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26 | #include <random_map.h> |
26 | #include <random_map.h> |
27 | #include <rproto.h> |
27 | #include <rproto.h> |
28 | |
28 | |
29 | /* Put in the walls and autojoin them. */ |
29 | /* Put in the walls and autojoin them. */ |
30 | |
30 | |
31 | /* given a layout and a coordinate, tell me which squares up/down/right/left |
31 | /* given a maze and a coordinate, tell me which squares up/down/right/left |
32 | are occupied. */ |
32 | are occupied. */ |
33 | int |
33 | int |
34 | surround_flag (const Layout &layout, int i, int j) |
34 | surround_flag (const layout &maze, int i, int j) |
35 | { |
35 | { |
36 | /* 1 = wall to left, |
36 | /* 1 = wall to left, |
37 | 2 = wall to right, |
37 | 2 = wall to right, |
38 | 4 = wall above |
38 | 4 = wall above |
39 | 8 = wall below */ |
39 | 8 = wall below */ |
40 | int surround_index = 0; |
40 | int surround_index = 0; |
41 | |
41 | |
42 | if (i > 0 && layout[i - 1][j] != 0) surround_index |= 1; |
42 | if (i > 0 && maze[i - 1][j] != 0) surround_index |= 1; |
43 | if (i < layout.w - 1 && layout[i + 1][j] != 0) surround_index |= 2; |
43 | if (i < maze.w - 1 && maze[i + 1][j] != 0) surround_index |= 2; |
44 | if (j > 0 && layout[i][j - 1] != 0) surround_index |= 4; |
44 | if (j > 0 && maze[i][j - 1] != 0) surround_index |= 4; |
45 | if (j < layout.h - 1 && layout[i][j + 1] != 0) surround_index |= 8; |
45 | if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8; |
46 | |
46 | |
47 | return surround_index; |
47 | return surround_index; |
48 | } |
48 | } |
49 | |
49 | |
50 | /* like surround_flag, but only walls count. */ |
50 | /* like surround_flag, but only walls count. */ |
51 | int |
51 | int |
52 | surround_flag2 (const Layout &layout, int i, int j) |
52 | surround_flag2 (const layout &maze, int i, int j) |
53 | { |
53 | { |
54 | /* 1 = wall to left, |
54 | /* 1 = wall to left, |
55 | 2 = wall to right, |
55 | 2 = wall to right, |
56 | 4 = wall above |
56 | 4 = wall above |
57 | 8 = wall below */ |
57 | 8 = wall below */ |
58 | int surround_index = 0; |
58 | int surround_index = 0; |
59 | |
59 | |
60 | if (i > 0 && layout[i - 1][j] == '#') surround_index |= 1; |
60 | if (i > 0 && maze[i - 1][j] == '#') surround_index |= 1; |
61 | if (i < layout.w - 1 && layout[i + 1][j] == '#') surround_index |= 2; |
61 | if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2; |
62 | if (j > 0 && layout[i][j - 1] == '#') surround_index |= 4; |
62 | if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4; |
63 | if (j < layout.h - 1 && layout[i][j + 1] == '#') surround_index |= 8; |
63 | if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8; |
64 | |
64 | |
65 | return surround_index; |
65 | return surround_index; |
66 | } |
66 | } |
67 | |
67 | |
68 | /* like surround_flag, except it checks a map, not a layout. |
68 | /* like surround_flag, except it checks a map, not a maze. |
69 | * Since this is part of the random map code, presumption |
69 | * Since this is part of the random map code, presumption |
70 | * is that this is not a tiled map. |
70 | * is that this is not a tiled map. |
71 | * What is considered blocking and not is somewhat hard coded. |
71 | * What is considered blocking and not is somewhat hard coded. |
72 | */ |
72 | */ |
73 | int |
73 | int |
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93 | if (j < map->height - 1 && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK)) surround_index |= 8; |
93 | if (j < map->height - 1 && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK)) surround_index |= 8; |
94 | |
94 | |
95 | return surround_index; |
95 | return surround_index; |
96 | } |
96 | } |
97 | |
97 | |
98 | /* like surround_flag2, except it checks a map, not a layout. */ |
98 | /* like surround_flag2, except it checks a map, not a maze. */ |
99 | static int |
99 | static int |
100 | surround_flag4 (maptile *map, int i, int j) |
100 | surround_flag4 (maptile *map, int i, int j) |
101 | { |
101 | { |
102 | /* 1 = blocked to left, |
102 | /* 1 = blocked to left, |
103 | 2 = blocked to right, |
103 | 2 = blocked to right, |
… | |
… | |
112 | |
112 | |
113 | return surround_index; |
113 | return surround_index; |
114 | } |
114 | } |
115 | |
115 | |
116 | /* picks the right wall type for this square, to make it look nice, |
116 | /* picks the right wall type for this square, to make it look nice, |
117 | and have everything nicely joined. It uses the layout. */ |
117 | and have everything nicely joined. It uses the maze. */ |
118 | static object * |
118 | static object * |
119 | pick_joined_wall (object *the_wall, const Layout &layout, int i, int j, random_map_params *RP) |
119 | pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP) |
120 | { |
120 | { |
121 | /* 1 = wall to left, |
121 | /* 1 = wall to left, |
122 | 2 = wall to right, |
122 | 2 = wall to right, |
123 | 4 = wall above |
123 | 4 = wall above |
124 | 8 = wall below */ |
124 | 8 = wall below */ |
… | |
… | |
143 | wall_name[l] = 0; |
143 | wall_name[l] = 0; |
144 | break; |
144 | break; |
145 | } |
145 | } |
146 | } |
146 | } |
147 | |
147 | |
148 | surround_index = surround_flag2 (layout, i, j); |
148 | surround_index = surround_flag2 (maze, i, j); |
149 | |
149 | |
150 | switch (surround_index) |
150 | switch (surround_index) |
151 | { |
151 | { |
152 | case 0: |
152 | case 0: |
153 | strcat (wall_name, "_0"); |
153 | strcat (wall_name, "_0"); |
… | |
… | |
201 | wall_arch = archetype::find (wall_name); |
201 | wall_arch = archetype::find (wall_name); |
202 | |
202 | |
203 | return wall_arch ? wall_arch->instance () : the_wall->arch->instance (); |
203 | return wall_arch ? wall_arch->instance () : the_wall->arch->instance (); |
204 | } |
204 | } |
205 | |
205 | |
206 | /* takes a map and a layout, and puts walls in the map (picked from |
206 | /* takes a map and a maze, and puts walls in the map (picked from |
207 | w_style) at '#' marks. */ |
207 | w_style) at '#' marks. */ |
208 | void |
208 | void |
209 | make_map_walls (maptile *map, Layout &layout, const char *w_style, const char *m_style, random_map_params *RP) |
209 | make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP) |
210 | { |
210 | { |
211 | object *the_wall; |
211 | object *the_wall; |
212 | |
212 | |
213 | /* get the style map */ |
213 | /* get the style map */ |
214 | if (!strcmp (w_style, "none")) |
214 | if (!strcmp (w_style, "none")) |
… | |
… | |
237 | } |
237 | } |
238 | |
238 | |
239 | for (i = 0; i < RP->Xsize; i++) |
239 | for (i = 0; i < RP->Xsize; i++) |
240 | for (j = 0; j < RP->Ysize; j++) |
240 | for (j = 0; j < RP->Ysize; j++) |
241 | { |
241 | { |
242 | if (layout[i][j] == '#') |
242 | if (maze[i][j] == '#') |
243 | { |
243 | { |
244 | if (joinedwalls) |
244 | if (joinedwalls) |
245 | thiswall = pick_joined_wall (the_wall, layout, i, j, RP); |
245 | thiswall = pick_joined_wall (the_wall, maze, i, j, RP); |
246 | else |
246 | else |
247 | thiswall = the_wall->arch->instance (); |
247 | thiswall = the_wall->arch->instance (); |
248 | |
248 | |
249 | thiswall->move_block = MOVE_ALL; |
249 | thiswall->move_block = MOVE_ALL; |
250 | map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); |
250 | map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); |