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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* 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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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* 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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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <global.h> |
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#include <util.h> |
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#include <rmg.h> |
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#include <rproto.h> |
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|
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/* Put in the walls and autojoin them. */ |
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|
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/* given a maze and a coordinate, tell me which squares up/down/right/left |
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are occupied. */ |
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int |
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surround_flag (const layout &maze, int i, int j) |
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{ |
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/* 1 = wall to left, |
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2 = wall to right, |
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4 = wall above |
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8 = wall below */ |
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int surround_index = 0; |
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|
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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; |
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if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8; |
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|
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return surround_index; |
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} |
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|
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/* like surround_flag, but only walls count. */ |
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int |
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surround_flag2 (const layout &maze, int i, int j) |
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{ |
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/* 1 = wall to left, |
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2 = wall to right, |
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4 = wall above |
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8 = wall below */ |
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int surround_index = 0; |
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|
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if (i > 0 && maze[i - 1][j] == '#') surround_index |= 1; |
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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; |
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if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8; |
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|
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return surround_index; |
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} |
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|
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/* like surround_flag, except it checks a map, not a maze. |
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* Since this is part of the random map code, presumption |
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* is that this is not a tiled map. |
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* What is considered blocking and not is somewhat hard coded. |
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*/ |
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int |
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surround_flag3 (maptile *map, int i, int j) |
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{ |
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/* |
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* 1 = blocked to left, |
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* 2 = blocked to right, |
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* 4 = blocked above |
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* 8 = blocked below |
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*/ |
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int surround_index = 0; |
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|
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// don't forget to update the mapspace! |
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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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|
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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; |
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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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|
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return surround_index; |
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} |
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|
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/* like surround_flag2, except it checks a map, not a maze. */ |
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static int |
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surround_flag4 (maptile *map, int i, int j) |
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{ |
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/* 1 = blocked to left, |
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2 = blocked to right, |
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4 = blocked above |
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8 = blocked below */ |
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int surround_index = 0; |
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|
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if (i > 0 && wall_blocked (map, i - 1, j)) surround_index |= 1; |
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if (i < map->width - 1 && wall_blocked (map, i + 1, j)) surround_index |= 2; |
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if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4; |
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if (j < map->height - 1 && wall_blocked (map, i, j + 1)) surround_index |= 8; |
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|
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return surround_index; |
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} |
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|
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/* picks the right wall type for this square, to make it look nice, |
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and have everything nicely joined. It uses the maze. */ |
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static object * |
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pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP) |
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{ |
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int l; |
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char wall_name[1024]; |
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archetype *wall_arch = 0; |
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|
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assign (wall_name, the_wall->arch->archname); |
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|
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/* conventionally, walls are named like this: |
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wallname_wallcode, where wallcode indicates |
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a joinedness, and wallname is the wall. |
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this code depends on the convention for |
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finding the right wall. */ |
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|
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/* extract the wall name, which is the text up to the leading _ */ |
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for (l = 0; l < 64; l++) |
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{ |
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if (wall_name[l] == '_') |
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{ |
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wall_name[l] = 0; |
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break; |
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} |
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} |
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|
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strcat (wall_name, "_"); |
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strcat (wall_name, wall_suffix [surround_flag2 (maze, i, j)]); |
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|
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wall_arch = archetype::find (wall_name); |
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|
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return wall_arch ? wall_arch->instance () : the_wall->arch->instance (); |
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} |
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|
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// checks whether the layout has a "reachable" space at a given point, i.e. |
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// not a wall that is completely surrounded by walls. |
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static bool inline |
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is_visible (layout &maze, int i, int j) |
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{ |
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for (int dx = -1; dx <= 1; ++dx) |
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for (int dy = -1; dy <= 1; ++dy) |
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{ |
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int x = i + dx; |
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int y = j + dy; |
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|
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if (IN_RANGE_EXC (x, 0, maze.w) |
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&& IN_RANGE_EXC (y, 0, maze.h) |
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&& maze [x][y] != '#') |
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return true; |
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} |
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|
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return false; |
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} |
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|
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/* takes a map and a maze, and puts walls in the map (picked from |
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w_style) at '#' marks. */ |
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void |
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make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP) |
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{ |
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object *the_wall; |
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|
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/* get the style map */ |
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if (!strcmp (w_style, "none")) |
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return; |
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|
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maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty); |
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if (!style_map) |
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return; |
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|
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maptile *mining_map = m_style && *m_style |
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? find_style ("/styles/miningstyles", m_style, RP->difficulty) |
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: 0; |
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|
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if ((the_wall = style_map->pick_random_object (rmg_rndm))) |
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{ |
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// first pass, remove all "unreachable" (in-rock) walls |
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// and replace them by "blocked" spaces. |
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|
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layout clean_maze (maze); |
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|
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if (archetype *blocked = archetype::find ("blocked")) |
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for (int x = 0; x < maze.w; ++x) |
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for (int y = 0; y < maze.h; ++y) |
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if (maze [x][y] == '#' && !is_visible (maze, x, y)) |
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{ |
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clean_maze [x][y] = 'X'; |
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|
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// erase everything on this space ad replace it by blocked |
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mapspace &ms = map->at (x, y); |
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|
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while (ms.top) |
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ms.top->destroy (); |
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|
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map->insert (blocked->instance (), x, y, 0, INS_NO_MERGE | INS_NO_WALK_ON); |
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} |
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|
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// second pass, add in walls |
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|
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int joinedwalls = 0; |
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|
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assign (RP->wall_name, the_wall->arch->archname); |
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if (char *cp = strchr (RP->wall_name, '_')) |
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{ |
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*cp = 0; |
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joinedwalls = 1; |
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} |
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|
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for (int i = 0; i < RP->Xsize; i++) |
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for (int j = 0; j < RP->Ysize; j++) |
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if (clean_maze [i][j] == '#') |
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{ |
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object *thiswall = joinedwalls ? pick_joined_wall (the_wall, clean_maze, i, j, RP) |
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: the_wall->arch->instance (); |
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|
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thiswall->move_block = MOVE_ALL; |
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map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); |
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|
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if (mining_map) |
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if (object *vein = mining_map->at (rmg_rndm (mining_map->width), rmg_rndm (mining_map->height)).bot) |
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map->insert (vein->clone (), i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); |
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} |
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} |
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} |
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|
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/* this takes a map, and changes an existing wall to match what's blocked |
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* around it, counting only doors and walls as blocked. If insert_flag is |
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* 1, it will go ahead and insert the wall into the map. If not, it |
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* will only return the wall which would belong there, and doesn't |
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* remove anything. It depends on the |
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* global, previously-set variable, "wall_name" |
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*/ |
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object * |
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retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP) |
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{ |
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int l; |
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object *the_wall = 0; |
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object *new_wall = 0; |
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archetype *wall_arch = 0; |
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|
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/* first find the wall */ |
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for (the_wall = GET_MAP_OB (the_map, i, j); the_wall; the_wall = the_wall->above) |
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if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER) |
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break; |
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|
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/* if what we found is a door, don't remove it, set the_wall to NULL to |
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* signal that later. |
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*/ |
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if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR)) |
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{ |
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the_wall = NULL; |
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/* if we're not supposed to insert a new wall where there wasn't one, |
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* we've gotta leave. |
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*/ |
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if (insert_flag == 0) |
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return 0; |
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} |
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else if (the_wall == NULL) |
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return NULL; |
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|
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/* canonicalize the wall name */ |
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for (l = 0; l < 64; l++) |
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{ |
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if (RP->wall_name[l] == '_') |
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{ |
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RP->wall_name[l] = 0; |
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break; |
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} |
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} |
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|
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strcat (RP->wall_name, "_"); |
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strcat (RP->wall_name, wall_suffix [surround_flag4 (the_map, i, j)]); |
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|
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wall_arch = archetype::find (RP->wall_name); |
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|
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if (wall_arch) |
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{ |
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new_wall = wall_arch->instance (); |
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new_wall->x = i; |
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new_wall->y = j; |
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|
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if (the_wall->map) |
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the_wall->destroy (); |
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|
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the_wall->move_block = MOVE_ALL; |
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insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON); |
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} |
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|
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return new_wall; |
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} |