/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
#include
#include
#include
/* Put in the walls and autojoin them. */
/* given a layout and a coordinate, tell me which squares up/down/right/left
are occupied. */
int
surround_flag (char **layout, int i, int j, random_map_params *RP)
{
/* 1 = wall to left,
2 = wall to right,
4 = wall above
8 = wall below */
int surround_index = 0;
if ((i > 0) && layout[i - 1][j] != 0)
surround_index |= 1;
if ((i < RP->Xsize - 1) && layout[i + 1][j] != 0)
surround_index |= 2;
if ((j > 0) && layout[i][j - 1] != 0)
surround_index |= 4;
if ((j < RP->Ysize - 1) && layout[i][j + 1] != 0)
surround_index |= 8;
return surround_index;
}
/* like surround_flag, but only walls count.
*/
int
surround_flag2 (char **layout, int i, int j, random_map_params *RP)
{
/* 1 = wall to left,
2 = wall to right,
4 = wall above
8 = wall below */
int surround_index = 0;
if ((i > 0) && layout[i - 1][j] == '#')
surround_index |= 1;
if ((i < RP->Xsize - 1) && layout[i + 1][j] == '#')
surround_index |= 2;
if ((j > 0) && layout[i][j - 1] == '#')
surround_index |= 4;
if ((j < RP->Ysize - 1) && layout[i][j + 1] == '#')
surround_index |= 8;
return surround_index;
}
/* like surround_flag, except it checks a map, not a layout.
* Since this is part of the random map code, presumption
* is that this is not a tiled map.
* What is considered blocking and not is somewhat hard coded.
*/
int
surround_flag3 (maptile *map, sint16 i, sint16 j, random_map_params *RP)
{
/*
* 1 = blocked to left,
* 2 = blocked to right,
* 4 = blocked above
* 8 = blocked below
*/
int surround_index = 0;
// don't forget to update the mapspace!
if (i > 0) map->at (i - 1, j ).update ();
if (i < RP->Xsize - 1) map->at (i + 1, j ).update ();
if (j > 0) map->at (i , j - 1).update ();
if (j < RP->Ysize - 1) map->at (i , j + 1).update ();
if ((i > 0) && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & MOVE_WALK))
surround_index |= 1;
if ((i < RP->Xsize - 1) && (GET_MAP_MOVE_BLOCK (map, i + 1, j) & MOVE_WALK))
surround_index |= 2;
if ((j > 0) && (GET_MAP_MOVE_BLOCK (map, i, j - 1) & MOVE_WALK))
surround_index |= 4;
if ((j < RP->Ysize - 1) && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK))
surround_index |= 8;
return surround_index;
}
/* like surround_flag2, except it checks a map, not a layout. */
int
surround_flag4 (maptile *map, int i, int j, random_map_params *RP)
{
/* 1 = blocked to left,
2 = blocked to right,
4 = blocked above
8 = blocked below */
int surround_index = 0;
if ((i > 0) && wall_blocked (map, i - 1, j))
surround_index |= 1;
if ((i < RP->Xsize - 1) && wall_blocked (map, i + 1, j))
surround_index |= 2;
if ((j > 0) && wall_blocked (map, i, j - 1))
surround_index |= 4;
if ((j < RP->Ysize - 1) && wall_blocked (map, i, j + 1))
surround_index |= 8;
return surround_index;
}
/* takes a map and a layout, and puts walls in the map (picked from
w_style) at '#' marks. */
void
make_map_walls (maptile *map, char **layout, char *w_style, random_map_params *RP)
{
char styledirname[1024];
char stylefilepath[1024];
maptile *style_map = 0;
object *the_wall;
/* get the style map */
if (!strcmp (w_style, "none"))
return;
sprintf (styledirname, "%s", "/styles/wallstyles");
sprintf (stylefilepath, "%s/%s", styledirname, w_style);
style_map = find_style (styledirname, w_style, -1);
if (!style_map)
return;
/* fill up the map with the given floor style */
if ((the_wall = style_map->pick_random_object ()))
{
int i, j;
char *cp;
int joinedwalls = 0;
object *thiswall;
sprintf (RP->wall_name, "%s", &the_wall->arch->archname);
if ((cp = strchr (RP->wall_name, '_')) != NULL)
{
*cp = 0;
joinedwalls = 1;
}
for (i = 0; i < RP->Xsize; i++)
for (j = 0; j < RP->Ysize; j++)
{
if (layout[i][j] == '#')
{
if (joinedwalls)
thiswall = pick_joined_wall (the_wall, layout, i, j, RP);
else
thiswall = arch_to_object (the_wall->arch);
thiswall->x = i;
thiswall->y = j;
thiswall->move_block = MOVE_ALL;
insert_ob_in_map (thiswall, map, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
}
}
}
}
/* picks the right wall type for this square, to make it look nice,
and have everything nicely joined. It uses the layout. */
object *
pick_joined_wall (object *the_wall, char **layout, int i, int j, random_map_params *RP)
{
/* 1 = wall to left,
2 = wall to right,
4 = wall above
8 = wall below */
int surround_index = 0;
int l;
char wall_name[1024];
archetype *wall_arch = 0;
assign (wall_name, the_wall->arch->archname);
/* conventionally, walls are named like this:
wallname_wallcode, where wallcode indicates
a joinedness, and wallname is the wall.
this code depends on the convention for
finding the right wall. */
/* extract the wall name, which is the text up to the leading _ */
for (l = 0; l < 64; l++)
{
if (wall_name[l] == '_')
{
wall_name[l] = 0;
break;
}
}
surround_index = surround_flag2 (layout, i, j, RP);
switch (surround_index)
{
case 0:
strcat (wall_name, "_0");
break;
case 1:
strcat (wall_name, "_1_3");
break;
case 2:
strcat (wall_name, "_1_4");
break;
case 3:
strcat (wall_name, "_2_1_2");
break;
case 4:
strcat (wall_name, "_1_2");
break;
case 5:
strcat (wall_name, "_2_2_4");
break;
case 6:
strcat (wall_name, "_2_2_1");
break;
case 7:
strcat (wall_name, "_3_1");
break;
case 8:
strcat (wall_name, "_1_1");
break;
case 9:
strcat (wall_name, "_2_2_3");
break;
case 10:
strcat (wall_name, "_2_2_2");
break;
case 11:
strcat (wall_name, "_3_3");
break;
case 12:
strcat (wall_name, "_2_1_1");
break;
case 13:
strcat (wall_name, "_3_4");
break;
case 14:
strcat (wall_name, "_3_2");
break;
case 15:
strcat (wall_name, "_4");
break;
}
wall_arch = archetype::find (wall_name);
return wall_arch ? arch_to_object (wall_arch) : arch_to_object (the_wall->arch);
}
/* this takes a map, and changes an existing wall to match what's blocked
* around it, counting only doors and walls as blocked. If insert_flag is
* 1, it will go ahead and insert the wall into the map. If not, it
* will only return the wall which would belong there, and doesn't
* remove anything. It depends on the
* global, previously-set variable, "wall_name"
*/
object *
retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP)
{
/* 1 = wall to left,
* 2 = wall to right,
* 4 = wall above
* 8 = wall below
*/
int surround_index = 0;
int l;
object *the_wall = 0;
object *new_wall = 0;
archetype *wall_arch = 0;
/* first find the wall */
for (the_wall = GET_MAP_OB (the_map, i, j); the_wall != NULL; the_wall = the_wall->above)
if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER)
break;
/* if what we found is a door, don't remove it, set the_wall to NULL to
* signal that later.
*/
if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR))
{
the_wall = NULL;
/* if we're not supposed to insert a new wall where there wasn't one,
* we've gotta leave.
*/
if (insert_flag == 0)
return 0;
}
else if (the_wall == NULL)
return NULL;
/* canonicalize the wall name */
for (l = 0; l < 64; l++)
{
if (RP->wall_name[l] == '_')
{
RP->wall_name[l] = 0;
break;
}
}
surround_index = surround_flag4 (the_map, i, j, RP);
/* This would be a lot cleaner to just us a lookup table,
* eg, wall_suffix[surround_index]
*/
switch (surround_index)
{
case 0:
strcat (RP->wall_name, "_0");
break;
case 1:
strcat (RP->wall_name, "_1_3");
break;
case 2:
strcat (RP->wall_name, "_1_4");
break;
case 3:
strcat (RP->wall_name, "_2_1_2");
break;
case 4:
strcat (RP->wall_name, "_1_2");
break;
case 5:
strcat (RP->wall_name, "_2_2_4");
break;
case 6:
strcat (RP->wall_name, "_2_2_1");
break;
case 7:
strcat (RP->wall_name, "_3_1");
break;
case 8:
strcat (RP->wall_name, "_1_1");
break;
case 9:
strcat (RP->wall_name, "_2_2_3");
break;
case 10:
strcat (RP->wall_name, "_2_2_2");
break;
case 11:
strcat (RP->wall_name, "_3_3");
break;
case 12:
strcat (RP->wall_name, "_2_1_1");
break;
case 13:
strcat (RP->wall_name, "_3_4");
break;
case 14:
strcat (RP->wall_name, "_3_2");
break;
case 15:
strcat (RP->wall_name, "_4");
break;
}
wall_arch = archetype::find (RP->wall_name);
if (!wall_arch)
{
new_wall = arch_to_object (wall_arch);
new_wall->x = i;
new_wall->y = j;
if (the_wall && the_wall->map)
{
the_wall->remove ();
the_wall->destroy ();
}
the_wall->move_block = MOVE_ALL;
insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON);
}
return new_wall;
}