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/cvs/deliantra/server/random_maps/wall.C
Revision: 1.21
Committed: Tue Apr 17 16:21:17 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_1
Changes since 1.20: +4 -4 lines
Log Message:
implement hotfix for missing range checking (should reformulate, but I guess the code isn't worth the effort)

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <random_map.h>
27 #include <rproto.h>
28
29 /* Put in the walls and autojoin them. */
30
31
32 /* given a layout and a coordinate, tell me which squares up/down/right/left
33 are occupied. */
34
35 int
36 surround_flag (char **layout, int i, int j, random_map_params *RP)
37 {
38 /* 1 = wall to left,
39 2 = wall to right,
40 4 = wall above
41 8 = wall below */
42 int surround_index = 0;
43
44 if ((i > 0) && layout[i - 1][j] != 0)
45 surround_index |= 1;
46 if ((i < RP->Xsize - 1) && layout[i + 1][j] != 0)
47 surround_index |= 2;
48 if ((j > 0) && layout[i][j - 1] != 0)
49 surround_index |= 4;
50 if ((j < RP->Ysize - 1) && layout[i][j + 1] != 0)
51 surround_index |= 8;
52 return surround_index;
53 }
54
55
56 /* like surround_flag, but only walls count.
57 */
58
59 int
60 surround_flag2 (char **layout, int i, int j, random_map_params *RP)
61 {
62 /* 1 = wall to left,
63 2 = wall to right,
64 4 = wall above
65 8 = wall below */
66 int surround_index = 0;
67
68 if ((i > 0) && layout[i - 1][j] == '#')
69 surround_index |= 1;
70 if ((i < RP->Xsize - 1) && layout[i + 1][j] == '#')
71 surround_index |= 2;
72 if ((j > 0) && layout[i][j - 1] == '#')
73 surround_index |= 4;
74 if ((j < RP->Ysize - 1) && layout[i][j + 1] == '#')
75 surround_index |= 8;
76 return surround_index;
77 }
78
79
80 /* like surround_flag, except it checks a map, not a layout.
81 * Since this is part of the random map code, presumption
82 * is that this is not a tiled map.
83 * What is considered blocking and not is somewhat hard coded.
84 */
85 int
86 surround_flag3 (maptile *map, sint16 i, sint16 j, random_map_params *RP)
87 {
88 /*
89 * 1 = blocked to left,
90 * 2 = blocked to right,
91 * 4 = blocked above
92 * 8 = blocked below
93 */
94
95 int surround_index = 0;
96
97 // don't forget to update the mapspace!
98 if (i > 0) map->at (i - 1, j ).update ();
99 if (i < RP->Xsize - 1) map->at (i + 1, j ).update ();
100 if (j > 0) map->at (i , j - 1).update ();
101 if (j < RP->Ysize - 1) map->at (i , j + 1).update ();
102
103 if ((i > 0) && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & MOVE_WALK))
104 surround_index |= 1;
105 if ((i < RP->Xsize - 1) && (GET_MAP_MOVE_BLOCK (map, i + 1, j) & MOVE_WALK))
106 surround_index |= 2;
107 if ((j > 0) && (GET_MAP_MOVE_BLOCK (map, i, j - 1) & MOVE_WALK))
108 surround_index |= 4;
109 if ((j < RP->Ysize - 1) && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK))
110 surround_index |= 8;
111
112 return surround_index;
113 }
114
115 /* like surround_flag2, except it checks a map, not a layout. */
116
117 int
118 surround_flag4 (maptile *map, int i, int j, random_map_params *RP)
119 {
120 /* 1 = blocked to left,
121 2 = blocked to right,
122 4 = blocked above
123 8 = blocked below */
124 int surround_index = 0;
125
126 if ((i > 0) && wall_blocked (map, i - 1, j))
127 surround_index |= 1;
128 if ((i < RP->Xsize - 1) && wall_blocked (map, i + 1, j))
129 surround_index |= 2;
130 if ((j > 0) && wall_blocked (map, i, j - 1))
131 surround_index |= 4;
132 if ((j < RP->Ysize - 1) && wall_blocked (map, i, j + 1))
133 surround_index |= 8;
134
135 return surround_index;
136 }
137
138 /* takes a map and a layout, and puts walls in the map (picked from
139 w_style) at '#' marks. */
140
141 void
142 make_map_walls (maptile *map, char **layout, char *w_style, random_map_params *RP)
143 {
144 char styledirname[1024];
145 char stylefilepath[1024];
146 maptile *style_map = 0;
147 object *the_wall;
148
149 /* get the style map */
150 if (!strcmp (w_style, "none"))
151 return;
152 sprintf (styledirname, "%s", "/styles/wallstyles");
153 sprintf (stylefilepath, "%s/%s", styledirname, w_style);
154 style_map = find_style (styledirname, w_style, -1);
155 if (!style_map)
156 return;
157
158 /* fill up the map with the given floor style */
159 if ((the_wall = style_map->pick_random_object ()))
160 {
161 int i, j;
162 char *cp;
163 int joinedwalls = 0;
164 object *thiswall;
165
166 sprintf (RP->wall_name, "%s", &the_wall->arch->name);
167 if ((cp = strchr (RP->wall_name, '_')) != NULL)
168 {
169 *cp = 0;
170 joinedwalls = 1;
171 }
172
173 for (i = 0; i < RP->Xsize; i++)
174 for (j = 0; j < RP->Ysize; j++)
175 {
176 if (layout[i][j] == '#')
177 {
178 if (joinedwalls)
179 thiswall = pick_joined_wall (the_wall, layout, i, j, RP);
180 else
181 thiswall = arch_to_object (the_wall->arch);
182 thiswall->x = i;
183 thiswall->y = j;
184 thiswall->move_block = MOVE_ALL;
185 insert_ob_in_map (thiswall, map, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
186 }
187 }
188 }
189 }
190
191
192 /* picks the right wall type for this square, to make it look nice,
193 and have everything nicely joined. It uses the layout. */
194
195 object *
196 pick_joined_wall (object *the_wall, char **layout, int i, int j, random_map_params *RP)
197 {
198 /* 1 = wall to left,
199 2 = wall to right,
200 4 = wall above
201 8 = wall below */
202 int surround_index = 0;
203 int l;
204 char wall_name[1024];
205 archetype *wall_arch = 0;
206
207 assign (wall_name, the_wall->arch->name);
208
209 /* conventionally, walls are named like this:
210 wallname_wallcode, where wallcode indicates
211 a joinedness, and wallname is the wall.
212 this code depends on the convention for
213 finding the right wall. */
214
215 /* extract the wall name, which is the text up to the leading _ */
216 for (l = 0; l < 64; l++)
217 {
218 if (wall_name[l] == '_')
219 {
220 wall_name[l] = 0;
221 break;
222 }
223 }
224
225 surround_index = surround_flag2 (layout, i, j, RP);
226
227 switch (surround_index)
228 {
229 case 0:
230 strcat (wall_name, "_0");
231 break;
232 case 1:
233 strcat (wall_name, "_1_3");
234 break;
235 case 2:
236 strcat (wall_name, "_1_4");
237 break;
238 case 3:
239 strcat (wall_name, "_2_1_2");
240 break;
241 case 4:
242 strcat (wall_name, "_1_2");
243 break;
244 case 5:
245 strcat (wall_name, "_2_2_4");
246 break;
247 case 6:
248 strcat (wall_name, "_2_2_1");
249 break;
250 case 7:
251 strcat (wall_name, "_3_1");
252 break;
253 case 8:
254 strcat (wall_name, "_1_1");
255 break;
256 case 9:
257 strcat (wall_name, "_2_2_3");
258 break;
259 case 10:
260 strcat (wall_name, "_2_2_2");
261 break;
262 case 11:
263 strcat (wall_name, "_3_3");
264 break;
265 case 12:
266 strcat (wall_name, "_2_1_1");
267 break;
268 case 13:
269 strcat (wall_name, "_3_4");
270 break;
271 case 14:
272 strcat (wall_name, "_3_2");
273 break;
274 case 15:
275 strcat (wall_name, "_4");
276 break;
277 }
278 wall_arch = archetype::find (wall_name);
279
280 return wall_arch ? arch_to_object (wall_arch) : arch_to_object (the_wall->arch);
281 }
282
283
284 /* this takes a map, and changes an existing wall to match what's blocked
285 * around it, counting only doors and walls as blocked. If insert_flag is
286 * 1, it will go ahead and insert the wall into the map. If not, it
287 * will only return the wall which would belong there, and doesn't
288 * remove anything. It depends on the
289 * global, previously-set variable, "wall_name"
290 */
291
292 object *
293 retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP)
294 {
295 /* 1 = wall to left,
296 * 2 = wall to right,
297 * 4 = wall above
298 * 8 = wall below
299 */
300 int surround_index = 0;
301 int l;
302 object *the_wall = 0;
303 object *new_wall = 0;
304 archetype *wall_arch = 0;
305
306 /* first find the wall */
307 for (the_wall = GET_MAP_OB (the_map, i, j); the_wall != NULL; the_wall = the_wall->above)
308 if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER)
309 break;
310
311
312 /* if what we found is a door, don't remove it, set the_wall to NULL to
313 * signal that later.
314 */
315 if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR))
316 {
317 the_wall = NULL;
318 /* if we're not supposed to insert a new wall where there wasn't one,
319 * we've gotta leave.
320 */
321 if (insert_flag == 0)
322 return 0;
323 }
324 else if (the_wall == NULL)
325 return NULL;
326
327 /* canonicalize the wall name */
328 for (l = 0; l < 64; l++)
329 {
330 if (RP->wall_name[l] == '_')
331 {
332 RP->wall_name[l] = 0;
333 break;
334 }
335 }
336
337 surround_index = surround_flag4 (the_map, i, j, RP);
338 /* This would be a lot cleaner to just us a lookup table,
339 * eg, wall_suffix[surround_index]
340 */
341 switch (surround_index)
342 {
343 case 0:
344 strcat (RP->wall_name, "_0");
345 break;
346 case 1:
347 strcat (RP->wall_name, "_1_3");
348 break;
349 case 2:
350 strcat (RP->wall_name, "_1_4");
351 break;
352 case 3:
353 strcat (RP->wall_name, "_2_1_2");
354 break;
355 case 4:
356 strcat (RP->wall_name, "_1_2");
357 break;
358 case 5:
359 strcat (RP->wall_name, "_2_2_4");
360 break;
361 case 6:
362 strcat (RP->wall_name, "_2_2_1");
363 break;
364 case 7:
365 strcat (RP->wall_name, "_3_1");
366 break;
367 case 8:
368 strcat (RP->wall_name, "_1_1");
369 break;
370 case 9:
371 strcat (RP->wall_name, "_2_2_3");
372 break;
373 case 10:
374 strcat (RP->wall_name, "_2_2_2");
375 break;
376 case 11:
377 strcat (RP->wall_name, "_3_3");
378 break;
379 case 12:
380 strcat (RP->wall_name, "_2_1_1");
381 break;
382 case 13:
383 strcat (RP->wall_name, "_3_4");
384 break;
385 case 14:
386 strcat (RP->wall_name, "_3_2");
387 break;
388 case 15:
389 strcat (RP->wall_name, "_4");
390 break;
391 }
392
393 wall_arch = archetype::find (RP->wall_name);
394
395 if (!wall_arch)
396 {
397 new_wall = arch_to_object (wall_arch);
398 new_wall->x = i;
399 new_wall->y = j;
400
401 if (the_wall && the_wall->map)
402 {
403 the_wall->remove ();
404 the_wall->destroy ();
405 }
406
407 the_wall->move_block = MOVE_ALL;
408 insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON);
409 }
410
411 return new_wall;
412 }