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/cvs/deliantra/server/random_maps/wall.C
Revision: 1.48
Committed: Fri Jan 27 22:01:46 2012 UTC (12 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.47: +1 -1 lines
Log Message:
Jonathan Neuschäfer [PATCH 1/9] common/item: remove redundant "type == ROD"
Jonathan Neuschäfer [PATCH 2/9] common/readable: remove fixed-size buffers in spellpath_msg
Jonathan Neuschäfer [PATCH 3/9] server/attack: remove unused struct att_msg_str
Jonathan Neuschäfer [PATCH 4/9] server/c_misc: remove unused typedef'd struct chars_names
Jonathan Neuschäfer [PATCH 5/9] server/attack: hit_map: return retflag, as promised
Jonathan Neuschäfer [PATCH 6/9] random_maps/wall: remove redundant check
Jonathan Neuschäfer [PATCH 7/9] server/spell_attack: fix function name in comment
Jonathan Neuschäfer [PATCH 9/9] socket/info: fix memory leak in error path

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <util.h>
27 #include <rmg.h>
28 #include <rproto.h>
29
30 /* Put in the walls and autojoin them. */
31
32 /* given a maze and a coordinate, tell me which squares up/down/right/left
33 are occupied. */
34 int
35 surround_flag (const layout &maze, int i, int j)
36 {
37 /* 1 = wall to left,
38 2 = wall to right,
39 4 = wall above
40 8 = wall below */
41 int surround_index = 0;
42
43 if (i > 0 && maze[i - 1][j] != 0) surround_index |= 1;
44 if (i < maze.w - 1 && maze[i + 1][j] != 0) surround_index |= 2;
45 if (j > 0 && maze[i][j - 1] != 0) surround_index |= 4;
46 if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8;
47
48 return surround_index;
49 }
50
51 /* like surround_flag, but only walls count. */
52 int
53 surround_flag2 (const layout &maze, int i, int j)
54 {
55 /* 1 = wall to left,
56 2 = wall to right,
57 4 = wall above
58 8 = wall below */
59 int surround_index = 0;
60
61 if (i > 0 && maze[i - 1][j] == '#') surround_index |= 1;
62 if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2;
63 if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4;
64 if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8;
65
66 return surround_index;
67 }
68
69 /* like surround_flag, except it checks a map, not a maze.
70 * Since this is part of the random map code, presumption
71 * is that this is not a tiled map.
72 * What is considered blocking and not is somewhat hard coded.
73 */
74 int
75 surround_flag3 (maptile *map, int i, int j)
76 {
77 /*
78 * 1 = blocked to left,
79 * 2 = blocked to right,
80 * 4 = blocked above
81 * 8 = blocked below
82 */
83 int surround_index = 0;
84
85 // don't forget to update the mapspace!
86 if (i > 0) map->at (i - 1, j ).update ();
87 if (i < map->width - 1) map->at (i + 1, j ).update ();
88 if (j > 0) map->at (i , j - 1).update ();
89 if (j < map->height - 1) map->at (i , j + 1).update ();
90
91 if (i > 0 && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & MOVE_WALK)) surround_index |= 1;
92 if (i < map->width - 1 && (GET_MAP_MOVE_BLOCK (map, i + 1, j) & MOVE_WALK)) surround_index |= 2;
93 if (j > 0 && (GET_MAP_MOVE_BLOCK (map, i, j - 1) & MOVE_WALK)) surround_index |= 4;
94 if (j < map->height - 1 && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK)) surround_index |= 8;
95
96 return surround_index;
97 }
98
99 /* like surround_flag2, except it checks a map, not a maze. */
100 static int
101 surround_flag4 (maptile *map, int i, int j)
102 {
103 /* 1 = blocked to left,
104 2 = blocked to right,
105 4 = blocked above
106 8 = blocked below */
107 int surround_index = 0;
108
109 if (i > 0 && wall_blocked (map, i - 1, j)) surround_index |= 1;
110 if (i < map->width - 1 && wall_blocked (map, i + 1, j)) surround_index |= 2;
111 if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4;
112 if (j < map->height - 1 && wall_blocked (map, i, j + 1)) surround_index |= 8;
113
114 return surround_index;
115 }
116
117 /* picks the right wall type for this square, to make it look nice,
118 and have everything nicely joined. It uses the maze. */
119 static object *
120 pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP)
121 {
122 int l;
123 char wall_name[1024];
124 archetype *wall_arch = 0;
125
126 assign (wall_name, the_wall->arch->archname);
127
128 /* conventionally, walls are named like this:
129 wallname_wallcode, where wallcode indicates
130 a joinedness, and wallname is the wall.
131 this code depends on the convention for
132 finding the right wall. */
133
134 /* extract the wall name, which is the text up to the leading _ */
135 for (l = 0; l < 64; l++)
136 {
137 if (wall_name[l] == '_')
138 {
139 wall_name[l] = 0;
140 break;
141 }
142 }
143
144 strcat (wall_name, "_");
145 strcat (wall_name, wall_suffix [surround_flag2 (maze, i, j)]);
146
147 wall_arch = archetype::find (wall_name);
148
149 return wall_arch ? wall_arch->instance () : the_wall->arch->instance ();
150 }
151
152 // 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 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 if (IN_RANGE_EXC (x, 0, maze.w)
164 && IN_RANGE_EXC (y, 0, maze.h)
165 && maze [x][y] != '#')
166 return true;
167 }
168
169 return false;
170 }
171
172 /* takes a map and a maze, and puts walls in the map (picked from
173 w_style) at '#' marks. */
174 void
175 make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP)
176 {
177 object *the_wall;
178
179 /* get the style map */
180 if (!strcmp (w_style, "none"))
181 return;
182
183 maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty);
184 if (!style_map)
185 return;
186
187 maptile *mining_map = m_style && *m_style
188 ? find_style ("/styles/miningstyles", m_style, RP->difficulty)
189 : 0;
190
191 if ((the_wall = style_map->pick_random_object (rmg_rndm)))
192 {
193 // 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 int joinedwalls = 0;
217
218 assign (RP->wall_name, the_wall->arch->archname);
219 if (char *cp = strchr (RP->wall_name, '_'))
220 {
221 *cp = 0;
222 joinedwalls = 1;
223 }
224
225 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 }
240 }
241
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 * global, previously-set variable, "wall_name"
248 */
249 object *
250 retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP)
251 {
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 for (the_wall = GET_MAP_OB (the_map, i, j); the_wall; the_wall = the_wall->above)
259 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 * signal that later.
264 */
265 if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR))
266 {
267 the_wall = NULL;
268 /* if we're not supposed to insert a new wall where there wasn't one,
269 * we've gotta leave.
270 */
271 if (insert_flag == 0)
272 return 0;
273 }
274 else if (the_wall == NULL)
275 return NULL;
276
277 /* canonicalize the wall name */
278 for (l = 0; l < 64; l++)
279 {
280 if (RP->wall_name[l] == '_')
281 {
282 RP->wall_name[l] = 0;
283 break;
284 }
285 }
286
287 strcat (RP->wall_name, "_");
288 strcat (RP->wall_name, wall_suffix [surround_flag4 (the_map, i, j)]);
289
290 wall_arch = archetype::find (RP->wall_name);
291
292 if (!wall_arch)
293 {
294 new_wall = wall_arch->instance ();
295 new_wall->x = i;
296 new_wall->y = j;
297
298 if (the_wall->map)
299 the_wall->destroy ();
300
301 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 }
304
305 return new_wall;
306 }