1 |
elmex |
1.1 |
/* |
2 |
root |
1.24 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
root |
1.49 |
* |
4 |
root |
1.50 |
* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
root |
1.33 |
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 |
|
|
* Copyright (©) 1992 Frank Tore Johansen |
7 |
root |
1.49 |
* |
8 |
root |
1.29 |
* Deliantra is free software: you can redistribute it and/or modify it under |
9 |
|
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* the terms of the Affero GNU General Public License as published by the |
10 |
|
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* Free Software Foundation, either version 3 of the License, or (at your |
11 |
|
|
* option) any later version. |
12 |
root |
1.49 |
* |
13 |
pippijn |
1.16 |
* This program is distributed in the hope that it will be useful, |
14 |
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 |
root |
1.23 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 |
pippijn |
1.16 |
* GNU General Public License for more details. |
17 |
root |
1.49 |
* |
18 |
root |
1.29 |
* You should have received a copy of the Affero GNU General Public License |
19 |
|
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* and the GNU General Public License along with this program. If not, see |
20 |
|
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* <http://www.gnu.org/licenses/>. |
21 |
root |
1.49 |
* |
22 |
root |
1.24 |
* The authors can be reached via e-mail to <support@deliantra.net> |
23 |
pippijn |
1.16 |
*/ |
24 |
elmex |
1.1 |
|
25 |
|
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#include <global.h> |
26 |
root |
1.43 |
#include <util.h> |
27 |
root |
1.44 |
#include <rmg.h> |
28 |
elmex |
1.1 |
#include <rproto.h> |
29 |
|
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|
30 |
|
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/* Put in the walls and autojoin them. */ |
31 |
|
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|
32 |
root |
1.38 |
/* given a maze and a coordinate, tell me which squares up/down/right/left |
33 |
root |
1.2 |
are occupied. */ |
34 |
root |
1.4 |
int |
35 |
root |
1.38 |
surround_flag (const layout &maze, int i, int j) |
36 |
root |
1.4 |
{ |
37 |
elmex |
1.1 |
/* 1 = wall to left, |
38 |
root |
1.4 |
2 = wall to right, |
39 |
|
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4 = wall above |
40 |
|
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8 = wall below */ |
41 |
elmex |
1.1 |
int surround_index = 0; |
42 |
root |
1.4 |
|
43 |
root |
1.41 |
if (i > 0 && maze[i - 1][j] != 0) surround_index |= 1; |
44 |
root |
1.38 |
if (i < maze.w - 1 && maze[i + 1][j] != 0) surround_index |= 2; |
45 |
root |
1.41 |
if (j > 0 && maze[i][j - 1] != 0) surround_index |= 4; |
46 |
root |
1.38 |
if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8; |
47 |
root |
1.36 |
|
48 |
elmex |
1.1 |
return surround_index; |
49 |
|
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} |
50 |
|
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|
51 |
root |
1.37 |
/* like surround_flag, but only walls count. */ |
52 |
root |
1.4 |
int |
53 |
root |
1.38 |
surround_flag2 (const layout &maze, int i, int j) |
54 |
root |
1.4 |
{ |
55 |
elmex |
1.1 |
/* 1 = wall to left, |
56 |
root |
1.4 |
2 = wall to right, |
57 |
|
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4 = wall above |
58 |
|
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8 = wall below */ |
59 |
elmex |
1.1 |
int surround_index = 0; |
60 |
root |
1.4 |
|
61 |
root |
1.41 |
if (i > 0 && maze[i - 1][j] == '#') surround_index |= 1; |
62 |
root |
1.38 |
if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2; |
63 |
root |
1.41 |
if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4; |
64 |
root |
1.38 |
if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8; |
65 |
root |
1.36 |
|
66 |
elmex |
1.1 |
return surround_index; |
67 |
|
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} |
68 |
|
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|
69 |
root |
1.38 |
/* like surround_flag, except it checks a map, not a maze. |
70 |
elmex |
1.1 |
* Since this is part of the random map code, presumption |
71 |
|
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* is that this is not a tiled map. |
72 |
|
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* What is considered blocking and not is somewhat hard coded. |
73 |
|
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*/ |
74 |
root |
1.4 |
int |
75 |
root |
1.37 |
surround_flag3 (maptile *map, int i, int j) |
76 |
root |
1.4 |
{ |
77 |
|
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/* |
78 |
root |
1.37 |
* 1 = blocked to left, |
79 |
root |
1.4 |
* 2 = blocked to right, |
80 |
|
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* 4 = blocked above |
81 |
root |
1.51 |
* 8 = blocked below |
82 |
root |
1.4 |
*/ |
83 |
|
|
int surround_index = 0; |
84 |
elmex |
1.1 |
|
85 |
elmex |
1.20 |
// don't forget to update the mapspace! |
86 |
root |
1.37 |
if (i > 0) map->at (i - 1, j ).update (); |
87 |
|
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if (i < map->width - 1) map->at (i + 1, j ).update (); |
88 |
|
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if (j > 0) map->at (i , j - 1).update (); |
89 |
|
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if (j < map->height - 1) map->at (i , j + 1).update (); |
90 |
|
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|
91 |
|
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if (i > 0 && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & MOVE_WALK)) surround_index |= 1; |
92 |
|
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if (i < map->width - 1 && (GET_MAP_MOVE_BLOCK (map, i + 1, j) & MOVE_WALK)) surround_index |= 2; |
93 |
|
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if (j > 0 && (GET_MAP_MOVE_BLOCK (map, i, j - 1) & MOVE_WALK)) surround_index |= 4; |
94 |
|
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if (j < map->height - 1 && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK)) surround_index |= 8; |
95 |
root |
1.4 |
|
96 |
|
|
return surround_index; |
97 |
elmex |
1.1 |
} |
98 |
|
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|
99 |
root |
1.38 |
/* like surround_flag2, except it checks a map, not a maze. */ |
100 |
root |
1.31 |
static int |
101 |
root |
1.37 |
surround_flag4 (maptile *map, int i, int j) |
102 |
root |
1.4 |
{ |
103 |
root |
1.37 |
/* 1 = blocked to left, |
104 |
root |
1.4 |
2 = blocked to right, |
105 |
|
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4 = blocked above |
106 |
|
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8 = blocked below */ |
107 |
elmex |
1.1 |
int surround_index = 0; |
108 |
|
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|
109 |
root |
1.37 |
if (i > 0 && wall_blocked (map, i - 1, j)) surround_index |= 1; |
110 |
|
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if (i < map->width - 1 && wall_blocked (map, i + 1, j)) surround_index |= 2; |
111 |
|
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if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4; |
112 |
|
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if (j < map->height - 1 && wall_blocked (map, i, j + 1)) surround_index |= 8; |
113 |
elmex |
1.1 |
|
114 |
|
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return surround_index; |
115 |
|
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} |
116 |
|
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|
117 |
|
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/* picks the right wall type for this square, to make it look nice, |
118 |
root |
1.38 |
and have everything nicely joined. It uses the maze. */ |
119 |
root |
1.31 |
static object * |
120 |
root |
1.38 |
pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP) |
121 |
root |
1.4 |
{ |
122 |
elmex |
1.1 |
int l; |
123 |
root |
1.14 |
char wall_name[1024]; |
124 |
root |
1.4 |
archetype *wall_arch = 0; |
125 |
elmex |
1.1 |
|
126 |
root |
1.22 |
assign (wall_name, the_wall->arch->archname); |
127 |
elmex |
1.1 |
|
128 |
|
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/* conventionally, walls are named like this: |
129 |
root |
1.4 |
wallname_wallcode, where wallcode indicates |
130 |
|
|
a joinedness, and wallname is the wall. |
131 |
|
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this code depends on the convention for |
132 |
|
|
finding the right wall. */ |
133 |
elmex |
1.1 |
|
134 |
|
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/* extract the wall name, which is the text up to the leading _ */ |
135 |
root |
1.4 |
for (l = 0; l < 64; l++) |
136 |
|
|
{ |
137 |
|
|
if (wall_name[l] == '_') |
138 |
|
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{ |
139 |
root |
1.40 |
wall_name[l] = 0; |
140 |
root |
1.4 |
break; |
141 |
|
|
} |
142 |
|
|
} |
143 |
|
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|
144 |
root |
1.40 |
strcat (wall_name, "_"); |
145 |
root |
1.39 |
strcat (wall_name, wall_suffix [surround_flag2 (maze, i, j)]); |
146 |
root |
1.4 |
|
147 |
root |
1.5 |
wall_arch = archetype::find (wall_name); |
148 |
elmex |
1.1 |
|
149 |
root |
1.32 |
return wall_arch ? wall_arch->instance () : the_wall->arch->instance (); |
150 |
elmex |
1.1 |
} |
151 |
root |
1.4 |
|
152 |
root |
1.42 |
// checks whether the layout has a "reachable" space at a given point, i.e. |
153 |
|
|
// not a wall that is completely surrounded by walls. |
154 |
root |
1.41 |
static bool inline |
155 |
|
|
is_visible (layout &maze, int i, int j) |
156 |
|
|
{ |
157 |
|
|
for (int dx = -1; dx <= 1; ++dx) |
158 |
|
|
for (int dy = -1; dy <= 1; ++dy) |
159 |
|
|
{ |
160 |
|
|
int x = i + dx; |
161 |
|
|
int y = j + dy; |
162 |
|
|
|
163 |
root |
1.43 |
if (IN_RANGE_EXC (x, 0, maze.w) |
164 |
|
|
&& IN_RANGE_EXC (y, 0, maze.h) |
165 |
root |
1.42 |
&& maze [x][y] != '#') |
166 |
|
|
return true; |
167 |
root |
1.41 |
} |
168 |
|
|
|
169 |
root |
1.42 |
return false; |
170 |
root |
1.41 |
} |
171 |
|
|
|
172 |
root |
1.38 |
/* takes a map and a maze, and puts walls in the map (picked from |
173 |
root |
1.30 |
w_style) at '#' marks. */ |
174 |
|
|
void |
175 |
root |
1.38 |
make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP) |
176 |
root |
1.30 |
{ |
177 |
|
|
object *the_wall; |
178 |
|
|
|
179 |
|
|
/* get the style map */ |
180 |
|
|
if (!strcmp (w_style, "none")) |
181 |
|
|
return; |
182 |
root |
1.35 |
|
183 |
root |
1.36 |
maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty); |
184 |
root |
1.30 |
if (!style_map) |
185 |
|
|
return; |
186 |
|
|
|
187 |
root |
1.35 |
maptile *mining_map = m_style && *m_style |
188 |
root |
1.36 |
? find_style ("/styles/miningstyles", m_style, RP->difficulty) |
189 |
root |
1.35 |
: 0; |
190 |
|
|
|
191 |
root |
1.30 |
if ((the_wall = style_map->pick_random_object (rmg_rndm))) |
192 |
|
|
{ |
193 |
root |
1.41 |
// first pass, remove all "unreachable" (in-rock) walls |
194 |
|
|
// and replace them by "blocked" spaces. |
195 |
|
|
|
196 |
|
|
layout clean_maze (maze); |
197 |
|
|
|
198 |
|
|
if (archetype *blocked = archetype::find ("blocked")) |
199 |
|
|
for (int x = 0; x < maze.w; ++x) |
200 |
|
|
for (int y = 0; y < maze.h; ++y) |
201 |
|
|
if (maze [x][y] == '#' && !is_visible (maze, x, y)) |
202 |
|
|
{ |
203 |
|
|
clean_maze [x][y] = 'X'; |
204 |
|
|
|
205 |
|
|
// erase everything on this space ad replace it by blocked |
206 |
|
|
mapspace &ms = map->at (x, y); |
207 |
|
|
|
208 |
|
|
while (ms.top) |
209 |
|
|
ms.top->destroy (); |
210 |
|
|
|
211 |
|
|
map->insert (blocked->instance (), x, y, 0, INS_NO_MERGE | INS_NO_WALK_ON); |
212 |
|
|
} |
213 |
|
|
|
214 |
|
|
// second pass, add in walls |
215 |
|
|
|
216 |
root |
1.30 |
int joinedwalls = 0; |
217 |
|
|
|
218 |
root |
1.41 |
assign (RP->wall_name, the_wall->arch->archname); |
219 |
|
|
if (char *cp = strchr (RP->wall_name, '_')) |
220 |
root |
1.30 |
{ |
221 |
|
|
*cp = 0; |
222 |
|
|
joinedwalls = 1; |
223 |
|
|
} |
224 |
|
|
|
225 |
root |
1.41 |
for (int i = 0; i < RP->Xsize; i++) |
226 |
|
|
for (int j = 0; j < RP->Ysize; j++) |
227 |
|
|
if (clean_maze [i][j] == '#') |
228 |
|
|
{ |
229 |
|
|
object *thiswall = joinedwalls ? pick_joined_wall (the_wall, clean_maze, i, j, RP) |
230 |
|
|
: the_wall->arch->instance (); |
231 |
|
|
|
232 |
|
|
thiswall->move_block = MOVE_ALL; |
233 |
|
|
map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); |
234 |
|
|
|
235 |
|
|
if (mining_map) |
236 |
|
|
if (object *vein = mining_map->at (rmg_rndm (mining_map->width), rmg_rndm (mining_map->height)).bot) |
237 |
|
|
map->insert (vein->clone (), i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); |
238 |
|
|
} |
239 |
root |
1.30 |
} |
240 |
|
|
} |
241 |
elmex |
1.1 |
|
242 |
|
|
/* this takes a map, and changes an existing wall to match what's blocked |
243 |
|
|
* around it, counting only doors and walls as blocked. If insert_flag is |
244 |
|
|
* 1, it will go ahead and insert the wall into the map. If not, it |
245 |
|
|
* will only return the wall which would belong there, and doesn't |
246 |
|
|
* remove anything. It depends on the |
247 |
root |
1.51 |
* global, previously-set variable, "wall_name" |
248 |
elmex |
1.1 |
*/ |
249 |
root |
1.4 |
object * |
250 |
root |
1.13 |
retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP) |
251 |
root |
1.4 |
{ |
252 |
|
|
int l; |
253 |
|
|
object *the_wall = 0; |
254 |
|
|
object *new_wall = 0; |
255 |
|
|
archetype *wall_arch = 0; |
256 |
|
|
|
257 |
|
|
/* first find the wall */ |
258 |
root |
1.41 |
for (the_wall = GET_MAP_OB (the_map, i, j); the_wall; the_wall = the_wall->above) |
259 |
root |
1.4 |
if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER) |
260 |
|
|
break; |
261 |
|
|
|
262 |
|
|
/* if what we found is a door, don't remove it, set the_wall to NULL to |
263 |
root |
1.51 |
* signal that later. |
264 |
root |
1.4 |
*/ |
265 |
|
|
if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR)) |
266 |
|
|
{ |
267 |
|
|
the_wall = NULL; |
268 |
root |
1.51 |
/* if we're not supposed to insert a new wall where there wasn't one, |
269 |
|
|
* we've gotta leave. |
270 |
root |
1.4 |
*/ |
271 |
|
|
if (insert_flag == 0) |
272 |
|
|
return 0; |
273 |
elmex |
1.1 |
} |
274 |
root |
1.4 |
else if (the_wall == NULL) |
275 |
|
|
return NULL; |
276 |
elmex |
1.1 |
|
277 |
root |
1.4 |
/* canonicalize the wall name */ |
278 |
|
|
for (l = 0; l < 64; l++) |
279 |
|
|
{ |
280 |
|
|
if (RP->wall_name[l] == '_') |
281 |
|
|
{ |
282 |
root |
1.40 |
RP->wall_name[l] = 0; |
283 |
root |
1.4 |
break; |
284 |
root |
1.2 |
} |
285 |
elmex |
1.1 |
} |
286 |
|
|
|
287 |
root |
1.40 |
strcat (RP->wall_name, "_"); |
288 |
root |
1.39 |
strcat (RP->wall_name, wall_suffix [surround_flag4 (the_map, i, j)]); |
289 |
root |
1.11 |
|
290 |
root |
1.5 |
wall_arch = archetype::find (RP->wall_name); |
291 |
root |
1.11 |
|
292 |
|
|
if (!wall_arch) |
293 |
root |
1.4 |
{ |
294 |
root |
1.32 |
new_wall = wall_arch->instance (); |
295 |
root |
1.4 |
new_wall->x = i; |
296 |
|
|
new_wall->y = j; |
297 |
root |
1.11 |
|
298 |
root |
1.48 |
if (the_wall->map) |
299 |
root |
1.28 |
the_wall->destroy (); |
300 |
root |
1.11 |
|
301 |
root |
1.4 |
the_wall->move_block = MOVE_ALL; |
302 |
|
|
insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON); |
303 |
elmex |
1.1 |
} |
304 |
root |
1.11 |
|
305 |
root |
1.4 |
return new_wall; |
306 |
elmex |
1.1 |
} |