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/*
Copyright (C) 2013 xyz, Ilya Zhuravlev <whatever@xyz.is>
Copyright (C) 2016 Nore, Nathanaël Courant <nore@mesecons.net>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "enriched_string.h"
#include "util/string.h"
#include "log.h"
using namespace irr::video;

EnrichedString::EnrichedString()
{
	clear();
}

EnrichedString::EnrichedString(const std::wstring &string,
		const std::vector<SColor> &colors):
	m_string(string),
	m_colors(colors),
	m_has_background(false)
{}

EnrichedString::EnrichedString(const std::wstring &s, const SColor &color)
{
	clear();
	addAtEnd(s, color);
}

EnrichedString::EnrichedString(const wchar_t *str, const SColor &color)
{
	clear();
	addAtEnd(std::wstring(str), color);
}

void EnrichedString::operator=(const wchar_t *str)
{
	clear();
	addAtEnd(std::wstring(str), SColor(255, 255, 255, 255));
}

void EnrichedString::addAtEnd(const std::wstring &s, const SColor &initial_color)
{
	SColor color(initial_color);
	size_t i = 0;
	while (i < s.length()) {
		if (s[i] != L'\x1b') {
			m_string += s[i];
			m_colors.push_back(color);
			++i;
			continue;
		}
		++i;
		size_t start_index = i;
		size_t length;
		if (i == s.length()) {
			break;
		}
		if (s[i] == L'(') {
			++i;
			++start_index;
			while (i < s.length() && s[i] != L')') {
				if (s[i] == L'\\') {
					++i;
				}
				++i;
			}
			length = i - start_index;
			++i;
		} else {
			++i;
			length = 1;
		}
		std::wstring escape_sequence(s, start_index, length);
		std::vector<std::wstring> parts = split(escape_sequence, L'@');
		if (parts[0] == L"c") {
			if (parts.size() < 2) {
				continue;
			}
			parseColorString(wide_to_utf8(parts[1]), color, true);
		} else if (parts[0] == L"b") {
			if (parts.size() < 2) {
				continue;
			}
			parseColorString(wide_to_utf8(parts[1]), m_background, true);
			m_has_background = true;
		}
		continue;
	}
}

void EnrichedString::addChar(const EnrichedString &source, size_t i)
{
	m_string += source.m_string[i];
	m_colors.push_back(source.m_colors[i]);
}

void EnrichedString::addCharNoColor(wchar_t c)
{
	m_string += c;
	if (m_colors.empty()) {
		m_colors.push_back(SColor(255, 255, 255, 255));
	} else {
		m_colors.push_back(m_colors[m_colors.size() - 1]);
	}
}

EnrichedString EnrichedString::operator+(const EnrichedString &other) const
{
	std::vector<SColor> result;
	result.insert(result.end(), m_colors.begin(), m_colors.end());
	result.insert(result.end(), other.m_colors.begin(), other.m_colors.end());
	return EnrichedString(m_string + other.m_string, result);
}

void EnrichedString::operator+=(const EnrichedString &other)
{
	m_string += other.m_string;
	m_colors.insert(m_colors.end(), other.m_colors.begin(), other.m_colors.end());
}

EnrichedString EnrichedString::substr(size_t pos, size_t len) const
{
	if (pos == m_string.length()) {
		return EnrichedString();
	}
	if (len == std::string::npos || pos + len > m_string.length()) {
		return EnrichedString(
		           m_string.substr(pos, std::string::npos),
		           std::vector<SColor>(m_colors.begin() + pos, m_colors.end())
		       );
	} else {
		return EnrichedString(
		           m_string.substr(pos, len),
		           std::vector<SColor>(m_colors.begin() + pos, m_colors.begin() + pos + len)
		       );
	}
}

const wchar_t *EnrichedString::c_str() const
{
	return m_string.c_str();
}

const std::vector<SColor> &EnrichedString::getColors() const
{
	return m_colors;
}

const std::wstring &EnrichedString::getString() const
{
	return m_string;
}
="hl opt">= waterlevel; np_rarity = &nparams_dungeon_rarity; np_wetness = &nparams_dungeon_wetness; np_density = &nparams_dungeon_density; /* cid_water_source = ndef->getId("mapgen_water_source"); cid_cobble = ndef->getId("mapgen_cobble"); cid_mossycobble = ndef->getId("mapgen_mossycobble"); cid_torch = ndef->getId("default:torch"); */ } void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed, v3s16 nmin, v3s16 nmax) { //TimeTaker t("gen dungeons"); int approx_groundlevel = 10 + water_level; if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel || NoisePerlin3D(np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2) return; this->vmanip = vm; this->blockseed = bseed; random.seed(bseed + 2); cid_water_source = ndef->getId("mapgen_water_source"); cid_cobble = ndef->getId("mapgen_cobble"); cid_mossycobble = ndef->getId("mapgen_mossycobble"); //cid_torch = ndef->getId("default:torch"); cid_cobblestair = ndef->getId("stairs:stair_cobble"); // Dungeon generator doesn't modify places which have this set vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE); // Set all air and water to be untouchable to make dungeons open // to caves and open air for (s16 z = nmin.Z; z <= nmax.Z; z++) { for (s16 y = nmin.Y; y <= nmax.Y; y++) { u32 i = vmanip->m_area.index(nmin.X, y, z); for (s16 x = nmin.X; x <= nmax.X; x++) { content_t c = vmanip->m_data[i].getContent(); if (c == CONTENT_AIR || c == cid_water_source) vmanip->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; i++; } } } // Add it makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE); // Convert some cobble to mossy cobble for (s16 z = nmin.Z; z <= nmax.Z; z++) { for (s16 y = nmin.Y; y <= nmax.Y; y++) { u32 i = vmanip->m_area.index(nmin.X, y, z); for (s16 x = nmin.X; x <= nmax.X; x++) { if (vmanip->m_data[i].getContent() == cid_cobble) { float wetness = NoisePerlin3D(np_wetness, x, y, z, mapseed); float density = NoisePerlin3D(np_density, x, y, z, blockseed); if (density < wetness / 3.0) vmanip->m_data[i].setContent(cid_mossycobble); } i++; } } } //printf("== gen dungeons: %dms\n", t.stop()); } void DungeonGen::makeDungeon(v3s16 start_padding) { v3s16 areasize = vmanip->m_area.getExtent(); v3s16 roomsize; v3s16 roomplace; /* Find place for first room */ bool fits = false; for (u32 i = 0; i < 100; i++) { bool is_large_room = ((random.next() & 3) == 1); roomsize = is_large_room ? v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) : v3s16(random.range(4, 8),random.range(4, 6),random.range(4, 8)); // start_padding is used to disallow starting the generation of // a dungeon in a neighboring generation chunk roomplace = vmanip->m_area.MinEdge + start_padding + v3s16( random.range(0,areasize.X-roomsize.X-1-start_padding.X), random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y), random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z)); /* Check that we're not putting the room to an unknown place, otherwise it might end up floating in the air */ fits = true; for (s16 z = 1; z < roomsize.Z - 1; z++) for (s16 y = 1; y < roomsize.Y - 1; y++) for (s16 x = 1; x < roomsize.X - 1; x++) { v3s16 p = roomplace + v3s16(x, y, z); u32 vi = vmanip->m_area.index(p); if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) { fits = false; break; } if (vmanip->m_data[vi].getContent() == CONTENT_IGNORE) { fits = false; break; } } if (fits) break; } // No place found if (fits == false) return; /* Stores the center position of the last room made, so that a new corridor can be started from the last room instead of the new room, if chosen so. */ v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2); u32 room_count = random.range(2, 16); for (u32 i = 0; i < room_count; i++) { // Make a room to the determined place makeRoom(roomsize, roomplace); v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2); // Place torch at room center (for testing) //vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(cid_torch); // Quit if last room if (i == room_count - 1) break; // Determine walker start position bool start_in_last_room = (random.range(0, 2) != 0); v3s16 walker_start_place; if(start_in_last_room) { walker_start_place = last_room_center; } else { walker_start_place = room_center; // Store center of current room as the last one last_room_center = room_center; } // Create walker and find a place for a door v3s16 doorplace; v3s16 doordir; m_pos = walker_start_place; bool r = findPlaceForDoor(doorplace, doordir); if (r == false) return; if (random.range(0,1) == 0) // Make the door makeDoor(doorplace, doordir); else // Don't actually make a door doorplace -= doordir; // Make a random corridor starting from the door v3s16 corridor_end; v3s16 corridor_end_dir; makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir); // Find a place for a random sized room roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8)); m_pos = corridor_end; m_dir = corridor_end_dir; r = findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace); if (r == false) return; if (random.range(0,1) == 0) // Make the door makeDoor(doorplace, doordir); else // Don't actually make a door roomplace -= doordir; } } void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) { MapNode n_cobble(cid_cobble); MapNode n_air(CONTENT_AIR); // Make +-X walls for (s16 z = 0; z < roomsize.Z; z++) for (s16 y = 0; y < roomsize.Y; y++) { { v3s16 p = roomplace + v3s16(0, y, z); if (vmanip->m_area.contains(p) == false) continue; u32 vi = vmanip->m_area.index(p); if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; vmanip->m_data[vi] = n_cobble; } { v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z); if (vmanip->m_area.contains(p) == false) continue; u32 vi = vmanip->m_area.index(p); if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; vmanip->m_data[vi] = n_cobble; } } // Make +-Z walls for (s16 x = 0; x < roomsize.X; x++) for (s16 y = 0; y < roomsize.Y; y++) { { v3s16 p = roomplace + v3s16(x, y, 0); if (vmanip->m_area.contains(p) == false) continue; u32 vi = vmanip->m_area.index(p); if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; vmanip->m_data[vi] = n_cobble; } { v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1); if (vmanip->m_area.contains(p) == false) continue; u32 vi = vmanip->m_area.index(p); if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; vmanip->m_data[vi] = n_cobble; } } // Make +-Y walls (floor and ceiling) for (s16 z = 0; z < roomsize.Z; z++) for (s16 x = 0; x < roomsize.X; x++) { { v3s16 p = roomplace + v3s16(x, 0, z); if (vmanip->m_area.contains(p) == false) continue; u32 vi = vmanip->m_area.index(p); if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; vmanip->m_data[vi] = n_cobble; } { v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z); if (vmanip->m_area.contains(p) == false) continue; u32 vi = vmanip->m_area.index(p); if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; vmanip->m_data[vi] = n_cobble; } } // Fill with air for (s16 z = 1; z < roomsize.Z - 1; z++) for (s16 y = 1; y < roomsize.Y - 1; y++) for (s16 x = 1; x < roomsize.X - 1; x++) { v3s16 p = roomplace + v3s16(x, y, z); if (vmanip->m_area.contains(p) == false) continue; u32 vi = vmanip->m_area.index(p); vmanip->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE; vmanip->m_data[vi] = n_air; } } void DungeonGen::makeFill(v3s16 place, v3s16 size, u8 avoid_flags, MapNode n, u8 or_flags) { for (s16 z = 0; z < size.Z; z++) for (s16 y = 0; y < size.Y; y++) for (s16 x = 0; x < size.X; x++) { v3s16 p = place + v3s16(x, y, z); if (vmanip->m_area.contains(p) == false) continue; u32 vi = vmanip->m_area.index(p); if (vmanip->m_flags[vi] & avoid_flags) continue; vmanip->m_flags[vi] |= or_flags; vmanip->m_data[vi] = n; } } void DungeonGen::makeHole(v3s16 place) { makeFill(place, v3s16(1, 2, 1), 0, MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE); } void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir) { makeHole(doorplace); // Place torch (for testing) //vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(cid_torch); } void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir, v3s16 &result_place, v3s16 &result_dir) { makeHole(doorplace); v3s16 p0 = doorplace; v3s16 dir = doordir; u32 length; /*if (random.next() % 2) length = random.range(1, 13); else length = random.range(1, 6);*/ length = random.range(1, 13); u32 partlength = random.range(1, 13); u32 partcount = 0; s16 make_stairs = 0; if (random.next() % 2 == 0 && partlength >= 3) make_stairs = random.next() % 2 ? 1 : -1; for (u32 i = 0; i < length; i++) { v3s16 p = p0 + dir; if (partcount != 0) p.Y += make_stairs; if (vmanip->m_area.contains(p) == true && vmanip->m_area.contains(p + v3s16(0, 1, 0)) == true) { if (make_stairs) { makeFill(p + v3s16(-1, -1, -1), v3s16(3, 5, 3), VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0); makeHole(p); makeHole(p - dir); // TODO: fix stairs code so it works 100% (quite difficult) // exclude stairs from the bottom step if (((make_stairs == 1) && i != 0) || ((make_stairs == -1) && i != length - 1)) { // rotate face 180 deg if making stairs backwards int facedir = dir_to_facedir(dir * make_stairs); u32 vi = vmanip->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z); if (vmanip->m_data[vi].getContent() == cid_cobble) vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir); vi = vmanip->m_area.index(p.X, p.Y, p.Z); if (vmanip->m_data[vi].getContent() == cid_cobble) vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir); } } else { makeFill(p + v3s16(-1, -1, -1), v3s16(3, 4, 3), VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0); makeHole(p); } p0 = p; } else { // Can't go here, turn away dir = turn_xz(dir, random.range(0, 1)); make_stairs = -make_stairs; partcount = 0; partlength = random.range(1, length); continue; } partcount++; if (partcount >= partlength) { partcount = 0; dir = random_turn(random, dir); partlength = random.range(1,length); make_stairs = 0; if (random.next() % 2 == 0 && partlength >= 3) make_stairs = random.next() % 2 ? 1 : -1; } } result_place = p0; result_dir = dir; } bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) { for (u32 i = 0; i < 100; i++) { v3s16 p = m_pos + m_dir; v3s16 p1 = p + v3s16(0, 1, 0); if (vmanip->m_area.contains(p) == false || vmanip->m_area.contains(p1) == false || i % 4 == 0) { randomizeDir(); continue; } if (vmanip->getNodeNoExNoEmerge(p).getContent() == cid_cobble && vmanip->getNodeNoExNoEmerge(p1).getContent() == cid_cobble) { // Found wall, this is a good place! result_place = p; result_dir = m_dir; // Randomize next direction randomizeDir(); return true; } /* Determine where to move next */ // Jump one up if the actual space is there if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == cid_cobble && vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR && vmanip->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR) p += v3s16(0,1,0); // Jump one down if the actual space is there if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == cid_cobble && vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR && vmanip->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR) p += v3s16(0,-1,0); // Check if walking is now possible if (vmanip->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR || vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR) { // Cannot continue walking here randomizeDir(); continue; } // Move there m_pos = p; } return false; } bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace, v3s16 &result_doordir, v3s16 &result_roomplace) { for (s16 trycount = 0; trycount < 30; trycount++) { v3s16 doorplace; v3s16 doordir; bool r = findPlaceForDoor(doorplace, doordir); if (r == false) continue; v3s16 roomplace; // X east, Z north, Y up #if 1 if (doordir == v3s16(1, 0, 0)) // X+ roomplace = doorplace + v3s16(0, -1, random.range(-roomsize.Z + 2, -2)); if (doordir == v3s16(-1, 0, 0)) // X- roomplace = doorplace + v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2)); if (doordir == v3s16(0, 0, 1)) // Z+ roomplace = doorplace + v3s16(random.range(-roomsize.X + 2, -2), -1, 0); if (doordir == v3s16(0, 0, -1)) // Z- roomplace = doorplace + v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1); #endif #if 0 if (doordir == v3s16(1, 0, 0)) // X+ roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2); if (doordir == v3s16(-1, 0, 0)) // X- roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2); if (doordir == v3s16(0, 0, 1)) // Z+ roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0); if (doordir == v3s16(0, 0, -1)) // Z- roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1); #endif // Check fit bool fits = true; for (s16 z = 1; z < roomsize.Z - 1; z++) for (s16 y = 1; y < roomsize.Y - 1; y++) for (s16 x = 1; x < roomsize.X - 1; x++) { v3s16 p = roomplace + v3s16(x, y, z); if (vmanip->m_area.contains(p) == false) { fits = false; break; } if (vmanip->m_flags[vmanip->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) { fits = false; break; } } if(fits == false) { // Find new place continue; } result_doorplace = doorplace; result_doordir = doordir; result_roomplace = roomplace; return true; } return false; } v3s16 rand_ortho_dir(PseudoRandom &random) { if (random.next() % 2 == 0) return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0); else return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1); } v3s16 turn_xz(v3s16 olddir, int t) { v3s16 dir; if (t == 0) { // Turn right dir.X = olddir.Z; dir.Z = -olddir.X; dir.Y = olddir.Y; } else { // Turn left dir.X = -olddir.Z; dir.Z = olddir.X; dir.Y = olddir.Y; } return dir; } v3s16 random_turn(PseudoRandom &random, v3s16 olddir) { int turn = random.range(0, 2); v3s16 dir; if (turn == 0) { // Go straight dir = olddir; } else if (turn == 1) // Turn right dir = turn_xz(olddir, 0); else // Turn left dir = turn_xz(olddir, 1); return dir; } int dir_to_facedir(v3s16 d) { if (abs(d.X) > abs(d.Z)) return d.X < 0 ? 3 : 1; else return d.Z < 0 ? 2 : 0; }