1 |
elmex |
1.1 |
/* |
2 |
root |
1.24 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
pippijn |
1.16 |
* |
4 |
root |
1.34 |
* Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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root |
1.33 |
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 |
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* Copyright (©) 1992 Frank Tore Johansen |
7 |
pippijn |
1.16 |
* |
8 |
root |
1.29 |
* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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pippijn |
1.16 |
* |
13 |
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* This program is distributed in the hope that it will be useful, |
14 |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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root |
1.23 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 |
pippijn |
1.16 |
* GNU General Public License for more details. |
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* |
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root |
1.29 |
* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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root |
1.23 |
* |
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root |
1.24 |
* The authors can be reached via e-mail to <support@deliantra.net> |
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pippijn |
1.16 |
*/ |
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elmex |
1.1 |
|
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#include <global.h> |
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#include <random_map.h> |
27 |
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#include <rproto.h> |
28 |
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/* Put in the walls and autojoin them. */ |
30 |
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|
31 |
root |
1.38 |
/* given a maze and a coordinate, tell me which squares up/down/right/left |
32 |
root |
1.2 |
are occupied. */ |
33 |
root |
1.4 |
int |
34 |
root |
1.38 |
surround_flag (const layout &maze, int i, int j) |
35 |
root |
1.4 |
{ |
36 |
elmex |
1.1 |
/* 1 = wall to left, |
37 |
root |
1.4 |
2 = wall to right, |
38 |
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4 = wall above |
39 |
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8 = wall below */ |
40 |
elmex |
1.1 |
int surround_index = 0; |
41 |
root |
1.4 |
|
42 |
root |
1.38 |
if (i > 0 && maze[i - 1][j] != 0) surround_index |= 1; |
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if (i < maze.w - 1 && maze[i + 1][j] != 0) surround_index |= 2; |
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if (j > 0 && maze[i][j - 1] != 0) surround_index |= 4; |
45 |
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if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8; |
46 |
root |
1.36 |
|
47 |
elmex |
1.1 |
return surround_index; |
48 |
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} |
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|
50 |
root |
1.37 |
/* like surround_flag, but only walls count. */ |
51 |
root |
1.4 |
int |
52 |
root |
1.38 |
surround_flag2 (const layout &maze, int i, int j) |
53 |
root |
1.4 |
{ |
54 |
elmex |
1.1 |
/* 1 = wall to left, |
55 |
root |
1.4 |
2 = wall to right, |
56 |
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4 = wall above |
57 |
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8 = wall below */ |
58 |
elmex |
1.1 |
int surround_index = 0; |
59 |
root |
1.4 |
|
60 |
root |
1.38 |
if (i > 0 && maze[i - 1][j] == '#') surround_index |= 1; |
61 |
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if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2; |
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if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4; |
63 |
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if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8; |
64 |
root |
1.36 |
|
65 |
elmex |
1.1 |
return surround_index; |
66 |
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} |
67 |
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|
68 |
root |
1.38 |
/* like surround_flag, except it checks a map, not a maze. |
69 |
elmex |
1.1 |
* Since this is part of the random map code, presumption |
70 |
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* is that this is not a tiled map. |
71 |
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* What is considered blocking and not is somewhat hard coded. |
72 |
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*/ |
73 |
root |
1.4 |
int |
74 |
root |
1.37 |
surround_flag3 (maptile *map, int i, int j) |
75 |
root |
1.4 |
{ |
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/* |
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root |
1.37 |
* 1 = blocked to left, |
78 |
root |
1.4 |
* 2 = blocked to right, |
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* 4 = blocked above |
80 |
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* 8 = blocked below |
81 |
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*/ |
82 |
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int surround_index = 0; |
83 |
elmex |
1.1 |
|
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elmex |
1.20 |
// don't forget to update the mapspace! |
85 |
root |
1.37 |
if (i > 0) map->at (i - 1, j ).update (); |
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if (i < map->width - 1) map->at (i + 1, j ).update (); |
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if (j > 0) map->at (i , j - 1).update (); |
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if (j < map->height - 1) map->at (i , j + 1).update (); |
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if (i > 0 && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & MOVE_WALK)) surround_index |= 1; |
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if (i < map->width - 1 && (GET_MAP_MOVE_BLOCK (map, i + 1, j) & MOVE_WALK)) surround_index |= 2; |
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if (j > 0 && (GET_MAP_MOVE_BLOCK (map, i, j - 1) & MOVE_WALK)) surround_index |= 4; |
93 |
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if (j < map->height - 1 && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK)) surround_index |= 8; |
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root |
1.4 |
|
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return surround_index; |
96 |
elmex |
1.1 |
} |
97 |
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|
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root |
1.38 |
/* like surround_flag2, except it checks a map, not a maze. */ |
99 |
root |
1.31 |
static int |
100 |
root |
1.37 |
surround_flag4 (maptile *map, int i, int j) |
101 |
root |
1.4 |
{ |
102 |
root |
1.37 |
/* 1 = blocked to left, |
103 |
root |
1.4 |
2 = blocked to right, |
104 |
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4 = blocked above |
105 |
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8 = blocked below */ |
106 |
elmex |
1.1 |
int surround_index = 0; |
107 |
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108 |
root |
1.37 |
if (i > 0 && wall_blocked (map, i - 1, j)) surround_index |= 1; |
109 |
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if (i < map->width - 1 && wall_blocked (map, i + 1, j)) surround_index |= 2; |
110 |
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if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4; |
111 |
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if (j < map->height - 1 && wall_blocked (map, i, j + 1)) surround_index |= 8; |
112 |
elmex |
1.1 |
|
113 |
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return surround_index; |
114 |
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} |
115 |
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116 |
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/* picks the right wall type for this square, to make it look nice, |
117 |
root |
1.38 |
and have everything nicely joined. It uses the maze. */ |
118 |
root |
1.31 |
static object * |
119 |
root |
1.38 |
pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP) |
120 |
root |
1.4 |
{ |
121 |
elmex |
1.1 |
/* 1 = wall to left, |
122 |
root |
1.4 |
2 = wall to right, |
123 |
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4 = wall above |
124 |
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8 = wall below */ |
125 |
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int surround_index = 0; |
126 |
elmex |
1.1 |
int l; |
127 |
root |
1.14 |
char wall_name[1024]; |
128 |
root |
1.4 |
archetype *wall_arch = 0; |
129 |
elmex |
1.1 |
|
130 |
root |
1.22 |
assign (wall_name, the_wall->arch->archname); |
131 |
elmex |
1.1 |
|
132 |
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/* conventionally, walls are named like this: |
133 |
root |
1.4 |
wallname_wallcode, where wallcode indicates |
134 |
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a joinedness, and wallname is the wall. |
135 |
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this code depends on the convention for |
136 |
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finding the right wall. */ |
137 |
elmex |
1.1 |
|
138 |
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/* extract the wall name, which is the text up to the leading _ */ |
139 |
root |
1.4 |
for (l = 0; l < 64; l++) |
140 |
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{ |
141 |
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if (wall_name[l] == '_') |
142 |
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{ |
143 |
root |
1.40 |
wall_name[l] = 0; |
144 |
root |
1.4 |
break; |
145 |
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} |
146 |
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} |
147 |
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|
148 |
root |
1.40 |
strcat (wall_name, "_"); |
149 |
root |
1.39 |
strcat (wall_name, wall_suffix [surround_flag2 (maze, i, j)]); |
150 |
root |
1.4 |
|
151 |
root |
1.5 |
wall_arch = archetype::find (wall_name); |
152 |
elmex |
1.1 |
|
153 |
root |
1.32 |
return wall_arch ? wall_arch->instance () : the_wall->arch->instance (); |
154 |
elmex |
1.1 |
} |
155 |
root |
1.4 |
|
156 |
root |
1.38 |
/* takes a map and a maze, and puts walls in the map (picked from |
157 |
root |
1.30 |
w_style) at '#' marks. */ |
158 |
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void |
159 |
root |
1.38 |
make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP) |
160 |
root |
1.30 |
{ |
161 |
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object *the_wall; |
162 |
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163 |
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/* get the style map */ |
164 |
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if (!strcmp (w_style, "none")) |
165 |
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return; |
166 |
root |
1.35 |
|
167 |
root |
1.36 |
maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty); |
168 |
root |
1.30 |
if (!style_map) |
169 |
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return; |
170 |
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|
171 |
root |
1.35 |
maptile *mining_map = m_style && *m_style |
172 |
root |
1.36 |
? find_style ("/styles/miningstyles", m_style, RP->difficulty) |
173 |
root |
1.35 |
: 0; |
174 |
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|
175 |
root |
1.30 |
if ((the_wall = style_map->pick_random_object (rmg_rndm))) |
176 |
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{ |
177 |
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int i, j; |
178 |
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char *cp; |
179 |
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int joinedwalls = 0; |
180 |
|
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object *thiswall; |
181 |
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182 |
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sprintf (RP->wall_name, "%s", &the_wall->arch->archname); |
183 |
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if ((cp = strchr (RP->wall_name, '_')) != NULL) |
184 |
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{ |
185 |
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*cp = 0; |
186 |
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joinedwalls = 1; |
187 |
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} |
188 |
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189 |
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for (i = 0; i < RP->Xsize; i++) |
190 |
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for (j = 0; j < RP->Ysize; j++) |
191 |
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{ |
192 |
root |
1.38 |
if (maze[i][j] == '#') |
193 |
root |
1.30 |
{ |
194 |
|
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if (joinedwalls) |
195 |
root |
1.38 |
thiswall = pick_joined_wall (the_wall, maze, i, j, RP); |
196 |
root |
1.30 |
else |
197 |
root |
1.32 |
thiswall = the_wall->arch->instance (); |
198 |
root |
1.30 |
|
199 |
|
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thiswall->move_block = MOVE_ALL; |
200 |
root |
1.35 |
map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); |
201 |
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|
202 |
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if (mining_map) |
203 |
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if (object *vein = mining_map->at (rmg_rndm (mining_map->width), rmg_rndm (mining_map->height)).bot) |
204 |
|
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map->insert (vein->clone (), i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); |
205 |
root |
1.30 |
} |
206 |
|
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} |
207 |
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} |
208 |
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} |
209 |
elmex |
1.1 |
|
210 |
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/* this takes a map, and changes an existing wall to match what's blocked |
211 |
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* around it, counting only doors and walls as blocked. If insert_flag is |
212 |
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* 1, it will go ahead and insert the wall into the map. If not, it |
213 |
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* will only return the wall which would belong there, and doesn't |
214 |
|
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* remove anything. It depends on the |
215 |
|
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* global, previously-set variable, "wall_name" |
216 |
|
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*/ |
217 |
root |
1.4 |
object * |
218 |
root |
1.13 |
retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP) |
219 |
root |
1.4 |
{ |
220 |
|
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/* 1 = wall to left, |
221 |
|
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* 2 = wall to right, |
222 |
|
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* 4 = wall above |
223 |
|
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* 8 = wall below |
224 |
|
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*/ |
225 |
|
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int surround_index = 0; |
226 |
|
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int l; |
227 |
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object *the_wall = 0; |
228 |
|
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object *new_wall = 0; |
229 |
|
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archetype *wall_arch = 0; |
230 |
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|
231 |
|
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/* first find the wall */ |
232 |
root |
1.10 |
for (the_wall = GET_MAP_OB (the_map, i, j); the_wall != NULL; the_wall = the_wall->above) |
233 |
root |
1.4 |
if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER) |
234 |
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break; |
235 |
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|
236 |
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|
237 |
|
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/* if what we found is a door, don't remove it, set the_wall to NULL to |
238 |
|
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* signal that later. |
239 |
|
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*/ |
240 |
|
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if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR)) |
241 |
|
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{ |
242 |
|
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the_wall = NULL; |
243 |
|
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/* if we're not supposed to insert a new wall where there wasn't one, |
244 |
|
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* we've gotta leave. |
245 |
|
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*/ |
246 |
|
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if (insert_flag == 0) |
247 |
|
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return 0; |
248 |
elmex |
1.1 |
} |
249 |
root |
1.4 |
else if (the_wall == NULL) |
250 |
|
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return NULL; |
251 |
elmex |
1.1 |
|
252 |
root |
1.4 |
/* canonicalize the wall name */ |
253 |
|
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for (l = 0; l < 64; l++) |
254 |
|
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{ |
255 |
|
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if (RP->wall_name[l] == '_') |
256 |
|
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{ |
257 |
root |
1.40 |
RP->wall_name[l] = 0; |
258 |
root |
1.4 |
break; |
259 |
root |
1.2 |
} |
260 |
elmex |
1.1 |
} |
261 |
|
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|
262 |
root |
1.40 |
strcat (RP->wall_name, "_"); |
263 |
root |
1.39 |
strcat (RP->wall_name, wall_suffix [surround_flag4 (the_map, i, j)]); |
264 |
root |
1.11 |
|
265 |
root |
1.5 |
wall_arch = archetype::find (RP->wall_name); |
266 |
root |
1.11 |
|
267 |
|
|
if (!wall_arch) |
268 |
root |
1.4 |
{ |
269 |
root |
1.32 |
new_wall = wall_arch->instance (); |
270 |
root |
1.4 |
new_wall->x = i; |
271 |
|
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new_wall->y = j; |
272 |
root |
1.11 |
|
273 |
root |
1.4 |
if (the_wall && the_wall->map) |
274 |
root |
1.28 |
the_wall->destroy (); |
275 |
root |
1.11 |
|
276 |
root |
1.4 |
the_wall->move_block = MOVE_ALL; |
277 |
|
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insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON); |
278 |
elmex |
1.1 |
} |
279 |
root |
1.11 |
|
280 |
root |
1.4 |
return new_wall; |
281 |
elmex |
1.1 |
} |