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30 lines
2.1 KiB
C
30 lines
2.1 KiB
C
#ifndef GUARD_DUNGEON_GENERATION_H
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#define GUARD_DUNGEON_GENERATION_H
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/*
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* Defines key constant values for floor generation, providing a way
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* to modify these constants if desired.
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*/
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#define GENERATION_CONSTANT_MERGE_ROOMS_CHANCE 5 // (0 to 100) probability to merge two rooms together
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#define GENERATION_CONSTANT_NO_IMPERFECTIONS_CHANCE 60 // (0 to 100) probability that a room will not have imperfections, if it was already flagged for them
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#define GENERATION_CONSTANT_SECONDARY_STRUCTURE_FLAG_CHANCE 80 // (0 to 100) probability that a room will be flagged to have a secondary structure.
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enum FloorType {
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FLOOR_TYPE_NORMAL,
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FLOOR_TYPE_FIXED, // Fixed room
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FLOOR_TYPE_RESCUE, // Rescuing another player
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};
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// Helper type used to make explicit the possible secondary structures which can be randomly rolled to generate in the dungeon algorithm.
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enum SecondaryStructureType {
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SECONDARY_STRUCTURE_NONE, // No secondary structure will be generated.
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SECONDARY_STRUCTURE_MAZE_PLUS_DOT, // One of 3 secondary structures depending on the dimensions of the room. If the room has odd dimensions, the result is a maze room. Otherwise, if the room has dimensions of at least `5x5`, a cross or plus pattern is made instead. If both fail, a single tile of secondary terrain will be placed in the center of the room.
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SECONDARY_STRUCTURE_CHECKERBOARD, // If the room has odd dimensions, a checkerboard pattern made of randomly placed diagonal stripes of secondary terrain will be generated. If not, no secondary structure will be generated.
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SECONDARY_STRUCTURE_POOL, // If the room has dimensions of at least `5x5`, a rectangular pool of secondary terrain will be generated. If not, no secondary structure will be generated.
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SECONDARY_STRUCTURE_ISLAND, // If the room has dimensions of at least `6x6`, an island of items and a warp tile surrounded by secondary terrain will be generated. If not, no secondary structure will be generated.
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SECONDARY_STRUCTURE_DIVIDER, // A "divider" of secondary terrain will split the room in half randomly either horizontally or vertically.
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};
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#endif
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