%V....|...............\n\
ss%|----|-|-+--ccc--|...\n\
ss%|..C..C|.....h..r|-+-\n\
sss=......+..h.....r|...\n\
ss%|r..CC.|.ddd....r|T.S\n\
ss%|------|---------|---\n\
ss%|####################\n\
ss%|#|------||------|###\n\
ss%|#|......||......|###\n\
ss%|||......||......|###\n\
ss%||x......||......||##\n\
ss%|||......||......x|##\n\
ss%|#|......||......||##\n\
ss%|#|......||......|###\n\
ss%|#|XXXXXX||XXXXXX|###\n\
ss%|-|__,,__||__,,__|---\n\
ss%% x_,,,,_ __,,__ %%\n\
ss __,,__ _,,,,_ \n\
ssssss__,,__ss__,,__ssss\n\
ssssss______ss______ssss\n",
mapf::ter_bind("E > < R # X G C , _ r V H 6 x % ^ . - | t + = D w T S e o h c d l s", t_elevator,
t_stairs_down, t_stairs_up, t_railing_v, t_rock, t_door_metal_locked, t_door_glass_c, t_floor,
t_pavement_y, t_pavement, t_floor, t_wall_glass, t_wall_glass, t_console, t_console_broken,
t_shrub, t_floor, t_floor, t_wall, t_wall, t_floor, t_door_c, t_door_locked,
t_door_locked_alarm, t_window, t_floor, t_floor, t_floor, t_floor, t_floor, t_floor, t_floor,
t_floor, t_sidewalk),
mapf::furn_bind("E > < R # X G C , _ r V H 6 x % ^ . - | t + = D w T S e o h c d l s", f_null,
f_null, f_null, f_null, f_null, f_null, f_null, f_crate_c,
f_null, f_null, f_rack, f_null, f_null, f_null, f_null,
f_null, f_indoor_plant, f_null, f_null, f_null, f_table, f_null, f_null, f_null,
f_null, f_toilet, f_sink, f_fridge, f_bookcase, f_chair, f_counter, f_desk, f_locker, f_null));
place_items("office", 75, 4, 2, 6, 2, false, 0);
place_items("office", 75, 19, 6, 19, 6, false, 0);
place_items("office", 75, 12, 8, 14, 8, false, 0);
if (density > 1) {
place_spawns( GROUP_ZOMBIE, 2, 0, 0, 12, 3, density);
} else {
if (x_in_y(1, 2)) {
add_spawn(mon_zombie, 2, 15, 7);
}
if (x_in_y(1, 2)) {
add_spawn(mon_zombie, rng(1, 8), 22, 1);
}
if (x_in_y(1, 2)) {
add_spawn(mon_zombie_cop, 1, 22, 4);
}
}
{
int num_chairs = rng(0, 6);
for( int i = 0; i < num_chairs; i++ ) {
add_vehicle( vproto_id( "swivel_chair" ), rng(6, 16), rng(6, 16), 0, -1, -1, false);
}
}
if (t_north == "office_tower_1" && t_west == "office_tower_1") {
rotate(3);
} else if (t_north == "office_tower_1" && t_east == "office_tower_1") {
rotate(0);
} else if (t_south == "office_tower_1" && t_east == "office_tower_1") {
rotate(1);
} else if (t_west == "office_tower_1" && t_south == "office_tower_1") {
rotate(2);
}
} else if (terrain_type == "office_tower_1") {
// Init to grass & dirt;
dat.fill_groundcover();
if ((t_south == "office_tower_1_entrance" && t_east == "office_tower_1") ||
(t_north == "office_tower_1" && t_east == "office_tower_1_entrance") ||
(t_west == "office_tower_1" && t_north == "office_tower_1_entrance") ||
(t_south == "office_tower_1" && t_west == "office_tower_1_entrance")) {
mapf::formatted_set_simple(this, 0, 0,
"\
ssssssssssssssssssssssss\n\
ssssssssssssssssssssssss\n\
ss \n\
ss%%%%%%%%%%%%%%%%%%%%%%\n\
ss%|-HH-|-HH-|-HH-|HH|--\n\
ss%Vdcxl|dxdl|lddx|..|.S\n\
ss%Vdh..|dh..|..hd|..+..\n\
ss%|-..-|-..-|-..-|..|--\n\
ss%V.................|.T\n\
ss%V.................|..\n\
ss%|-..-|-..-|-..-|..|--\n\
ss%V.h..|..hd|..hd|..|..\n\
ss%Vdxdl|^dxd|.xdd|..G..\n\
ss%|----|----|----|..G..\n\
ss%|llll|..htth......|..\n\
ss%V.................|..\n\
ss%V.ddd..........|+-|..\n\
ss%|..hd|.hh.ceocc|.l|..\n\
ss%|----|---------|--|..\n\
ss%Vcdcl|...............\n\
ss%V.h..+...............\n\
ss%V...^|...|---|---|...\n\
ss%|----|...|.R>|EEE|...\n\
ss%|rrrr|...|.R.|EEED...\n",
mapf::ter_bind("E > R # X G C , _ r V H 6 x % ^ . - | t + = D w T S e o h c d l s", t_elevator,
t_stairs_down, t_railing_v, t_rock, t_door_metal_locked, t_door_glass_c, t_floor, t_pavement_y,
t_pavement, t_floor, t_wall_glass, t_wall_glass, t_console, t_console_broken, t_shrub, t_floor,
t_floor, t_wall, t_wall, t_floor, t_door_c, t_door_locked, t_door_locked_alarm, t_window,
t_floor, t_floor, t_floor, t_floor, t_floor, t_floor, t_floor, t_floor, t_sidewalk),
mapf::furn_bind("E > R # X G C , _ r V H 6 x % ^ . - | t + = D w T S e o h c d l s", f_null,
f_null, f_null, f_null, f_null, f_null, f_crate_c, f_null,
f_null, f_rack, f_null, f_null, f_null, f_null, f_null,
f_indoor_plant, f_null, f_null, f_null, f_table, f_null, f_null, f_null,
f_null, f_toilet, f_sink, f_fridge, f_bookcase, f_chair, f_counter, f_desk, f_locker, f_null));
if (density > 1) {
place_spawns( GROUP_ZOMBIE, 2, 0, 0, 2, 8, density);
} else {
add_spawn(mon_zombie, rng(0, 5), 15, 7);
if (x_in_y(1, 1)) {
add_spawn(mon_zombie, 2, 5, 20);
}
}
place_items("office", 75, 4, 23, 7, 23, false, 0);
place_items("office", 75, 4, 19, 7, 19, false, 0);
place_items("office", 75, 4, 14, 7, 14, false, 0);
place_items("office", 75, 5, 16, 7, 16, false, 0);
place_items("fridge", 80, 14, 17, 14, 17, false, 0);
place_items("cleaning", 75, 19, 17, 20, 17, false, 0);
place_items("cubical_office", 75, 6, 12, 7, 12, false, 0);
place_items("cubical_office", 75, 12, 11, 12, 12, false, 0);
place_items("cubical_office", 75, 16, 11, 17, 12, false, 0);
place_items("cubical_office", 75, 4, 5, 5, 5, false, 0);
place_items("cubical_office", 75, 11, 5, 12, 5, false, 0);
place_items("cubical_office", 75, 14, 5, 16, 5, false, 0);
{
int num_chairs = rng(0, 6);
for( int i = 0; i < num_chairs; i++ ) {
add_vehicle( vproto_id( "swivel_chair" ), rng(6, 16), rng(6, 16), 0, -1, -1, false);
}
}
if (t_west == "office_tower_1_entrance") {
rotate(1);
}
if (t_north == "office_tower_1_entrance") {
rotate(2);
}
if (t_east == "office_tower_1_entrance") {
rotate(3);
}
}
else if ((t_west == "office_tower_1_entrance" && t_north == "office_tower_1") ||
(t_north == "office_tower_1_entrance" && t_east == "office_tower_1") ||
(t_west == "office_tower_1" && t_south == "office_tower_1_entrance") ||
(t_south == "office_tower_1" && t_east == "office_tower_1_entrance")) {
mapf::formatted_set_simple(this, 0, 0,
"\
...DEEE|...|..|-----|%ss\n\
...|EEE|...|..|^...lV%ss\n\
...|---|-+-|......hdV%ss\n\
...........G..|..dddV%ss\n\
...........G..|-----|%ss\n\
.......|---|..|...ddV%ss\n\
|+-|...|...+......hdV%ss\n\
|.l|...|rr.|.^|l...dV%ss\n\
|--|...|---|--|-----|%ss\n\
|...........c.......V%ss\n\
|.......cxh.c.#####.Vsss\n\
|.......ccccc.......Gsss\n\
|...................Gsss\n\
|...................Vsss\n\
|#..................Gsss\n\
|#..................Gsss\n\
|#..................Vsss\n\
|#............#####.V%ss\n\
|...................|%ss\n\
--HHHHHGGHHGGHHHHH--|%ss\n\
%%%%% ssssssss %%%%%%%ss\n\
ssssssss ss\n\
ssssssssssssssssssssssss\n\
ssssssssssssssssssssssss\n",
mapf::ter_bind("E > < R # X G C , _ r V H 6 x % ^ . - | t + = D w T S e o h c d l s", t_elevator,
t_stairs_down, t_stairs_up, t_railing_v, t_floor, t_door_metal_locked, t_door_glass_c, t_floor,
t_pavement_y, t_pavement, t_floor, t_wall_glass, t_wall_glass, t_console, t_console_broken,
t_shrub, t_floor, t_floor, t_wall, t_wall, t_floor, t_door_c, t_door_locked,
t_door_locked_alarm, t_window, t_floor, t_floor, t_floor, t_floor, t_floor, t_floor, t_floor,
t_floor, t_sidewalk),
mapf::furn_bind("E > < R # X G C , _ r V H 6 x % ^ . - | t + = D w T S e o h c d l s", f_null,
f_null, f_null, f_null, f_bench, f_null, f_null, f_crate_c,
f_null, f_null, f_rack, f_null, f_null, f_null, f_null,
f_null, f_indoor_plant, f_null, f_null, f_null, f_table, f_null, f_null, f_null,
f_null, f_toilet, f_sink, f_fridge, f_bookcase, f_chair, f_counter, f_desk, f_locker, f_null));
place_items("office", 75, 19, 1, 19, 3, false, 0);
place_items("office", 75, 17, 3, 18, 3, false, 0);
place_items("office", 90, 8, 7, 9, 7, false, 0);
place_items("cubical_office", 75, 19, 5, 19, 7, false, 0);
place_items("cleaning", 80, 1, 7, 2, 7, false, 0);
if (density > 1) {
place_spawns( GROUP_ZOMBIE, 2, 0, 0, 14, 10, density);
} else {
add_spawn(mon_zombie, rng(0, 15), 14, 10);
if (x_in_y(1, 2)) {
add_spawn(mon_zombie_cop, 2, 10, 10);
}
}
{
int num_chairs = rng(0, 6);
for( int i = 0; i < num_chairs; i++ ) {
add_vehicle( vproto_id( "swivel_chair" ), rng(6, 16), rng(6, 16), 0, -1, -1, false);
}
}
if (t_north == "office_tower_1_entrance") {
rotate(1);
}
if (t_east == "office_tower_1_entrance") {
rotate(2);
}
if (t_south == "office_tower_1_entrance") {
rotate(3);
}
}
else {
mapf::formatted_set_simple(this, 0, 0,
"\
ssssssssssssssssssssssss\n\
ssssssssssssssssssssssss\n\
ss\n\
%%%%%%%%%%%%%%%%%%%%%%ss\n\
--|---|--HHHH-HHHH--|%ss\n\
.T|..l|............^|%ss\n\
..|-+-|...hhhhhhh...V%ss\n\
--|...G...ttttttt...V%ss\n\
.S|...G...ttttttt...V%ss\n\
..+...|...hhhhhhh...V%ss\n\
--|...|.............|%ss\n\
..|...|-------------|%ss\n\
..G....|l.......dxd^|%ss\n\
..G....G...h....dh..V%ss\n\
..|....|............V%ss\n\
..|....|------|llccc|%ss\n\
..|...........|-----|%ss\n\
..|...........|...ddV%ss\n\
..|----|---|......hdV%ss\n\
.......+...|..|l...dV%ss\n\
.......|rrr|..|-----|%ss\n\
...|---|---|..|l.dddV%ss\n\
...|xEE|.R>|......hdV%ss\n\
...DEEE|.R.|..|.....V%ss\n",
mapf::ter_bind("E > R # X G C , _ r V H 6 x % ^ . - | t + = D w T S e o h c d l s", t_elevator,
t_stairs_down, t_railing_v, t_rock, t_door_metal_locked, t_door_glass_c, t_floor, t_pavement_y,
t_pavement, t_floor, t_wall_glass, t_wall_glass, t_console, t_console_broken, t_shrub, t_floor,
t_floor, t_wall, t_wall, t_floor, t_door_c, t_door_locked, t_door_locked_alarm, t_window,
t_floor, t_floor, t_floor, t_floor, t_floor, t_floor, t_floor, t_floor, t_sidewalk),
mapf::furn_bind("E > R # X G C , _ r V H 6 x % ^ . - | t + = D w T S e o h c d l s", f_null,
f_null, f_null, f_null, f_null, f_null, f_crate_c, f_null,
f_null, f_rack, f_null, f_null, f_null, f_null, f_null,
f_indoor_plant, f_null, f_null, f_null, f_table, f_null, f_null, f_null,
f_null, f_toilet, f_sink, f_fridge, f_bookcase, f_chair, f_counter, f_desk, f_locker, f_null));
spawn_item(18, 15, "record_accounting");
place_items("cleaning", 75, 3, 5, 5, 5, false, 0);
place_items("office", 75, 10, 7, 16, 8, false, 0);
place_items("cubical_office", 75, 15, 15, 19, 15, false, 0);
place_items("cubical_office", 75, 16, 12, 16, 13, false, 0);
place_items("cubical_office", 75, 17, 19, 19, 19, false, 0);
place_items("office", 75, 17, 21, 19, 21, false, 0);
place_items("office", 75, 16, 11, 17, 12, false, 0);
place_items("cleaning", 75, 8, 20, 10, 20, false, 0);
if (density > 1) {
place_spawns( GROUP_ZOMBIE, 2, 0, 0, 9, 15, density);
} else {
add_spawn(mon_zombie, rng(0, 5), 9, 15);
}
{
int num_chairs = rng(0, 6);
for( int i = 0; i < num_chairs; i++ ) {
add_vehicle( vproto_id( "swivel_chair" ), rng(6, 16), rng(6, 16), 0, -1, -1, false);
}
}
if (t_west == "office_tower_1" && t_north == "office_tower_1") {
rotate(1);
} else if (t_east == "office_tower_1" && t_north == "office_tower_1") {
rotate(2);
} else if (t_east == "office_tower_1" && t_south == "office_tower_1") {
rotate(3);
}
}
} else if (terrain_type == "office_tower_b_entrance") {
dat.fill_groundcover();
mapf::formatted_set_simple(this, 0, 0,
"\
sss|........|...|EEED___\n\
sss|........|...|EEx|___\n\
sss|........|-+-|---|HHG\n\
sss|....................\n\
sss|....................\n\
sss|....................\n\
sss|....................\n\
sss|....,,......,,......\n\
sss|...,,,,.....,,......\n\
sss|....,,.....,,,,..xS.\n\
sss|....,,......,,...SS.\n\
sss|-|XXXXXX||XXXXXX|---\n\
sss|s|EEEEEE||EEEEEE|sss\n\
sss|||EEEEEE||EEEEEE|sss\n\
sss||xEEEEEE||EEEEEE||ss\n\
sss|||EEEEEE||EEEEEEx|ss\n\
sss|s|EEEEEE||EEEEEE||ss\n\
sss|s|EEEEEE||EEEEEE|sss\n\
sss|s|------||------|sss\n\
sss|--------------------\n\
ssssssssssssssssssssssss\n\
ssssssssssssssssssssssss\n\
ssssssssssssssssssssssss\n\
ssssssssssssssssssssssss\n",
mapf::ter_bind("E s > < R # X G C , . r V H 6 x % ^ _ - | t + = D w T S e o h c d l",
t_elevator, t_rock, t_stairs_down, t_stairs_up, t_railing_v, t_floor, t_door_metal_locked,
t_door_glass_c, t_floor, t_pavement_y, t_pavement, t_floor, t_wall_glass, t_wall_glass,
t_console, t_console_broken, t_shrub, t_floor, t_floor, t_wall, t_wall, t_floor,
t_door_c, t_door_locked, t_door_locked_alarm, t_window, t_floor, t_sidewalk, t_floor, t_floor,
t_floor, t_floor, t_floor, t_floor),
mapf::furn_bind("E s > < R # X G C , . r V H 6 x % ^ _ - | t + = D w T S e o h c d l", f_null,
f_null, f_null, f_null, f_null, f_bench, f_null, f_null,
f_crate_c, f_null, f_null, f_rack, f_null, f_null, f_null, f_null,
f_null, f_indoor_plant, f_null, f_null, f_null, f_table, f_null, f_null, f_null,
f_null, f_toilet, f_null, f_fridge, f_bookcase, f_chair, f_counter, f_desk, f_locker));
if (density > 1) {
place_spawns( GROUP_ZOMBIE, 2, 0, 0, SEEX * 2 - 1, SEEX * 2 - 1, density);
} else {
add_spawn(mon_zombie, rng(0, 5), SEEX * 2 - 1, SEEX * 2 - 1);
}
if (t_north == "office_tower_b" && t_west == "office_tower_b") {
rotate(3);
} else if (t_north == "office_tower_b" && t_east == "office_tower_b") {
rotate(0);
} else if (t_south == "office_tower_b" && t_east == "office_tower_b") {
rotate(1);
} else if (t_west == "office_tower_b" && t_south == "office_tower_b") {
rotate(2);
}
} else if (terrain_type == "office_tower_b") {
// Init to grass & dirt;
dat.fill_groundcover();
if ((t_south == "office_tower_b_entrance" && t_east == "office_tower_b") ||
(t_north == "office_tower_b" && t_east == "office_tower_b_entrance") ||
(t_west == "office_tower_b" && t_north == "office_tower_b_entrance") ||
(t_south == "office_tower_b" && t_west == "office_tower_b_entrance")) {
mapf::formatted_set_simple(this, 0, 0,
"\
ssssssssssssssssssssssss\n\
ssssssssssssssssssssssss\n\
sss|--------------------\n\
sss|,.....,.....,.....,S\n\
sss|,.....,.....,.....,S\n\
sss|,.....,.....,.....,S\n\
sss|,.....,.....,.....,S\n\
sss|,.....,.....,.....,S\n\
sss|,.....,.....,.....,S\n\
sss|....................\n\
sss|....................\n\
sss|....................\n\
sss|....................\n\
sss|....................\n\
sss|....................\n\
sss|...,,...,....,....,S\n\
sss|..,,,,..,....,....,S\n\
sss|...,,...,....,....,S\n\
sss|...,,...,....,....,S\n\
sss|........,....,....,S\n\
sss|........,....,....,S\n\
sss|........|---|---|HHG\n\
sss|........|.R<|EEE|___\n\
sss|........|.R.|EEED___\n",
mapf::ter_bind("E s < R # X G C , . r V H 6 x % ^ _ - | t + = D w T S e o h c d l", t_elevator,
t_rock, t_stairs_up, t_railing_v, t_floor, t_door_metal_locked, t_door_glass_c, t_floor,
t_pavement_y, t_pavement, t_floor, t_wall_glass, t_wall_glass, t_console, t_console_broken,
t_shrub, t_floor, t_floor, t_wall, t_wall, t_floor, t_door_c, t_door_locked,
t_door_locked_alarm, t_window, t_floor, t_sidewalk, t_floor, t_floor, t_floor, t_floor, t_floor,
t_floor),
mapf::furn_bind("E s < R # X G C , . r V H 6 x % ^ _ - | t + = D w T S e o h c d l", f_null,
f_null, f_null, f_null, f_bench, f_null, f_null, f_crate_c, f_null,
f_null, f_rack, f_null, f_null, f_null, f_null, f_null,
f_indoor_plant, f_null, f_null, f_null, f_table, f_null, f_null, f_null,
f_null, f_toilet, f_null, f_fridge, f_bookcase, f_chair, f_counter, f_desk, f_locker));
if (density > 1) {
place_spawns( GROUP_ZOMBIE, 2, 0, 0, SEEX * 2 - 1, SEEX * 2 - 1, density);
} else {
add_spawn(mon_zombie, rng(0, 5), SEEX * 2 - 1, SEEX * 2 - 1);
}
if (t_west == "office_tower_b_entrance") {
rotate(1);
if (x_in_y(1, 5)) {
add_vehicle( vproto_id( "car" ), 17, 7, 180);
}
if (x_in_y(1, 3)) {
add_vehicle( vproto_id( "motorcycle" ), 17, 13, 180);
}
if (x_in_y(1, 5)) {
if (one_in(3)) {
add_vehicle( vproto_id( "fire_truck" ), 6, 13, 0);
}
else
add_vehicle( vproto_id( "pickup" ), 17, 19, 180);
}
} else if (t_north == "office_tower_b_entrance") {
rotate(2);
if (x_in_y(1, 5)) {
add_vehicle( vproto_id( "car" ), 10, 17, 270);
}
if (x_in_y(1, 3)) {
add_vehicle( vproto_id( "motorcycle" ), 4, 18, 270);
}
if (x_in_y(1, 5)) {
if (one_in(3)) {
add_vehicle( vproto_id( "fire_truck" ), 6, 13, 0);
}
else
add_vehicle( vproto_id( "pickup" ), 16, 17, 270);
}
} else if (t_east == "office_tower_b_entrance") {
rotate(3);
if (x_in_y(1, 5)) {
add_vehicle( vproto_id( "car" ), 6, 4, 0);
}
if (x_in_y(1, 3)) {
add_vehicle( vproto_id( "motorcycle" ), 6, 10, 180);
}
if (x_in_y(1, 5)) {
add_vehicle( vproto_id( "pickup" ), 6, 16, 0);
}
} else {
if (x_in_y(1, 5)) {
add_vehicle( vproto_id( "pickup" ), 7, 6, 90);
}
if (x_in_y(1, 5)) {
add_vehicle( vproto_id( "car" ), 14, 6, 90);
}
if (x_in_y(1, 3)) {
add_vehicle( vproto_id( "motorcycle" ), 19, 6, 90);
}
}
}
else if ((t_west == "office_tower_b_entrance" && t_north == "office_tower_b") ||
(t_north == "office_tower_b_entrance" && t_east == "office_tower_b") ||
(t_west == "office_tower_b" && t_south == "office_tower_b_entrance") ||
(t_south == "office_tower_b" && t_east == "office_tower_b_entrance")) {
mapf::formatted_set_simple(this, 0, 0,
"\
___DEEE|...|...,,...|sss\n\
___|EEE|...|..,,,,..|sss\n\
GHH|---|-+-|...,,...|sss\n\
....................|sss\n\
....................|sss\n\
....................|sss\n\
....................|sss\n\
....................|sss\n\
....................|sss\n\
....................|sss\n\
....................|sss\n\
|...................|sss\n\
|...................|sss\n\
|,.....,.....,.....,|sss\n\
|,.....,.....,.....,|sss\n\
|,.....,.....,.....,|sss\n\
|,.....,.....,.....,|sss\n\
|,.....,.....,.....,|sss\n\
|,.....,.....,.....,|sss\n\
|-------------------|sss\n\
ssssssssssssssssssssssss\n\
ssssssssssssssssssssssss\n\
ssssssssssssssssssssssss\n\
ssssssssssssssssssssssss\n",
mapf::ter_bind("E s > < R # X G C , . r V H 6 x % ^ _ - | t + = D w T S e o h c d l S",
t_elevator, t_rock, t_stairs_down, t_stairs_up, t_railing_v, t_floor, t_door_metal_locked,
t_door_glass_c, t_floor, t_pavement_y, t_pavement, t_floor, t_wall_glass, t_wall_glass,
t_console, t_console_broken, t_shrub, t_floor, t_floor, t_wall, t_wall, t_floor,
t_door_c, t_door_locked, t_door_locked_alarm, t_window, t_floor, t_floor, t_floor, t_floor,
t_floor, t_floor, t_floor, t_floor, t_sidewalk),
mapf::furn_bind("E s > < R # X G C , . r V H 6 x % ^ _ - | t + = D w T S e o h c d l S", f_null,
f_null, f_null, f_null, f_null, f_bench, f_null, f_null,
f_crate_c, f_null, f_null, f_rack, f_null, f_null, f_null, f_null,
f_null, f_indoor_plant, f_null, f_null, f_null, f_table, f_null, f_null, f_null,
f_null, f_toilet, f_sink, f_fridge, f_bookcase, f_chair, f_counter, f_desk, f_locker, f_null));
if (density > 1) {
place_spawns( GROUP_ZOMBIE, 2, 0, 0, SEEX * 2 - 1, SEEX * 2 - 1, density);
} else {
add_spawn(mon_zombie, rng(0, 5), SEEX * 2 - 1, SEEX * 2 - 1);
}
if (t_north == "office_tower_b_entrance") {
rotate(1);
if (x_in_y(1, 5)) {
add_vehicle( vproto_id( "car" ), 8, 15, 0);
}
if (x_in_y(1, 5)) {
add_vehicle( vproto_id( "pickup" ), 7, 10, 180);
}
if (x_in_y(1, 3)) {
add_vehicle( vproto_id( "beetle" ), 7, 3, 0);
}
} else if (t_east == "office_tower_b_entrance") {
rotate(2);
if (x_in_y(1, 5)) {
if (one_in(3)) {
add_vehicle( vproto_id( "fire_truck" ), 6, 13, 0);
}
else
add_vehicle( vproto_id( "pickup" ), 7, 7, 270);
}
if (x_in_y(1, 5)) {
add_vehicle( vproto_id( "car" ), 13, 8, 90);
}
if (x_in_y(1, 3)) {
add_vehicle( vproto_id( "beetle" ), 20, 7, 90);
}
} else if (t_south == "office_tower_b_entrance") {
rotate(3);
if (x_in_y(1, 5)) {
add_vehicle( vproto_id( "pickup" ), 16, 7, 0);
}
if (x_in_y(1, 5)) {
add_vehicle( vproto_id( "car" ), 15, 13, 180);
}
if (x_in_y(1, 3)) {
add_vehicle( vproto_id( "beetle" ), 15, 20, 180);
}
} else {
if (x_in_y(1, 5)) {
add_vehicle( vproto_id( "pickup" ), 16, 16, 90);
}
if (x_in_y(1, 5)) {
add_vehicle( vproto_id( "car" ), 9, 15, 270);
}
if (x_in_y(1, 3)) {
add_vehicle( vproto_id( "beetle" ), 4, 16, 270);
}
}
}
else {
mapf::formatted_set_simple(this, 0, 0,
"\
ssssssssssssssssssssssss\n\
ssssssssssssssssssssssss\n\
--------------------|sss\n\
S,.....,.....,.....,|sss\n\
S,.....,.....,.....,|sss\n\
S,.....,.....,.....,|sss\n\
S,.....,.....,.....,|sss\n\
S,.....,.....,.....,|sss\n\
S,.....,.....,.....,|sss\n\
....................|sss\n\
....................|sss\n\
....................|sss\n\
....................|sss\n\
....................|sss\n\
....................|sss\n\
S,....,....,........|sss\n\
S,....,....,........|sss\n\
S,....,....,........|sss\n\
S,....,....,........|sss\n\
S,....,....,........|sss\n\
S,....,....,........|sss\n\
GHH|---|---|........|sss\n\
___|xEE|.R<|........|sss\n\
___DEEE|.R.|...,,...|sss\n",
mapf::ter_bind("E s < R # X G C , . r V H 6 x % ^ _ - | t + = D w T S e o h c d l", t_elevator,
t_rock, t_stairs_up, t_railing_v, t_floor, t_door_metal_locked, t_door_glass_c, t_floor,
t_pavement_y, t_pavement, t_floor, t_wall_glass, t_wall_glass, t_console, t_console_broken,
t_shrub, t_floor, t_floor, t_wall, t_wall, t_floor, t_door_c, t_door_locked,
t_door_locked_alarm, t_window, t_floor, t_sidewalk, t_floor, t_floor, t_floor, t_floor, t_floor,
t_floor),
mapf::furn_bind("E s < R # X G C , . r V H 6 x % ^ _ - | t + = D w T S e o h c d l", f_null,
f_null, f_null, f_null, f_bench, f_null, f_null, f_crate_c, f_null,
f_null, f_rack, f_null, f_null, f_null, f_null, f_null,
f_indoor_plant, f_null, f_null, f_null, f_table, f_null, f_null, f_null,
f_null, f_toilet, f_null, f_fridge, f_bookcase, f_chair, f_counter, f_desk, f_locker));
if (density > 1) {
place_spawns( GROUP_ZOMBIE, 2, 0, 0, SEEX * 2 - 1, SEEX * 2 - 1, density);
} else {
add_spawn(mon_zombie, rng(0, 5), SEEX * 2 - 1, SEEX * 2 - 1);
}
if (t_west == "office_tower_b" && t_north == "office_tower_b") {
rotate(1);
if (x_in_y(1, 5)) {
if (one_in(3)) {
add_vehicle( vproto_id( "cube_van" ), 17, 4, 180);
} else {
add_vehicle( vproto_id( "cube_van_cheap" ), 17, 4, 180);
}
}
if (x_in_y(1, 5)) {
add_vehicle( vproto_id( "pickup" ), 17, 10, 180);
}
if (x_in_y(1, 3)) {
add_vehicle( vproto_id( "car" ), 17, 17, 180);
}
} else if (t_east == "office_tower_b" && t_north == "office_tower_b") {
rotate(2);
if (x_in_y(1, 5)) {
if (one_in(3)) {
add_vehicle( vproto_id( "cube_van" ), 6, 17, 270);
} else {
add_vehicle( vproto_id( "cube_van_cheap" ), 6, 17, 270);
}
}
if (x_in_y(1, 5)) {
add_vehicle( vproto_id( "pickup" ), 12, 17, 270);
}
if (x_in_y(1, 3)) {
add_vehicle( vproto_id( "fire_truck" ), 18, 17, 270);
}
} else if (t_east == "office_tower_b" && t_south == "office_tower_b") {
rotate(3);
if (x_in_y(1, 5)) {
add_vehicle( vproto_id( "cube_van_cheap" ), 6, 6, 0);
}
if (x_in_y(1, 5)) {
if (one_in(3)) {
add_vehicle( vproto_id( "fire_truck" ), 6, 13, 0);
} else {
add_vehicle( vproto_id( "pickup" ), 6, 13, 0);
}
}
if (x_in_y(1, 3)) {
add_vehicle( vproto_id( "car" ), 5, 19, 180);
}
} else {
if (x_in_y(1, 5)) {
add_vehicle( vproto_id( "flatbed_truck" ), 16, 6, 90);
}
if (x_in_y(1, 5)) {
add_vehicle( vproto_id( "cube_van_cheap" ), 10, 6, 90);
}
if (x_in_y(1, 3)) {
add_vehicle( vproto_id( "car" ), 4, 6, 90);
}
}
}
} else if (terrain_type == "lab" ||
terrain_type == "lab_stairs" ||
terrain_type == "lab_core" ||
terrain_type == "ice_lab" ||
terrain_type == "ice_lab_stairs" ||
terrain_type == "ice_lab_core") {
if (is_ot_type("ice_lab", terrain_type)) {
ice_lab = true;
} else {
ice_lab = false;
}
if (ice_lab) {
int temperature = -20 + 30 * (zlevel);
set_temperature(x, y, temperature);
}
// Check for adjacent sewers; used below
tw = 0;
rw = 0;
bw = 0;
lw = 0;
if (is_ot_type("sewer", t_north) && connects_to(t_north, 2)) {
tw = SEEY * 2;
}
if (is_ot_type("sewer", t_east) && connects_to(t_east, 3)) {
rw = SEEX * 2;
}
if (is_ot_type("sewer", t_south) && connects_to(t_south, 0)) {
bw = SEEY * 2;
}
if (is_ot_type("sewer", t_west) && connects_to(t_west, 1)) {
lw = SEEX * 2;
}
if (zlevel == 0) { // We're on ground level
for (int i = 0; i < SEEX * 2; i++) {
for (int j = 0; j < SEEY * 2; j++) {
if (i <= 1 || i >= SEEX * 2 - 2 ||
(j > 1 && j < SEEY * 2 - 2 && (i == SEEX - 2 || i == SEEX + 1))) {
ter_set(i, j, t_concrete_wall);
} else if (j <= 1 || j >= SEEY * 2 - 2) {
ter_set(i, j, t_concrete_wall);
} else {
ter_set(i, j, t_floor);
}
}
}
ter_set(SEEX - 1, 0, t_door_metal_locked);
ter_set(SEEX - 1, 1, t_floor);
ter_set(SEEX , 0, t_door_metal_locked);
ter_set(SEEX , 1, t_floor);
ter_set(SEEX - 2 + rng(0, 1) * 3, 0, t_card_science);
ter_set(SEEX - 2, SEEY , t_door_metal_c);
ter_set(SEEX + 1, SEEY , t_door_metal_c);
ter_set(SEEX - 2, SEEY - 1, t_door_metal_c);
ter_set(SEEX + 1, SEEY - 1, t_door_metal_c);
ter_set(SEEX - 1, SEEY * 2 - 3, t_stairs_down);
ter_set(SEEX , SEEY * 2 - 3, t_stairs_down);
science_room(this, 2 , 2, SEEX - 3 , SEEY * 2 - 3, zlevel, 1);
science_room(this, SEEX + 2, 2, SEEX * 2 - 3, SEEY * 2 - 3, zlevel, 3);
add_spawn(mon_turret, 1, SEEX, 5);
if (is_ot_type("road", t_east)) {
rotate(1);
} else if (is_ot_type("road", t_south)) {
rotate(2);
} else if (is_ot_type("road", t_west)) {
rotate(3);
}
} else if (tw != 0 || rw != 0 || lw != 0 || bw != 0) { // Sewers!
// @todo: This checks if id is a laboratory the hard-coded way. Get rid of the hardcode.
const auto is_lab = []( const oter_id &id ) {
return is_ot_type( "lab", id ) ||
is_ot_type( "lab_stairs", id ) ||
is_ot_type( "lab_core", id ) ||
is_ot_type( "ice_lab", id ) ||
is_ot_type( "ice_lab_stairs", id ) ||
is_ot_type( "ice_lab_core", id );
};
for (int i = 0; i < SEEX * 2; i++) {
for (int j = 0; j < SEEY * 2; j++) {
ter_set(i, j, t_rock_floor);
if (((i < lw || i > SEEX * 2 - 1 - rw) && j > SEEY - 3 && j < SEEY + 2) ||
((j < tw || j > SEEY * 2 - 1 - bw) && i > SEEX - 3 && i < SEEX + 2)) {
ter_set(i, j, t_sewage);
}
if( ( i == 0 && is_lab( t_east ) ) || i == SEEX * 2 - 1 ) {
if (ter(i, j) == t_sewage) {
ter_set(i, j, t_bars);
} else if (j == SEEY - 1 || j == SEEY) {
ter_set(i, j, t_door_metal_c);
} else {
ter_set(i, j, t_concrete_wall);
}
} else if( ( j == 0 && is_lab( t_north ) ) || j == SEEY * 2 - 1 ) {
if (ter(i, j) == t_sewage) {
ter_set(i, j, t_bars);
} else if (i == SEEX - 1 || i == SEEX) {
ter_set(i, j, t_door_metal_c);
} else {
ter_set(i, j, t_concrete_wall);
}
}
}
}
} else { // We're below ground, and no sewers
// Set up the boundaries of walls (connect to adjacent lab squares)
// Are we in an ice lab?
if ( ice_lab ) {
tw = is_ot_type("ice_lab", t_north) ? 0 : 2;
rw = is_ot_type("ice_lab", t_east) ? 1 : 2;
bw = is_ot_type("ice_lab", t_south) ? 1 : 2;
lw = is_ot_type("ice_lab", t_west) ? 0 : 2;
} else {
tw = is_ot_type("lab", t_north) ? 0 : 2;
rw = is_ot_type("lab", t_east) ? 1 : 2;
bw = is_ot_type("lab", t_south) ? 1 : 2;
lw = is_ot_type("lab", t_west) ? 0 : 2;
}
int boarders = 0;
if (tw == 0 ) {
boarders++;
}
if (rw == 1 ) {
boarders++;
}
if (bw == 1 ) {
boarders++;
}
if (lw == 0 ) {
boarders++;
}
//A lab area with only one entrance
if (boarders == 1) {
fill_background(this, t_rock_floor);
if (one_in(2)) { //armory and military barracks
mapf::formatted_set_simple(this, 0, 0,
"\
|----------------------|\n\
|r....................r|\n\
|r..rr..rr....rr..rr..r|\n\
|r..rr..rr....rr..rr..r|\n\
|r..rr..rr....rr..rr..r|\n\
|r..rr..rr....rr..rr..r|\n\
|r..rr..rr....rr..rr..r|\n\
|......................|\n\
|......................|\n\
|..rrrrrr..........rrr.|\n\
|-----|----DD-|--+|--|-|\n\
|b.ddd|.......gc..|T.|T|\n\
|b..h.+.......g6h.|-+|+|\n\
|l....|.......gc..|....|\n\
|-----|.......|--D|...S|\n\
|b....+...........|...S|\n\
|b...l|...........|-+--|\n\
|-----|................|\n\
|b....+...x............|\n\
|b...l|..|-DD-|+-|+-|+-|\n\
|-----|..|....|.l|.l|.l|\n\
|b....+..|6...|..|..|..|\n\
|b...l|..|....|bb|bb|bb|\n\
|-----|--|-..-|--|--|--|\n",
mapf::ter_bind("b l A r d C h 6 x g G , . - | + D t c S T", t_rock_floor, t_rock_floor, t_floor,
t_rock_floor, t_rock_floor, t_centrifuge, t_rock_floor, t_console, t_console_broken,
t_reinforced_glass, t_reinforced_glass, t_floor_blue, t_rock_floor, t_concrete_wall, t_concrete_wall,
t_door_metal_c, t_door_metal_locked, t_rock_floor, t_rock_floor, t_rock_floor, t_rock_floor),
mapf::furn_bind("b l A r d C h 6 x g G , . - | + D t c S T", f_bed, f_locker, f_crate_c,
f_rack, f_desk, f_null, f_chair, f_null, f_null, f_null,
f_null, f_null, f_null, f_null, f_null, f_null,
f_null, f_table, f_counter, f_sink, f_toilet));
for (int i = 0; i <= 23; i++) {
for (int j = 0; j <= 23; j++) {
if (this->furn(i, j) == f_locker) {
place_items( "clothing_soldier_set", 100, i, j, i, j, false, 0 );
if( one_in( 2 ) ) {
place_items( "gear_soldier_sidearm", 100, i, j, i, j, false, 0, 100, 100 );
} else {
place_items( "book_military", 100, i, j, i, j, false, 0 );
}
} else if (this->furn(i, j) == f_desk) {
place_items("office", 50, i, j, i, j, false, 0);
} else if (this->furn(i, j) == f_rack) {
if (one_in(3)) {
place_items( "military", 30, i, j, i, j, false, 0 );
} else if (one_in(2)) {
place_items( "ammo_milspec", 30, i, j, i, j, false, 0 );
} else if (one_in(4)) {
place_items( "mags_milspec", 30, i, j, i, j, false, 0 );
} else {
place_items( "guns_milspec", 30, i, j, i, j, false, 0, 100 );
}
} else if (this->furn(i, j) == f_bed) {
place_items("bed", 50, i, j, i, j, false, 0);
}
}
}
computer *tmpcomp2 = NULL;
tmpcomp2 = add_computer( tripoint( 10, 21, abs_sub.z ), _("Barracks Entrance"), 4);
tmpcomp2->add_option(_("UNLOCK ENTRANCE"), COMPACT_UNLOCK, 6);
tmpcomp2->add_failure(COMPFAIL_DAMAGE);
tmpcomp2->add_failure(COMPFAIL_SHUTDOWN);
tmpcomp = add_computer( tripoint( 15, 12, abs_sub.z ), _("Magazine Entrance"), 6);
tmpcomp->add_option(_("UNLOCK ENTRANCE"), COMPACT_UNLOCK, 7);
tmpcomp->add_failure(COMPFAIL_DAMAGE);
tmpcomp->add_failure(COMPFAIL_SHUTDOWN);
if (one_in(2)) {
add_spawn(mon_zombie_soldier, rng(1, 4), 12, 12);
} else if (one_in(5)) {
add_spawn(mon_zombie_bio_op, rng(1, 2), 12, 12);
} else if (one_in(5)) {
add_spawn(mon_zombie_grenadier, rng(1, 2), 12, 12);
}
} else { //human containment
mapf::formatted_set_simple(this, 0, 0,
"\
|----|-|----|----|-|---|\n\
|b.T.|.|.T.b|b.T.|.|A.A|\n\
|b...D.D...b|b...D.|..A|\n\
|....|.|....|....|.|...|\n\
|....|.|....|....|.|l..|\n\
|-GG-|+|-GG-|-GG-|.|-D-|\n\
|................+.....|\n\
|................|--D--|\n\
|................|...bb|\n\
|................g.....|\n\
|-GGGGGG-|.......g....T|\n\
|..cc6c..g.......|.....|\n\
|..ch.c..|-GGDGG-|-GGG-|\n\
|........g.............|\n\
|^.......|.............|\n\
|-GGG+GG-|.............|\n\
|ddd.....|.............|\n\
|.hd.....+....|-G+GGGG-|\n\
|........|...x|.......c|\n\
|.......r|-DD-|l......S|\n\
|ddd....r|...6|l......c|\n\
|.hd....r|....|........|\n\
|........|....|..cxcC..|\n\
|--------|-..-|--------|\n",
mapf::ter_bind("b l A r d C h 6 x g G , . - | + D t c S T", t_rock_floor, t_rock_floor, t_floor,
t_rock_floor, t_rock_floor, t_centrifuge, t_rock_floor, t_console, t_console_broken,
t_reinforced_glass, t_reinforced_glass, t_floor_blue, t_rock_floor, t_concrete_wall, t_concrete_wall,
t_door_metal_c, t_door_metal_locked, t_rock_floor, t_rock_floor, t_rock_floor, t_rock_floor),
mapf::furn_bind("b l A r d C h 6 x g G , . - | + D t c S T", f_bed, f_locker, f_crate_c,
f_rack, f_desk, f_null, f_chair, f_null, f_null, f_null,
f_null, f_null, f_null, f_null, f_null, f_null,
f_null, f_table, f_counter, f_sink, f_toilet));
for (int i = 0; i <= 23; i++) {
for (int j = 0; j <= 23; j++) {
if (this->furn(i, j) == f_locker) {
place_items("science", 60, i, j, i, j, false, 0);
}
if (this->furn(i, j) == f_desk) {
place_items("office", 60, i, j, i, j, false, 0);
}
if (this->furn(i, j) == f_counter) {
place_items("office", 40, i, j, i, j, false, 0);
}
if (this->furn(i, j) == f_rack || this->furn(i, j) == f_crate_c) {
place_items("softdrugs", 40, i, j, i, j, false, 0);
place_items("harddrugs", 30, i, j, i, j, false, 0);
}
if (this->furn(i, j) == f_bed) {
place_items("bed", 50, i, j, i, j, false, 0);
}
}
}
computer *tmpcomp2 = NULL;
tmpcomp2 = add_computer( tripoint( 13, 20, abs_sub.z ), _("Prisoner Containment Entrance"), 4);
tmpcomp2->add_option(_("UNLOCK ENTRANCE"), COMPACT_UNLOCK, 4);
tmpcomp = add_computer( tripoint( 5, 11, abs_sub.z ), _("Containment Control"), 4);
tmpcomp->add_option(_("EMERGENCY CONTAINMENT RELEASE"), COMPACT_OPEN, 5);
mtrap_set( this, 19, 19, tr_dissector);
item body = item::make_corpse();
if (one_in(2)) {
add_item(1, 1, body);
} else {
add_spawn(mon_zombie_shrieker, 1, 1, 1);
}
if (one_in(2)) {
add_item(9, 3, body);
} else {
add_spawn(mon_zombie_brute, 1, 9, 3);
}
if (one_in(2)) {
add_item(14, 4, body);
} else {
add_spawn(mon_zombie_child, 1, 14, 4);
}
if (one_in(2)) {
add_item(19, 9, body);
} else {
add_spawn(mon_zombie_grabber, 1, 19, 9);
}
if (one_in(2)) {
add_spawn(mon_zombie_scientist, rng(1, 2), 12, 14);
}
}
if (bw == 2) {
rotate(2);
}
if (rw == 2) {
rotate(3);
}
if (lw == 2) {
rotate(1);
}
const auto predicate = [this]( const tripoint &p ) { return ter( p ) == t_rock_floor || has_furn( p ); };
const auto range = points_in_rectangle( { lw, tw, abs_sub.z }, { SEEX * 2 - 1 - rw, SEEY * 2 - 1 - bw, abs_sub.z } );
if (t_above == "lab_stairs" || t_above == "ice_lab_stairs") {
if( const auto p = random_point( range, predicate ) ) {
remove_trap( *p );
ter_set( *p, t_stairs_up );
}
}
if (terrain_type == "lab_stairs" || terrain_type == "ice_lab_stairs") {
if( const auto p = random_point( range, predicate ) ) {
remove_trap( *p );
ter_set( *p, t_stairs_down );
}
}
} else switch (rng(1, 4)) { // Pick a random lab layout
case 1: // Cross shaped
for (int i = 0; i < SEEX * 2; i++) {
for (int j = 0; j < SEEY * 2; j++) {
if ((i < lw || i > SEEX * 2 - 1 - rw) ||
((j < SEEY - 1 || j > SEEY) && (i == SEEX - 2 || i == SEEX + 1))) {
ter_set(i, j, t_concrete_wall);
} else if ((j < tw || j > SEEY * 2 - 1 - bw) ||
((i < SEEX - 1 || i > SEEX) && (j == SEEY - 2 || j == SEEY + 1))) {
ter_set(i, j, t_concrete_wall);
} else {
ter_set(i, j, t_rock_floor);
}
}
}
if (t_above == "lab_stairs" || t_above == "ice_lab_stairs") {
ter_set(rng(SEEX - 1, SEEX), rng(SEEY - 1, SEEY), t_stairs_up);
}
// Top left
if (one_in(2)) {
ter_set(SEEX - 2, int(SEEY / 2), t_door_metal_c);
science_room(this, lw, tw, SEEX - 3, SEEY - 3, zlevel, 1);
} else {
ter_set(int(SEEX / 2), SEEY - 2, t_door_metal_c);
science_room(this, lw, tw, SEEX - 3, SEEY - 3, zlevel, 2);
}
// Top right
if (one_in(2)) {
ter_set(SEEX + 1, int(SEEY / 2), t_door_metal_c);
science_room(this, SEEX + 2, tw, SEEX * 2 - 1 - rw, SEEY - 3, zlevel, 3);
} else {
ter_set(SEEX + int(SEEX / 2), SEEY - 2, t_door_metal_c);
science_room(this, SEEX + 2, tw, SEEX * 2 - 1 - rw, SEEY - 3, zlevel, 2);
}
// Bottom left
if (one_in(2)) {
ter_set(int(SEEX / 2), SEEY + 1, t_door_metal_c);
science_room(this, lw, SEEY + 2, SEEX - 3, SEEY * 2 - 1 - bw, zlevel, 0);
} else {
ter_set(SEEX - 2, SEEY + int(SEEY / 2), t_door_metal_c);
science_room(this, lw, SEEY + 2, SEEX - 3, SEEY * 2 - 1 - bw, zlevel, 1);
}
// Bottom right
if (one_in(2)) {
ter_set(SEEX + int(SEEX / 2), SEEY + 1, t_door_metal_c);
science_room(this, SEEX + 2, SEEY + 2, SEEX * 2 - 1 - rw, SEEY * 2 - 1 - bw,
zlevel, 0);
} else {
ter_set(SEEX + 1, SEEY + int(SEEY / 2), t_door_metal_c);
science_room(this, SEEX + 2, SEEY + 2, SEEX * 2 - 1 - rw, SEEY * 2 - 1 - bw,
zlevel, 3);
}
if (rw == 1) {
ter_set(SEEX * 2 - 1, SEEY - 1, t_door_metal_c);
ter_set(SEEX * 2 - 1, SEEY , t_door_metal_c);
}
if (bw == 1) {
ter_set(SEEX - 1, SEEY * 2 - 1, t_door_metal_c);
ter_set(SEEX , SEEY * 2 - 1, t_door_metal_c);
}
if (terrain_type == "lab_stairs" || terrain_type == "ice_lab_stairs") { // Stairs going down
std::vector<point> stair_points;
if (tw != 0) {
stair_points.push_back(point(SEEX - 1, 2));
stair_points.push_back(point(SEEX - 1, 2));
stair_points.push_back(point(SEEX , 2));
stair_points.push_back(point(SEEX , 2));
}
if (rw != 1) {
stair_points.push_back(point(SEEX * 2 - 3, SEEY - 1));
stair_points.push_back(point(SEEX * 2 - 3, SEEY - 1));
stair_points.push_back(point(SEEX * 2 - 3, SEEY ));
stair_points.push_back(point(SEEX * 2 - 3, SEEY ));
}
if (bw != 1) {
stair_points.push_back(point(SEEX - 1, SEEY * 2 - 3));
stair_points.push_back(point(SEEX - 1, SEEY * 2 - 3));
stair_points.push_back(point(SEEX , SEEY * 2 - 3));
stair_points.push_back(point(SEEX , SEEY * 2 - 3));
}
if (lw != 0) {
stair_points.push_back(point(2, SEEY - 1));
stair_points.push_back(point(2, SEEY - 1));
stair_points.push_back(point(2, SEEY ));
stair_points.push_back(point(2, SEEY ));
}
stair_points.push_back(point(int(SEEX / 2) , SEEY ));
stair_points.push_back(point(int(SEEX / 2) , SEEY - 1));
stair_points.push_back(point(int(SEEX / 2) + SEEX, SEEY ));
stair_points.push_back(point(int(SEEX / 2) + SEEX, SEEY - 1));
stair_points.push_back(point(SEEX , int(SEEY / 2) ));
stair_points.push_back(point(SEEX + 2, int(SEEY / 2) ));
stair_points.push_back(point(SEEX , int(SEEY / 2) + SEEY));
stair_points.push_back(point(SEEX + 2, int(SEEY / 2) + SEEY));
const point p = random_entry( stair_points );
ter_set(p.x, p.y, t_stairs_down);
}
break;
case 2: // tic-tac-toe # layout
for (int i = 0; i < SEEX * 2; i++) {
for (int j = 0; j < SEEY * 2; j++) {
if (i < lw || i > SEEX * 2 - 1 - rw || i == SEEX - 4 || i == SEEX + 3) {
ter_set(i, j, t_concrete_wall);
} else if (j < lw || j > SEEY * 2 - 1 - bw || j == SEEY - 4 || j == SEEY + 3) {
ter_set(i, j, t_concrete_wall);
} else {
ter_set(i, j, t_rock_floor);
}
}
}
if (t_above == "lab_stairs" || t_above == "ice_lab_stairs") {
ter_set(SEEX - 1, SEEY - 1, t_stairs_up);
ter_set(SEEX , SEEY - 1, t_stairs_up);
ter_set(SEEX - 1, SEEY , t_stairs_up);
ter_set(SEEX , SEEY , t_stairs_up);
}
ter_set(SEEX - rng(0, 1), SEEY - 4, t_door_metal_c);
ter_set(SEEX - rng(0, 1), SEEY + 3, t_door_metal_c);
ter_set(SEEX - 4, SEEY + rng(0, 1), t_door_metal_c);
ter_set(SEEX + 3, SEEY + rng(0, 1), t_door_metal_c);
ter_set(SEEX - 4, int(SEEY / 2), t_door_metal_c);
ter_set(SEEX + 3, int(SEEY / 2), t_door_metal_c);
ter_set(int(SEEX / 2), SEEY - 4, t_door_metal_c);
ter_set(int(SEEX / 2), SEEY + 3, t_door_metal_c);
ter_set(SEEX + int(SEEX / 2), SEEY - 4, t_door_metal_c);
ter_set(SEEX + int(SEEX / 2), SEEY + 3, t_door_metal_c);
ter_set(SEEX - 4, SEEY + int(SEEY / 2), t_door_metal_c);
ter_set(SEEX + 3, SEEY + int(SEEY / 2), t_door_metal_c);
science_room(this, lw, tw, SEEX - 5, SEEY - 5, zlevel, rng(1, 2));
science_room(this, SEEX - 3, tw, SEEX + 2, SEEY - 5, zlevel, 2);
science_room(this, SEEX + 4, tw, SEEX * 2 - 1 - rw, SEEY - 5, zlevel, rng(2, 3));
science_room(this, lw, SEEY - 3, SEEX - 5, SEEY + 2, zlevel, 1);
science_room(this, SEEX + 4, SEEY - 3, SEEX * 2 - 1 - rw, SEEY + 2, zlevel, 3);
science_room(this, lw, SEEY + 4, SEEX - 5, SEEY * 2 - 1 - bw, zlevel, rng(0, 1));
science_room(this, SEEX - 3, SEEY + 4, SEEX + 2, SEEY * 2 - 1 - bw, zlevel, 0);
science_room(this, SEEX + 4, SEEX + 4, SEEX * 2 - 1 - rw, SEEY * 2 - 1 - bw,
zlevel, 3 * rng(0, 1));
if (rw == 1) {
ter_set(SEEX * 2 - 1, SEEY - 1, t_door_metal_c);
ter_set(SEEX * 2 - 1, SEEY , t_door_metal_c);
}
if (bw == 1) {
ter_set(SEEX - 1, SEEY * 2 - 1, t_door_metal_c);
ter_set(SEEX , SEEY * 2 - 1, t_door_metal_c);
}
if (terrain_type == "lab_stairs" || terrain_type == "ice_lab_stairs") {
ter_set(SEEX - 3 + 5 * rng(0, 1), SEEY - 3 + 5 * rng(0, 1), t_stairs_down);
}
break;
case 3: // Big room
for (int i = 0; i < SEEX * 2; i++) {
for (int j = 0; j < SEEY * 2; j++) {
if (i < lw || i >= SEEX * 2 - 1 - rw) {
ter_set(i, j, t_concrete_wall);
} else if (j < tw || j >= SEEY * 2 - 1 - bw) {
ter_set(i, j, t_concrete_wall);
} else {
ter_set(i, j, t_rock_floor);
}
}
}
science_room(this, lw, tw, SEEX * 2 - 1 - rw, SEEY * 2 - 1 - bw,
zlevel, rng(0, 3));
if (t_above == "lab_stairs" || t_above == "ice_lab_stairs") {
if( const auto p = random_point( points_in_rectangle( { lw, tw, abs_sub.z }, { SEEX * 2 - 1 - rw, SEEY * 2 - 1 - bw, abs_sub.z } ), [this]( const tripoint &n ) { return ter( n ) == t_rock_floor; } ) ) {
ter_set( *p, t_stairs_up );
}
}
if (rw == 1) {
ter_set(SEEX * 2 - 1, SEEY - 1, t_door_metal_c);
ter_set(SEEX * 2 - 1, SEEY , t_door_metal_c);
}
if (bw == 1) {
ter_set(SEEX - 1, SEEY * 2 - 1, t_door_metal_c);
ter_set(SEEX , SEEY * 2 - 1, t_door_metal_c);
}
if (terrain_type == "lab_stairs" || terrain_type == "ice_lab_stairs") {
if( const auto p = random_point( points_in_rectangle( { lw, tw, abs_sub.z }, { SEEX * 2 - 1 - rw, SEEY * 2 - 1 - bw, abs_sub.z } ), [this]( const tripoint &n ) { return ter( n ) == t_rock_floor; } ) ) {
ter_set( *p, t_stairs_down );
}
}
break;
case 4: // alien containment
fill_background(this, t_rock_floor);
if (one_in(4)) {
mapf::formatted_set_simple(this, 0, 0,
"\
.....|..|.....|........|\n\
.....|6.|.....|..cxcC..|\n\
.....g..g.....g.......l|\n\
.....g..g.....g.......l|\n\
.....D..g.....|.......S|\n\
-----|..|.....|-GG+-GG-|\n\
.....D..g..............|\n\
.....g..g..............|\n\
.....g..g..............|\n\
.....|..|-GGGG-|.......|\n\
----||+-|,,,,,,|.......|\n\
....+...D,,,,,,g.......+\n\
....|-G-|,,,,,,g.......+\n\
........|,,,,,,|.......|\n\
........|-GGGG-|.......|\n\
.......................|\n\
.........cxc6cc........|\n\
.........ch.h.c........|\n\
.......................|\n\
.ccxcc............ccxcc|\n\
.c.h.c............c.h.c|\n\
.......................|\n\
.......................|\n\
-----------++----------|\n",
mapf::ter_bind("l A r d C h 6 x g G , . - | + D t c S", t_rock_floor, t_floor, t_rock_floor,
t_rock_floor, t_centrifuge, t_rock_floor, t_console, t_console_broken, t_reinforced_glass,
t_reinforced_glass, t_floor_blue, t_rock_floor, t_concrete_wall, t_concrete_wall, t_door_metal_c,
t_door_metal_locked, t_rock_floor, t_rock_floor, t_rock_floor),
mapf::furn_bind("l A r d C h 6 x g G , . - | + D t c S", f_locker, f_crate_c, f_rack,
f_desk, f_null, f_chair, f_null, f_null, f_null, f_null,
f_null, f_null, f_null, f_null, f_null, f_null ,
f_table, f_counter, f_sink));
mtrap_set( this, 19, 3, tr_dissector);
if (one_in(3)) {
add_spawn(mon_mi_go, 1, 12, 12);
} else {
add_spawn(mon_zombie_brute, 1 , 12, 12);
}
if (one_in(3)) {
add_spawn(mon_kreck, 1, 2, 2);
}
if (one_in(3)) {
add_spawn(mon_crawler, 1, 2, 7);
} else if (one_in(3)) {
add_spawn(mon_shoggoth, 1, 2, 7);
}
if (one_in(2)) {
add_spawn(mon_zombie_scientist, rng(1, 3), 12, 18);
}
for (int i = 0; i <= 23; i++) {
for (int j = 0; j <= 23; j++) {
if (this->furn(i, j) == f_counter) {
place_items("office", 30, i, j, i, j, false, 0);
} else if (this->furn(i, j) == f_locker) {
place_items("science", 60, i, j, i, j, false, 0);
}
if (one_in(500) && this->ter(i, j) == t_rock_floor) {
add_item( i, j, item::make_corpse() );
}
}
}
computer *tmpcomp2 = NULL;
tmpcomp2 = add_computer( tripoint( 6, 1, abs_sub.z ), _("Containment Terminal"), 4);
tmpcomp2->add_option(_("EMERGENCY CONTAINMENT UNLOCK"), COMPACT_UNLOCK, 4);
tmpcomp2->add_failure(COMPFAIL_DAMAGE);
tmpcomp2->add_failure(COMPFAIL_SHUTDOWN);
tmpcomp = add_computer( tripoint( 12, 16, abs_sub.z ), _("Containment Control"), 4);
tmpcomp->add_option(_("EMERGENCY CONTAINMENT UNLOCK"), COMPACT_UNLOCK, 4);
tmpcomp->add_option(_("EMERGENCY CLEANSE"), COMPACT_DISCONNECT, 7);
tmpcomp->add_failure(COMPFAIL_DAMAGE);
tmpcomp->add_failure(COMPFAIL_SHUTDOWN);
lw = lw > 0 ? 1 : 0; // only a single row (not two) of walls on the left
} else if (one_in(3)) { //operations or utility
mapf::formatted_set_simple(this, 0, 0,
"\
.....|...........f.....|\n\
.lll.|...........f.rrrr|\n\
.....+...........H.....|\n\
.ll..|...........fAA..r|\n\
-----|FFFF|---|..fAA..r|\n\
.....f....|...|..f....r|\n\
.pSp.f.PP.|.&.|..fAA..A|\n\
.pSp.f.PP.|.x.|..fAA..A|\n\
.....f.PP.|...|..f.....|\n\
.....H....|-+-|..fFFHFF|\n\
FFHFFf........f........|\n\
.....f........f........+\n\
.....fFFFHFFFFf........+\n\
.......................|\n\
.................|-G-G-|\n\
-------|.........|^....|\n\
AA..A..D.........+.....|\n\
AA.....D.........|..ddd|\n\
AAA....D.........g..dh.|\n\
-------|M........g.....|\n\
A.AA...D.........g.....|\n\
A......D.........|dh...|\n\
.A.AA..D.........|dxd.^|\n\
-------|---++----|-----|\n",
mapf::ter_bind("M D & P S p l H O f F A r d C h 6 x g G , . - | + D t c ^",
t_gates_control_concrete, t_door_metal_locked, t_radio_tower, t_generator_broken, t_sewage_pump,
t_sewage_pipe, t_floor, t_chaingate_c, t_column, t_chainfence_v, t_chainfence_h, t_floor,
t_floor, t_floor, t_centrifuge, t_null, t_console, t_console_broken, t_wall_glass,
t_wall_glass, t_rock_blue, t_rock_floor, t_concrete_wall, t_concrete_wall, t_door_metal_c,
t_door_metal_locked, t_floor, t_floor, t_floor),
mapf::furn_bind("M D & P S p l H O f F A r d C h 6 x g G , . - | + D t c ^", f_null,
f_null, f_null, f_null, f_null, f_null, f_locker,
f_null, f_null, f_null, f_null, f_crate_c, f_rack, f_desk, f_null,
f_chair, f_null, f_null, f_null, f_null, f_null, f_null,
f_null, f_null, f_null, f_null, f_table, f_counter,
f_indoor_plant));
for (int i = 0; i <= 23; i++) {
for (int j = 0; j <= 23; j++) {
if (this->furn(i, j) == f_crate_c) {
if (one_in(2)) {
place_items("robots", 60, i, j, i, j, false, 0);
} else if (one_in(2)) {
place_items("science", 60, i, j, i, j, false, 0);
} else {
place_items("sewage_plant", 30, i, j, i, j, false, 0);
}
} else if (this->furn(i, j) == f_locker) {
place_items("cleaning", 60, i, j, i, j, false, 0);
} else if (this->furn(i, j) == f_rack) {
place_items("mine_equipment", 30, i, j, i, j, false, 0);
}
if (one_in(500) && this->ter(i, j) == t_rock_floor) {
add_spawn(mon_zombie, 1, i, j);
}
if (one_in(500) && this->ter(i, j) == t_rock_floor) {
add_item( i, j, item::make_corpse() );
}
}
}
lw = 0; // no wall on the left
} else if (one_in(2)) { //tribute
mapf::formatted_set_simple(this, 0, 0,
"\
%%%%%%%%%|....|%%%%%%%%|\n\
%|-|-|%%%|....|%%%|-|--|\n\
%|T|T|---|....|---|T|.T|\n\
%|.|.|EEE+....+EEE|.|..|\n\
%|=|=|EEE+....+EEE|=|=-|\n\
%|...|EEe|....|eEE|....|\n\
%|...|---|....|---|....|\n\
%|...+............+....|\n\
%|ScS|............|cScS|\n\
-|---|............|----|\n\
.......................|\n\
.......................+\n\
.................w.....+\n\
................www....|\n\
--GGG+GG-|....|-GGGGGG-|\n\
ff.......|....|WWWWWWWW|\n\
...htth..g....gWWWWWWWl|\n\
...htth..g....gWWWcWWWl|\n\
.........+....DWWWcWWWW|\n\
.........g....gWWWCWWWW|\n\
...htth..g....gWWWcWWWW|\n\
...htth..g....gWWWWWWhd|\n\
........^|....|rrrWWdxd|\n\
---------|-++-|--------|\n",
mapf::ter_bind("D l H O f A r d C h 6 x g G , . - | + D t c ^ w W e E % T S =",
t_door_metal_locked, t_floor, t_chaingate_c, t_column, t_floor, t_floor, t_floor, t_floor,
t_centrifuge, t_floor, t_console, t_console_broken, t_reinforced_glass, t_reinforced_glass,
t_rock_blue, t_rock_floor, t_concrete_wall, t_concrete_wall, t_door_metal_c, t_door_metal_locked, t_floor,
t_floor, t_floor, t_water_sh, t_water_dp, t_elevator_control_off, t_elevator, t_rock,
t_floor, t_floor, t_door_c),
mapf::furn_bind("D l H O f A r d C h 6 x g G , . - | + D t c ^ w W e E % T S =", f_null,
f_locker, f_null, f_null, f_fridge, f_crate_c, f_rack, f_desk, f_null, f_chair,
f_null, f_null, f_null, f_null, f_null, f_null,
f_null, f_null, f_null, f_null, f_table, f_counter, f_indoor_plant,
f_null, f_null, f_null, f_null, f_null, f_toilet, f_sink, f_null));
for (int i = 0; i <= 23; i++) {
for (int j = 0; j <= 23; j++) {
if (this->furn(i, j) == f_locker) {
place_items("science", 60, i, j, i, j, false, 0);
} else if (this->furn(i, j) == f_fridge) {
place_items("fridge", 50, i, j, i, j, false, 0);
}
if (one_in(500) && this->ter(i, j) == t_rock_floor) {
add_spawn(mon_zombie, 1, i, j);
}
}
}
item body = item::make_corpse();
add_item(17, 15, body);
add_item(8, 3, body);
add_item(10, 3, body);
spawn_item(18, 15, "fire_ax");
lw = 0; // no wall on the left
}
else { //analyzer
mapf::formatted_set_simple(this, 0, 0,
"\
.......................|\n\
.......................|\n\
.......................|\n\
.......................|\n\
....|-GGGGGGGGGGG-|....|\n\
....|.............|....|\n\
....g.....&.&.....g....|\n\
....g......,......g....|\n\
....g.....&6&.....g....|\n\
....g.............g....|\n\
....grrr.rrrrr.rrrg....|\n\
....gcxc..cxc..cxcg....+\n\
....gch....h....hcg....+\n\
....|.............|....|\n\
....|-+|..cxc..|+-|....|\n\
....+..g...h...g..+....|\n\
....g..g.......g..g....|\n\
....|..|.......|..|....|\n\
....|-G|GGGGGGG|G-|....|\n\
.......................|\n\
.......................|\n\
.......................|\n\
.......................|\n\
-----------++----------|\n",
mapf::ter_bind("r d h 6 x g G , . - | + D t c ^ % = &", t_railing_h, t_rock_floor, t_rock_floor,
t_console, t_console_broken, t_wall_glass, t_wall_glass, t_floor_blue, t_rock_floor,
t_concrete_wall, t_concrete_wall, t_door_metal_c, t_door_metal_locked, t_rock_floor, t_rock_floor,
t_floor, t_rock, t_door_c, t_radio_tower),
mapf::furn_bind("r d h 6 x g G , . - | + D t c ^ % = &", f_null, f_desk, f_chair,
f_null, f_null, f_null, f_null, f_null, f_null, f_null,
f_null, f_null, f_null, f_table, f_counter, f_indoor_plant,
f_null, f_null, f_null));
for (int i = 0; i <= 23; i++) {
for (int j = 0; j <= 23; j++) {
if (this->furn(i, j) == f_counter) {
place_items("cubical_office", 30, i, j, i, j, false, 0);
}
if (one_in(500) && this->ter(i, j) == t_rock_floor) {
add_spawn(mon_zombie, 1, i, j);
}
if (one_in(400) && this->ter(i, j) == t_rock_floor) {
add_item(i, j, item::make_corpse() );
}
}
}
tmpcomp = add_computer( tripoint( 11, 8, abs_sub.z ), _("Mk IV Algorithmic Data Analyzer"), 4);
tmpcomp->add_option(_("Run Decryption Algorithm"), COMPACT_DATA_ANAL, 4);
tmpcomp->add_option(_("Upload Data to Melchior"), COMPACT_DISCONNECT, 7);
tmpcomp->add_option(_("Access Melchior"), COMPACT_DISCONNECT, 12);
tmpcomp->add_failure(COMPFAIL_DAMAGE);
tmpcomp->add_failure(COMPFAIL_MANHACKS);
tmpcomp->add_failure(COMPFAIL_DESTROY_DATA);
}
for (int i = 0; i < SEEX * 2; i++) {
for (int j = 0; j < SEEY * 2; j++) {
if (i < lw || i >= SEEX * 2 - rw + 1) {
ter_set(i, j, t_concrete_wall);
} else if (j < (tw - 1) || j >= SEEY * 2 - bw + 1) {
ter_set(i, j, t_concrete_wall);
}
}
}
if (t_above == "lab_stairs" || t_above == "ice_lab_stairs") {
if( const auto p = random_point( points_in_rectangle( { lw, tw, abs_sub.z }, { SEEX * 2 - 1 - rw, SEEY * 2 - 1 - bw, abs_sub.z } ), [this]( const tripoint &n ) { return ter( n ) == t_rock_floor; } ) ) {
ter_set( *p, t_stairs_up );
}
}
if (terrain_type == "lab_stairs" || terrain_type == "ice_lab_stairs") {
if( const auto p = random_point( points_in_rectangle( { lw, tw, abs_sub.z }, { SEEX * 2 - 1 - rw, SEEY * 2 - 1 - bw, abs_sub.z } ), [this]( const tripoint &n ) { return ter( n ) == t_rock_floor; } ) ) {
ter_set( *p, t_stairs_down );
}
}
break;
}
}
// Ants will totally wreck up the place
tw = 0;
rw = 0;
bw = 0;
lw = 0;
if (is_ot_type("ants", t_north) && connects_to(t_north, 2)) {
tw = SEEY;
}
if (is_ot_type("ants", t_east) && connects_to(t_east, 3)) {
rw = SEEX;
}
if (is_ot_type("ants", t_south) && connects_to(t_south, 0)) {
bw = SEEY + 1;
}
if (is_ot_type("ants", t_west) && connects_to(t_west, 1)) {
lw = SEEX + 1;
}
if (tw != 0 || rw != 0 || bw != 0 || lw != 0) {
for (int i = 0; i < SEEX * 2; i++) {
for (int j = 0; j < SEEY * 2; j++) {
if ((i < SEEX * 2 - lw && (!one_in(3) || (j > SEEY - 6 && j < SEEY + 5))) ||
(i > rw && (!one_in(3) || (j > SEEY - 6 && j < SEEY + 5))) ||
(j > tw && (!one_in(3) || (i > SEEX - 6 && i < SEEX + 5))) ||
(j < SEEY * 2 - bw && (!one_in(3) || (i > SEEX - 6 && i < SEEX + 5)))) {
ter_set(i, j, t_rock_floor);
if (one_in(5)) {
make_rubble( tripoint( i, j, abs_sub.z ), f_rubble_rock, true, t_rock_floor);
}
}
}
}
}
// Slimes pretty much wreck up the place, too, but only underground
tw = (t_north == "slimepit" ? SEEY : 0);
rw = (t_east == "slimepit" ? SEEX + 1 : 0);
bw = (t_south == "slimepit" ? SEEY + 1 : 0);
lw = (t_west == "slimepit" ? SEEX : 0);
if (tw != 0 || rw != 0 || bw != 0 || lw != 0) {
for (int i = 0; i < SEEX * 2; i++) {
for (int j = 0; j < SEEY * 2; j++) {
if (((j <= tw || i >= rw) && i >= j && (SEEX * 2 - 1 - i) <= j) ||
((j >= bw || i <= lw) && i <= j && (SEEY * 2 - 1 - j) <= i) ) {
if (one_in(5)) {
make_rubble( tripoint( i, j, abs_sub.z ), f_rubble_rock, true, t_slime);
} else if (!one_in(5)) {
ter_set(i, j, t_slime);
}
}
}
}
}
} else if (terrain_type == "lab_finale" ||
terrain_type == "ice_lab_finale") {
if (is_ot_type("ice_lab", terrain_type)) {
ice_lab = true;
} else {
ice_lab = false;
}
if ( ice_lab ) {
int temperature = -20 + 30 * zlevel;
set_temperature(x, y, temperature);
tw = is_ot_type("ice_lab", t_north) ? 0 : 2;
rw = is_ot_type("ice_lab", t_east) ? 1 : 2;
bw = is_ot_type("ice_lab", t_south) ? 1 : 2;
lw = is_ot_type("ice_lab", t_west) ? 0 : 2;
} else {
tw = is_ot_type("lab", t_north) ? 0 : 2;
rw = is_ot_type("lab", t_east) ? 1 : 2;
bw = is_ot_type("lab", t_south) ? 1 : 2;
lw = is_ot_type("lab", t_west) ? 0 : 2;
}
// Start by setting up a large, empty room.
for (int i = 0; i < SEEX * 2; i++) {
for (int j = 0; j < SEEY * 2; j++) {
if (i < lw || i > SEEX * 2 - 1 - rw) {
ter_set(i, j, t_concrete_wall);
} else if (j < tw || j > SEEY * 2 - 1 - bw) {
ter_set(i, j, t_concrete_wall);
} else {
ter_set(i, j, t_floor);
}
}
}
if (rw == 1) {
ter_set(SEEX * 2 - 1, SEEY - 1, t_door_metal_c);
ter_set(SEEX * 2 - 1, SEEY , t_door_metal_c);
}
if (bw == 1) {
ter_set(SEEX - 1, SEEY * 2 - 1, t_door_metal_c);
ter_set(SEEX , SEEY * 2 - 1, t_door_metal_c);
}
int loot_variant; //only used for weapons testing variant.
switch (rng(1, 4)) {
// Weapons testing
case 1:
loot_variant = rng(1, 100); //The variants have a 67/22/7/4 split.
add_spawn(mon_secubot, 1, 6, 6);
add_spawn(mon_secubot, 1, SEEX * 2 - 7, 6);
add_spawn(mon_secubot, 1, 6, SEEY * 2 - 7);
add_spawn(mon_secubot, 1, SEEX * 2 - 7, SEEY * 2 - 7);
spawn_item( SEEX - 4, SEEY - 2, "id_science" );
if(loot_variant <= 96) {
mtrap_set( this, SEEX - 3, SEEY - 3, tr_dissector);
mtrap_set( this, SEEX + 2, SEEY - 3, tr_dissector);
mtrap_set( this, SEEX - 3, SEEY + 2, tr_dissector);
mtrap_set( this, SEEX + 2, SEEY + 2, tr_dissector);
line(this, t_reinforced_glass, SEEX + 1, SEEY + 1, SEEX - 2, SEEY + 1);
line(this, t_reinforced_glass, SEEX - 2, SEEY , SEEX - 2, SEEY - 2);
line(this, t_reinforced_glass, SEEX - 1, SEEY - 2, SEEX + 1, SEEY - 2);
ter_set (SEEX + 1, SEEY - 1, t_reinforced_glass);
ter_set (SEEX + 1, SEEY , t_reinforced_door_glass_c);
furn_set(SEEX - 1, SEEY - 1, f_table);
furn_set(SEEX , SEEY - 1, f_table);
furn_set(SEEX - 1, SEEY , f_table);
furn_set(SEEX , SEEY , f_table);
if (loot_variant <= 67 ) {
spawn_item(SEEX - 1, SEEY - 1, "laser_pack", dice(4, 3));
spawn_item(SEEX , SEEY - 1, "UPS_off");
spawn_item(SEEX , SEEY - 1, "battery", dice(4, 3));
spawn_item(SEEX - 1, SEEY , "v29");
spawn_item(SEEX - 1, SEEY , "laser_rifle", dice (1, 0));
spawn_item(SEEX , SEEY , "ftk93");
spawn_item(SEEX - 1, SEEY , "recipe_atomic_battery");
spawn_item(SEEX , SEEY -1, "solar_panel_v3"); //quantum solar panel, 6 panels in one!
} else if (loot_variant > 67 && loot_variant < 89) {
spawn_item(SEEX - 1, SEEY - 1, "mininuke", dice(3, 6));
spawn_item(SEEX , SEEY - 1, "mininuke", dice(3, 6));
spawn_item(SEEX - 1, SEEY , "mininuke", dice(3, 6));
spawn_item(SEEX , SEEY , "mininuke", dice(3, 6));
spawn_item(SEEX , SEEY , "recipe_atomic_battery");
spawn_item(SEEX , SEEY , "solar_panel_v3"); //quantum solar panel, 6 panels in one!
} else { // loot_variant between 90 and 96.
spawn_item(SEEX - 1, SEEY - 1, "rm13_armor");
spawn_item(SEEX , SEEY - 1, "plut_cell");
spawn_item(SEEX - 1, SEEY , "plut_cell");
spawn_item(SEEX , SEEY , "recipe_caseless");
}
} else { // 4% of the lab ends will be this weapons testing end.
mtrap_set( this, SEEX - 4, SEEY - 3, tr_dissector);
mtrap_set( this, SEEX + 3, SEEY - 3, tr_dissector);
mtrap_set( this, SEEX - 4, SEEY + 2, tr_dissector);
mtrap_set( this, SEEX + 3, SEEY + 2, tr_dissector);
furn_set(SEEX - 2, SEEY - 1, f_rack);
furn_set(SEEX - 1, SEEY - 1, f_rack);
furn_set(SEEX , SEEY - 1, f_rack);
furn_set(SEEX + 1, SEEY - 1, f_rack);
furn_set(SEEX - 2, SEEY , f_rack);
furn_set(SEEX - 1, SEEY , f_rack);
furn_set(SEEX , SEEY , f_rack);
furn_set(SEEX + 1, SEEY , f_rack);
line(this, t_reinforced_door_glass_c, SEEX - 2, SEEY - 2, SEEX + 1, SEEY - 2);
line(this, t_reinforced_door_glass_c, SEEX - 2, SEEY + 1, SEEX + 1, SEEY + 1);
line(this, t_reinforced_glass, SEEX - 3, SEEY - 2, SEEX - 3, SEEY + 1);
line(this, t_reinforced_glass, SEEX + 2, SEEY - 2, SEEX + 2, SEEY + 1);
place_items("ammo_rare", 96, SEEX - 2, SEEY - 1, SEEX + 1, SEEY - 1, false, 0);
place_items("guns_rare", 96, SEEX - 2, SEEY, SEEX + 1, SEEY, false, 0);
spawn_item(SEEX + 1, SEEY , "solar_panel_v3"); //quantum solar panel, 6 panels in one!
}
break;
// Netherworld access
case 2: {
bool monsters_end = false;
if (!one_in(4)) { // Trapped netherworld monsters
monsters_end = true;
static const std::array<mtype_id, 11> nethercreatures = { {
mon_flying_polyp, mon_hunting_horror, mon_mi_go, mon_yugg, mon_gelatin,
mon_flaming_eye, mon_kreck, mon_gracke, mon_blank, mon_gozu, mon_shoggoth,
} };
tw = rng(SEEY + 3, SEEY + 5);
bw = tw + 4;
lw = rng(SEEX - 6, SEEX - 2);
rw = lw + 6;
for (int i = lw; i <= rw; i++) {
for (int j = tw; j <= bw; j++) {
if (j == tw || j == bw) {
if ((i - lw) % 2 == 0) {
ter_set(i, j, t_concrete_wall);
} else {
ter_set(i, j, t_reinforced_glass);
}
} else if ((i - lw) % 2 == 0) {
ter_set(i, j, t_concrete_wall);
} else if (j == tw + 2) {
ter_set(i, j, t_concrete_wall);
} else { // Empty space holds monsters!
const mtype_id& type = random_entry( nethercreatures );
add_spawn(type, 1, i, j);
}
}
}
}
spawn_item( SEEX - 1, 8, "id_science" );
tmpcomp = add_computer( tripoint( SEEX, 8, abs_sub.z ), _("Sub-prime contact console"), 7);
if(monsters_end) { //only add these options when there are monsters.
tmpcomp->add_option(_("Terminate Specimens"), COMPACT_TERMINATE, 2);
tmpcomp->add_option(_("Release Specimens"), COMPACT_RELEASE, 3);
}
tmpcomp->add_option(_("Toggle Portal"), COMPACT_PORTAL, 8);
tmpcomp->add_option(_("Activate Resonance Cascade"), COMPACT_CASCADE, 10);
tmpcomp->add_failure(COMPFAIL_MANHACKS);
tmpcomp->add_failure(COMPFAIL_SECUBOTS);
ter_set(SEEX - 2, 4, t_radio_tower);
ter_set(SEEX + 1, 4, t_radio_tower);
ter_set(SEEX - 2, 7, t_radio_tower);
ter_set(SEEX + 1, 7, t_radio_tower);
}
break;
// Bionics
case 3: {
add_spawn(mon_secubot, 1, 6, 6);
add_spawn(mon_secubot, 1, SEEX * 2 - 7, 6);
add_spawn(mon_secubot, 1, 6, SEEY * 2 - 7);
add_spawn(mon_secubot, 1, SEEX * 2 - 7, SEEY * 2 - 7);
mtrap_set( this, SEEX - 2, SEEY - 2, tr_dissector);
mtrap_set( this, SEEX + 1, SEEY - 2, tr_dissector);
mtrap_set( this, SEEX - 2, SEEY + 1, tr_dissector);
mtrap_set( this, SEEX + 1, SEEY + 1, tr_dissector);
square_furn(this, f_counter, SEEX - 1, SEEY - 1, SEEX, SEEY);
int item_count = 0;
while (item_count < 5) {
item_count += place_items( "bionics", 75, SEEX - 1, SEEY - 1, SEEX, SEEY, false, 0 ).size();
}
line(this, t_reinforced_glass, SEEX - 2, SEEY - 2, SEEX + 1, SEEY - 2);
line(this, t_reinforced_glass, SEEX - 2, SEEY + 1, SEEX + 1, SEEY + 1);
line(this, t_reinforced_glass, SEEX - 2, SEEY - 1, SEEX - 2, SEEY);
line(this, t_reinforced_glass, SEEX + 1, SEEY - 1, SEEX + 1, SEEY);
spawn_item( SEEX - 4, SEEY - 3, "id_science" );
ter_set(SEEX - 3, SEEY - 3, t_console);
tmpcomp = add_computer( tripoint( SEEX - 3, SEEY - 3, abs_sub.z ), _("Bionic access"), 3);
tmpcomp->add_option(_("Manifest"), COMPACT_LIST_BIONICS, 0);
tmpcomp->add_option(_("Open Chambers"), COMPACT_RELEASE, 5);
tmpcomp->add_failure(COMPFAIL_MANHACKS);
tmpcomp->add_failure(COMPFAIL_SECUBOTS);
}
break;
// CVD Forge
case 4:
add_spawn(mon_secubot, 1, 6, 6);
add_spawn(mon_secubot, 1, SEEX * 2 - 7, 6);
add_spawn(mon_secubot, 1, 6, SEEY * 2 - 7);
add_spawn(mon_secubot, 1, SEEX * 2 - 7, SEEY * 2 - 7);
line(this, t_cvdbody, SEEX - 2, SEEY - 2, SEEX - 2, SEEY + 1);
line(this, t_cvdbody, SEEX - 1, SEEY - 2, SEEX - 1, SEEY + 1);
line(this, t_cvdbody, SEEX , SEEY - 1, SEEX , SEEY + 1);
line(this, t_cvdbody, SEEX + 1, SEEY - 2, SEEX + 1, SEEY + 1);
ter_set(SEEX , SEEY - 2, t_cvdmachine);
spawn_item( SEEX, SEEY - 3, "id_science" );
break;
}
} else if (terrain_type == "outpost") {
dat.fill_groundcover();
line(this, t_chainfence_h, 0, 0, SEEX * 2 - 1, 0);
line(this, t_chaingate_l, 11, 0, 12, 0);
line(this, t_chainfence_h, 0, SEEY * 2 - 1, SEEX * 2 - 1, SEEY * 2 - 1);
line(this, t_chaingate_l, 11, SEEY * 2 - 1, 12, SEEY * 2 - 1);
line(this, t_chainfence_v, 0, 0, 0, SEEX * 2 - 1);
line(this, t_chaingate_l, 0, 11, 0, 12);
line(this, t_chainfence_v, SEEX * 2 - 1, 0, SEEX * 2 - 1, SEEY * 2 - 1);
line(this, t_chaingate_l, SEEX * 2 - 1, 11, SEEX * 2 - 1, 12);
// Place some random buildings
bool okay = true;
while (okay) {
int buildx = rng(6, 17), buildy = rng(6, 17);
int buildwidthmax = (buildx <= 11 ? buildx - 3 : 20 - buildx),
buildheightmax = (buildy <= 11 ? buildy - 3 : 20 - buildy);
int buildwidth = rng(3, buildwidthmax), buildheight = rng(3, buildheightmax);
if( !dat.is_groundcover( ter( buildx, buildy ) ) ) {
okay = false;
} else {
int bx1 = buildx - buildwidth, bx2 = buildx + buildwidth,
by1 = buildy - buildheight, by2 = buildy + buildheight;
bool overlap = false;
for(int x = bx1; x <= bx2 && !overlap; x++) {
for(int y = by1; y <= by2 && !overlap; y++) {
if( !dat.is_groundcover( ter( x, y ) ) ) {
overlap = true;
}
}
}
if(overlap) {
continue;
}
square(this, t_floor, bx1, by1, bx2, by2);
line(this, t_concrete_wall, bx1, by1, bx2, by1);
line(this, t_concrete_wall, bx1, by2, bx2, by2);
line(this, t_concrete_wall, bx1, by1, bx1, by2);
line(this, t_concrete_wall, bx2, by1, bx2, by2);
switch (rng(1, 3)) { // What type of building?
case 1: // Barracks
for (int i = by1 + 1; i <= by2 - 1; i += 2) {
line_furn(this, f_bed, bx1 + 1, i, bx1 + 2, i);
line_furn(this, f_bed, bx2 - 2, i, bx2 - 1, i);
place_items("bed", 50, bx1 + 1, i, bx1 + 2, i, false, 0);
place_items("bed", 50, bx2 - 2, i, bx2 - 1, i, false, 0);
}
place_items("bedroom", 84, bx1 + 1, by1 + 1, bx2 - 1, by2 - 1, false, 0);
place_items("book_military", 45, bx1 + 1, by1 + 1, bx2 - 1, by2 - 1, false, 0);
break;
case 2: // Armory
line_furn(this, f_counter, bx1 + 1, by1 + 1, bx2 - 1, by1 + 1);
line_furn(this, f_counter, bx1 + 1, by2 - 1, bx2 - 1, by2 - 1);
line_furn(this, f_counter, bx1 + 1, by1 + 2, bx1 + 1, by2 - 2);
line_furn(this, f_counter, bx2 - 1, by1 + 2, bx2 - 1, by2 - 2);
place_items( "guns_rifle_milspec", 40, bx1 + 1, by1 + 1, bx2 - 1, by1 + 1, false, 0, 100 );
place_items( "mags_milspec", 40, bx1 + 1, by1 + 1, bx2 - 1, by1 + 1, false, 0 );
place_items( "ammo_milspec", 40, bx1 + 1, by1 + 1, bx2 - 1, by1 + 1, false, 0 );
place_items( "guns_launcher_milspec", 40, bx1 + 1, by2 - 1, bx2 - 1, by2 - 1, false, 0 );
place_items("grenades", 40, bx1 + 1, by1 + 2, bx1 + 1, by2 - 2, false, 0);
place_items("mil_armor", 40, bx2 - 1, by1 + 2, bx2 - 1, by2 - 2, false, 0);
break;
case 3: // Supplies
for (int i = by1 + 1; i <= by2 - 1; i += 3) {
line_furn(this, f_rack, bx1 + 2, i, bx2 - 2, i);
place_items("mil_food", 78, bx1 + 2, i, bx2 - 2, i, false, 0);
}
break;
}
std::vector<direction> doorsides;
if (bx1 > 3) {
doorsides.push_back(WEST);
}
if (bx2 < 20) {
doorsides.push_back(EAST);
}
if (by1 > 3) {
doorsides.push_back(NORTH);
}
if (by2 < 20) {
doorsides.push_back(SOUTH);
}
int doorx = 0, doory = 0;
switch( random_entry( doorsides ) ) {
case WEST:
doorx = bx1;
doory = rng(by1 + 1, by2 - 1);
break;
case EAST:
doorx = bx2;
doory = rng(by1 + 1, by2 - 1);
break;
case NORTH:
doorx = rng(bx1 + 1, bx2 - 1);
doory = by1;
break;
case SOUTH:
doorx = rng(bx1 + 1, bx2 - 1);
doory = by2;
break;
default:
break;
}
for (int i = doorx - 1; i <= doorx + 1; i++) {
for (int j = doory - 1; j <= doory + 1; j++) {
i_clear(i, j);
if (furn(i, j) == f_bed || furn(i, j) == f_rack || furn(i, j) == f_counter) {
furn_set(i, j, f_null);
}
}
}
for( int i = -1; i <= +1; i += 2 ) {
// Wall from another room, make a double door, doesn't look nice,
// but is better than a door leading into wall. Original:
// --- -+-
// -+- ==> -+-
// ... ...
if( ter( doorx + i, doory ) == t_concrete_wall && ter( doorx - i, doory ) == t_floor ) {
ter_set( doorx + i, doory, t_door_c );
}
if( ter( doorx, doory + i ) == t_concrete_wall && ter( doorx, doory - i ) == t_floor ) {
ter_set( doorx, doory + i, t_door_c );
}
}
ter_set(doorx, doory, t_door_c);
}
}
// Place turrets by (possible) entrances
add_spawn(mon_turret_rifle, 1, 1, 11);
add_spawn(mon_turret_rifle, 1, 1, 12);
add_spawn(mon_turret_rifle, 1, SEEX * 2 - 2, 11);
add_spawn(mon_turret_rifle, 1, SEEX * 2 - 2, 12);
add_spawn(mon_turret_rifle, 1, 11, 1);
add_spawn(mon_turret_rifle, 1, 12, 1);
add_spawn(mon_turret_rifle, 1, 11, SEEY * 2 - 2);
add_spawn(mon_turret_rifle, 1, 12, SEEY * 2 - 2);
// Place searchlights
if (one_in(3)) {
if( const auto p = random_point( points_in_rectangle( { 3, 3, abs_sub.z }, { 20, 20, abs_sub.z } ), [this]( const tripoint &n ) { return passable( n ); } ) ) {
ter_set( *p, t_plut_generator );
add_spawn(mon_turret_searchlight, 1, 1, 1);
add_spawn(mon_turret_searchlight, 1, SEEX * 2 - 2, 1);
add_spawn(mon_turret_searchlight, 1, 1, SEEY * 2 - 2);
add_spawn(mon_turret_searchlight, 1, SEEX * 2 - 2, SEEY * 2 - 2);
}
}
// Finally, scatter dead bodies / mil zombies
for (int i = 0; i < 20; i++) {
if( const auto p = random_point( points_in_rectangle( { 3, 3, abs_sub.z }, { 20, 20, abs_sub.z } ), [this]( const tripoint &n ) { return passable( n ); } ) ) {
if (one_in(5)) { // Military zombie
add_spawn( mon_zombie_soldier, 1, p->x, p->y );
} else if (one_in(2)) {
add_item( *p, item::make_corpse( mon_zombie_soldier ) );
if( one_in( 3 ) ) {
place_items( "mon_zombie_soldier_death_drops", 100, *p, *p, true, 0, 100 );
}
} else if (one_in(4)) { // Bionic Op zombie!
add_spawn( mon_zombie_bio_op, 1, p->x, p->y );
} else if (one_in(4)) {
if (one_in(10)) {
add_spawn( mon_zombie_grenadier_elite, 1, p->x, p->y );
} else {
add_spawn( mon_zombie_grenadier, 1, p->x, p->y );
}
} else if (one_in(20)) {
rough_circle_furn( this, f_rubble, p->x, p->y, rng( 3, 6 ) );
}
}
}
// Oh wait--let's also put radiation in any rubble
for (int i = 0; i < SEEX * 2; i++) {
for (int j = 0; j < SEEY * 2; j++) {
int extra_radiation = (one_in(5) ? rng(1, 2) : 0);
adjust_radiation(i, j, extra_radiation);
if (furn(i, j) == f_rubble) {
adjust_radiation(i, j, rng(1, 3));
}
}
}
} else if (terrain_type == "silo") {
if (zlevel == 0) { // We're on ground level
for (int i = 0; i < SEEX * 2; i++) {
for (int j = 0; j < SEEY * 2; j++) {
if (trig_dist(i, j, SEEX, SEEY) <= 6) {
ter_set(i, j, t_metal_floor);
} else {
ter_set(i, j, dat.groundcover());
}
}
}
switch (rng(1, 4)) { // Placement of stairs
case 1:
lw = 3;
mw = 5;
tw = 3;
break;
case 2:
lw = 3;
mw = 5;
tw = SEEY * 2 - 4;
break;
case 3:
lw = SEEX * 2 - 7;
mw = lw;
tw = 3;
break;
case 4:
lw = SEEX * 2 - 7;
mw = lw;
tw = SEEY * 2 - 4;
break;
}
for (int i = lw; i <= lw + 2; i++) {
ter_set(i, tw , t_wall_metal);
ter_set(i, tw + 2, t_wall_metal);
}
ter_set(lw , tw + 1, t_wall_metal);
ter_set(lw + 1, tw + 1, t_stairs_down);
ter_set(lw + 2, tw + 1, t_wall_metal);
ter_set(mw , tw + 1, t_door_metal_locked);
ter_set(mw , tw + 2, t_card_military);
} else { // We are NOT above ground.
for (int i = 0; i < SEEX * 2; i++) {
for (int j = 0; j < SEEY * 2; j++) {
if (trig_dist(i, j, SEEX, SEEY) > 7) {
ter_set(i, j, t_rock);
} else if (trig_dist(i, j, SEEX, SEEY) > 5) {
ter_set(i, j, t_metal_floor);
if (one_in(30)) {
add_field( {i, j, abs_sub.z}, fd_nuke_gas, 2 );
}
} else if (trig_dist(i, j, SEEX, SEEY) == 5) {
ter_set(i, j, t_hole);
} else {
ter_set(i, j, t_missile);
}
}
}
silo_rooms(this);
}
} else if (terrain_type == "silo_finale") {
for (int i = 0; i < SEEX * 2; i++) {
for (int j = 0; j < SEEY * 2; j++) {
if (i == 5) {
if (j > 4 && j < SEEY) {
ter_set(i, j, t_reinforced_glass);
} else if (j == SEEY * 2 - 4) {
ter_set(i, j, t_door_metal_c);
} else {
ter_set(i, j, t_rock);
}
} else {
ter_set(i, j, t_rock_floor);
}
}
}
ter_set(0, 0, t_stairs_up);
tmpcomp = add_computer( tripoint( 4, 5, abs_sub.z ), _("Missile Controls"), 8);
tmpcomp->add_option(_("Launch Missile"), COMPACT_MISS_LAUNCH, 10);
tmpcomp->add_option(_("Disarm Missile"), COMPACT_MISS_DISARM, 8);
tmpcomp->add_failure(COMPFAIL_SECUBOTS);
tmpcomp->add_failure(COMPFAIL_DAMAGE);
} else if (terrain_type == "temple" ||
terrain_type == "temple_stairs") {
if (zlevel == 0) { // Ground floor
// TODO: More varieties?
fill_background(this, t_dirt);
square(this, t_grate, SEEX - 1, SEEY - 1, SEEX, SEEX);
ter_set(SEEX + 1, SEEY + 1, t_pedestal_temple);
} else { // Underground! Shit's about to get interesting!
// Start with all rock floor
square(this, t_rock_floor, 0, 0, SEEX * 2 - 1, SEEY * 2 - 1);
// We always start at the south and go north.
// We use (y / 2 + z) % 4 to guarantee that rooms don't repeat.
switch (1 + abs(abs_sub.y / 2 + zlevel + 4) % 4) {// TODO: More varieties!
case 1: // Flame bursts
square(this, t_rock, 0, 0, SEEX - 1, SEEY * 2 - 1);
square(this, t_rock, SEEX + 2, 0, SEEX * 2 - 1, SEEY * 2 - 1);
for (int i = 2; i < SEEY * 2 - 4; i++) {
add_field( {SEEX , i, abs_sub.z}, fd_fire_vent, rng( 1, 3 ) );
add_field( {SEEX + 1, i, abs_sub.z}, fd_fire_vent, rng( 1, 3 ) );
}
break;
case 2: // Spreading water
square(this, t_water_dp, 4, 4, 5, 5);
add_spawn(mon_sewer_snake, 1, 4, 4);
square(this, t_water_dp, SEEX * 2 - 5, 4, SEEX * 2 - 4, 6);
add_spawn(mon_sewer_snake, 1, SEEX * 2 - 5, 4);
square(this, t_water_dp, 4, SEEY * 2 - 5, 6, SEEY * 2 - 4);
square(this, t_water_dp, SEEX * 2 - 5, SEEY * 2 - 5, SEEX * 2 - 4,
SEEY * 2 - 4);
square(this, t_rock, 0, SEEY * 2 - 2, SEEX - 1, SEEY * 2 - 1);
square(this, t_rock, SEEX + 2, SEEY * 2 - 2, SEEX * 2 - 1, SEEY * 2 - 1);
line(this, t_grate, SEEX, 1, SEEX + 1, 1); // To drain the water
mtrap_set( this, SEEX, SEEY * 2 - 2, tr_temple_flood);
mtrap_set( this, SEEX + 1, SEEY * 2 - 2, tr_temple_flood);
for (int y = 2; y < SEEY * 2 - 2; y++) {
for (int x = 2; x < SEEX * 2 - 2; x++) {
if (ter(x, y) == t_rock_floor && one_in(4)) {
mtrap_set( this, x, y, tr_temple_flood);
}
}
}
break;
case 3: { // Flipping walls puzzle
line(this, t_rock, 0, 0, SEEX - 1, 0);
line(this, t_rock, SEEX + 2, 0, SEEX * 2 - 1, 0);
line(this, t_rock, SEEX - 1, 1, SEEX - 1, 6);
line(this, t_bars, SEEX + 2, 1, SEEX + 2, 6);
ter_set(14, 1, t_switch_rg);
ter_set(15, 1, t_switch_gb);
ter_set(16, 1, t_switch_rb);
ter_set(17, 1, t_switch_even);
// Start with clear floors--then work backwards to the starting state
line(this, t_floor_red, SEEX, 1, SEEX + 1, 1);
line(this, t_floor_green, SEEX, 2, SEEX + 1, 2);
line(this, t_floor_blue, SEEX, 3, SEEX + 1, 3);
line(this, t_floor_red, SEEX, 4, SEEX + 1, 4);
line(this, t_floor_green, SEEX, 5, SEEX + 1, 5);
line(this, t_floor_blue, SEEX, 6, SEEX + 1, 6);
// Now, randomly choose actions
// Set up an actions vector so that there's not undue repetition
std::vector<int> actions;
actions.push_back(1);
actions.push_back(2);
actions.push_back(3);
actions.push_back(4);
actions.push_back(rng(1, 3));
while (!actions.empty()) {
const int action = random_entry_removed( actions );
for (int y = 1; y < 7; y++) {
for (int x = SEEX; x <= SEEX + 1; x++) {
switch (action) {
case 1: // Toggle RG
if (ter(x, y) == t_floor_red) {
ter_set(x, y, t_rock_red);
} else if (ter(x, y) == t_rock_red) {
ter_set(x, y, t_floor_red);
} else if (ter(x, y) == t_floor_green) {
ter_set(x, y, t_rock_green);
} else if (ter(x, y) == t_rock_green) {
ter_set(x, y, t_floor_green);
}
break;
case 2: // Toggle GB
if (ter(x, y) == t_floor_blue) {
ter_set(x, y, t_rock_blue);
} else if (ter(x, y) == t_rock_blue) {
ter_set(x, y, t_floor_blue);
} else if (ter(x, y) == t_floor_green) {
ter_set(x, y, t_rock_green);
} else if (ter(x, y) == t_rock_green) {
ter_set(x, y, t_floor_green);
}
break;
case 3: // Toggle RB
if (ter(x, y) == t_floor_blue) {
ter_set(x, y, t_rock_blue);
} else if (ter(x, y) == t_rock_blue) {
ter_set(x, y, t_floor_blue);
} else if (ter(x, y) == t_floor_red) {
ter_set(x, y, t_rock_red);
} else if (ter(x, y) == t_rock_red) {
ter_set(x, y, t_floor_red);
}
break;
case 4: // Toggle Even
if (y % 2 == 0) {
if (ter(x, y) == t_floor_blue) {
ter_set(x, y, t_rock_blue);
} else if (ter(x, y) == t_rock_blue) {
ter_set(x, y, t_floor_blue);
} else if (ter(x, y) == t_floor_red) {
ter_set(x, y, t_rock_red);
} else if (ter(x, y) == t_rock_red) {
ter_set(x, y, t_floor_red);
} else if (ter(x, y) == t_floor_green) {
ter_set(x, y, t_rock_green);
} else if (ter(x, y) == t_rock_green) {
ter_set(x, y, t_floor_green);
}
}
break;
}
}
}
}
}
break;
case 4: { // Toggling walls maze
square(this, t_rock, 0, 0, SEEX - 1, 1);
square(this, t_rock, 0, SEEY * 2 - 2, SEEX - 1, SEEY * 2 - 1);
square(this, t_rock, 0, 2, SEEX - 4, SEEY * 2 - 3);
square(this, t_rock, SEEX + 2, 0, SEEX * 2 - 1, 1);
square(this, t_rock, SEEX + 2, SEEY * 2 - 2, SEEX * 2 - 1, SEEY * 2 - 1);
square(this, t_rock, SEEX + 5, 2, SEEX * 2 - 1, SEEY * 2 - 3);
int x = rng(SEEX - 1, SEEX + 2), y = 2;
std::vector<point> path; // Path, from end to start
while (x < SEEX - 1 || x > SEEX + 2 || y < SEEY * 2 - 2) {
path.push_back( point(x, y) );
ter_set(x, y, ter_id( rng(t_floor_red, t_floor_blue) ));
if (y == SEEY * 2 - 2) {
if (x < SEEX - 1) {
x++;
} else if (x > SEEX + 2) {
x--;
}
} else {
std::vector<point> next;
for (int nx = x - 1; nx <= x + 1; nx++ ) {
for (int ny = y; ny <= y + 1; ny++) {
if (ter(nx, ny) == t_rock_floor) {
next.push_back( point(nx, ny) );
}
}
}
if(next.empty()) {
break;
} else {
const point p = random_entry( next );
x = p.x;
y = p.y;
}
}
}
// Now go backwards through path (start to finish), toggling any tiles that need
bool toggle_red = false, toggle_green = false, toggle_blue = false;
for (int i = path.size() - 1; i >= 0; i--) {
if (ter(path[i].x, path[i].y) == t_floor_red) {
toggle_green = !toggle_green;
if (toggle_red) {
ter_set(path[i].x, path[i].y, t_rock_red);
}
} else if (ter(path[i].x, path[i].y) == t_floor_green) {
toggle_blue = !toggle_blue;
if (toggle_green) {
ter_set(path[i].x, path[i].y, t_rock_green);
}
} else if (ter(path[i].x, path[i].y) == t_floor_blue) {
toggle_red = !toggle_red;
if (toggle_blue) {
ter_set(path[i].x, path[i].y, t_rock_blue);
}
}
}
// Finally, fill in the rest with random tiles, and place toggle traps
for (int i = SEEX - 3; i <= SEEX + 4; i++) {
for (int j = 2; j <= SEEY * 2 - 2; j++) {
mtrap_set( this, i, j, tr_temple_toggle);
if (ter(i, j) == t_rock_floor) {
ter_set(i, j, ter_id( rng(t_rock_red, t_floor_blue) ));
}
}
}
}
break;
} // Done with room type switch
// Stairs down if we need them
if (terrain_type == "temple_stairs") {
line(this, t_stairs_down, SEEX, 0, SEEX + 1, 0);
}
// Stairs at the south if t_above has stairs down.
if (t_above == "temple_stairs") {
line(this, t_stairs_up, SEEX, SEEY * 2 - 1, SEEX + 1, SEEY * 2 - 1);
}
} // Done with underground-only stuff
} else if (terrain_type == "temple_finale") {
fill_background(this, t_rock);
square(this, t_rock_floor, SEEX - 1, 1, SEEX + 2, 4);
square(this, t_rock_floor, SEEX, 5, SEEX + 1, SEEY * 2 - 1);
line(this, t_stairs_up, SEEX, SEEY * 2 - 1, SEEX + 1, SEEY * 2 - 1);
spawn_artifact( tripoint( rng(SEEX, SEEX + 1), rng(2, 3), abs_sub.z ) );
spawn_artifact( tripoint( rng(SEEX, SEEX + 1), rng(2, 3), abs_sub.z ) );
return;
} else if (terrain_type == "sewage_treatment") {
fill_background(this, t_floor); // Set all to floor
line(this, t_wall, 0, 0, 23, 0); // Top wall
line(this, t_window, 1, 0, 6, 0); // Its windows
line(this, t_wall, 0, 23, 23, 23); // Bottom wall
line(this, t_wall, 1, 5, 6, 5); // Interior wall (front office)
line(this, t_wall, 1, 14, 6, 14); // Interior wall (equipment)
line(this, t_wall, 1, 20, 7, 20); // Interior wall (stairs)
line(this, t_wall, 14, 15, 22, 15); // Interior wall (tank)
line(this, t_wall, 0, 1, 0, 22); // Left wall
line(this, t_wall, 23, 1, 23, 22); // Right wall
line(this, t_wall, 7, 1, 7, 5); // Interior wall (front office)
line(this, t_wall, 7, 14, 7, 19); // Interior wall (stairs)
line(this, t_wall, 4, 15, 4, 19); // Interior wall (mid-stairs)
line(this, t_wall, 14, 15, 14, 20); // Interior wall (tank)
line(this, t_wall_glass, 7, 6, 7, 13); // Interior glass (equipment)
line(this, t_wall_glass, 8, 20, 13, 20); // Interior glass (flow)
line_furn(this, f_counter, 1, 3, 3, 3); // Desk (front office);
line_furn(this, f_counter, 1, 6, 1, 13); // Counter (equipment);
// Central tanks:
square(this, t_sewage, 10, 3, 13, 6);
square(this, t_sewage, 17, 3, 20, 6);
square(this, t_sewage, 10, 10, 13, 13);
square(this, t_sewage, 17, 10, 20, 13);
// Drainage tank
square(this, t_sewage, 16, 16, 21, 18);
square(this, t_grate, 18, 16, 19, 17);
line(this, t_sewage, 17, 19, 20, 19);
line(this, t_sewage, 18, 20, 19, 20);
line(this, t_sewage, 2, 21, 19, 21);
line(this, t_sewage, 2, 22, 19, 22);
// Pipes and pumps
line(this, t_sewage_pipe, 1, 15, 1, 19);
line(this, t_sewage_pump, 1, 21, 1, 22);
// Stairs down
ter_set(2, 15, t_stairs_down);
// Now place doors
ter_set(rng(2, 5), 0, t_door_c);
ter_set(rng(3, 5), 5, t_door_c);
ter_set(5, 14, t_door_c);
ter_set(7, rng(15, 17), t_door_c);
ter_set(14, rng(17, 19), t_door_c);
if (one_in(3)) { // back door
ter_set(23, rng(19, 22), t_door_locked);
}
ter_set(4, 19, t_door_metal_locked);
ter_set(2, 19, t_console);
ter_set(6, 19, t_console);
// Computers to unlock stair room, and items
tmpcomp = add_computer( tripoint( 2, 19, abs_sub.z ), _("EnviroCom OS v2.03"), 1);
tmpcomp->add_option(_("Unlock stairs"), COMPACT_OPEN, 0);
tmpcomp->add_failure(COMPFAIL_SHUTDOWN);
tmpcomp = add_computer( tripoint( 6, 19, abs_sub.z ), _("EnviroCom OS v2.03"), 1);
tmpcomp->add_option(_("Unlock stairs"), COMPACT_OPEN, 0);
tmpcomp->add_failure(COMPFAIL_SHUTDOWN);
place_items("sewage_plant", 80, 1, 6, 1, 13, false, 0);
} else if (terrain_type == "sewage_treatment_hub") {
// Stairs up, center of 3x3 of treatment_below
fill_background(this, t_rock_floor);
// Top & left walls; right & bottom are handled by adjacent terrain
line(this, t_wall, 0, 0, 23, 0);
line(this, t_wall, 0, 1, 0, 23);
// Top-left room
line(this, t_wall, 8, 1, 8, 8);
line(this, t_wall, 1, 9, 9, 9);
line(this, t_wall_glass, rng(1, 3), 9, rng(4, 7), 9);
ter_set(2, 15, t_stairs_up);
ter_set(8, 8, t_door_c);
ter_set(3, 0, t_door_c);
// Bottom-left room - stairs and equipment
line(this, t_wall, 1, 14, 8, 14);
line(this, t_wall_glass, rng(1, 3), 14, rng(5, 8), 14);
line(this, t_wall, 9, 14, 9, 23);
line(this, t_wall_glass, 9, 16, 9, 19);
square_furn(this, f_counter, 5, 16, 6, 20);
place_items("sewage_plant", 80, 5, 16, 6, 20, false, 0);
ter_set(0, 20, t_door_c);
ter_set(9, 20, t_door_c);
// Bottom-right room
line(this, t_wall, 14, 19, 14, 23);
line(this, t_wall, 14, 18, 19, 18);
line(this, t_wall, 21, 14, 23, 14);
ter_set(14, 18, t_wall);
ter_set(14, 20, t_door_c);
ter_set(15, 18, t_door_c);
line(this, t_wall, 20, 15, 20, 18);
// Tanks and their content
for (int i = 9; i <= 16; i += 7) {
for (int j = 2; j <= 9; j += 7) {
square(this, t_rock, i, j, i + 5, j + 5);
square(this, t_sewage, i + 1, j + 1, i + 4, j + 4);
}
}
square(this, t_rock, 16, 15, 19, 17); // Wall around sewage from above
square(this, t_rock, 10, 15, 14, 17); // Extra walls for southward flow
// Flow in from north, east, and west always connects to the corresponding tank
square(this, t_sewage, 10, 0, 13, 2); // North -> NE tank
square(this, t_sewage, 21, 10, 23, 13); // East -> SE tank
square(this, t_sewage, 0, 10, 9, 13); // West -> SW tank
// Flow from south may go to SW tank or SE tank
square(this, t_sewage, 10, 16, 13, 23);
if (one_in(2)) { // To SW tank
square(this, t_sewage, 10, 14, 13, 17);
// Then, flow from above may be either to flow from south, to SE tank, or both
switch (rng(1, 5)) {
case 1:
case 2: // To flow from south
square(this, t_sewage, 14, 16, 19, 17);
line(this, t_bridge, 15, 16, 15, 17);
if (!one_in(4)) {
line(this, t_wall_glass, 16, 18, 19, 18); // Viewing window
}
break;
case 3:
case 4: // To SE tank
square(this, t_sewage, 18, 14, 19, 17);
if (!one_in(4)) {
line(this, t_wall_glass, 20, 15, 20, 17); // Viewing window
}
break;
case 5: // Both!
square(this, t_sewage, 14, 16, 19, 17);
square(this, t_sewage, 18, 14, 19, 17);
line(this, t_bridge, 15, 16, 15, 17);
if (!one_in(4)) {
line(this, t_wall_glass, 16, 18, 19, 18); // Viewing window
}
if (!one_in(4)) {
line(this, t_wall_glass, 20, 15, 20, 17); // Viewing window
}
break;
}
} else { // To SE tank, via flow from above
square(this, t_sewage, 14, 16, 19, 17);
square(this, t_sewage, 18, 14, 19, 17);
line(this, t_bridge, 15, 16, 15, 17);
if (!one_in(4)) {
line(this, t_wall_glass, 16, 18, 19, 18); // Viewing window
}
if (!one_in(4)) {
line(this, t_wall_glass, 20, 15, 20, 17); // Viewing window
}
}
// Next, determine how the tanks interconnect.
rn = rng(1, 4); // Which of the 4 possible connections is missing?
if (rn != 1) {
line(this, t_sewage, 14, 4, 14, 5);
line(this, t_bridge, 15, 4, 15, 5);
line(this, t_sewage, 16, 4, 16, 5);
}
if (rn != 2) {
line(this, t_sewage, 18, 7, 19, 7);
line(this, t_bridge, 18, 8, 19, 8);
line(this, t_sewage, 18, 9, 19, 9);
}
if (rn != 3) {
line(this, t_sewage, 14, 11, 14, 12);
line(this, t_bridge, 15, 11, 15, 12);
line(this, t_sewage, 16, 11, 16, 12);
}
if (rn != 4) {
line(this, t_sewage, 11, 7, 12, 7);
line(this, t_bridge, 11, 8, 12, 8);
line(this, t_sewage, 11, 9, 12, 9);
}
// Bridge connecting bottom two rooms
line(this, t_bridge, 10, 20, 13, 20);
// Possibility of extra equipment shelves
if (!one_in(3)) {
line_furn(this, f_rack, 23, 1, 23, 4);
place_items("sewage_plant", 60, 23, 1, 23, 4, false, 0);
}
// Finally, choose what the top-left and bottom-right rooms do.
if (one_in(2)) { // Upper left is sampling, lower right valuable finds
// Upper left...
line(this, t_wall, 1, 3, 2, 3);
line(this, t_wall, 1, 5, 2, 5);
line(this, t_wall, 1, 7, 2, 7);
ter_set(1, 4, t_sewage_pump);
furn_set(2, 4, f_counter);
ter_set(1, 6, t_sewage_pump);
furn_set(2, 6, f_counter);
ter_set(1, 2, t_console);
tmpcomp = add_computer( tripoint( 1, 2, abs_sub.z ), _("EnviroCom OS v2.03"), 0);
tmpcomp->add_option(_("Download Sewer Maps"), COMPACT_MAP_SEWER, 0);
tmpcomp->add_option(_("Divert sample"), COMPACT_SAMPLE, 3);
tmpcomp->add_failure(COMPFAIL_PUMP_EXPLODE);
tmpcomp->add_failure(COMPFAIL_PUMP_LEAK);
// Lower right...
line_furn(this, f_counter, 15, 23, 22, 23);
place_items("sewer", 65, 15, 23, 22, 23, false, 0);
line_furn(this, f_counter, 23, 15, 23, 19);
place_items("sewer", 65, 23, 15, 23, 19, false, 0);
} else { // Upper left is valuable finds, lower right is sampling
// Upper left...
line_furn(this, f_counter, 1, 1, 1, 7);
place_items("sewer", 65, 1, 1, 1, 7, false, 0);
line_furn(this, f_counter, 7, 1, 7, 7);
place_items("sewer", 65, 7, 1, 7, 7, false, 0);
// Lower right...
line(this, t_wall, 17, 22, 17, 23);
line(this, t_wall, 19, 22, 19, 23);
line(this, t_wall, 21, 22, 21, 23);
ter_set(18, 23, t_sewage_pump);
furn_set(18, 22, f_counter);
ter_set(20, 23, t_sewage_pump);
furn_set(20, 22, f_counter);
ter_set(16, 23, t_console);
tmpcomp = add_computer( tripoint( 16, 23, abs_sub.z ), _("EnviroCom OS v2.03"), 0);
tmpcomp->add_option(_("Download Sewer Maps"), COMPACT_MAP_SEWER, 0);
tmpcomp->add_option(_("Divert sample"), COMPACT_SAMPLE, 3);
tmpcomp->add_failure(COMPFAIL_PUMP_EXPLODE);
tmpcomp->add_failure(COMPFAIL_PUMP_LEAK);
}
} else if (terrain_type == "sewage_treatment_under") {
fill_background(this, t_floor);
if (t_north == "sewage_treatment_under" || t_north == "sewage_treatment_hub" ||
(is_ot_type("sewer", t_north) && connects_to(t_north, 2))) {
if (t_north == "sewage_treatment_under" ||
t_north == "sewage_treatment_hub") {
line(this, t_wall, 0, 0, 23, 0);
ter_set(3, 0, t_door_c);
}
n_fac = 1;
square(this, t_sewage, 10, 0, 13, 13);
}
if (t_east == "sewage_treatment_under" ||
t_east == "sewage_treatment_hub" ||
(is_ot_type("sewer", t_east) && connects_to(t_east, 3))) {
e_fac = 1;
square(this, t_sewage, 10, 10, 23, 13);
}
if (t_south == "sewage_treatment_under" ||
t_south == "sewage_treatment_hub" ||
(is_ot_type("sewer", t_south) && connects_to(t_south, 0))) {
s_fac = 1;
square(this, t_sewage, 10, 10, 13, 23);
}
if (t_west == "sewage_treatment_under" ||
t_west == "sewage_treatment_hub" ||
(is_ot_type("sewer", t_west) && connects_to(t_west, 1))) {
if (t_west == "sewage_treatment_under" ||
t_west == "sewage_treatment_hub") {
line(this, t_wall, 0, 1, 0, 23);
ter_set(0, 20, t_door_c);
}
w_fac = 1;
square(this, t_sewage, 0, 10, 13, 13);
}
} else if (terrain_type == "mine_entrance") {
dat.fill_groundcover();
int tries = 0;
bool build_shaft = true;
do {
int x1 = rng(1, SEEX * 2 - 10), y1 = rng(1, SEEY * 2 - 10);
int x2 = x1 + rng(4, 9), y2 = y1 + rng(4, 9);
if (build_shaft) {
build_mine_room(this, room_mine_shaft, x1, y1, x2, y2, dat);
build_shaft = false;
} else {
bool okay = true;
for (int x = x1 - 1; x <= x2 + 1 && okay; x++) {
for (int y = y1 - 1; y <= y2 + 1 && okay; y++) {
okay = dat.is_groundcover( ter(x, y) );
}
}
if (okay) {
room_type type = room_type( rng(room_mine_office, room_mine_housing) );
build_mine_room(this, type, x1, y1, x2, y2, dat);
tries = 0;
} else {
tries++;
}
}
} while (tries < 5);
int ladderx = rng(0, SEEX * 2 - 1), laddery = rng(0, SEEY * 2 - 1);
while( !dat.is_groundcover( ter(ladderx, laddery) ) ) {
ladderx = rng(0, SEEX * 2 - 1);
laddery = rng(0, SEEY * 2 - 1);
}
ter_set(ladderx, laddery, t_manhole_cover);
} else if (terrain_type == "mine_shaft") {
// Not intended to actually be inhabited!
fill_background(this, t_rock);
square(this, t_hole, SEEX - 3, SEEY - 3, SEEX + 2, SEEY + 2);
line(this, t_grate, SEEX - 3, SEEY - 4, SEEX + 2, SEEY - 4);
ter_set(SEEX - 3, SEEY - 5, t_ladder_up);
ter_set(SEEX + 2, SEEY - 5, t_ladder_down);
rotate(rng(0, 3));
} else if (terrain_type == "mine" ||
terrain_type == "mine_down") {
if (is_ot_type("mine", t_north)) {
n_fac = (one_in(10) ? 0 : -2);
} else {
n_fac = 4;
}
if (is_ot_type("mine", t_east)) {
e_fac = (one_in(10) ? 0 : -2);
} else {
e_fac = 4;
}
if (is_ot_type("mine", t_south)) {
s_fac = (one_in(10) ? 0 : -2);
} else {
s_fac = 4;
}
if (is_ot_type("mine", t_west)) {
w_fac = (one_in(10) ? 0 : -2);
} else {
w_fac = 4;
}
for (int i = 0; i < SEEX * 2; i++) {
for (int j = 0; j < SEEY * 2; j++) {
if (i >= w_fac + rng(0, 2) && i <= SEEX * 2 - 1 - e_fac - rng(0, 2) &&
j >= n_fac + rng(0, 2) && j <= SEEY * 2 - 1 - s_fac - rng(0, 2) &&
i + j >= 4 && (SEEX * 2 - i) + (SEEY * 2 - j) >= 6 ) {
ter_set(i, j, t_rock_floor);
} else {
ter_set(i, j, t_rock);
}
}
}
if (t_above == "mine_shaft") { // We need the entrance room
square(this, t_floor, 10, 10, 15, 15);
line(this, t_wall, 9, 9, 16, 9);
line(this, t_wall, 9, 16, 16, 16);
line(this, t_wall, 9, 10, 9, 15);
line(this, t_wall, 16, 10, 16, 15);
line(this, t_wall, 10, 11, 12, 11);
ter_set(10, 10, t_elevator_control);
ter_set(11, 10, t_elevator);
ter_set(10, 12, t_ladder_up);
line_furn(this, f_counter, 10, 15, 15, 15);
place_items("mine_equipment", 86, 10, 15, 15, 15, false, 0);
if (one_in(2)) {
ter_set(9, 12, t_door_c);
} else {
ter_set(16, 12, t_door_c);
}
} else { // Not an entrance; maybe some hazards!
switch( rng(0, 6) ) {
case 0:
break; // Nothing! Lucky!
case 1: { // Toxic gas
int cx = rng(9, 14), cy = rng(9, 14);
ter_set(cx, cy, t_rock);
add_field( {cx, cy, abs_sub.z}, fd_gas_vent, 1 );
}
break;
case 2: { // Lava
int x1 = rng(6, SEEX), y1 = rng(6, SEEY),
x2 = rng(SEEX + 1, SEEX * 2 - 7), y2 = rng(SEEY + 1, SEEY * 2 - 7);
int num = rng(2, 4);
for (int i = 0; i < num; i++) {
int lx1 = x1 + rng(-1, 1), lx2 = x2 + rng(-1, 1),
ly1 = y1 + rng(-1, 1), ly2 = y2 + rng(-1, 1);
line(this, t_lava, lx1, ly1, lx2, ly2);
}
}
break;
case 3: { // Wrecked equipment
int x = rng(9, 14), y = rng(9, 14);
for (int i = x - 3; i < x + 3; i++) {
for (int j = y - 3; j < y + 3; j++) {
if (!one_in(4)) {
make_rubble( tripoint( i, j, abs_sub.z ), f_wreckage, true);
}
}
}
place_items("wreckage", 70, x - 3, y - 3, x + 2, y + 2, false, 0);
}
break;
case 4: { // Dead miners
int num_bodies = rng(4, 8);
for (int i = 0; i < num_bodies; i++) {
if( const auto body = random_point( *this, [this]( const tripoint &p ) { return move_cost( p ) == 2; } ) ) {
add_item( *body, item::make_corpse() );
place_items( "mine_equipment", 60, *body, *body,
false, 0);
}
}
}
break;
case 5: { // Dark worm!
int num_worms = rng(1, 5);
for (int i = 0; i < num_worms; i++) {
std::vector<direction> sides;
if (n_fac == 6) {
sides.push_back(NORTH);
}
if (e_fac == 6) {
sides.push_back(EAST);
}
if (s_fac == 6) {
sides.push_back(SOUTH);
}
if (w_fac == 6) {
sides.push_back(WEST);
}
if (sides.empty()) {
add_spawn(mon_dark_wyrm, 1, SEEX, SEEY);
i = num_worms;
} else {
point p;
switch( random_entry( sides ) ) {
case NORTH:
p = point(rng(1, SEEX * 2 - 2), rng(1, 5) );
break;
case EAST:
p = point(SEEX * 2 - rng(2, 6), rng(1, SEEY * 2 - 2));
break;
case SOUTH:
p = point(rng(1, SEEX * 2 - 2), SEEY * 2 - rng(2, 6));
break;
case WEST:
p = point(rng(1, 5) , rng(1, SEEY * 2 - 2));
break;
default:
break;
}
ter_set(p.x, p.y, t_rock_floor);
add_spawn(mon_dark_wyrm, 1, p.x, p.y);
}
}
}
break;
case 6: { // Spiral
int orx = rng(SEEX - 4, SEEX), ory = rng(SEEY - 4, SEEY);
line(this, t_rock, orx , ory , orx + 5, ory );
line(this, t_rock, orx + 5, ory , orx + 5, ory + 5);
line(this, t_rock, orx + 1, ory + 5, orx + 5, ory + 5);
line(this, t_rock, orx + 1, ory + 2, orx + 1, ory + 4);
line(this, t_rock, orx + 1, ory + 2, orx + 3, ory + 2);
ter_set(orx + 3, ory + 3, t_rock);
add_item( orx + 2, ory + 3, item::make_corpse() );
place_items("mine_equipment", 60, orx + 2, ory + 3, orx + 2, ory + 3,
false, 0);
}
break;
}
}
if (terrain_type == "mine_down") { // Don't forget to build a slope down!
std::vector<direction> open;
if (n_fac == 4) {
open.push_back(NORTH);
}
if (e_fac == 4) {
open.push_back(EAST);
}
if (s_fac == 4) {
open.push_back(SOUTH);
}
if (w_fac == 4) {
open.push_back(WEST);
}
if (open.empty()) { // We'll have to build it in the center
int tries = 0;
point p;
bool okay = true;
do {
p.x = rng(SEEX - 6, SEEX + 1);
p.y = rng(SEEY - 6, SEEY + 1);
okay = true;
for (int i = p.x; ( i <= p.x + 5 ) && okay; i++) {
for (int j = p.y; ( j <= p.y + 5 ) && okay; j++) {
if (ter(i, j) != t_rock_floor) {
okay = false;
}
}
}
if (!okay) {
tries++;
}
} while (!okay && tries < 10);
if (tries == 10) { // Clear the area around the slope down
square(this, t_rock_floor, p.x, p.y, p.x + 5, p.y + 5);
}
square(this, t_slope_down, p.x + 1, p.y + 1, p.x + 2, p.y + 2);
} else { // We can build against a wall
switch( random_entry( open ) ) {
case NORTH:
square(this, t_rock_floor, SEEX - 3, 6, SEEX + 2, SEEY);
line(this, t_slope_down, SEEX - 2, 6, SEEX + 1, 6);
break;
case EAST:
square(this, t_rock_floor, SEEX + 1, SEEY - 3, SEEX * 2 - 7, SEEY + 2);
line(this, t_slope_down, SEEX * 2 - 7, SEEY - 2, SEEX * 2 - 7, SEEY + 1);
break;
case SOUTH:
square(this, t_rock_floor, SEEX - 3, SEEY + 1, SEEX + 2, SEEY * 2 - 7);
line(this, t_slope_down, SEEX - 2, SEEY * 2 - 7, SEEX + 1, SEEY * 2 - 7);
break;
case WEST:
square(this, t_rock_floor, 6, SEEY - 3, SEEX, SEEY + 2);
line(this, t_slope_down, 6, SEEY - 2, 6, SEEY + 1);
break;
default:
break;
}
}
} // Done building a slope down
if (t_above == "mine_down") { // Don't forget to build a slope up!
std::vector<direction> open;
if (n_fac == 6 && ter(SEEX, 6) != t_slope_down) {
open.push_back(NORTH);
}
if (e_fac == 6 && ter(SEEX * 2 - 7, SEEY) != t_slope_down) {
open.push_back(EAST);
}
if (s_fac == 6 && ter(SEEX, SEEY * 2 - 7) != t_slope_down) {
open.push_back(SOUTH);
}
if (w_fac == 6 && ter(6, SEEY) != t_slope_down) {
open.push_back(WEST);
}
if (open.empty()) { // We'll have to build it in the center
int tries = 0;
point p;
bool okay = true;
do {
p.x = rng(SEEX - 6, SEEX + 1);
p.y = rng(SEEY - 6, SEEY + 1);
okay = true;
for (int i = p.x; ( i <= p.x + 5 ) && okay; i++) {
for (int j = p.y; ( j <= p.y + 5 ) && okay; j++) {
if (ter(i, j) != t_rock_floor) {
okay = false;
}
}
}
if (!okay) {
tries++;
}
} while (!okay && tries < 10);
if (tries == 10) { // Clear the area around the slope down
square(this, t_rock_floor, p.x, p.y, p.x + 5, p.y + 5);
}
square(this, t_slope_up, p.x + 1, p.y + 1, p.x + 2, p.y + 2);
} else { // We can build against a wall
switch( random_entry( open ) ) {
case NORTH:
line(this, t_slope_up, SEEX - 2, 6, SEEX + 1, 6);
break;
case EAST:
line(this, t_slope_up, SEEX * 2 - 7, SEEY - 2, SEEX * 2 - 7, SEEY + 1);
break;
case SOUTH:
line(this, t_slope_up, SEEX - 2, SEEY * 2 - 7, SEEX + 1, SEEY * 2 - 7);
break;
case WEST:
line(this, t_slope_up, 6, SEEY - 2, 6, SEEY + 1);
break;
default:
break;
}
}
} // Done building a slope up
} else if (terrain_type == "mine_finale") {
// Set up the basic chamber
for (int i = 0; i < SEEX * 2; i++) {
for (int j = 0; j < SEEY * 2; j++) {
if (i > rng(1, 3) && i < SEEX * 2 - rng(2, 4) &&
j > rng(1, 3) && j < SEEY * 2 - rng(2, 4) ) {
ter_set(i, j, t_rock_floor);
} else {
ter_set(i, j, t_rock);
}
}
}
std::vector<direction> face; // Which walls are solid, and can be a facing?
// Now draw the entrance(s)
if (t_north == "mine") {
square(this, t_rock_floor, SEEX, 0, SEEX + 1, 3);
} else {
face.push_back(NORTH);
}
if (t_east == "mine") {
square(this, t_rock_floor, SEEX * 2 - 4, SEEY, SEEX * 2 - 1, SEEY + 1);
} else {
face.push_back(EAST);
}
if (t_south == "mine") {
square(this, t_rock_floor, SEEX, SEEY * 2 - 4, SEEX + 1, SEEY * 2 - 1);
} else {
face.push_back(SOUTH);
}
if (t_west == "mine") {
square(this, t_rock_floor, 0, SEEY, 3, SEEY + 1);
} else {
face.push_back(WEST);
}
// Now, pick and generate a type of finale!
if (face.empty()) {
rn = rng(1, 3); // Amigara fault is not valid
} else {
rn = rng(1, 4);
}
switch (rn) {
case 1: { // Wyrms
int x = rng(SEEX, SEEX + 1), y = rng(SEEY, SEEY + 1);
ter_set(x, y, t_pedestal_wyrm);
spawn_item(x, y, "petrified_eye");
}
break; // That's it! game::examine handles the pedestal/wyrm spawns
case 2: { // The Thing dog
int num_bodies = rng(4, 8);
for (int i = 0; i < num_bodies; i++) {
int x = rng(4, SEEX * 2 - 5), y = rng(4, SEEX * 2 - 5);
add_item( x, y, item::make_corpse() );
place_items("mine_equipment", 60, x, y, x, y, false, 0);
}
add_spawn(mon_dog_thing, 1, rng(SEEX, SEEX + 1), rng(SEEX, SEEX + 1), true);
spawn_artifact( tripoint( rng(SEEX, SEEX + 1), rng(SEEY, SEEY + 1), abs_sub.z ) );
}
break;
case 3: { // Spiral down
line(this, t_rock, 5, 5, 5, 18);
line(this, t_rock, 5, 5, 18, 5);
line(this, t_rock, 18, 5, 18, 18);
line(this, t_rock, 8, 18, 18, 18);
line(this, t_rock, 8, 8, 8, 18);
line(this, t_rock, 8, 8, 15, 8);
line(this, t_rock, 15, 8, 15, 15);
line(this, t_rock, 10, 15, 15, 15);
line(this, t_rock, 10, 10, 10, 15);
line(this, t_rock, 10, 10, 13, 10);
line(this, t_rock, 13, 10, 13, 13);
ter_set(12, 13, t_rock);
ter_set(12, 12, t_slope_down);
ter_set(12, 11, t_slope_down);
}
break;
case 4: { // Amigara fault
// Construct the fault on the appropriate face
switch( random_entry( face ) ) {
case NORTH:
square(this, t_rock, 0, 0, SEEX * 2 - 1, 4);
line(this, t_fault, 4, 4, SEEX * 2 - 5, 4);
break;
case EAST:
square(this, t_rock, SEEX * 2 - 5, 0, SEEY * 2 - 1, SEEX * 2 - 1);
line(this, t_fault, SEEX * 2 - 5, 4, SEEX * 2 - 5, SEEY * 2 - 5);
break;
case SOUTH:
square(this, t_rock, 0, SEEY * 2 - 5, SEEX * 2 - 1, SEEY * 2 - 1);
line(this, t_fault, 4, SEEY * 2 - 5, SEEX * 2 - 5, SEEY * 2 - 5);
break;
case WEST:
square(this, t_rock, 0, 0, 4, SEEY * 2 - 1);
line(this, t_fault, 4, 4, 4, SEEY * 2 - 5);
break;
default:
break;
}
ter_set(SEEX, SEEY, t_console);
tmpcomp = add_computer( tripoint( SEEX, SEEY, abs_sub.z ), _("NEPowerOS"), 0);
tmpcomp->add_option(_("Read Logs"), COMPACT_AMIGARA_LOG, 0);
tmpcomp->add_option(_("Initiate Tremors"), COMPACT_AMIGARA_START, 4);
tmpcomp->add_failure(COMPFAIL_AMIGARA);
}
break;
}
} else if (terrain_type == "spiral_hub") {
fill_background(this, t_rock_floor);
line(this, t_rock, 23, 0, 23, 23);
line(this, t_rock, 2, 23, 23, 23);
line(this, t_rock, 2, 4, 2, 23);
line(this, t_rock, 2, 4, 18, 4);
line(this, t_rock, 18, 4, 18, 18); // bad
line(this, t_rock, 6, 18, 18, 18);
line(this, t_rock, 6, 7, 6, 18);
line(this, t_rock, 6, 7, 15, 7);
line(this, t_rock, 15, 7, 15, 15);
line(this, t_rock, 8, 15, 15, 15);
line(this, t_rock, 8, 9, 8, 15);
line(this, t_rock, 8, 9, 13, 9);
line(this, t_rock, 13, 9, 13, 13);
line(this, t_rock, 10, 13, 13, 13);
line(this, t_rock, 10, 11, 10, 13);
square(this, t_slope_up, 11, 11, 12, 12);
rotate(rng(0, 3));
} else if (terrain_type == "spiral") {
fill_background(this, t_rock_floor);
const int num_spiral = rng(1, 4);
std::list<point> offsets;
const int spiral_width = 8;
// Divide the room into quadrants, and place a spiral origin
// at a random offset within each quadrant.
for( int x = 0; x < 2; ++x ) {
for( int y = 0; y < 2; ++y ) {
const int x_jitter = rng(0, SEEX - spiral_width);
const int y_jitter = rng(0, SEEY - spiral_width);
offsets.push_back( point((x * SEEX) + x_jitter,
(y * SEEY) + y_jitter) );
}
}
// Randomly place from 1 - 4 of the spirals at the chosen offsets.
for (int i = 0; i < num_spiral; i++) {
const point chosen_point = random_entry_removed( offsets );
const int orx = chosen_point.x;
const int ory = chosen_point.y;
line(this, t_rock, orx , ory , orx + 5, ory );
line(this, t_rock, orx + 5, ory , orx + 5, ory + 5);
line(this, t_rock, orx + 1, ory + 5, orx + 5, ory + 5);
line(this, t_rock, orx + 1, ory + 2, orx + 1, ory + 4);
line(this, t_rock, orx + 1, ory + 2, orx + 3, ory + 2);
ter_set(orx + 3, ory + 3, t_rock);
ter_set(orx + 2, ory + 3, t_rock_floor);
place_items("spiral", 60, orx + 2, ory + 3, orx + 2, ory + 3, false, 0);
}
} else if (is_ot_type("station_radio", terrain_type)) {
// Init to grass & dirt;
dat.fill_groundcover();
//Eventually the northern shed will house the main breaker or generator that must be activated prior to transmitting.
mapf::formatted_set_simple(this, 0, 0,
"\
\n\
FffffffffffffF \n\
F____________F \n\
|----|______&&&&__F \n\
|....=______&&&&__F \n\
|x.ll|______&&&&__F \n\
|----|______&&&&__F \n\
F____________F \n\
|--------|__________G \n\
|tS|eSc.r|__________F \n\
w..+.....=__________F \n\
|-----|..|----------| \n\
|..doo|..|..dW..h...| \n\
w..h..|..D.hxW.c6c..| \n\
|a....|..|...+......| \n\
|--+--|..|-----WWW--| \n\
|.+.................| \n\
|l|..............ch.| \n\
|-|+--|--+--|....c..| \n\
|o....|....o|--==-w-| \n\
|o.d..|..d.o| ss \n\
|o.h..|..h..| ss \n\
|-www-|-www-| ss \n\
ss \n",
mapf::ter_bind(". - | 6 a r + = D W w t S e o h c d x l F f _ & G s", t_floor, t_wall, t_wall,
t_console, t_floor, t_floor, t_door_c, t_door_locked_alarm, t_door_locked, t_window,
t_window_alarm, t_floor, t_floor, t_floor, t_floor, t_floor, t_floor, t_floor,
t_console_broken, t_floor, t_chainfence_v, t_chainfence_h, t_pavement, t_radio_tower,
t_chaingate_l, t_sidewalk),
mapf::furn_bind(". - | 6 a r + = D W w t S e o h c d x l F f _ & G s", f_null, f_null, f_null,
f_null, f_armchair, f_trashcan, f_null, f_null, f_null, f_null, f_null,
f_toilet, f_sink, f_fridge, f_bookcase, f_chair, f_counter, f_desk, f_null, f_locker,
f_null, f_null, f_null, f_null, f_null, f_null));
tmpcomp = add_computer( tripoint( 17, 13, abs_sub.z ), _("Broadcasting Control"), 0);
tmpcomp->add_option(_("ERROR: SIGNAL DISCONNECT"), COMPACT_TOWER_UNRESPONSIVE, 0);
tmpcomp->add_option(_("Install Repeater Mod"), COMPACT_REPEATER_MOD, 0);
spawn_item(18, 13, "record_weather");
place_items("novels", 70, 5, 12, 6, 12, false, 0);
place_items("novels", 70, 2, 21, 2, 19, false, 0);
place_items("novels", 70, 12, 19, 12, 20, false, 0);
place_items("fridge", 70, 5, 9, 7, 9, false, 0);
place_items("fridge", 20, 5, 9, 7, 9, false, 0);
place_items("fridge", 10, 5, 9, 7, 9, false, 0);
place_items("cleaning", 70, 2, 16, 2, 17, false, 0);
place_items("electronics", 80, 6, 5, 7, 5, false, 0);
if (terrain_type == "station_radio_east") {
rotate(3);
}
if (terrain_type == "station_radio_north") {
rotate(2);
}
if (terrain_type == "station_radio_west") {
rotate(1);
}
} else if (terrain_type == "toxic_dump") {
fill_background(this, t_dirt);
for (int n = 0; n < 6; n++) {
int poolx = rng(4, SEEX * 2 - 5), pooly = rng(4, SEEY * 2 - 5);
for (int i = poolx - 3; i <= poolx + 3; i++) {
for (int j = pooly - 3; j <= pooly + 3; j++) {
if (rng(2, 5) > rl_dist(poolx, pooly, i, j)) {
ter_set(i, j, t_sewage);
adjust_radiation(i, j, rng(20, 60));
}
}
}
}
int buildx = rng(6, SEEX * 2 - 7), buildy = rng(6, SEEY * 2 - 7);
square(this, t_floor, buildx - 3, buildy - 3, buildx + 3, buildy + 3);
line(this, t_wall, buildx - 4, buildy - 4, buildx + 4, buildy - 4);
line(this, t_wall, buildx - 4, buildy + 4, buildx + 4, buildy + 4);
line(this, t_wall, buildx - 4, buildy - 4, buildx - 4, buildy + 4);
line(this, t_wall, buildx + 4, buildy - 4, buildx + 4, buildy + 4);
line_furn(this, f_counter, buildx - 3, buildy - 3, buildx + 3, buildy - 3);
place_items("toxic_dump_equipment", 80,
buildx - 3, buildy - 3, buildx + 3, buildy - 3, false, 0);
spawn_item(buildx, buildy, "id_military");
ter_set(buildx, buildy + 4, t_door_locked);
rotate(rng(0, 3));
} else if (terrain_type == "haz_sar_entrance") {
// Init to grass & dirt;
dat.fill_groundcover();
mapf::formatted_set_simple(this, 0, 0,
"\
f |_________%..S| |.\n\
f |!!!!!!!!!|..r| |.\n\
f |!!!!!!!!!|..r| |.\n\
f |l!!!!!!!!=..r| |c\n\
f |l!!!!!!!!|..S| |w\n\
f |l!!!!!!!!%..r|sss\n\
f |!!!!!!!!!%..r|sss\n\
f |!!!!!!!!!%..r|ss_\n\
f |!!!!!!!!!|x..|ss_\n\
f |-XXXXXXX-|-D-|ss_\n\
f s_______ssssssss_\n\
f s_______ssssssss_\n\
f s________________\n\
f s________________\n\
f s________________\n\
f ssss________________\n\
f ssss_______ssssssss_\n\
fF|-D-|XXXXXXX- s_\n\
wxh.D_______f s_\n\
wcdcw_______f ss\n\
|www|_______fFFFFFFFF\n\
_______ \n\
_______ \n\
_______ \n",
mapf::ter_bind("1 & V C G 5 % Q E , _ r X f F 6 x $ ^ . - | # t + = D w T S e o h c d l s !",
t_sewage_pipe, t_sewage_pump, t_vat, t_floor, t_grate, t_wall_glass, t_wall_glass, t_sewage,
t_elevator, t_pavement_y, t_pavement, t_floor, t_door_metal_locked, t_chainfence_v, t_chainfence_h,
t_console, t_console_broken, t_shrub, t_floor, t_floor, t_wall, t_wall, t_rock, t_floor,
t_door_c, t_door_metal_c, t_door_locked, t_window, t_floor, t_floor, t_floor, t_floor, t_floor,
t_floor, t_floor, t_floor, t_sidewalk, t_thconc_floor),
mapf::furn_bind("1 & V C G 5 % Q E , _ r X f F 6 x $ ^ . - | # t + = D w T S e o h c d l s !",
f_null, f_null, f_null, f_crate_c, f_null, f_null, f_null, f_null,
f_null, f_null, f_null, f_rack, f_null, f_null, f_null,
f_null, f_null, f_null, f_indoor_plant, f_null, f_null, f_null, f_null, f_table,
f_null, f_null, f_null, f_null, f_toilet, f_sink, f_fridge, f_bookcase, f_chair,
f_counter, f_desk, f_locker, f_null, f_null));
spawn_item(19, 3, "cleansuit");
place_items("office", 80, 4, 19, 6, 19, false, 0);
place_items("cleaning", 90, 7, 3, 7, 5, false, 0);
place_items("toxic_dump_equipment", 85, 19, 1, 19, 3, false, 0);
place_items("toxic_dump_equipment", 85, 19, 5, 19, 7, false, 0);
if (x_in_y(1, 2)) {
add_spawn(mon_hazmatbot, 1, 10, 5);
}
//lazy radiation mapping
for (int x = 0; x <= 23; x++) {
for (int y = 0; y <= 23; y++) {
adjust_radiation(x, y, rng(10, 30));
}
}
if (t_north == "haz_sar" && t_west == "haz_sar") {
rotate(3);
} else if (t_north == "haz_sar" && t_east == "haz_sar") {
rotate(0);
} else if (t_south == "haz_sar" && t_east == "haz_sar") {
rotate(1);
} else if (t_west == "haz_sar" && t_south == "haz_sar") {
rotate(2);
}
} else if (terrain_type == "haz_sar") {
dat.fill_groundcover();
if ((t_south == "haz_sar_entrance" && t_east == "haz_sar") || (t_north == "haz_sar" &&
t_east == "haz_sar_entrance") || (t_west == "haz_sar" && t_north == "haz_sar_entrance") ||
(t_south == "haz_sar" && t_west == "haz_sar_entrance")) {
mapf::formatted_set_simple(this, 0, 0,
"\
\n\
fFFFFFFFFFFFFFFFFFFFFFF\n\
f \n\
f \n\
f #################\n\
f ##################\n\
f ##...llrr..........\n\
f ##..!!!!!!!!!.......\n\
f ##..!!!!!!!!!&&&1111\n\
f ##..!!!!!!!!x&&&....\n\
f ##..!!!!!!!!!!!!....\n\
f ##r.!!!!!!!!!!!!....\n\
f ##r.!!!!!!!!!!!!....\n\
f ##r.!!!!!!!!!!!!....\n\
f ##r.!!!!!!!!!!!!..CC\n\
f ##..!!!!!!!!!!!...CC\n\
f ##..!!!!!!!!!!....C.\n\
f ##..!!!!!!!!!.......\n\
f ##..!!!!!!!!........\n\
f ###.!!!!!!!x##.#####\n\
f ####XXXXXXX###+#####\n\
f ##!!!!!!!!x|x.r| \n\
f |!!!!!!!!!%..r| |-\n\
f |!!!!!!!!!%..r| |^\n",
mapf::ter_bind("1 & V C G 5 % Q E , _ r X f F 6 x $ ^ . - | # t + = D w T S e o h c d l s !",
t_sewage_pipe, t_sewage_pump, t_vat, t_floor, t_grate, t_wall_glass, t_wall_glass, t_sewage,
t_elevator, t_pavement_y, t_pavement, t_floor, t_door_metal_locked, t_chainfence_v, t_chainfence_h,
t_console, t_console_broken, t_shrub, t_floor, t_floor, t_wall, t_wall, t_rock, t_floor,
t_door_c, t_door_metal_c, t_door_locked, t_window, t_floor, t_floor, t_floor, t_floor, t_floor,
t_floor, t_floor, t_floor, t_sidewalk, t_thconc_floor),
mapf::furn_bind("1 & V C G 5 % Q E , _ r X f F 6 x $ ^ . - | # t + = D w T S e o h c d l s !",
f_null, f_null, f_null, f_crate_c, f_null, f_null, f_null, f_null,
f_null, f_null, f_null, f_rack, f_null, f_null, f_null,
f_null, f_null, f_null, f_indoor_plant, f_null, f_null, f_null, f_null, f_table,
f_null, f_null, f_null, f_null, f_toilet, f_sink, f_fridge, f_bookcase, f_chair,
f_counter, f_desk, f_locker, f_null, f_null));
spawn_item(19, 22, "cleansuit");
place_items("cleaning", 85, 6, 11, 6, 14, false, 0);
place_items( "tools_common", 85, 10, 6, 13, 6, false, 0 );
place_items("toxic_dump_equipment", 85, 22, 14, 23, 15, false, 0);
if (x_in_y(1, 2)) {
add_spawn(mon_hazmatbot, 1, 22, 12);
}
if (x_in_y(1, 2)) {
add_spawn(mon_hazmatbot, 1, 23, 18);
}
//lazy radiation mapping
for (int x = 0; x <= 23; x++) {
for (int y = 0; y <= 23; y++) {
adjust_radiation(x, y, rng(10, 30));
}
}
if (t_west == "haz_sar_entrance") {
rotate(1);
if (x_in_y(1, 4)) {
add_vehicle( vproto_id( "military_cargo_truck" ), 10, 11, 0);
}
} else if (t_north == "haz_sar_entrance") {
rotate(2);
if (x_in_y(1, 4)) {
add_vehicle( vproto_id( "military_cargo_truck" ), 12, 10, 90);
}
} else if (t_east == "haz_sar_entrance") {
rotate(3);
if (x_in_y(1, 4)) {
add_vehicle( vproto_id( "military_cargo_truck" ), 13, 12, 180);
}
} else if (x_in_y(1, 4)) {
add_vehicle( vproto_id( "military_cargo_truck" ), 11, 13, 270);
}
}
else if ((t_west == "haz_sar_entrance" && t_north == "haz_sar") || (t_north == "haz_sar_entrance" &&
t_east == "haz_sar") || (t_west == "haz_sar" && t_south == "haz_sar_entrance") ||
(t_south == "haz_sar" && t_east == "haz_sar_entrance")) {
mapf::formatted_set_simple(this, 0, 0,
"\
......|-+-|-+|...h..w f \n\
.c....|.............w f \n\
hd....+....ch.....hdw f \n\
cc....|....cdd...ddd| f \n\
ww-www|w+w-www--www-| f \n\
ssssssssssssssssssss f \n\
ssssssssssssssssssss f \n\
___,____,____,____ss f \n\
___,____,____,____ss f \n\
___,____,____,____ss f \n\
___,____,____,____ss f \n\
___,____,____,____ss f \n\
__________________ss f \n\
__________________ss f \n\
__________________ss f \n\
__________________ss f \n\
________,_________ss f \n\
________,_________ss f \n\
________,_________ss f \n\
ssssssssssssssssssss f \n\
FFFFFFFFFFFFFFFFFFFFFFf \n\
\n\
\n\
\n",
mapf::ter_bind("1 & V C G 5 % Q E , _ r X f F V H 6 x $ ^ . - | # t + = D w T S e o h c d l s",
t_sewage_pipe, t_sewage_pump, t_vat, t_floor, t_grate, t_wall_glass, t_wall_glass, t_sewage,
t_elevator, t_pavement_y, t_pavement, t_floor, t_door_metal_locked, t_chainfence_v, t_chainfence_h,
t_wall_glass, t_wall_glass, t_console, t_console_broken, t_shrub, t_floor, t_floor,
t_wall, t_wall, t_rock, t_floor, t_door_c, t_door_locked_alarm, t_door_locked, t_window,
t_floor, t_floor, t_floor, t_floor, t_floor, t_floor, t_floor, t_floor, t_sidewalk),
mapf::furn_bind("1 & V C G 5 % Q E , _ r X f F V H 6 x $ ^ . - | # t + = D w T S e o h c d l s",
f_null, f_null, f_null, f_crate_c, f_null, f_null, f_null, f_null,
f_null, f_null, f_null, f_rack, f_null, f_null, f_null,
f_null, f_null, f_null, f_null, f_null, f_indoor_plant, f_null,
f_null, f_null, f_null, f_table, f_null, f_null, f_null, f_null,
f_toilet, f_sink, f_fridge, f_bookcase, f_chair, f_counter, f_desk, f_locker, f_null));
spawn_item(1, 2, "id_military");
place_items("office", 85, 1, 1, 1, 3, false, 0);
place_items("office", 85, 11, 3, 13, 3, false, 0);
place_items("office", 85, 17, 3, 19, 3, false, 0);
//lazy radiation mapping
for (int x = 0; x <= 23; x++) {
for (int y = 0; y <= 23; y++) {
adjust_radiation(x, y, rng(10, 30));
}
}
if (t_north == "haz_sar_entrance") {
rotate(1);
}
if (t_east == "haz_sar_entrance") {
rotate(2);
}
if (t_south == "haz_sar_entrance") {
rotate(3);
}
}
else {
mapf::formatted_set_simple(this, 0, 0,
"\
\n\
FFFFFFFFFFFFFFFFFFFFFFf \n\
f \n\
f \n\
################ f \n\
################# f \n\
.V.V.V..........## f \n\
.......|G|.......## f \n\
11111111111111...## f \n\
.......|G|.%515%.## f \n\
...........%QQQ%.## f \n\
..CC......x%QQQ%.## f \n\
.CCC.......%QQQ%.## f \n\
...........%QQQ%.## f \n\
.....|.R|..%515%.## f \n\
......EE|....1...## f \n\
......EE|....&...## f \n\
.....---|.......## f \n\
...............## f \n\
################ f \n\
############### f \n\
f \n\
------|---|--|---www| f \n\
.x6x..|S.T|l.|^.ddd.| f \n",
mapf::ter_bind("R 1 & V C G 5 % Q E , _ r X f F 6 x $ ^ . - | # t + = D w T S e o h c d l s",
t_elevator_control_off, t_sewage_pipe, t_sewage_pump, t_vat, t_floor, t_grate, t_wall_glass,
t_wall_glass, t_sewage, t_elevator, t_pavement_y, t_pavement, t_floor, t_door_metal_locked,
t_chainfence_v, t_chainfence_h, t_console, t_console_broken, t_shrub, t_floor, t_floor,
t_wall, t_wall, t_rock, t_floor, t_door_c, t_door_locked_alarm, t_door_locked, t_window,
t_floor, t_floor, t_floor, t_floor, t_floor, t_floor, t_floor, t_floor, t_sidewalk),
mapf::furn_bind("R 1 & V C G 5 % Q E , _ r X f F 6 x $ ^ . - | # t + = D w T S e o h c d l s",
f_null, f_null, f_null, f_null, f_crate_c, f_null, f_null,
f_null, f_null, f_null, f_null, f_null, f_rack, f_null,
f_null, f_null, f_null, f_null, f_null, f_indoor_plant, f_null,
f_null, f_null, f_null, f_table, f_null, f_null, f_null, f_null,
f_toilet, f_sink, f_fridge, f_bookcase, f_chair, f_counter, f_desk, f_locker, f_null));
place_items("office", 85, 16, 23, 18, 23, false, 0);
place_items("cleaning", 85, 11, 23, 12, 23, false, 0);
place_items("robots", 90, 2, 11, 3, 11, false, 0);
if (x_in_y(1, 2)) {
add_spawn(mon_hazmatbot, 1, 7, 10);
}
if (x_in_y(1, 2)) {
add_spawn(mon_hazmatbot, 1, 11, 16);
}
//lazy radiation mapping
for (int x = 0; x <= 23; x++) {
for (int y = 0; y <= 23; y++) {
adjust_radiation(x, y, rng(10, 30));
}
}
tmpcomp = add_computer( tripoint( 2, 23, abs_sub.z ), _("SRCF Security Terminal"), 0);
tmpcomp->add_option(_("Security Reminder [1055]"), COMPACT_SR1_MESS, 0);
tmpcomp->add_option(_("Security Reminder [1056]"), COMPACT_SR2_MESS, 0);
tmpcomp->add_option(_("Security Reminder [1057]"), COMPACT_SR3_MESS, 0);
//tmpcomp->add_option(_("Security Reminder [1058]"), COMPACT_SR4_MESS, 0); limited to 9 computer options
tmpcomp->add_option(_("EPA: Report All Potential Containment Breaches [3873643]"),
COMPACT_SRCF_1_MESS, 2);
tmpcomp->add_option(_("SRCF: Internal Memo, EPA [2918024]"), COMPACT_SRCF_2_MESS, 2);
tmpcomp->add_option(_("CDC: Internal Memo, Standby [2918115]"), COMPACT_SRCF_3_MESS, 2);
tmpcomp->add_option(_("USARMY: SEAL SRCF [987167]"), COMPACT_SRCF_SEAL_ORDER, 4);
tmpcomp->add_option(_("COMMAND: REACTIVATE ELEVATOR"), COMPACT_SRCF_ELEVATOR, 0);
tmpcomp->add_option(_("COMMAND: SEAL SRCF [4423]"), COMPACT_SRCF_SEAL, 5);
tmpcomp->add_failure(COMPFAIL_ALARM);
if (t_west == "haz_sar" && t_north == "haz_sar") {
rotate(1);
}
if (t_east == "haz_sar" && t_north == "haz_sar") {
rotate(2);
}
if (t_east == "haz_sar" && t_south == "haz_sar") {
rotate(3);
}
}
} else if (terrain_type == "haz_sar_entrance_b1") {
// Init to grass & dirt;
dat.fill_groundcover();
mapf::formatted_set_simple(this, 0, 0,
"\
#############...........\n\
#############...........\n\
|---------|#............\n\
|_________|M............\n\
|_________$.............\n\
|_________$.............\n\
|_________$.............\n\
|_________$.............\n\
|_________$.............\n\
|_________|.............\n\
|---------|#............\n\
############............\n\
###########.............\n\
###########M......####..\n\
#########|--$$$$$--|####\n\
####|----|_________|----\n\
####|___________________\n\
####|___________________\n\
####|___________________\n\
####|___________________\n\
####|___________________\n\
####|___________________\n\
####|___________________\n\
####|-------------------\n",
mapf::ter_bind("= + E & 6 H V c h d r M _ $ | - # . , l S T", t_door_metal_c, t_door_metal_o,
t_elevator, t_elevator_control_off, t_console, t_reinforced_glass, t_reinforced_glass, t_floor,
t_floor, t_floor, t_floor, t_gates_control_concrete, t_sewage, t_door_metal_locked, t_concrete_wall,
t_concrete_wall, t_rock, t_rock_floor, t_metal_floor, t_floor, t_floor, t_floor),
mapf::furn_bind("= + E & 6 H V c h d r M _ $ | - # . , l S T", f_null, f_null,
f_null, f_null, f_null, f_null, f_null,
f_counter, f_chair, f_desk, f_rack, f_null, f_null, f_null,
f_null, f_null, f_null, f_null, f_null, f_locker, f_sink, f_toilet));
for (int i = 0; i <= 23; i++) {
for (int j = 0; j <= 23; j++) {
if (this->ter(i, j) == t_rock_floor) {
if (one_in(250)) {
add_item( i, j, item::make_corpse() );
place_items("science", 70, i, j, i, j, true, 0);
} else if (one_in(80)) {
add_spawn(mon_zombie, 1, i, j);
}
}
if (this->ter(i, j) != t_metal_floor) {
adjust_radiation(x, y, rng(10, 70));
}
if (this->ter(i, j) == t_sewage) {
if (one_in(2)) {
ter_set(i, j, t_dirtfloor);
}
if (one_in(4)) {
ter_set(i, j, t_dirtmound);
}
if (one_in(2)) {
make_rubble( tripoint( i, j, abs_sub.z ), f_wreckage, true);
}
place_items("trash", 50, i, j, i, j, false, 0);
place_items("sewer", 50, i, j, i, j, false, 0);
if (one_in(5)) {
if (one_in(10)) {
add_spawn(mon_zombie_child, 1, i, j);
} else if (one_in(15)) {
add_spawn(mon_zombie_dog, 1, i, j);
} else {
add_spawn(mon_zombie, 1, i, j);
}
}
}
}
}
if (t_north == "haz_sar_b1" && t_west == "haz_sar_b1") {
rotate(3);
} else if (t_north == "haz_sar_b1" && t_east == "haz_sar_b1") {
rotate(0);
} else if (t_south == "haz_sar_b1" && t_east == "haz_sar_b1") {
rotate(1);
} else if (t_west == "haz_sar_b1" && t_south == "haz_sar_b1") {
rotate(2);
}
} else if (terrain_type == "haz_sar_b1") {
dat.fill_groundcover();
if ((t_south == "haz_sar_entrance_b1" && t_east == "haz_sar_b1") || (t_north == "haz_sar_b1" &&
t_east == "haz_sar_entrance_b1") || (t_west == "haz_sar_b1" && t_north == "haz_sar_entrance_b1") ||
(t_south == "haz_sar_b1" && t_west == "haz_sar_entrance_b1")) {
mapf::formatted_set_simple(this, 0, 0,
"\
########################\n\
####################.##.\n\
####|----------|###.....\n\
####|__________|M.......\n\
####|__________$........\n\
####|__________$........\n\
####|__________$........\n\
####|__________$........\n\
####|__________$........\n\
####|__________|........\n\
####|----------|........\n\
###############.........\n\
##############..........\n\
#############...........\n\
############...........#\n\
|---------|#.........###\n\
|_________|M.........###\n\
|_________$..........|--\n\
|_________$..........|r,\n\
|_________$..........|r,\n\
|_________$..........|r,\n\
|_________$..........|,,\n\
|_________|..........|,,\n\
|---------|#.........|-$\n",
mapf::ter_bind("= + E & 6 H V c h d r M _ $ | - # . , l S T", t_door_metal_c, t_door_metal_o,
t_elevator, t_elevator_control_off, t_console, t_reinforced_glass, t_reinforced_glass, t_floor,
t_floor, t_floor, t_floor, t_gates_control_concrete, t_sewage, t_door_metal_locked, t_concrete_wall,
t_concrete_wall, t_rock, t_rock_floor, t_metal_floor, t_floor, t_floor, t_floor),
mapf::furn_bind("= + E & 6 H V c h d r M _ $ | - # . , l S T", f_null, f_null,
f_null, f_null, f_null, f_null, f_null,
f_counter, f_chair, f_desk, f_rack, f_null, f_null, f_null,
f_null, f_null, f_null, f_null, f_null, f_locker, f_sink, f_toilet));
for (int i = 0; i <= 23; i++) {
for (int j = 0; j <= 23; j++) {
if (this->furn(i, j) == f_rack) {
place_items("mechanics", 60, i, j, i, j, false, 0);
}
if (this->ter(i, j) == t_rock_floor) {
if (one_in(250)) {
add_item( i, j, item::make_corpse() );
place_items("science", 70, i, j, i, j, true, 0);
} else if (one_in(80)) {
add_spawn(mon_zombie, 1, i, j);
}
}
if (this->ter(i, j) != t_metal_floor) {
adjust_radiation(x, y, rng(10, 70));
}
if (this->ter(i, j) == t_sewage) {
if (one_in(2)) {
ter_set(i, j, t_dirtfloor);
}
if (one_in(4)) {
ter_set(i, j, t_dirtmound);
}
if (one_in(2)) {
make_rubble( tripoint( i, j, abs_sub.z ), f_wreckage, true);
}
place_items("trash", 50, i, j, i, j, false, 0);
place_items("sewer", 50, i, j, i, j, false, 0);
if (one_in(5)) {
if (one_in(10)) {
add_spawn(mon_zombie_child, 1, i, j);
} else if (one_in(15)) {
add_spawn(mon_zombie_dog, 1, i, j);
} else {
add_spawn(mon_zombie, 1, i, j);
}
}
}
}
}
if (t_west == "haz_sar_entrance_b1") {
rotate(1);
} else if (t_north == "haz_sar_entrance_b1") {
rotate(2);
} else if (t_east == "haz_sar_entrance_b1") {
rotate(3);
}
}
else if ((t_west == "haz_sar_entrance_b1" && t_north == "haz_sar_b1") ||
(t_north == "haz_sar_entrance_b1" && t_east == "haz_sar_b1") || (t_west == "haz_sar_b1" &&
t_south == "haz_sar_entrance_b1") ||
(t_south == "haz_sar_b1" && t_east == "haz_sar_entrance_b1")) {
mapf::formatted_set_simple(this, 0, 0,
"\
....M..|,,,,|........###\n\
.......|-HH=|.........##\n\
.....................###\n\
......................##\n\
.......................#\n\
......................##\n\
.......................#\n\
......................##\n\
......................##\n\
.......................#\n\
.....................###\n\
....................####\n\
..................######\n\
###....M.........#######\n\
#####|--$$$$$--|########\n\
|----|_________|----|###\n\
|___________________|###\n\
|___________________|###\n\
|___________________|###\n\
|___________________|###\n\
|___________________|###\n\
|___________________|###\n\
|___________________|###\n\
|-------------------|###\n",
mapf::ter_bind("= + E & 6 H V c h d r M _ $ | - # . , l S T", t_door_metal_c, t_door_metal_o,
t_elevator, t_elevator_control_off, t_console, t_reinforced_glass, t_reinforced_glass, t_floor,
t_floor, t_floor, t_floor, t_gates_control_concrete, t_sewage, t_door_metal_locked, t_concrete_wall,
t_concrete_wall, t_rock, t_rock_floor, t_metal_floor, t_floor, t_floor, t_floor),
mapf::furn_bind("= + E & 6 H V c h d r M _ $ | - # . , l S T", f_null, f_null,
f_null, f_null, f_null, f_null, f_null,
f_counter, f_chair, f_desk, f_rack, f_null, f_null, f_null,
f_null, f_null, f_null, f_null, f_null, f_locker, f_sink, f_toilet));
for (int i = 0; i <= 23; i++) {
for (int j = 0; j <= 23; j++) {
if (this->ter(i, j) == t_rock_floor) {
if (one_in(250)) {
add_item( i, j, item::make_corpse() );
place_items("science", 70, i, j, i, j, true, 0);
} else if (one_in(80)) {
add_spawn(mon_zombie, 1, i, j);
}
}
if (this->ter(i, j) != t_metal_floor) {
adjust_radiation(x, y, rng(10, 70));
}
if (this->ter(i, j) == t_sewage) {
if (one_in(2)) {
ter_set(i, j, t_dirtfloor);
}
if (one_in(4)) {
ter_set(i, j, t_dirtmound);
}
if (one_in(2)) {
make_rubble( tripoint( i, j, abs_sub.z ), f_wreckage, true);
}
place_items("trash", 50, i, j, i, j, false, 0);
place_items("sewer", 50, i, j, i, j, false, 0);
if (one_in(5)) {
if (one_in(10)) {
add_spawn(mon_zombie_child, 1, i, j);
} else if (one_in(15)) {
add_spawn(mon_zombie_dog, 1, i, j);
} else {
add_spawn(mon_zombie, 1, i, j);
}
}
}
}
}
if (t_north == "haz_sar_entrance_b1") {
rotate(1);
}
if (t_east == "haz_sar_entrance_b1") {
rotate(2);
}
if (t_south == "haz_sar_entrance_b1") {
rotate(3);
}
}
else {
mapf::formatted_set_simple(this, 0, 0,
"\
########################\n\
.#######################\n\
...#..#|----------|#####\n\
.......|__________|#####\n\
.......$__________|#####\n\
.......$__________|#####\n\
.......$__________|#####\n\
.......$__________|#####\n\
.......$__________|#####\n\
......M|__________|#####\n\
......#|----------|#####\n\
.....###################\n\
....####|---|----|######\n\
###.##|-|,,,|,S,T|######\n\
#|-=-||&|,,,+,,,,|######\n\
#|,,l|EE+,,,|----|-|####\n\
#|,,l|EE+,,,|ddd,,l|####\n\
-|-$-|--|,,,V,h,,,l|####\n\
,,,,,|,,=,,,V,,,,,,|####\n\
,,,,,|rr|,,,V,,,,c,|####\n\
,,,,,|--|,,,|,,,hc,|####\n\
,,,,,+,,,,,,+,,c6c,|####\n\
,,,,M|,,,,,,|r,,,,,|####\n\
$$$$-|-|=HH-|-HHHH-|####\n",
mapf::ter_bind("= + E & 6 H V c h d r M _ $ | - # . , l S T", t_door_metal_c, t_door_metal_o,
t_elevator, t_elevator_control_off, t_console, t_reinforced_glass, t_reinforced_glass, t_floor,
t_floor, t_floor, t_floor, t_gates_control_concrete, t_sewage, t_door_metal_locked, t_concrete_wall,
t_concrete_wall, t_rock, t_rock_floor, t_metal_floor, t_floor, t_floor, t_floor),
mapf::furn_bind("= + E & 6 H V c h d r M _ $ | - # . , l S T", f_null, f_null,
f_null, f_null, f_null, f_null, f_null,
f_counter, f_chair, f_desk, f_rack, f_null, f_null, f_null,
f_null, f_null, f_null, f_null, f_null, f_locker, f_sink, f_toilet));
spawn_item(3, 16, "sarcophagus_access_code");
for (int i = 0; i <= 23; i++) {
for (int j = 0; j <= 23; j++) {
if (this->furn(i, j) == f_locker) {
place_items("cleaning", 60, i, j, i, j, false, 0);
}
if (this->furn(i, j) == f_desk) {
place_items("cubical_office", 60, i, j, i, j, false, 0);
}
if (this->furn(i, j) == f_rack) {
place_items("sewage_plant", 60, i, j, i, j, false, 0);
}
if (this->ter(i, j) == t_rock_floor) {
if (one_in(250)) {
add_item( i, j, item::make_corpse() );
place_items("science", 70, i, j, i, j, true, 0);
} else if (one_in(80)) {
add_spawn(mon_zombie, 1, i, j);
}
}
if (this->ter(i, j) != t_metal_floor) {
adjust_radiation(x, y, rng(10, 70));
}
if (this->ter(i, j) == t_sewage) {
if (one_in(2)) {
ter_set(i, j, t_dirtfloor);
}
if (one_in(4)) {
ter_set(i, j, t_dirtmound);
}
if (one_in(2)) {
make_rubble( tripoint( i, j, abs_sub.z ), f_wreckage, true);
}
place_items("trash", 50, i, j, i, j, false, 0);
place_items("sewer", 50, i, j, i, j, false, 0);
if (one_in(5)) {
if (one_in(10)) {
add_spawn(mon_zombie_child, 1, i, j);
} else if (one_in(15)) {
add_spawn(mon_zombie_dog, 1, i, j);
} else {
add_spawn(mon_zombie, 1, i, j);
}
}
}
}
}
tmpcomp = add_computer( tripoint( 16, 21, abs_sub.z ), _("SRCF Security Terminal"), 0);
tmpcomp->add_option(_("Security Reminder [1055]"), COMPACT_SR1_MESS, 0);
tmpcomp->add_option(_("Security Reminder [1056]"), COMPACT_SR2_MESS, 0);
tmpcomp->add_option(_("Security Reminder [1057]"), COMPACT_SR3_MESS, 0);
//tmpcomp->add_option(_("Security Reminder [1058]"), COMPACT_SR4_MESS, 0); limited to 9 computer options
tmpcomp->add_option(_("EPA: Report All Potential Containment Breaches [3873643]"),
COMPACT_SRCF_1_MESS, 2);
tmpcomp->add_option(_("SRCF: Internal Memo, EPA [2918024]"), COMPACT_SRCF_2_MESS, 2);
tmpcomp->add_option(_("CDC: Internal Memo, Standby [2918115]"), COMPACT_SRCF_3_MESS, 2);
tmpcomp->add_option(_("USARMY: SEAL SRCF [987167]"), COMPACT_SRCF_SEAL_ORDER, 4);
tmpcomp->add_option(_("COMMAND: REACTIVATE ELEVATOR"), COMPACT_SRCF_ELEVATOR, 0);
tmpcomp->add_failure(COMPFAIL_ALARM);
if (t_west == "haz_sar_b1" && t_north == "haz_sar_b1") {
rotate(1);
}
if (t_east == "haz_sar_b1" && t_north == "haz_sar_b1") {
rotate(2);
}
if (t_east == "haz_sar_b1" && t_south == "haz_sar_b1") {
rotate(3);
}
}
} else {
terrain_type_found = false;
}
// MSVC can't handle a single "if/else if" with this many clauses. Hack to
// break the clause in two so MSVC compiles work, until this file is refactored.
// "please, shoot me now" - refactorer
if (!terrain_type_found) {
if (terrain_type == "megastore_entrance") {
fill_background(this, t_floor);
// Construct facing north; below, we'll rotate to face road
line(this, t_wall_glass, 0, 0, SEEX * 2 - 1, 0);
ter_set(SEEX, 0, t_door_glass_c);
ter_set(SEEX + 1, 0, t_door_glass_c);
//Vending
std::vector<int> vset;
int vnum = rng( 2, 6 );
for(int a = 0; a < 21; a++ ) {
vset.push_back(a);
}
std::random_shuffle(vset.begin(), vset.end());
for(int a = 0; a < vnum; a++) {
if (vset[a] < 12) {
if (one_in(2)) {
place_vending(vset[a], 1, "vending_food");
} else {
place_vending(vset[a], 1, "vending_drink");
}
} else {
if (one_in(2)) {
place_vending(vset[a] + 2, 1, "vending_food");
} else {
place_vending(vset[a] + 2, 1, "vending_drink");
}
}
}
vset.clear();
// Long checkout lanes
for (int x = 2; x <= 18; x += 4) {
line_furn(this, f_counter, x, 4, x, 14);
line_furn(this, f_rack, x + 3, 4, x + 3, 14);
place_items("snacks", 80, x + 3, 4, x + 3, 14, false, 0);
place_items("magazines", 70, x + 3, 4, x + 3, 14, false, 0);
}
if( const auto p = random_point( *this, [this]( const tripoint &n ) { return ter( n ) == t_floor; } ) ) {
add_spawn( mon_zombie, 1, p->x, p->y );
}
// Finally, figure out where the road is; construct our entrance facing that.
std::vector<direction> faces_road;
if (is_ot_type("road", t_east) || is_ot_type("bridge", t_east)) {
rotate(1);
}
if (is_ot_type("road", t_south) || is_ot_type("bridge", t_south)) {
rotate(2);
}
if (is_ot_type("road", t_west) || is_ot_type("bridge", t_west)) {
rotate(3);
}
} else if (terrain_type == "megastore") {
square(this, t_floor, 0, 0, SEEX * 2 - 1, SEEY * 2 - 1);
// Randomly pick contents
switch (rng(1, 5)) {
case 1: { // Groceries
bool fridge = false;
for (int x = rng(2, 3); x < SEEX * 2 - 1; x += 3) {
for (int y = 2; y <= SEEY; y += SEEY - 2) {
if (one_in(3)) {
fridge = !fridge;
}
if (fridge) {
line_furn(this, f_glass_fridge, x, y, x, y + SEEY - 4);
if (one_in(3)) {
place_items("fridgesnacks", 80, x, y, x, y + SEEY - 4, false, 0);
} else {
place_items("fridge", 70, x, y, x, y + SEEY - 4, false, 0);
}
} else {
line_furn(this, f_rack, x, y, x, y + SEEY - 4);
if (one_in(3)) {
place_items("cannedfood", 78, x, y, x, y + SEEY - 4, false, 0);
} else if (one_in(2)) {
place_items("pasta", 82, x, y, x, y + SEEY - 4, false, 0);
} else if (one_in(2)) {
place_items("produce", 65, x, y, x, y + SEEY - 4, false, 0);
} else {
place_items("snacks", 72, x, y, x, y + SEEY - 4, false, 0);
}
}
}
}
}
break;
case 2: // Hardware
for (int x = 2; x <= 22; x += 4) {
line_furn(this, f_rack, x, 4, x, SEEY * 2 - 5);
if (one_in(3)) {
place_items( "tools_carpentry", 70, x, 4, x, SEEY * 2 - 5, false, 0 );
} else if (one_in(2)) {
place_items( "tools_construction", 70, x, 4, x, SEEY * 2 - 5, false, 0 );
} else if (one_in(3)) {
place_items("hardware", 70, x, 4, x, SEEY * 2 - 5, false, 0);
} else {
place_items("mischw", 70, x, 4, x, SEEY * 2 - 5, false, 0);
}
}
break;
case 3: // Clothing
for (int x = 2; x < SEEX * 2; x += 6) {
for (int y = 3; y <= 9; y += 6) {
square_furn(this, f_rack, x, y, x + 1, y + 1);
if (one_in(2)) {
place_items("shirts", 75, x, y, x + 1, y + 1, false, 0);
} else if (one_in(2)) {
place_items("pants", 72, x, y, x + 1, y + 1, false, 0);
} else if (one_in(2)) {
place_items("jackets", 65, x, y, x + 1, y + 1, false, 0);
} else {
place_items("winter", 62, x, y, x + 1, y + 1, false, 0);
}
}
}
for (int y = 13; y <= SEEY * 2 - 2; y += 3) {
line_furn(this, f_rack, 2, y, SEEX * 2 - 3, y);
if (one_in(3)) {
place_items("shirts", 75, 2, y, SEEX * 2 - 3, y, false, 0);
} else if (one_in(2)) {
place_items("shoes", 75, 2, y, SEEX * 2 - 3, y, false, 0);
} else if (one_in(2)) {
place_items("bags", 75, 2, y, SEEX * 2 - 3, y, false, 0);
} else {
place_items("allclothes", 75, 2, y, SEEX * 2 - 3, y, false, 0);
}
}
break;
case 4: // Cleaning and soft drugs and novels and junk
for (int x = rng(2, 3); x < SEEX * 2 - 1; x += 3) {
for (int y = 2; y <= SEEY; y += SEEY - 2) {
line_furn(this, f_rack, x, y, x, y + SEEY - 4);
if (one_in(3)) {
place_items("cleaning", 78, x, y, x, y + SEEY - 4, false, 0);
} else if (one_in(2)) {
place_items("softdrugs", 72, x, y, x, y + SEEY - 4, false, 0);
} else {
place_items("novels", 84, x, y, x, y + SEEY - 4, false, 0);
}
}
}
break;
case 5: // Sporting goods
for (int x = rng(2, 3); x < SEEX * 2 - 1; x += 3) {
for (int y = 2; y <= SEEY; y += SEEY - 2) {
line_furn(this, f_rack, x, y, x, y + SEEY - 4);
if (one_in(2)) {
place_items("sports", 72, x, y, x, y + SEEY - 4, false, 0);
} else if (one_in(10)) {
place_items("guns_rifle_common", 20, x, y, x, y + SEEY - 4, false, 0);
} else {
place_items("camping", 68, x, y, x, y + SEEY - 4, false, 0);
}
}
}
break;
}
// Add some spawns
for (int i = 0; i < 15; i++) {
int x = rng(0, SEEX * 2 - 1), y = rng(0, SEEY * 2 - 1);
if (ter(x, y) == t_floor) {
add_spawn(mon_zombie, 1, x, y);
}
}
// Rotate randomly...
rotate(rng(0, 3));
// ... then place walls as needed.
if (t_north != "megastore_entrance" && t_north != "megastore") {
line(this, t_wall, 0, 0, SEEX * 2 - 1, 0);
}
if (t_east != "megastore_entrance" && t_east != "megastore") {
line(this, t_wall, SEEX * 2 - 1, 0, SEEX * 2 - 1, SEEY * 2 - 1);
}
if (t_south != "megastore_entrance" && t_south != "megastore") {
line(this, t_wall, 0, SEEY * 2 - 1, SEEX * 2 - 1, SEEY * 2 - 1);
}
if (t_west != "megastore_entrance" && t_west != "megastore") {
line(this, t_wall, 0, 0, 0, SEEY * 2 - 1);
}
} else if (terrain_type == "fema_entrance") {
fill_background(this, t_dirt);
// Left wall
line(this, t_chainfence_h, 0, 23, 23, 23);
line(this, t_chaingate_l, 10, 23, 14, 23);
line(this, t_chainfence_v, 0, 0, 0, 23);
line(this, t_chainfence_v, 23, 0, 23, 23);
line(this, t_fence_barbed, 1, 4, 9, 12);
line(this, t_fence_barbed, 1, 5, 8, 12);
line(this, t_fence_barbed, 22, 4, 15, 12);
line(this, t_fence_barbed, 22, 5, 16, 12);
square(this, t_wall_wood, 2, 13, 9, 21);
square(this, t_floor, 3, 14, 8, 20);
line(this, t_reinforced_glass, 5, 13, 6, 13);
line(this, t_reinforced_glass, 5, 21, 6, 21);
line(this, t_reinforced_glass, 9, 15, 9, 18);
line(this, t_door_c, 9, 16, 9, 17);
line_furn(this, f_locker, 3, 16, 3, 18);
line_furn(this, f_chair, 5, 16, 5, 18);
line_furn(this, f_desk, 6, 16, 6, 18);
line_furn(this, f_chair, 7, 16, 7, 18);
place_items("office", 80, 3, 16, 3, 18, false, 0);
place_items("office", 80, 6, 16, 6, 18, false, 0);
add_spawn(mon_zombie_soldier, rng(1, 6), 4, 17);
// Rotate to face the road
if (is_ot_type("road", t_east) || is_ot_type("bridge", t_east)) {
rotate(1);
}
if (is_ot_type("road", t_south) || is_ot_type("bridge", t_south)) {
rotate(2);
}
if (is_ot_type("road", t_west) || is_ot_type("bridge", t_west)) {
rotate(3);
}
} else if (terrain_type == "fema") {
fill_background(this, t_dirt);
// check all sides for non fema/fema entrance, place fence on those sides
if(t_north != "fema" && t_north != "fema_entrance") {
line(this, t_chainfence_h, 0, 0, 23, 0);
}
if(t_south != "fema" && t_south != "fema_entrance") {
line(this, t_chainfence_h, 0, 23, 23, 23);
}
if(t_west != "fema" && t_west != "fema_entrance") {
line(this, t_chainfence_v, 0, 0, 0, 23);
}
if(t_east != "fema" && t_east != "fema_entrance") {
line(this, t_chainfence_v, 23, 0, 23, 23);
}
if(t_west == "fema" && t_east == "fema" && t_south != "fema") {
//lab bottom side
square(this, t_dirt, 1, 1, 22, 22);
square(this, t_floor, 4, 4, 19, 19);
line(this, t_concrete_wall, 4, 4, 19, 4);
line(this, t_concrete_wall, 4, 19, 19, 19);
line(this, t_concrete_wall, 4, 5, 4, 18);
line(this, t_concrete_wall, 19, 5, 19, 18);
line(this, t_door_metal_c, 11, 4, 12, 4);
line_furn(this, f_glass_fridge, 6, 5, 9, 5);
line_furn(this, f_glass_fridge, 14, 5, 17, 5);
square(this, t_grate, 6, 8, 8, 9);
line_furn(this, f_table, 7, 8, 7, 9);
square(this, t_grate, 6, 12, 8, 13);
line_furn(this, f_table, 7, 12, 7, 13);
square(this, t_grate, 6, 16, 8, 17);
line_furn(this, f_table, 7, 16, 7, 17);
line_furn(this, f_counter, 10, 8, 10, 17);
line_furn(this, f_chair, 14, 8, 14, 10);
line_furn(this, f_chair, 17, 8, 17, 10);
square(this, t_console_broken, 15, 8, 16, 10);
line_furn(this, f_desk, 15, 11, 16, 11);
line_furn(this, f_chair, 15, 12, 16, 12);
line(this, t_reinforced_glass, 13, 14, 18, 14);
line(this, t_reinforced_glass, 13, 14, 13, 18);
ter_set(15, 14, t_door_metal_locked);
place_items("dissection", 90, 10, 8, 10, 17, false, 0);
place_items("hospital_lab", 70, 5, 5, 18, 18, false, 0);
place_items("harddrugs", 50, 6, 5, 9, 5, false, 0);
place_items("harddrugs", 50, 14, 5, 17, 5, false, 0);
place_items("hospital_samples", 50, 6, 5, 9, 5, false, 0);
place_items("hospital_samples", 50, 14, 5, 17, 5, false, 0);
add_spawn(mon_zombie_scientist, rng(1, 6), 11, 12);
if (one_in(2)) {
add_spawn(mon_zombie_brute, 1, 16, 17);
}
} else if (t_west == "fema_entrance") {
square(this, t_dirt, 1, 1, 22, 22); //Supply tent
line_furn(this, f_canvas_wall, 4, 4, 19, 4);
line_furn(this, f_canvas_wall, 4, 4, 4, 19);
line_furn(this, f_canvas_wall, 19, 19, 19, 4);
line_furn(this, f_canvas_wall, 19, 19, 4, 19);
square_furn(this, f_fema_groundsheet, 5, 5, 8, 18);
square_furn(this, f_fema_groundsheet, 10, 5, 13, 5);
square_furn(this, f_fema_groundsheet, 10, 18, 13, 18);
square_furn(this, f_fema_groundsheet, 15, 5, 18, 7);
square_furn(this, f_fema_groundsheet, 15, 16, 18, 18);
square_furn(this, f_fema_groundsheet, 16, 10, 17, 14);
square_furn(this, f_fema_groundsheet, 9, 7, 14, 16);
line_furn(this, f_canvas_door, 11, 4, 12, 4);
line_furn(this, f_canvas_door, 11, 19, 12, 19);
square_furn(this, f_crate_c, 5, 6, 7, 7);
square_furn(this, f_crate_c, 5, 11, 7, 12);
square_furn(this, f_crate_c, 5, 16, 7, 17);
line(this, t_chainfence_h, 9, 6, 14, 6);
line(this, t_chainfence_h, 9, 17, 14, 17);
ter_set(9, 5, t_chaingate_c);
ter_set(14, 18, t_chaingate_c);
ter_set(14, 5, t_chainfence_v);
ter_set(9, 18, t_chainfence_v);
furn_set(12, 17, f_counter);
furn_set(11, 6, f_counter);
line_furn(this, f_chair, 10, 10, 13, 10);
square_furn(this, f_desk, 10, 11, 13, 12);
line_furn(this, f_chair, 10, 13, 13, 13);
line(this, t_chainfence_h, 15, 8, 18, 8);
line(this, t_chainfence_h, 15, 15, 18, 15);
line(this, t_chainfence_v, 15, 9, 15, 14);
line(this, t_chaingate_c, 15, 11, 15, 12);
line_furn(this, f_locker, 18, 9, 18, 14);
place_items("allclothes", 90, 5, 6, 7, 7, false, 0);
place_items("softdrugs", 90, 5, 11, 7, 12, false, 0);
place_items("hardware", 90, 5, 16, 7, 17, false, 0);
if( one_in( 3 ) ) {
place_items( "guns_rifle_milspec", 90, 18, 9, 18, 14, false, 0, 100, 100 );
}
place_items("office", 80, 10, 11, 13, 12, false, 0);
add_spawn(mon_zombie_soldier, rng(1, 6), 12, 14);
} else {
switch (rng(1, 5)) {
case 1:
case 2:
case 3:
square(this, t_dirt, 1, 1, 22, 22);
square_furn(this, f_canvas_wall, 4, 4, 19, 19); //Lodging
square_furn(this, f_fema_groundsheet, 5, 5, 18, 18);
line_furn(this, f_canvas_door, 11, 4, 12, 4);
line_furn(this, f_canvas_door, 11, 19, 12, 19);
line_furn(this, f_makeshift_bed, 6, 6, 6, 17);
line_furn(this, f_makeshift_bed, 8, 6, 8, 17);
line_furn(this, f_makeshift_bed, 10, 6, 10, 17);
line_furn(this, f_makeshift_bed, 13, 6, 13, 17);
line_furn(this, f_makeshift_bed, 15, 6, 15, 17);
line_furn(this, f_makeshift_bed, 17, 6, 17, 17);
line_furn(this, f_fema_groundsheet, 6, 8, 17, 8);
line_furn(this, f_fema_groundsheet, 6, 8, 17, 8);
square_furn(this, f_fema_groundsheet, 6, 11, 17, 12);
line_furn(this, f_fema_groundsheet, 6, 15, 17, 15);
line_furn(this, f_crate_o, 6, 7, 17, 7);
line_furn(this, f_crate_o, 6, 10, 17, 10);
line_furn(this, f_crate_o, 6, 14, 17, 14);
line_furn(this, f_crate_o, 6, 17, 17, 17);
line_furn(this, f_fema_groundsheet, 7, 5, 7, 18);
line_furn(this, f_fema_groundsheet, 9, 5, 9, 18);
square_furn(this, f_fema_groundsheet, 11, 5, 12, 18);
line_furn(this, f_fema_groundsheet, 14, 5, 14, 18);
line_furn(this, f_fema_groundsheet, 16, 5, 16, 18);
place_items("livingroom", 80, 5, 5, 18, 18, false, 0);
add_spawn(mon_zombie, rng(1, 5), 11, 12);
break;
case 4:
square(this, t_dirt, 1, 1, 22, 22);
square_furn(this, f_canvas_wall, 4, 4, 19, 19); //Mess hall/tent
square_furn(this, f_fema_groundsheet, 5, 5, 18, 18);
line_furn(this, f_canvas_door, 11, 4, 12, 4);
line_furn(this, f_canvas_door, 11, 19, 12, 19);
line_furn(this, f_crate_c, 5, 5, 5, 6);
square_furn(this, f_counter, 6, 6, 10, 8);
square(this, t_rock_floor, 6, 5, 9, 7);
furn_set(7, 6, f_woodstove);
line_furn(this, f_bench, 13, 6, 17, 6);
line_furn(this, f_table, 13, 7, 17, 7);
line_furn(this, f_bench, 13, 8, 17, 8);
line_furn(this, f_bench, 13, 11, 17, 11);
line_furn(this, f_table, 13, 12, 17, 12);
line_furn(this, f_bench, 13, 13, 17, 13);
line_furn(this, f_bench, 13, 15, 17, 15);
line_furn(this, f_table, 13, 16, 17, 16);
line_furn(this, f_bench, 13, 17, 17, 17);
line_furn(this, f_bench, 6, 11, 10, 11);
line_furn(this, f_table, 6, 12, 10, 12);
line_furn(this, f_bench, 6, 13, 10, 13);
line_furn(this, f_bench, 6, 15, 10, 15);
line_furn(this, f_table, 6, 16, 10, 16);
line_furn(this, f_bench, 6, 17, 10, 17);
place_items("mil_food_nodrugs", 80, 5, 5, 5, 6, false, 0);
place_items("snacks", 80, 5, 5, 18, 18, false, 0);
place_items("kitchen", 70, 6, 5, 10, 8, false, 0);
place_items("dining", 80, 13, 7, 17, 7, false, 0);
place_items("dining", 80, 13, 12, 17, 12, false, 0);
place_items("dining", 80, 13, 16, 17, 16, false, 0);
place_items("dining", 80, 6, 12, 10, 12, false, 0);
place_items("dining", 80, 6, 16, 10, 16, false, 0);
add_spawn(mon_zombie, rng(1, 5), 11, 12);
break;
case 5:
square(this, t_dirt, 1, 1, 22, 22);
square(this, t_fence_barbed, 4, 4, 19, 19);
square(this, t_dirt, 5, 5, 18, 18);
square(this, t_pit_corpsed, 6, 6, 17, 17);
add_spawn(mon_zombie, rng(5, 20), 11, 12);
break;
}
}
} else if (terrain_type == "spider_pit_under") {
for (int i = 0; i < SEEX * 2; i++) {
for (int j = 0; j < SEEY * 2; j++) {
if ((i >= 3 && i <= SEEX * 2 - 4 && j >= 3 && j <= SEEY * 2 - 4) ||
one_in(4)) {
ter_set(i, j, t_rock_floor);
if (!one_in(3)) {
add_field( {x, y, abs_sub.z}, fd_web, rng( 1, 3 ) );
}
} else {
ter_set(i, j, t_rock);
}
}
}
ter_set(rng(3, SEEX * 2 - 4), rng(3, SEEY * 2 - 4), t_slope_up);
place_items("spider", 85, 0, 0, SEEX * 2 - 1, SEEY * 2 - 1, false, 0);
} else if ( terrain_type == "anthill" || terrain_type == "acid_anthill" ) {
for( int i = 0; i < SEEX * 2; i++ ) {
for( int j = 0; j < SEEY * 2; j++ ) {
if( i < 8 || j < 8 || i > SEEX * 2 - 9 || j > SEEY * 2 - 9 ) {
ter_set( i, j, dat.groundcover() );
} else if( ( i == 11 || i == 12 ) && ( j == 11 || j == 12 ) ) {
ter_set( i, j, t_slope_down );
} else {
ter_set( i, j, t_dirtmound );
}
}
}
} else if (is_ot_type("slimepit", terrain_type)) {
for (int i = 0; i < 4; i++) {
nesw_fac[i] = (t_nesw[i] == "slimepit" || t_nesw[i] == "slimepit_down" ? 1 : 0);
}
for (int i = 0; i < SEEX * 2; i++) {
for (int j = 0; j < SEEY * 2; j++) {
if (!one_in(10) && (j < n_fac * SEEX || i < w_fac * SEEX ||
j > SEEY * 2 - s_fac * SEEY || i > SEEX * 2 - e_fac * SEEX)) {
ter_set(i, j, (!one_in(10) ? t_slime : t_rock_floor));
} else if (rng(0, SEEX) > abs(i - SEEX) && rng(0, SEEY) > abs(j - SEEY)) {
ter_set(i, j, t_slime);
} else if (zlevel == 0) {
ter_set(i, j, t_dirt);
} else {
ter_set(i, j, t_rock_floor);
}
}
}
if (terrain_type == "slimepit_down") {
ter_set(rng(3, SEEX * 2 - 4), rng(3, SEEY * 2 - 4), t_slope_down);
}
if (t_above == "slimepit_down") {
switch (rng(1, 4)) {
case 1:
ter_set(rng(0, 2), rng(0, 2), t_slope_up);
break;
case 2:
ter_set(rng(0, 2), SEEY * 2 - rng(1, 3), t_slope_up);
break;
case 3:
ter_set(SEEX * 2 - rng(1, 3), rng(0, 2), t_slope_up);
break;
case 4:
ter_set(SEEX * 2 - rng(1, 3), SEEY * 2 - rng(1, 3), t_slope_up);
}
}
add_spawn(mon_blob, 8, SEEX, SEEY);
place_items("sewer", 40, 0, 0, SEEX * 2 - 1, SEEY * 2 - 1, true, 0);
} else if (terrain_type == "triffid_roots") {
fill_background(this, t_root_wall);
int node = 0;
int step = 0;
bool node_built[16];
bool done = false;
for( auto &elem : node_built ) {
elem = false;
}
do {
node_built[node] = true;
step++;
int nodex = 1 + 6 * (node % 4), nodey = 1 + 6 * int(node / 4);
// Clear a 4x4 dirt square
square(this, t_dirt, nodex, nodey, nodex + 3, nodey + 3);
// Spawn a monster in there
if (step > 2) { // First couple of chambers are safe
int monrng = rng(1, 25);
int spawnx = nodex + rng(0, 3), spawny = nodey + rng(0, 3);
if (monrng <= 5) {
add_spawn(mon_triffid, rng(1, 4), spawnx, spawny);
} else if (monrng <= 13) {
add_spawn(mon_creeper_hub, 1, spawnx, spawny);
} else if (monrng <= 19) {
add_spawn(mon_biollante, 1, spawnx, spawny);
} else if (monrng <= 24) {
add_spawn(mon_fungal_fighter, 1, spawnx, spawny);
} else {
for (int webx = nodex; webx <= nodex + 3; webx++) {
for (int weby = nodey; weby <= nodey + 3; weby++) {
add_field( {webx, weby, abs_sub.z}, fd_web, rng( 1, 3 ) );
}
}
add_spawn(mon_spider_web, 1, spawnx, spawny);
}
}
// TODO: Non-monster hazards?
// Next, pick a cell to move to
std::vector<direction> move;
if (node % 4 > 0 && !node_built[node - 1]) {
move.push_back(WEST);
}
if (node % 4 < 3 && !node_built[node + 1]) {
move.push_back(EAST);
}
if (int(node / 4) > 0 && !node_built[node - 4]) {
move.push_back(NORTH);
}
if (int(node / 4) < 3 && !node_built[node + 4]) {
move.push_back(SOUTH);
}
if (move.empty()) { // Nowhere to go!
square(this, t_slope_down, nodex + 1, nodey + 1, nodex + 2, nodey + 2);
done = true;
} else {
switch( random_entry( move ) ) {
case NORTH:
square(this, t_dirt, nodex + 1, nodey - 2, nodex + 2, nodey - 1);
node -= 4;
break;
case EAST:
square(this, t_dirt, nodex + 4, nodey + 1, nodex + 5, nodey + 2);
node++;
break;
case SOUTH:
square(this, t_dirt, nodex + 1, nodey + 4, nodex + 2, nodey + 5);
node += 4;
break;
case WEST:
square(this, t_dirt, nodex - 2, nodey + 1, nodex - 1, nodey + 2);
node--;
break;
default:
break;
}
}
} while (!done);
square(this, t_slope_up, 2, 2, 3, 3);
rotate(rng(0, 3));
} else if (terrain_type == "triffid_finale") {
fill_background(this, t_root_wall);
square(this, t_dirt, 1, 1, 4, 4);
square(this, t_dirt, 19, 19, 22, 22);
// Drunken walk until we reach the heart (lower right, [19, 19])
// Chance increases by 1 each turn, and gives the % chance of forcing a move
// to the right or down.
int chance = 0;
int x = 4, y = 4;
do {
ter_set(x, y, t_dirt);
if (chance >= 10 && one_in(10)) { // Add a spawn
if (one_in(2)) {
add_spawn(mon_biollante, 1, x, y);
} else if (!one_in(4)) {
add_spawn(mon_creeper_hub, 1, x, y);
} else {
add_spawn(mon_triffid, 1, x, y);
}
}
if (rng(0, 99) < chance) { // Force movement down or to the right
if (x >= 19) {
y++;
} else if (y >= 19) {
x++;
} else {
if (one_in(2)) {
x++;
} else {
y++;
}
}
} else {
chance++; // Increase chance of forced movement down/right
// Weigh movement towards directions with lots of existing walls
int chance_west = 0, chance_east = 0, chance_north = 0, chance_south = 0;
for (int dist = 1; dist <= 5; dist++) {
if (ter(x - dist, y) == t_root_wall) {
chance_west++;
}
if (ter(x + dist, y) == t_root_wall) {
chance_east++;
}
if (ter(x, y - dist) == t_root_wall) {
chance_north++;
}
if (ter(x, y + dist) == t_root_wall) {
chance_south++;
}
}
int roll = rng(0, chance_west + chance_east + chance_north + chance_south);
if (roll < chance_west && x > 0) {
x--;
} else if (roll < chance_west + chance_east && x < 23) {
x++;
} else if (roll < chance_west + chance_east + chance_north && y > 0) {
y--;
} else if (y < 23) {
y++;
}
} // Done with drunken walk
} while (x < 19 || y < 19);
square(this, t_slope_up, 1, 1, 2, 2);
add_spawn(mon_triffid_heart, 1, 21, 21);
} else {
// not one of the hardcoded ones!
// load from JSON???
debugmsg("Error: tried to generate map for omtype %s, \"%s\" (id_mapgen %s)",
terrain_type.id().c_str(), terrain_type->get_name().c_str(), function_key.c_str() );
fill_background(this, t_floor);
}}
// THE END OF THE HUGE IF ELIF ELIF ELIF ELI FLIE FLIE FLIE FEL OMFG
// WTF it is still going?...
// omg why are there two braces I'm so dizzy with vertigo
// Now, fix sewers and subways so that they interconnect.
if (is_ot_type("subway", terrain_type)) { // FUUUUU it's IF ELIF ELIF ELIF's mini-me =[
if (is_ot_type("sewer", t_north) &&
!connects_to(terrain_type, 0)) {
if (connects_to(t_north, 2)) {
for (int i = SEEX - 2; i < SEEX + 2; i++) {
for (int j = 0; j < SEEY; j++) {
ter_set(i, j, t_sewage);
}
}
} else {
for (int j = 0; j < 3; j++) {
ter_set(SEEX, j, t_rock_floor);
ter_set(SEEX - 1, j, t_rock_floor);
}
ter_set(SEEX, 3, t_door_metal_c);
ter_set(SEEX - 1, 3, t_door_metal_c);
}
}
if (is_ot_type("sewer", t_east) &&
!connects_to(terrain_type, 1)) {
if (connects_to(t_east, 3)) {
for (int i = SEEX; i < SEEX * 2; i++) {
for (int j = SEEY - 2; j < SEEY + 2; j++) {
ter_set(i, j, t_sewage);
}
}
} else {
for (int i = SEEX * 2 - 3; i < SEEX * 2; i++) {
ter_set(i, SEEY, t_rock_floor);
ter_set(i, SEEY - 1, t_rock_floor);
}
ter_set(SEEX * 2 - 4, SEEY, t_door_metal_c);
ter_set(SEEX * 2 - 4, SEEY - 1, t_door_metal_c);
}
}
if (is_ot_type("sewer", t_south) &&
!connects_to(terrain_type, 2)) {
if (connects_to(t_south, 0)) {
for (int i = SEEX - 2; i < SEEX + 2; i++) {
for (int j = SEEY; j < SEEY * 2; j++) {
ter_set(i, j, t_sewage);
}
}
} else {
for (int j = SEEY * 2 - 3; j < SEEY * 2; j++) {
ter_set(SEEX, j, t_rock_floor);
ter_set(SEEX - 1, j, t_rock_floor);
}
ter_set(SEEX, SEEY * 2 - 4, t_door_metal_c);
ter_set(SEEX - 1, SEEY * 2 - 4, t_door_metal_c);
}
}
if (is_ot_type("sewer", t_west) &&
!connects_to(terrain_type, 3)) {
if (connects_to(t_west, 1)) {
for (int i = 0; i < SEEX; i++) {
for (int j = SEEY - 2; j < SEEY + 2; j++) {
ter_set(i, j, t_sewage);
}
}
} else {
for (int i = 0; i < 3; i++) {
ter_set(i, SEEY, t_rock_floor);
ter_set(i, SEEY - 1, t_rock_floor);
}
ter_set(3, SEEY, t_door_metal_c);
ter_set(3, SEEY - 1, t_door_metal_c);
}
}
} else if (is_ot_type("sewer", terrain_type)) {
if (t_above == "road_nesw_manhole") {
ter_set(rng(SEEX - 2, SEEX + 1), rng(SEEY - 2, SEEY + 1), t_ladder_up);
}
if (is_ot_type("subway", t_north) &&
!connects_to(terrain_type, 0)) {
for (int j = 0; j < SEEY - 3; j++) {
ter_set(SEEX, j, t_rock_floor);
ter_set(SEEX - 1, j, t_rock_floor);
}
ter_set(SEEX, SEEY - 3, t_door_metal_c);
ter_set(SEEX - 1, SEEY - 3, t_door_metal_c);
}
if (is_ot_type("subway", t_east) &&
!connects_to(terrain_type, 1)) {
for (int i = SEEX + 3; i < SEEX * 2; i++) {
ter_set(i, SEEY, t_rock_floor);
ter_set(i, SEEY - 1, t_rock_floor);
}
ter_set(SEEX + 2, SEEY, t_door_metal_c);
ter_set(SEEX + 2, SEEY - 1, t_door_metal_c);
}
if (is_ot_type("subway", t_south) &&
!connects_to(terrain_type, 2)) {
for (int j = SEEY + 3; j < SEEY * 2; j++) {
ter_set(SEEX, j, t_rock_floor);
ter_set(SEEX - 1, j, t_rock_floor);
}
ter_set(SEEX, SEEY + 2, t_door_metal_c);
ter_set(SEEX - 1, SEEY + 2, t_door_metal_c);
}
if (is_ot_type("subway", t_west) &&
!connects_to(terrain_type, 3)) {
for (int i = 0; i < SEEX - 3; i++) {
ter_set(i, SEEY, t_rock_floor);
ter_set(i, SEEY - 1, t_rock_floor);
}
ter_set(SEEX - 3, SEEY, t_door_metal_c);
ter_set(SEEX - 3, SEEY - 1, t_door_metal_c);
}
} else if (is_ot_type("ants", terrain_type)) {
if (t_above == "anthill") {
if( const auto p = random_point( *this, [this]( const tripoint &n ) { return ter( n ) == t_rock_floor; } ) ) {
ter_set( *p, t_slope_up );
}
}
}
// finally, any terrain with SIDEWALKS should contribute sidewalks to neighboring diagonal roads
if( terrain_type->has_flag( has_sidewalk ) ) {
for( int dir = 4; dir < 8; dir++ ) { // NE SE SW NW
bool n_roads_nesw[4] = {};
int n_num_dirs = terrain_type_to_nesw_array( oter_id( t_nesw[dir] ), n_roads_nesw );
// only handle diagonal neighbors
if( n_num_dirs == 2 &&
n_roads_nesw[( ( dir - 4 ) + 3 ) % 4] &&
n_roads_nesw[( ( dir - 4 ) + 2 ) % 4] ) {
// make drawing simpler by rotating the map back and forth
rotate( 4 - ( dir - 4 ) );
// draw a small triangle of sidewalk in the northeast corner
for( int y = 0; y < 4; y++ ) {
for( int x = SEEX * 2 - 4; x < SEEX * 2; x++ ) {
if( x - y > SEEX * 2 - 4 ) {
//TODO more discriminating conditions
if( ter( x, y ) == t_grass ||
ter( x, y ) == t_dirt ||
ter( x, y ) == t_shrub ) {
ter_set( x, y, t_sidewalk );
}
}
}
}
rotate( ( dir - 4 ) );
}
}
}
}
void map::place_spawns(const mongroup_id& group, const int chance,
const int x1, const int y1, const int x2, const int y2, const float density)
{
if( !group.is_valid() ) {
const point omt = sm_to_omt_copy( get_abs_sub().x, get_abs_sub().y );
const oter_id &oid = overmap_buffer.ter( omt.x, omt.y, get_abs_sub().z );
debugmsg("place_spawns: invalid mongroup '%s', om_terrain = '%s' (%s)", group.c_str(), oid.id().c_str(), oid->get_mapgen_id().c_str() );
return;
}
if( !one_in( chance ) ) {
return;
}
float multiplier = density * get_option<float>( "SPAWN_DENSITY" );
float thenum = ( multiplier * rng_float( 10.0f, 50.0f ) );
int num = roll_remainder( thenum );
// GetResultFromGroup decrements num
while( num > 0 ) {
int tries = 10;
int x = 0;
int y = 0;
// Pick a spot for the spawn
do {
x = rng( x1, x2 );
y = rng( y1, y2 );
tries--;
} while( impassable( x, y ) && tries > 0 );
// Pick a monster type
MonsterGroupResult spawn_details = MonsterGroupManager::GetResultFromGroup( group, &num );
add_spawn( spawn_details.name, spawn_details.pack_size, x, y );
}
}
void map::place_gas_pump(int x, int y, int charges)
{
if (one_in(4)) {
item diesel("diesel", 0);
diesel.charges = charges;
add_item(x, y, diesel);
ter_set(x, y, t_diesel_pump);
} else {
item gas("gasoline", 0);
gas.charges = charges;
add_item(x, y, gas);
ter_set(x, y, t_gas_pump);
}
}
void map::place_gas_pump(int x, int y, int charges, std::string fuel_type)
{
item fuel(fuel_type, 0);
fuel.charges = charges;
add_item(x, y, fuel);
if ( fuel_type == "gasoline") {
ter_set(x, y, t_gas_pump);
} else if ( fuel_type == "diesel") {
ter_set(x, y, t_diesel_pump);
}
}
void map::place_toilet(int x, int y, int charges)
{
item water("water", 0);
water.charges = charges;
add_item(x, y, water);
furn_set(x, y, f_toilet);
}
void map::place_vending(int x, int y, std::string type, bool reinforced)
{
if ( reinforced ) {
furn_set( x, y, f_vending_reinforced );
place_items( type, 100, x, y, x, y, false, 0 );
} else {
const bool broken = one_in( 5 );
if( broken ) {
furn_set(x, y, f_vending_o);
} else {
furn_set(x, y, f_vending_c);
place_items( type, 100, x, y, x, y, false, 0 );
}
}
}
int map::place_npc( int x, int y, const string_id<npc_template> &type )
{
if(!get_option<bool>( "STATIC_NPC" ) ) {
return -1; //Do not generate an npc.
}
std::shared_ptr<npc> temp = std::make_shared<npc>();
temp->normalize();
temp->load_npc_template(type);
temp->spawn_at_precise( { abs_sub.x, abs_sub.y }, { x, y, abs_sub.z } );
overmap_buffer.insert_npc( temp );
return temp->getID();
}
std::vector<item*> map::place_items( const items_location loc, const int chance, const tripoint &f,
const tripoint &t, const bool ongrass, const time_point &turn,
const int magazine, const int ammo )
{
//@todo: implement for 3D
return place_items( loc, chance, f.x, f.y, t.x, t.y, ongrass, turn, magazine, ammo );
}
// A chance of 100 indicates that items should always spawn,
// the item group should be responsible for determining the amount of items.
std::vector<item *> map::place_items( items_location loc, int chance, int x1, int y1,
int x2, int y2, bool ongrass, const time_point &turn,
int magazine, int ammo )
{
std::vector<item *> res;
if (chance > 100 || chance <= 0) {
debugmsg("map::place_items() called with an invalid chance (%d)", chance);
return res;
}
if (!item_group::group_is_defined(loc)) {
const point omt = sm_to_omt_copy( get_abs_sub().x, get_abs_sub().y );
const oter_id &oid = overmap_buffer.ter( omt.x, omt.y, get_abs_sub().z );
debugmsg("place_items: invalid item group '%s', om_terrain = '%s' (%s)",
loc.c_str(), oid.id().c_str(), oid->get_mapgen_id().c_str() );
return res;
}
const float spawn_rate = get_option<float>( "ITEM_SPAWNRATE" );
int spawn_count = roll_remainder( chance * spawn_rate / 100.0f );
for( int i = 0; i < spawn_count; i++ ) {
// Might contain one item or several that belong together like guns & their ammo
int tries = 0;
auto is_valid_terrain = [this,ongrass](int x,int y){
auto &terrain = ter( x, y ).obj();
return terrain.movecost == 0 &&
!terrain.has_flag("PLACE_ITEM") &&
!ongrass &&
!terrain.has_flag("FLAT");
};
int px, py;
do {
px = rng(x1, x2);
py = rng(y1, y2);
tries++;
} while ( is_valid_terrain(px,py) && tries < 20 );
if (tries < 20) {
auto put = put_items_from_loc( loc, tripoint( px, py, abs_sub.z ), turn );
res.insert( res.end(), put.begin(), put.end() );
}
}
for( auto e : res ) {
if( e->is_tool() || e->is_gun() || e->is_magazine() ) {
if( rng( 0, 99 ) < magazine && !e->magazine_integral() && !e->magazine_current() ) {
e->contents.emplace_back( e->magazine_default(), e->birthday() );
}
if( rng( 0, 99 ) < ammo && e->ammo_remaining() == 0 ) {
e->ammo_set( e->ammo_type()->default_ammotype(), e->ammo_capacity() );
}
}
}
return res;
}
std::vector<item*> map::put_items_from_loc(items_location loc, const tripoint &p, const time_point &turn)
{
const auto items = item_group::items_from(loc, turn);
return spawn_items( p, items );
}
void map::add_spawn(const mtype_id& type, int count, int x, int y, bool friendly,
int faction_id, int mission_id, std::string name)
{
if (x < 0 || x >= SEEX * my_MAPSIZE || y < 0 || y >= SEEY * my_MAPSIZE) {
debugmsg("Bad add_spawn(%s, %d, %d, %d)", type.c_str(), count, x, y);
return;
}
int offset_x, offset_y;
submap *place_on_submap = get_submap_at(x, y, offset_x, offset_y);
if(!place_on_submap) {
debugmsg("centadodecamonant doesn't exist in grid; within add_spawn(%s, %d, %d, %d)",
type.c_str(), count, x, y);
return;
}
if( get_option<bool>( "CLASSIC_ZOMBIES" ) ) {
const mtype& mt = type.obj();
if( !mt.in_category("CLASSIC") && !mt.in_category("WILDLIFE") ) {
// Don't spawn non-classic monsters in classic zombie mode.
return;
}
}
if (MonsterGroupManager::monster_is_blacklisted( type )) {
return;
}
spawn_point tmp(type, count, offset_x, offset_y, faction_id, mission_id, friendly, name);
place_on_submap->spawns.push_back(tmp);
}
vehicle *map::add_vehicle(const vproto_id &type, const int x, const int y, const int dir,
const int veh_fuel, const int veh_status, const bool merge_wrecks)
{
return add_vehicle( type, tripoint( x, y, abs_sub.z ),
dir, veh_fuel, veh_status, merge_wrecks);
}
vehicle *map::add_vehicle(const vgroup_id &type, const point &p, const int dir,
const int veh_fuel, const int veh_status, const bool merge_wrecks)
{
return add_vehicle( type.obj().pick(), tripoint( p.x, p.y, abs_sub.z ),
dir, veh_fuel, veh_status, merge_wrecks);
}
vehicle *map::add_vehicle(const vgroup_id &type, const tripoint &p, const int dir,
const int veh_fuel, const int veh_status, const bool merge_wrecks)
{
return add_vehicle( type.obj().pick(), p,
dir, veh_fuel, veh_status, merge_wrecks);
}
vehicle *map::add_vehicle(const vproto_id &type, const tripoint &p, const int dir,
const int veh_fuel, const int veh_status, const bool merge_wrecks)
{
if( !type.is_valid() ) {
debugmsg("Nonexistent vehicle type: \"%s\"", type.c_str());
return nullptr;
}
if( !inbounds( p ) ) {
debugmsg("Out of bounds add_vehicle t=%s d=%d p=%d,%d,%d", type.c_str(), dir, p.x, p.y, p.z );
return nullptr;
}
const int smx = p.x / SEEX;
const int smy = p.y / SEEY;
// debugmsg("n=%d x=%d y=%d MAPSIZE=%d ^2=%d", nonant, x, y, MAPSIZE, MAPSIZE*MAPSIZE);
auto veh = std::unique_ptr<vehicle>( new vehicle( type, veh_fuel, veh_status ) );
veh->posx = p.x % SEEX;
veh->posy = p.y % SEEY;
veh->smx = smx;
veh->smy = smy;
veh->smz = p.z;
veh->place_spawn_items();
veh->face.init( dir );
veh->turn_dir = dir;
// for backwards compatibility, we always spawn with a pivot point of (0,0) so
// that the mount at (0,0) is located at the spawn position.
veh->precalc_mounts( 0, dir, point() );
//debugmsg("adding veh: %d, sm: %d,%d,%d, pos: %d, %d", veh, veh->smx, veh->smy, veh->smz, veh->posx, veh->posy);
vehicle *placed_vehicle = add_vehicle_to_map( std::move( veh ), merge_wrecks );
if( placed_vehicle != nullptr ) {
submap *place_on_submap = get_submap_at_grid( placed_vehicle->smx, placed_vehicle->smy, placed_vehicle->smz );
place_on_submap->vehicles.push_back(placed_vehicle);
place_on_submap->is_uniform = false;
auto &ch = get_cache( placed_vehicle->smz );
ch.vehicle_list.insert(placed_vehicle);
add_vehicle_to_cache( placed_vehicle );
//debugmsg ("grid[%d]->vehicles.size=%d veh.parts.size=%d", nonant, grid[nonant]->vehicles.size(),veh.parts.size());
}
return placed_vehicle;
}
/**
* Takes a vehicle already created with new and attempts to place it on the map,
* checking for collisions. If the vehicle can't be placed, returns NULL,
* otherwise returns a pointer to the placed vehicle, which may not necessarily
* be the one passed in (if wreckage is created by fusing cars).
* @param veh The vehicle to place on the map.
* @param merge_wrecks Whether crashed vehicles become part of each other
* @return The vehicle that was finally placed.
*/
vehicle *map::add_vehicle_to_map( std::unique_ptr<vehicle> veh, const bool merge_wrecks )
{
//We only want to check once per square, so loop over all structural parts
std::vector<int> frame_indices = veh->all_parts_at_location("structure");
//Check for boat type vehicles that should be placeable in deep water
bool can_float = false;
if(veh->all_parts_with_feature("FLOATS").size() > 2){
can_float = true;
}
//When hitting a wall, only smash the vehicle once (but walls many times)
bool needs_smashing = false;
for (std::vector<int>::const_iterator part = frame_indices.begin();
part != frame_indices.end(); part++) {
const auto p = veh->global_pos3() + veh->parts[*part].precalc[0];
//Don't spawn anything in water
if( has_flag_ter( TFLAG_DEEP_WATER, p ) && !can_float ) {
return nullptr;
}
// Don't spawn shopping carts on top of another vehicle or other obstacle.
if( veh->type == vproto_id( "shopping_cart" ) ) {
if( veh_at( p ) || impassable( p ) ) {
return nullptr;
}
}
//For other vehicles, simulate collisions with (non-shopping cart) stuff
vehicle *const other_veh = veh_pointer_or_null( veh_at( p ) );
if( other_veh != nullptr && other_veh->type != vproto_id( "shopping_cart" ) ) {
if( !merge_wrecks ) {
return nullptr;
}
// Hard wreck-merging limit: 200 tiles
// Merging is slow for big vehicles which lags the mapgen
if( frame_indices.size() + other_veh->all_parts_at_location("structure").size() > 200 ) {
return nullptr;
}
/* There's a vehicle here, so let's fuse them together into wreckage and
* smash them up. It'll look like a nasty collision has occurred.
* Trying to do a local->global->local conversion would be a major
* headache, so instead, let's make another vehicle whose (0, 0) point
* is the (0, 0) of the existing vehicle, convert the coordinates of both
* vehicles into global coordinates, find the distance between them and
* p and then install them that way.
* Create a vehicle with type "null" so it starts out empty. */
auto wreckage = std::unique_ptr<vehicle>( new vehicle() );
wreckage->posx = other_veh->posx;
wreckage->posy = other_veh->posy;
wreckage->smx = other_veh->smx;
wreckage->smy = other_veh->smy;
wreckage->smz = other_veh->smz;
//Where are we on the global scale?
const tripoint global_pos = wreckage->global_pos3();
for( auto &part : veh->parts ) {
const tripoint part_pos = veh->global_part_pos3( part ) - global_pos;
wreckage->install_part( part_pos.x, part_pos.y, part );
}
for( auto &part : other_veh->parts ) {
const tripoint part_pos = other_veh->global_part_pos3( part ) - global_pos;
wreckage->install_part( part_pos.x, part_pos.y, part );
}
wreckage->name = _("Wreckage");
// Now get rid of the old vehicles
std::unique_ptr<vehicle> old_veh = detach_vehicle( other_veh );
// Try again with the wreckage
vehicle *new_veh = add_vehicle_to_map( std::move( wreckage ), true );
if( new_veh != nullptr ) {
new_veh->smash();
return new_veh;
}
// If adding the wreck failed, we want to restore the vehicle we tried to merge with
add_vehicle_to_map( std::move( old_veh ), false );
return nullptr;
} else if( impassable( p ) ) {
if( !merge_wrecks ) {
return nullptr;
}
// There's a wall or other obstacle here; destroy it
destroy( p, true );
// Some weird terrain, don't place the vehicle
if( impassable( p ) ) {
return nullptr;
}
needs_smashing = true;
}
}
if( needs_smashing ) {
veh->smash();
}
return veh.release();
}
computer *map::add_computer( const tripoint &p, std::string name, int security )
{
ter_set( p, t_console ); // TODO: Turn this off?
submap *place_on_submap = get_submap_at( p );
place_on_submap->comp.reset( new computer( name, security ) );
return place_on_submap->comp.get();
}
/**
* Rotates this map, and all of its contents, by the specified multiple of 90
* degrees.
* @param turns How many 90-degree turns to rotate the map.
*/
void map::rotate(int turns)
{
//Handle anything outside the 1-3 range gracefully; rotate(0) is a no-op.
turns = turns % 4;
if(turns == 0) {
return;
}
real_coords rc;
const tripoint &abs_sub = get_abs_sub();
rc.fromabs( abs_sub.x * SEEX, abs_sub.y * SEEY );
// @todo: This radius can be smaller - how small?
const int radius = int(MAPSIZE / 2) + 3;
// uses submap coordinates
const std::vector<std::shared_ptr<npc>> npcs = overmap_buffer.get_npcs_near( abs_sub.x, abs_sub.y, abs_sub.z, radius );
for( const std::shared_ptr<npc> &i : npcs ) {
npc &np = *i;
const tripoint sq = np.global_square_location();
real_coords np_rc;
np_rc.fromabs( sq.x, sq.y );
// Note: We are rotating the entire overmap square (2x2 of submaps)
if( np_rc.om_pos != rc.om_pos || sq.z != abs_sub.z ){
continue;
}
// OK, this is ugly: we remove the NPC from the whole map
// Then we place it back from scratch
// It could be rewritten to utilize the fact that rotation shouldn't cross overmaps
auto npc_ptr = overmap_buffer.remove_npc( np.getID() );
int old_x = np_rc.sub_pos.x;
int old_y = np_rc.sub_pos.y;
if( np_rc.om_sub.x % 2 != 0 ) {
old_x += SEEX;
}
if( np_rc.om_sub.y % 2 != 0 ) {
old_y += SEEY;
}
int new_x = old_x;
int new_y = old_y;
switch( turns ) {
case 3:
new_x = old_y;
new_y = SEEX * 2 - 1 - old_x;
break;
case 2:
new_x = SEEX * 2 - 1 - old_x;
new_y = SEEY * 2 - 1 - old_y;
break;
case 1:
new_x = SEEY * 2 - 1 - old_y;
new_y = old_x;
break;
}
np.spawn_at_precise( { abs_sub.x, abs_sub.y }, { new_x, new_y, abs_sub.z } );
overmap_buffer.insert_npc( npc_ptr );
}
ter_id rotated [SEEX * 2][SEEY * 2];
furn_id furnrot [SEEX * 2][SEEY * 2];
trap_id traprot [SEEX * 2][SEEY * 2];
std::vector<item> itrot[SEEX * 2][SEEY * 2];
std::map<std::string, std::string> cosmetics_rot[SEEX * 2][SEEY * 2];
field fldrot [SEEX * 2][SEEY * 2];
int radrot [SEEX * 2][SEEY * 2];
std::vector<spawn_point> sprot[MAPSIZE * MAPSIZE];
std::vector<vehicle*> vehrot[MAPSIZE * MAPSIZE];
std::unique_ptr<computer> tmpcomp[MAPSIZE * MAPSIZE];
int field_count[MAPSIZE * MAPSIZE];
int temperature[MAPSIZE * MAPSIZE];
//Rotate terrain first
for (int old_x = 0; old_x < SEEX * 2; old_x++) {
for (int old_y = 0; old_y < SEEY * 2; old_y++) {
int new_x = old_x;
int new_y = old_y;
switch(turns) {
case 1:
new_x = old_y;
new_y = SEEX * 2 - 1 - old_x;
break;
case 2:
new_x = SEEX * 2 - 1 - old_x;
new_y = SEEY * 2 - 1 - old_y;
break;
case 3:
new_x = SEEY * 2 - 1 - old_y;
new_y = old_x;
break;
}
int new_lx, new_ly;
const auto new_sm = get_submap_at( new_x, new_y, new_lx, new_ly );
new_sm->is_uniform = false;
std::swap( rotated[old_x][old_y], new_sm->ter[new_lx][new_ly] );
std::swap( furnrot[old_x][old_y], new_sm->frn[new_lx][new_ly] );
std::swap( traprot[old_x][old_y], new_sm->trp[new_lx][new_ly] );
std::swap( fldrot[old_x][old_y], new_sm->fld[new_lx][new_ly] );
std::swap( radrot[old_x][old_y], new_sm->rad[new_lx][new_ly] );
std::swap( cosmetics_rot[old_x][old_y], new_sm->cosmetics[new_lx][new_ly] );
auto items = i_at(new_x, new_y);
itrot[old_x][old_y].reserve( items.size() );
// Copy items, if we move them, it'll wreck i_clear().
std::copy( items.begin(), items.end(), std::back_inserter(itrot[old_x][old_y]) );
i_clear(new_x, new_y);
}
}
//Next, spawn points
for (int sx = 0; sx < 2; sx++) {
for (int sy = 0; sy < 2; sy++) {
const auto from = get_submap_at_grid( sx, sy );
size_t gridto = 0;
switch(turns) {
case 0:
gridto = get_nonant( sx, sy );
break;
case 1:
gridto = get_nonant( 1 - sy, sx );
break;
case 2:
gridto = get_nonant( 1 - sx, 1 - sy );
break;
case 3:
gridto = get_nonant( sy, 1 - sx );
break;
}
for (auto &spawn : from->spawns) {
spawn_point tmp = spawn;
int new_x = tmp.posx;
int new_y = tmp.posy;
switch(turns) {
case 1:
new_x = SEEY - 1 - tmp.posy;
new_y = tmp.posx;
break;
case 2:
new_x = SEEX - 1 - tmp.posx;
new_y = SEEY - 1 - tmp.posy;
break;
case 3:
new_x = tmp.posy;
new_y = SEEX - 1 - tmp.posx;
break;
}
tmp.posx = new_x;
tmp.posy = new_y;
sprot[gridto].push_back(tmp);
}
// as vehrot starts out empty, this clears the other vehicles vector
vehrot[gridto].swap(from->vehicles);
tmpcomp[gridto] = std::move( from->comp );
field_count[gridto] = from->field_count;
temperature[gridto] = from->temperature;
}
}
// change vehicles' directions
for( int gridx = 0; gridx < my_MAPSIZE; gridx++ ) {
for( int gridy = 0; gridy < my_MAPSIZE; gridy++ ) {
const size_t i = get_nonant( gridx, gridy );
for (auto &v : vehrot[i]) {
vehicle *veh = v;
// turn the steering wheel, vehicle::turn does not actually
// move the vehicle.
veh->turn(turns * 90);
// The facing direction and recalculate the positions of the parts
veh->face = veh->turn_dir;
veh->precalc_mounts(0, veh->turn_dir, veh->pivot_anchor[0]);
// Update coordinates on a submap
int new_x = veh->posx;
int new_y = veh->posy;
switch(turns) {
case 1:
new_x = SEEY - 1 - veh->posy;
new_y = veh->posx;
break;
case 2:
new_x = SEEX - 1 - veh->posx;
new_y = SEEY - 1 - veh->posy;
break;
case 3:
new_x = veh->posy;
new_y = SEEX - 1 - veh->posx;
break;
}
veh->posx = new_x;
veh->posy = new_y;
// Update submap coordinates
new_x = veh->smx;
new_y = veh->smy;
switch(turns) {
case 1:
new_x = 1 - veh->smy;
new_y = veh->smx;
break;
case 2:
new_x = 1 - veh->smx;
new_y = 1 - veh->smy;
break;
case 3:
new_x = veh->smy;
new_y = 1 - veh->smx;
break;
}
veh->smx = new_x;
veh->smy = new_y;
}
const auto to = getsubmap( i );
// move back to the actual submap object, vehrot is only temporary
vehrot[i].swap(to->vehicles);
sprot[i].swap(to->spawns);
to->comp = std::move( tmpcomp[i] );
to->field_count = field_count[i];
to->temperature = temperature[i];
}
}
for (int i = 0; i < SEEX * 2; i++) {
for (int j = 0; j < SEEY * 2; j++) {
int lx, ly;
const auto sm = get_submap_at( i, j, lx, ly );
sm->is_uniform = false;
std::swap( rotated[i][j], sm->ter[lx][ly] );
std::swap( furnrot[i][j], sm->frn[lx][ly] );
std::swap( traprot[i][j], sm->trp[lx][ly] );
std::swap( fldrot[i][j], sm->fld[lx][ly] );
std::swap( radrot[i][j], sm->rad[lx][ly] );
std::swap( cosmetics_rot[i][j], sm->cosmetics[lx][ly] );
for( auto &itm : itrot[i][j] ) {
add_item( i, j, itm );
}
if (turns % 2 == 1) { // Rotate things like walls 90 degrees
if (ter(i, j) == t_railing_v) {
ter_set(i, j, t_railing_h);
} else if (ter(i, j) == t_railing_h) {
ter_set(i, j, t_railing_v);
} else if (ter(i, j) == t_fence_v) {
ter_set(i, j, t_fence_h);
} else if (ter(i, j) == t_fence_h) {
ter_set(i, j, t_fence_v);
} else if (ter(i, j) == t_chainfence_h) {
ter_set(i, j, t_chainfence_v);
} else if (ter(i, j) == t_chainfence_v) {
ter_set(i, j, t_chainfence_h);
}
}
}
}
}
// Hideous function, I admit...
bool connects_to(oter_id there, int dir)
{
switch (dir) {
case 2:
if (there == "sewer_ns" || there == "sewer_es" || there == "sewer_sw" ||
there == "sewer_nes" || there == "sewer_nsw" || there == "sewer_esw" ||
there == "sewer_nesw" || there == "ants_ns" || there == "ants_es" ||
there == "ants_sw" || there == "ants_nes" || there == "ants_nsw" ||
there == "ants_esw" || there == "ants_nesw") {
return true;
}
return false;
case 3:
if (there == "sewer_ew" || there == "sewer_sw" || there == "sewer_wn" ||
there == "sewer_new" || there == "sewer_nsw" || there == "sewer_esw" ||
there == "sewer_nesw" || there == "ants_ew" || there == "ants_sw" ||
there == "ants_wn" || there == "ants_new" || there == "ants_nsw" ||
there == "ants_esw" || there == "ants_nesw") {
return true;
}
return false;
case 0:
if (there == "sewer_ns" || there == "sewer_ne" || there == "sewer_wn" ||
there == "sewer_nes" || there == "sewer_new" || there == "sewer_nsw" ||
there == "sewer_nesw" || there == "ants_ns" || there == "ants_ne" ||
there == "ants_wn" || there == "ants_nes" || there == "ants_new" ||
there == "ants_nsw" || there == "ants_nesw") {
return true;
}
return false;
case 1:
if (there == "sewer_ew" || there == "sewer_ne" || there == "sewer_es" ||
there == "sewer_nes" || there == "sewer_new" || there == "sewer_esw" ||
there == "sewer_nesw" || there == "ants_ew" || there == "ants_ne" ||
there == "ants_es" || there == "ants_nes" || there == "ants_new" ||
there == "ants_esw" || there == "ants_nesw") {
return true;
}
return false;
default:
debugmsg("Connects_to with dir of %d", dir);
return false;
}
}
void science_room(map *m, int x1, int y1, int x2, int y2, int z, int rotate)
{
int height = y2 - y1;
int width = x2 - x1;
if (rotate % 2 == 1) { // Swap width & height if we're a lateral room
int tmp = height;
height = width;
width = tmp;
}
for (int i = x1; i <= x2; i++) {
for (int j = y1; j <= y2; j++) {
m->ter_set(i, j, t_rock_floor);
}
}
int area = height * width;
std::vector<room_type> valid_rooms;
if (height < 5 && width < 5) {
valid_rooms.push_back(room_closet);
}
if (height > 6 && width > 3) {
valid_rooms.push_back(room_lobby);
}
if (height > 4 || width > 4) {
valid_rooms.push_back(room_chemistry);
valid_rooms.push_back(room_goo);
}
if ( z != 0 && (height > 7 || width > 7) && height > 2 && width > 2) {
valid_rooms.push_back(room_teleport);
}
if (height > 7 && width > 7) {
valid_rooms.push_back(room_bionics);
valid_rooms.push_back(room_cloning);
}
if (area >= 9) {
valid_rooms.push_back(room_vivisect);
}
if (height > 5 && width > 4) {
valid_rooms.push_back(room_dorm);
}
if (width > 8) {
for (int i = 8; i < width; i += rng(1, 2)) {
valid_rooms.push_back(room_split);
}
}
int trapx = rng(x1 + 1, x2 - 1);
int trapy = rng(y1 + 1, y2 - 1);
switch( random_entry( valid_rooms ) ) {
case room_closet:
m->place_items("cleaning", 80, x1, y1, x2, y2, false, 0);
break;
case room_lobby:
if (rotate % 2 == 0) { // Vertical
int desk = y1 + rng(int(height / 2) - int(height / 4), int(height / 2) + 1);
for (int x = x1 + int(width / 4); x < x2 - int(width / 4); x++) {
m->furn_set(x, desk, f_counter);
}
computer *tmpcomp = m->add_computer( tripoint( x2 - int(width / 4), desk, z ),
_("Log Console"), 3);
tmpcomp->add_option(_("View Research Logs"), COMPACT_RESEARCH, 0);
tmpcomp->add_option(_("Download Map Data"), COMPACT_MAPS, 0);
tmpcomp->add_failure(COMPFAIL_SHUTDOWN);
tmpcomp->add_failure(COMPFAIL_ALARM);
tmpcomp->add_failure(COMPFAIL_DAMAGE);
m->add_spawn(mon_turret, 1, int((x1 + x2) / 2), desk);
} else {
int desk = x1 + rng(int(height / 2) - int(height / 4), int(height / 2) + 1);
for (int y = y1 + int(width / 4); y < y2 - int(width / 4); y++) {
m->furn_set(desk, y, f_counter);
}
computer *tmpcomp = m->add_computer( tripoint( desk, y2 - int(width / 4), z ),
_("Log Console"), 3);
tmpcomp->add_option(_("View Research Logs"), COMPACT_RESEARCH, 0);
tmpcomp->add_option(_("Download Map Data"), COMPACT_MAPS, 0);
tmpcomp->add_failure(COMPFAIL_SHUTDOWN);
tmpcomp->add_failure(COMPFAIL_ALARM);
tmpcomp->add_failure(COMPFAIL_DAMAGE);
m->add_spawn(mon_turret, 1, desk, int((y1 + y2) / 2));
}
break;
case room_chemistry:
if (rotate % 2 == 0) { // Vertical
for (int x = x1; x <= x2; x++) {
if (x % 3 == 0) {
for (int y = y1 + 1; y <= y2 - 1; y++) {
m->furn_set(x, y, f_counter);
}
if (one_in(3)) {
m->place_items("mut_lab", 35, x, y1 + 1, x, y2 - 1, false, 0);
}
else {
m->place_items("chem_lab", 70, x, y1 + 1, x, y2 - 1, false, 0);
}
}
}
} else {
for (int y = y1; y <= y2; y++) {
if (y % 3 == 0) {
for (int x = x1 + 1; x <= x2 - 1; x++) {
m->furn_set(x, y, f_counter);
}
if (one_in(3)) {
m->place_items("mut_lab", 35, x1 + 1, y, x2 - 1, y, false, 0);
}
else {
m->place_items("chem_lab", 70, x1 + 1, y, x2 - 1, y, false, 0);
}
}
}
}
break;
case room_teleport:
m->furn_set(int((x1 + x2) / 2) , int((y1 + y2) / 2) , f_counter);
m->furn_set(int((x1 + x2) / 2) + 1, int((y1 + y2) / 2) , f_counter);
m->furn_set(int((x1 + x2) / 2) , int((y1 + y2) / 2) + 1, f_counter);
m->furn_set(int((x1 + x2) / 2) + 1, int((y1 + y2) / 2) + 1, f_counter);
mtrap_set( m, trapx, trapy, tr_telepad);
m->place_items("teleport", 70, int((x1 + x2) / 2),
int((y1 + y2) / 2), int((x1 + x2) / 2) + 1,
int((y1 + y2) / 2) + 1, false, 0);
break;
case room_goo:
do {
mtrap_set( m, trapx, trapy, tr_goo);
trapx = rng(x1 + 1, x2 - 1);
trapy = rng(y1 + 1, y2 - 1);
} while(!one_in(5));
if (rotate == 0) {
mremove_trap( m, x1, y2);
m->furn_set(x1, y2, f_fridge);
m->place_items("goo", 60, x1, y2, x1, y2, false, 0);
} else if (rotate == 1) {
mremove_trap( m, x1, y1);
m->furn_set(x1, y1, f_fridge);
m->place_items("goo", 60, x1, y1, x1, y1, false, 0);
} else if (rotate == 2) {
mremove_trap( m, x2, y1);
m->furn_set(x2, y1, f_fridge);
m->place_items("goo", 60, x2, y1, x2, y1, false, 0);
} else {
mremove_trap( m, x2, y2);
m->furn_set(x2, y2, f_fridge);
m->place_items("goo", 60, x2, y2, x2, y2, false, 0);
}
break;
case room_cloning:
for (int x = x1 + 1; x <= x2 - 1; x++) {
for (int y = y1 + 1; y <= y2 - 1; y++) {
if (x % 3 == 0 && y % 3 == 0) {
m->ter_set(x, y, t_vat);
m->place_items("cloning_vat", 20, x, y, x, y, false, 0);
}
}
}
break;
case room_vivisect:
if (rotate == 0) {
for (int x = x1; x <= x2; x++) {
m->furn_set(x, y2 - 1, f_counter);
}
m->place_items("dissection", 80, x1, y2 - 1, x2, y2 - 1, false, 0);
} else if (rotate == 1) {
for (int y = y1; y <= y2; y++) {
m->furn_set(x1 + 1, y, f_counter);
}
m->place_items("dissection", 80, x1 + 1, y1, x1 + 1, y2, false, 0);
} else if (rotate == 2) {
for (int x = x1; x <= x2; x++) {
m->furn_set(x, y1 + 1, f_counter);
}
m->place_items("dissection", 80, x1, y1 + 1, x2, y1 + 1, false, 0);
} else if (rotate == 3) {
for (int y = y1; y <= y2; y++) {
m->furn_set(x2 - 1, y, f_counter);
}
m->place_items("dissection", 80, x2 - 1, y1, x2 - 1, y2, false, 0);
}
mtrap_set( m, int((x1 + x2) / 2), int((y1 + y2) / 2), tr_dissector);
if (one_in(10)) {
m->add_spawn(mon_broken_cyborg, 1, int(((x1 + x2) / 2)+1), int(((y1 + y2) / 2)+1));
}
break;
case room_bionics:
if (rotate % 2 == 0) {
int biox = x1 + 2, bioy = int((y1 + y2) / 2);
mapf::formatted_set_simple(m, biox - 1, bioy - 1,
"\
---\n\
|c|\n\
-=-\n",
mapf::ter_bind("- | =", t_concrete_wall, t_concrete_wall, t_reinforced_glass),
mapf::furn_bind("c", f_counter));
m->place_items("bionics_common", 70, biox, bioy, biox, bioy, false, 0);
m->ter_set(biox, bioy+2, t_console);
computer *tmpcomp = m->add_computer( tripoint( biox, bioy+2, z ), _("Bionic access"), 2);
tmpcomp->add_option(_("Manifest"), COMPACT_LIST_BIONICS, 0);
tmpcomp->add_option(_("Open Chambers"), COMPACT_RELEASE_BIONICS, 3);
tmpcomp->add_failure(COMPFAIL_MANHACKS);
tmpcomp->add_failure(COMPFAIL_SECUBOTS);
biox = x2 - 2;
mapf::formatted_set_simple(m, biox - 1, bioy - 1,
"\
-=-\n\
|c|\n\
---\n",
mapf::ter_bind("- | =", t_concrete_wall, t_concrete_wall, t_reinforced_glass),
mapf::furn_bind("c", f_counter));
m->place_items("bionics_common", 70, biox, bioy, biox, bioy, false, 0);
m->ter_set(biox, bioy-2, t_console);
computer *tmpcomp2 = m->add_computer( tripoint( biox, bioy-2, z ), _("Bionic access"), 2);
tmpcomp2->add_option(_("Manifest"), COMPACT_LIST_BIONICS, 0);
tmpcomp2->add_option(_("Open Chambers"), COMPACT_RELEASE_BIONICS, 3);
tmpcomp2->add_failure(COMPFAIL_MANHACKS);
tmpcomp2->add_failure(COMPFAIL_SECUBOTS);
} else {
int bioy = y1 + 2, biox = int((x1 + x2) / 2);
mapf::formatted_set_simple(m, biox - 1, bioy - 1,
"\
|-|\n\
|c=\n\
|-|\n",
mapf::ter_bind("- | =", t_concrete_wall, t_concrete_wall, t_reinforced_glass),
mapf::furn_bind("c", f_counter));
m->place_items("bionics_common", 70, biox, bioy, biox, bioy, false, 0);
m->ter_set(biox+2, bioy, t_console);
computer *tmpcomp = m->add_computer( tripoint( biox+2, bioy, z ), _("Bionic access"), 2);
tmpcomp->add_option(_("Manifest"), COMPACT_LIST_BIONICS, 0);
tmpcomp->add_option(_("Open Chambers"), COMPACT_RELEASE_BIONICS, 3);
tmpcomp->add_failure(COMPFAIL_MANHACKS);
tmpcomp->add_failure(COMPFAIL_SECUBOTS);
bioy = y2 - 2;
mapf::formatted_set_simple(m, biox - 1, bioy - 1,
"\
|-|\n\
=c|\n\
|-|\n",
mapf::ter_bind("- | =", t_concrete_wall, t_concrete_wall, t_reinforced_glass),
mapf::furn_bind("c", f_counter));
m->place_items("bionics_common", 70, biox, bioy, biox, bioy, false, 0);
m->ter_set(biox-2, bioy, t_console);
computer *tmpcomp2 = m->add_computer( tripoint( biox-2, bioy, z ), _("Bionic access"), 2);
tmpcomp2->add_option(_("Manifest"), COMPACT_LIST_BIONICS, 0);
tmpcomp2->add_option(_("Open Chambers"), COMPACT_RELEASE_BIONICS, 3);
tmpcomp2->add_failure(COMPFAIL_MANHACKS);
tmpcomp2->add_failure(COMPFAIL_SECUBOTS);
}
break;
case room_dorm:
if (rotate % 2 == 0) {
for (int y = y1 + 1; y <= y2 - 1; y += 3) {
m->furn_set(x1 , y, f_bed);
m->place_items("bed", 60, x1, y, x1, y, false, 0);
m->furn_set(x1 + 1, y, f_bed);
m->place_items("bed", 60, x1 + 1, y, x1 + 1, y, false, 0);
m->furn_set(x2 , y, f_bed);
m->place_items("bed", 60, x2, y, x2, y, false, 0);
m->furn_set(x2 - 1, y, f_bed);
m->place_items("bed", 60, x2 - 1, y, x2 - 1, y, false, 0);
m->furn_set(x1, y + 1, f_dresser);
m->furn_set(x2, y + 1, f_dresser);
m->place_items("dresser", 70, x1, y + 1, x1, y + 1, false, 0);
m->place_items("dresser", 70, x2, y + 1, x2, y + 1, false, 0);
}
} else if (rotate % 2 == 1) {
for (int x = x1 + 1; x <= x2 - 1; x += 3) {
m->furn_set(x, y1 , f_bed);
m->place_items("bed", 60, x, y1, x, y1, false, 0);
m->furn_set(x, y1 + 1, f_bed);
m->place_items("bed", 60, x, y1 + 1, x, y1 + 1, false, 0);
m->furn_set(x, y2 , f_bed);
m->place_items("bed", 60, x, y2, x, y2, false, 0);
m->furn_set(x, y2 - 1, f_bed);
m->place_items("bed", 60, x, y2 - 1, x, y2 - 1, false, 0);
m->furn_set(x + 1, y1, f_dresser);
m->furn_set(x + 1, y2, f_dresser);
m->place_items("dresser", 70, x + 1, y1, x + 1, y1, false, 0);
m->place_items("dresser", 70, x + 1, y2, x + 1, y2, false, 0);
}
}
m->place_items("lab_dorm", 84, x1, y1, x2, y2, false, 0);
break;
case room_split:
if (rotate % 2 == 0) {
int w1 = int((x1 + x2) / 2) - 2, w2 = int((x1 + x2) / 2) + 2;
for (int y = y1; y <= y2; y++) {
m->ter_set(w1, y, t_concrete_wall);
m->ter_set(w2, y, t_concrete_wall);
}
m->ter_set(w1, int((y1 + y2) / 2), t_door_metal_c);
m->ter_set(w2, int((y1 + y2) / 2), t_door_metal_c);
science_room(m, x1, y1, w1 - 1, y2, z, 1);
science_room(m, w2 + 1, y1, x2, y2, z, 3);
} else {
int w1 = int((y1 + y2) / 2) - 2, w2 = int((y1 + y2) / 2) + 2;
for (int x = x1; x <= x2; x++) {
m->ter_set(x, w1, t_concrete_wall);
m->ter_set(x, w2, t_concrete_wall);
}
m->ter_set(int((x1 + x2) / 2), w1, t_door_metal_c);
m->ter_set(int((x1 + x2) / 2), w2, t_door_metal_c);
science_room(m, x1, y1, x2, w1 - 1, z, 2);
science_room(m, x1, w2 + 1, x2, y2, z, 0);
}
break;
default:
break;
}
}
void set_science_room(map *m, int x1, int y1, bool faces_right, int turn)
{
// TODO: More types!
int type = rng(0, 4);
int x2 = x1 + 7;
int y2 = y1 + 4;
switch (type) {
case 0: // Empty!
return;
case 1: // Chemistry.
// #######.
// #.......
// #.......
// #.......
// #######.
for (int i = x1; i <= x2; i++) {
for (int j = y1; j <= y2; j++) {
if ((i == x1 || j == y1 || j == y2) && i != x1) {
m->set(i, j, t_floor, f_counter);
}
}
}
m->place_items("chem_lab", 85, x1 + 1, y1, x2 - 1, y1, false, 0);
m->place_items("chem_lab", 85, x1 + 1, y2, x2 - 1, y2, false, 0);
m->place_items("chem_lab", 85, x1, y1 + 1, x1, y2 - 1, false, 0);
break;
case 2: // Hydroponics.
// #.......
// #.~~~~~.
// #.......
// #.~~~~~.
// #.......
for (int i = x1; i <= x2; i++) {
for (int j = y1; j <= y2; j++) {
if (i == x1) {
m->set(i, j, t_floor, f_counter);
} else if (i > x1 + 1 && i < x2 && (j == y1 + 1 || j == y2 - 1)) {
m->ter_set(i, j, t_water_sh);
}
}
}
m->place_items("chem_lab", 80, x1, y1, x1, y2, false, turn - 50);
m->place_items("hydro", 92, x1 + 1, y1 + 1, x2 - 1, y1 + 1, false, turn);
m->place_items("hydro", 92, x1 + 1, y2 - 1, x2 - 1, y2 - 1, false, turn);
break;
case 3: // Electronics.
// #######.
// #.......
// #.......
// #.......
// #######.
for (int i = x1; i <= x2; i++) {
for (int j = y1; j <= y2; j++) {
if ((i == x1 || j == y1 || j == y2) && i != x1) {
m->set(i, j, t_floor, f_counter);
}
}
}
m->place_items("electronics", 85, x1 + 1, y1, x2 - 1, y1, false, turn - 50);
m->place_items("electronics", 85, x1 + 1, y2, x2 - 1, y2, false, turn - 50);
m->place_items("electronics", 85, x1, y1 + 1, x1, y2 - 1, false, turn - 50);
break;
case 4: // Monster research.
// .|.####.
// -|......
// .|......
// -|......
// .|.####.
for (int i = x1; i <= x2; i++) {
for (int j = y1; j <= y2; j++) {
if (i == x1 + 1) {
m->ter_set(i, j, t_wall_glass);
} else if (i == x1 && (j == y1 + 1 || j == y2 - 1)) {
m->ter_set(i, j, t_wall_glass);
} else if ((j == y1 || j == y2) && i >= x1 + 3 && i <= x2 - 1) {
m->set(i, j, t_floor, f_counter);
}
}
}
// TODO: Place a monster in the sealed areas.
m->place_items("monparts", 70, x1 + 3, y1, 2 - 1, y1, false, turn - 100);
m->place_items("monparts", 70, x1 + 3, y2, 2 - 1, y2, false, turn - 100);
break;
}
if (!faces_right) { // Flip it.
ter_id rotated[SEEX * 2][SEEY * 2];
std::vector<item> itrot[SEEX * 2][SEEY * 2];
for (int i = x1; i <= x2; i++) {
for (int j = y1; j <= y2; j++) {
rotated[i][j] = m->ter(i, j);
auto items = m->i_at( i, j );
itrot[i][j].reserve( items.size() );
std::copy( items.begin(), items.end(), std::back_inserter(itrot[i][j]) );
m->i_clear( i, j );
}
}
for (int i = x1; i <= x2; i++) {
for (int j = y1; j <= y2; j++) {
m->ter_set(i, j, rotated[x2 - (i - x1)][j]);
m->spawn_items(i, j, itrot[x2 - (i - x1)][j]);
}
}
}
}
void silo_rooms(map *m)
{
// first is room position, second is its size
std::vector<std::pair<point, point>> rooms;
bool okay = true;
do {
int x, y, height, width;
if (one_in(2)) { // True = top/bottom, False = left/right
x = rng(0, SEEX * 2 - 6);
y = rng(0, 4);
if (one_in(2)) {
y = SEEY * 2 - 2 - y; // Bottom of the screen, not the top
}
width = rng(2, 5);
height = 2;
if (x + width >= SEEX * 2 - 1) {
width = SEEX * 2 - 2 - x; // Make sure our room isn't too wide
}
} else {
x = rng(0, 4);
y = rng(0, SEEY * 2 - 6);
if (one_in(2)) {
x = SEEX * 2 - 3 - x; // Right side of the screen, not the left
}
width = 2;
height = rng(2, 5);
if (y + height >= SEEY * 2 - 1) {
height = SEEY * 2 - 2 - y; // Make sure our room isn't too tall
}
}
if (!rooms.empty() && // We need at least one room!
(m->ter(x, y) != t_rock || m->ter(x + width, y + height) != t_rock)) {
okay = false;
} else {
rooms.emplace_back( point( x, y ), point( width, height ) );
for (int i = x; i <= x + width; i++) {
for (int j = y; j <= y + height; j++) {
if (m->ter(i, j) == t_rock) {
m->ter_set(i, j, t_floor);
}
}
}
items_location used1 = "none", used2 = "none";
switch (rng(1, 14)) { // What type of items go here?
case 1:
case 2:
used1 = "cannedfood";
used2 = "fridge";
break;
case 3:
case 4:
used1 = "tools_lighting";
break;
case 5:
case 6:
used1 = "guns_common";
used2 = "ammo";
break;
case 7:
used1 = "allclothes";
break;
case 8:
used1 = "manuals";
break;
case 9:
case 10:
case 11:
used1 = "electronics";
break;
case 12:
used1 = "gear_survival";
break;
case 13:
case 14:
used1 = "radio";
break;
}
if (used1 != "none") {
m->place_items(used1, 78, x, y, x + width, y + height, false, 0);
}
if (used2 != "none") {
m->place_items(used2, 64, x, y, x + width, y + height, false, 0);
}
}
} while (okay);
m->ter_set( rooms[0].first.x, rooms[0].first.y, t_stairs_up );
const auto &room = random_entry( rooms );
m->ter_set( room.first.x + room.second.x, room.first.y + room.second.y, t_stairs_down );
rooms.emplace_back( point( SEEX, SEEY ), point( 5, 5 ) ); // So the center circle gets connected
while (rooms.size() > 1) {
int best_dist = 999, closest = 0;
for (size_t i = 1; i < rooms.size(); i++) {
int dist = trig_dist( rooms[0].first.x, rooms[0].first.y, rooms[i].first.x, rooms[i].first.y );
if (dist < best_dist) {
best_dist = dist;
closest = i;
}
}
// We chose the closest room; now draw a corridor there
point origin = rooms[0].first, origsize = rooms[0].second, dest = rooms[closest].first;
int x = origin.x + origsize.x, y = origin.y + origsize.y;
bool x_first = (abs(origin.x - dest.x) > abs(origin.y - dest.y));
while (x != dest.x || y != dest.y) {
if (m->ter(x, y) == t_rock) {
m->ter_set(x, y, t_floor);
}
if ((x_first && x != dest.x) || (!x_first && y == dest.y)) {
if (dest.x < x) {
x--;
} else {
x++;
}
} else {
if (dest.y < y) {
y--;
} else {
y++;
}
}
}
rooms.erase(rooms.begin());
}
}
void build_mine_room(map *m, room_type type, int x1, int y1, int x2, int y2, mapgendata & dat)
{
(void)dat;
std::vector<direction> possibilities;
int midx = int( (x1 + x2) / 2), midy = int( (y1 + y2) / 2);
if (x2 < SEEX) {
possibilities.push_back(EAST);
}
if (x1 > SEEX + 1) {
possibilities.push_back(WEST);
}
if (y1 > SEEY + 1) {
possibilities.push_back(NORTH);
}
if (y2 < SEEY) {
possibilities.push_back(SOUTH);
}
if (possibilities.empty()) { // We're in the middle of the map!
if (midx <= SEEX) {
possibilities.push_back(EAST);
} else {
possibilities.push_back(WEST);
}
if (midy <= SEEY) {
possibilities.push_back(SOUTH);
} else {
possibilities.push_back(NORTH);
}
}
const direction door_side = random_entry( possibilities );
point door_point;
switch (door_side) {
case NORTH:
door_point.x = midx;
door_point.y = y1;
break;
case EAST:
door_point.x = x2;
door_point.y = midy;
break;
case SOUTH:
door_point.x = midx;
door_point.y = y2;
break;
case WEST:
door_point.x = x1;
door_point.y = midy;
break;
default:
break;
}
square(m, t_floor, x1, y1, x2, y2);
line(m, t_wall, x1, y1, x2, y1);
line(m, t_wall, x1, y2, x2, y2);
line(m, t_wall, x1, y1 + 1, x1, y2 - 1);
line(m, t_wall, x2, y1 + 1, x2, y2 - 1);
// Main build switch!
switch (type) {
case room_mine_shaft: {
m->ter_set(x1 + 1, y1 + 1, t_console);
line(m, t_wall, x2 - 2, y1 + 2, x2 - 1, y1 + 2);
m->ter_set(x2 - 2, y1 + 1, t_elevator);
m->ter_set(x2 - 1, y1 + 1, t_elevator_control_off);
computer *tmpcomp = m->add_computer( tripoint( x1 + 1, y1 + 1, m->get_abs_sub().z ), _("NEPowerOS"), 2);
tmpcomp->add_option(_("Divert power to elevator"), COMPACT_ELEVATOR_ON, 0);
tmpcomp->add_failure(COMPFAIL_ALARM);
}
break;
case room_mine_office:
line_furn(m, f_counter, midx, y1 + 2, midx, y2 - 2);
line(m, t_window, midx - 1, y1, midx + 1, y1);
line(m, t_window, midx - 1, y2, midx + 1, y2);
line(m, t_window, x1, midy - 1, x1, midy + 1);
line(m, t_window, x2, midy - 1, x2, midy + 1);
m->place_items("office", 80, x1 + 1, y1 + 1, x2 - 1, y2 - 1, false, 0);
break;
case room_mine_storage:
m->place_items("mine_storage", 85, x1 + 2, y1 + 2, x2 - 2, y2 - 2, false, 0);
break;
case room_mine_fuel: {
int spacing = rng(2, 4);
if (door_side == NORTH || door_side == SOUTH) {
int y = (door_side == NORTH ? y1 + 2 : y2 - 2);
for (int x = x1 + 1; x <= x2 - 1; x += spacing) {
m->place_gas_pump(x, y, rng(10000, 50000));
}
} else {
int x = (door_side == EAST ? x2 - 2 : x1 + 2);
for (int y = y1 + 1; y <= y2 - 1; y += spacing) {
m->place_gas_pump(x, y, rng(10000, 50000));
}
}
}
break;
case room_mine_housing:
if (door_side == NORTH || door_side == SOUTH) {
for (int y = y1 + 2; y <= y2 - 2; y += 2) {
m->ter_set(x1 , y, t_window);
m->furn_set(x1 + 1, y, f_bed);
m->place_items("bed", 60, x1 + 1, y, x1 + 1, y, false, 0);
m->furn_set(x1 + 2, y, f_bed);
m->place_items("bed", 60, x1 + 2, y, x1 + 2, y, false, 0);
m->ter_set(x2 , y, t_window);
m->furn_set(x2 - 1, y, f_bed);
m->place_items("bed", 60, x2 - 1, y, x2 - 1, y, false, 0);
m->furn_set(x2 - 2, y, f_bed);
m->place_items("bed", 60, x2 - 2, y, x2 - 2, y, false, 0);
m->furn_set(x1 + 1, y + 1, f_dresser);
m->place_items("dresser", 78, x1 + 1, y + 1, x1 + 1, y + 1, false, 0);
m->furn_set(x2 - 1, y + 1, f_dresser);
m->place_items("dresser", 78, x2 - 1, y + 1, x2 - 1, y + 1, false, 0);
}
} else {
for (int x = x1 + 2; x <= x2 - 2; x += 2) {
m->ter_set(x, y1 , t_window);
m->furn_set(x, y1 + 1, f_bed);
m->place_items("bed", 60, x, y1 + 1, x, y1 + 1, false, 0);
m->furn_set(x, y1 + 2, f_bed);
m->place_items("bed", 60, x, y1 + 2, x, y1 + 2, false, 0);
m->ter_set(x, y2 , t_window);
m->furn_set(x, y2 - 1, f_bed);
m->place_items("bed", 60, x, y2 - 1, x, y2 - 1, false, 0);
m->furn_set(x, y2 - 2, f_bed);
m->place_items("bed", 60, x, y2 - 2, x, y2 - 2, false, 0);
m->furn_set(x + 1, y1 + 1, f_dresser);
m->place_items("dresser", 78, x + 1, y1 + 1, x + 1, y1 + 1, false, 0);
m->furn_set(x + 1, y2 - 1, f_dresser);
m->place_items("dresser", 78, x + 1, y2 - 1, x + 1, y2 - 1, false, 0);
}
}
m->place_items("bedroom", 65, x1 + 1, y1 + 1, x2 - 1, y2 - 1, false, 0);
break;
default:
//Suppress warnings
break;
}
if (type == room_mine_fuel) { // Fuel stations are open on one side
switch (door_side) {
case NORTH:
line(m, t_floor, x1, y1 , x2, y1 );
break;
case EAST:
line(m, t_floor, x2, y1 + 1, x2, y2 - 1);
break;
case SOUTH:
line(m, t_floor, x1, y2 , x2, y2 );
break;
case WEST:
line(m, t_floor, x1, y1 + 1, x1, y2 - 1);
break;
default:
break;
}
} else {
if (type == room_mine_storage) { // Storage has a locked door
m->ter_set(door_point.x, door_point.y, t_door_locked);
} else {
m->ter_set(door_point.x, door_point.y, t_door_c);
}
}
}
void map::create_anomaly(int cx, int cy, artifact_natural_property prop)
{
create_anomaly( tripoint( cx, cy, abs_sub.z ), prop );
}
void map::create_anomaly( const tripoint &cp, artifact_natural_property prop )
{
// TODO: Z
int cx = cp.x;
int cy = cp.y;
rough_circle(this, t_dirt, cx, cy, 11);
rough_circle_furn(this, f_rubble, cx, cy, 5);
furn_set(cx, cy, f_null);
switch (prop) {
case ARTPROP_WRIGGLING:
case ARTPROP_MOVING:
for (int i = cx - 5; i <= cx + 5; i++) {
for (int j = cy - 5; j <= cy + 5; j++) {
if (furn(i, j) == f_rubble) {
add_field( {i, j, abs_sub.z}, fd_push_items, 1 );
if (one_in(3)) {
spawn_item(i, j, "rock");
}
}
}
}
break;
case ARTPROP_GLOWING:
case ARTPROP_GLITTERING:
for (int i = cx - 5; i <= cx + 5; i++) {
for (int j = cy - 5; j <= cy + 5; j++) {
if (furn(i, j) == f_rubble && one_in(2)) {
mtrap_set( this, i, j, tr_glow);
}
}
}
break;
case ARTPROP_HUMMING:
case ARTPROP_RATTLING:
for (int i = cx - 5; i <= cx + 5; i++) {
for (int j = cy - 5; j <= cy + 5; j++) {
if (furn(i, j) == f_rubble && one_in(2)) {
mtrap_set( this, i, j, tr_hum);
}
}
}
break;
case ARTPROP_WHISPERING:
case ARTPROP_ENGRAVED:
for (int i = cx - 5; i <= cx + 5; i++) {
for (int j = cy - 5; j <= cy + 5; j++) {
if (furn(i, j) == f_rubble && one_in(3)) {
mtrap_set( this, i, j, tr_shadow);
}
}
}
break;
case ARTPROP_BREATHING:
for (int i = cx - 1; i <= cx + 1; i++) {
for (int j = cy - 1; j <= cy + 1; j++)
if (i == cx && j == cy) {
add_spawn(mon_breather_hub, 1, i, j);
} else {
add_spawn(mon_breather, 1, i, j);
}
}
break;
case ARTPROP_DEAD:
for (int i = cx - 5; i <= cx + 5; i++) {
for (int j = cy - 5; j <= cy + 5; j++) {
if (furn(i, j) == f_rubble) {
mtrap_set( this, i, j, tr_drain);
}
}
}
break;
case ARTPROP_ITCHY:
for (int i = cx - 5; i <= cx + 5; i++) {
for (int j = cy - 5; j <= cy + 5; j++) {
if (furn(i, j) == f_rubble) {
set_radiation(i, j, rng(0, 10));
}
}
}
break;
case ARTPROP_ELECTRIC:
case ARTPROP_CRACKLING:
add_field( {cx, cy, abs_sub.z}, fd_shock_vent, 3 );
break;
case ARTPROP_SLIMY:
add_field( {cx, cy, abs_sub.z}, fd_acid_vent, 3 );
break;
case ARTPROP_WARM:
for (int i = cx - 5; i <= cx + 5; i++) {
for (int j = cy - 5; j <= cy + 5; j++) {
if (furn(i, j) == f_rubble) {
add_field( {i, j, abs_sub.z}, fd_fire_vent, 1 + ( rl_dist( cx, cy, i, j ) % 3 ) );
}
}
}
break;
case ARTPROP_SCALED:
for (int i = cx - 5; i <= cx + 5; i++) {
for (int j = cy - 5; j <= cy + 5; j++) {
if (furn(i, j) == f_rubble) {
mtrap_set( this, i, j, tr_snake);
}
}
}
break;
case ARTPROP_FRACTAL:
create_anomaly(cx - 4, cy - 4,
artifact_natural_property(rng(ARTPROP_NULL + 1, ARTPROP_MAX - 1)));
create_anomaly(cx + 4, cy - 4,
artifact_natural_property(rng(ARTPROP_NULL + 1, ARTPROP_MAX - 1)));
create_anomaly(cx - 4, cy + 4,
artifact_natural_property(rng(ARTPROP_NULL + 1, ARTPROP_MAX - 1)));
create_anomaly(cx + 4, cy - 4,
artifact_natural_property(rng(ARTPROP_NULL + 1, ARTPROP_MAX - 1)));
break;
default:
break;
}
}
///////////////////// part of map
void line( map *m, const ter_id type, int x1, int y1, int x2, int y2 )
{
m->draw_line_ter( type, x1, y1, x2, y2 );
}
void line_furn( map *m, furn_id type, int x1, int y1, int x2, int y2 )
{
m->draw_line_furn( type, x1, y1, x2, y2 );
}
void fill_background( map *m, ter_id type )
{
m->draw_fill_background( type );
}
void fill_background( map *m, ter_id( *f )() )
{
m->draw_fill_background( f );
}
void fill_background( map *m, const weighted_int_list<ter_id> &f )
{
m->draw_fill_background( f );
}
void square( map *m, ter_id type, int x1, int y1, int x2, int y2 )
{
m->draw_square_ter( type, x1, y1, x2, y2 );
}
void square_furn( map *m, furn_id type, int x1, int y1, int x2, int y2 )
{
m->draw_square_furn( type, x1, y1, x2, y2 );
}
void square( map *m, ter_id( *f )(), int x1, int y1, int x2, int y2 )
{
m->draw_square_ter( f, x1, y1, x2, y2 );
}
void square( map *m, const weighted_int_list<ter_id> &f, int x1, int y1, int x2, int y2 )
{
m->draw_square_ter( f, x1, y1, x2, y2 );
}
void rough_circle( map *m, ter_id type, int x, int y, int rad )
{
m->draw_rough_circle_ter( type, x, y, rad );
}
void rough_circle_furn( map *m, furn_id type, int x, int y, int rad )
{
m->draw_rough_circle_furn( type, x, y, rad );
}
void circle( map *m, ter_id type, double x, double y, double rad )
{
m->draw_circle_ter( type, x, y, rad );
}
void circle( map *m, ter_id type, int x, int y, int rad )
{
m->draw_circle_ter( type, x, y, rad );
}
void circle_furn( map *m, furn_id type, int x, int y, int rad )
{
m->draw_circle_furn( type, x, y, rad );
}
void add_corpse( map *m, int x, int y )
{
m->add_corpse( tripoint( x, y, m->get_abs_sub().z ) );
}
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