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Comparing deliantra/server/random_maps/wall.C (file contents):
Revision 1.10 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.30 by root, Fri Nov 6 12:49:19 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <random_map.h> 26#include <random_map.h>
26#include <rproto.h> 27#include <rproto.h>
27 28
28/* Put in the walls and autojoin them. */ 29/* Put in the walls and autojoin them. */
29 30
30
31/* given a layout and a coordinate, tell me which squares up/down/right/left 31/* given a layout and a coordinate, tell me which squares up/down/right/left
32 are occupied. */ 32 are occupied. */
33
34int 33int
35surround_flag (char **layout, int i, int j, RMParms * RP) 34surround_flag (char **layout, int i, int j, random_map_params *RP)
36{ 35{
37 /* 1 = wall to left, 36 /* 1 = wall to left,
38 2 = wall to right, 37 2 = wall to right,
39 4 = wall above 38 4 = wall above
40 8 = wall below */ 39 8 = wall below */
54 53
55/* like surround_flag, but only walls count. 54/* like surround_flag, but only walls count.
56 */ 55 */
57 56
58int 57int
59surround_flag2 (char **layout, int i, int j, RMParms * RP) 58surround_flag2 (char **layout, int i, int j, random_map_params *RP)
60{ 59{
61 /* 1 = wall to left, 60 /* 1 = wall to left,
62 2 = wall to right, 61 2 = wall to right,
63 4 = wall above 62 4 = wall above
64 8 = wall below */ 63 8 = wall below */
80 * Since this is part of the random map code, presumption 79 * Since this is part of the random map code, presumption
81 * is that this is not a tiled map. 80 * is that this is not a tiled map.
82 * What is considered blocking and not is somewhat hard coded. 81 * What is considered blocking and not is somewhat hard coded.
83 */ 82 */
84int 83int
85surround_flag3 (maptile *map, sint16 i, sint16 j, RMParms * RP) 84surround_flag3 (maptile *map, sint16 i, sint16 j, random_map_params *RP)
86{ 85{
87 /* 86 /*
88 * 1 = blocked to left, 87 * 1 = blocked to left,
89 * 2 = blocked to right, 88 * 2 = blocked to right,
90 * 4 = blocked above 89 * 4 = blocked above
91 * 8 = blocked below 90 * 8 = blocked below
92 */ 91 */
93 92
94 int surround_index = 0; 93 int surround_index = 0;
95 94
95 // don't forget to update the mapspace!
96 if (i > 0) map->at (i - 1, j ).update ();
97 if (i < RP->Xsize - 1) map->at (i + 1, j ).update ();
98 if (j > 0) map->at (i , j - 1).update ();
99 if (j < RP->Ysize - 1) map->at (i , j + 1).update ();
100
96 if ((i > 0) && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & ~MOVE_BLOCK_DEFAULT)) 101 if ((i > 0) && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & MOVE_WALK))
97 surround_index |= 1; 102 surround_index |= 1;
98 if ((i < RP->Xsize - 1) && (GET_MAP_MOVE_BLOCK (map, i + 1, j) & ~MOVE_BLOCK_DEFAULT)) 103 if ((i < RP->Xsize - 1) && (GET_MAP_MOVE_BLOCK (map, i + 1, j) & MOVE_WALK))
99 surround_index |= 2; 104 surround_index |= 2;
100 if ((j > 0) && (GET_MAP_MOVE_BLOCK (map, i, j - 1) & ~MOVE_BLOCK_DEFAULT)) 105 if ((j > 0) && (GET_MAP_MOVE_BLOCK (map, i, j - 1) & MOVE_WALK))
101 surround_index |= 4; 106 surround_index |= 4;
102 if ((j < RP->Ysize - 1) && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & ~MOVE_BLOCK_DEFAULT)) 107 if ((j < RP->Ysize - 1) && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK))
103 surround_index |= 8; 108 surround_index |= 8;
104 109
105 return surround_index; 110 return surround_index;
106} 111}
107 112
108/* like surround_flag2, except it checks a map, not a layout. */ 113/* like surround_flag2, except it checks a map, not a layout. */
109 114
110int 115int
111surround_flag4 (maptile *map, int i, int j, RMParms * RP) 116surround_flag4 (maptile *map, int i, int j, random_map_params *RP)
112{ 117{
113 /* 1 = blocked to left, 118 /* 1 = blocked to left,
114 2 = blocked to right, 119 2 = blocked to right,
115 4 = blocked above 120 4 = blocked above
116 8 = blocked below */ 121 8 = blocked below */
126 surround_index |= 8; 131 surround_index |= 8;
127 132
128 return surround_index; 133 return surround_index;
129} 134}
130 135
136/* picks the right wall type for this square, to make it look nice,
137 and have everything nicely joined. It uses the layout. */
138object *
139pick_joined_wall (object *the_wall, char **layout, int i, int j, random_map_params *RP)
140{
141 /* 1 = wall to left,
142 2 = wall to right,
143 4 = wall above
144 8 = wall below */
145 int surround_index = 0;
146 int l;
147 char wall_name[1024];
148 archetype *wall_arch = 0;
149
150 assign (wall_name, the_wall->arch->archname);
151
152 /* conventionally, walls are named like this:
153 wallname_wallcode, where wallcode indicates
154 a joinedness, and wallname is the wall.
155 this code depends on the convention for
156 finding the right wall. */
157
158 /* extract the wall name, which is the text up to the leading _ */
159 for (l = 0; l < 64; l++)
160 {
161 if (wall_name[l] == '_')
162 {
163 wall_name[l] = 0;
164 break;
165 }
166 }
167
168 surround_index = surround_flag2 (layout, i, j, RP);
169
170 switch (surround_index)
171 {
172 case 0:
173 strcat (wall_name, "_0");
174 break;
175 case 1:
176 strcat (wall_name, "_1_3");
177 break;
178 case 2:
179 strcat (wall_name, "_1_4");
180 break;
181 case 3:
182 strcat (wall_name, "_2_1_2");
183 break;
184 case 4:
185 strcat (wall_name, "_1_2");
186 break;
187 case 5:
188 strcat (wall_name, "_2_2_4");
189 break;
190 case 6:
191 strcat (wall_name, "_2_2_1");
192 break;
193 case 7:
194 strcat (wall_name, "_3_1");
195 break;
196 case 8:
197 strcat (wall_name, "_1_1");
198 break;
199 case 9:
200 strcat (wall_name, "_2_2_3");
201 break;
202 case 10:
203 strcat (wall_name, "_2_2_2");
204 break;
205 case 11:
206 strcat (wall_name, "_3_3");
207 break;
208 case 12:
209 strcat (wall_name, "_2_1_1");
210 break;
211 case 13:
212 strcat (wall_name, "_3_4");
213 break;
214 case 14:
215 strcat (wall_name, "_3_2");
216 break;
217 case 15:
218 strcat (wall_name, "_4");
219 break;
220 }
221 wall_arch = archetype::find (wall_name);
222
223 return wall_arch ? arch_to_object (wall_arch) : arch_to_object (the_wall->arch);
224}
225
131/* takes a map and a layout, and puts walls in the map (picked from 226/* takes a map and a layout, and puts walls in the map (picked from
132 w_style) at '#' marks. */ 227 w_style) at '#' marks. */
133
134void 228void
135make_map_walls (maptile *map, char **layout, char *w_style, RMParms * RP) 229make_map_walls (maptile *map, char **layout, char *w_style, random_map_params *RP)
136{ 230{
137 char styledirname[256]; 231 char styledirname[1024];
138 char stylefilepath[256]; 232 char stylefilepath[1024];
139 maptile *style_map = 0; 233 maptile *style_map = 0;
140 object *the_wall; 234 object *the_wall;
141 235
142 /* get the style map */ 236 /* get the style map */
143 if (!strcmp (w_style, "none")) 237 if (!strcmp (w_style, "none"))
144 return; 238 return;
145 sprintf (styledirname, "%s", "/styles/wallstyles"); 239 sprintf (styledirname, "%s", "/styles/wallstyles");
146 sprintf (stylefilepath, "%s/%s", styledirname, w_style); 240 sprintf (stylefilepath, "%s/%s", styledirname, w_style);
147 style_map = find_style (styledirname, w_style, -1); 241 style_map = find_style (styledirname, w_style, -1);
148 if (style_map == 0) 242 if (!style_map)
149 return; 243 return;
150 244
151 /* fill up the map with the given floor style */ 245 /* fill up the map with the given floor style */
152 if ((the_wall = pick_random_object (style_map)) != NULL) 246 if ((the_wall = style_map->pick_random_object (rmg_rndm)))
153 { 247 {
154 int i, j; 248 int i, j;
155 char *cp; 249 char *cp;
156 int joinedwalls = 0; 250 int joinedwalls = 0;
157 object *thiswall; 251 object *thiswall;
158 252
159 sprintf (RP->wall_name, "%s", &the_wall->arch->name); 253 sprintf (RP->wall_name, "%s", &the_wall->arch->archname);
160 if ((cp = strchr (RP->wall_name, '_')) != NULL) 254 if ((cp = strchr (RP->wall_name, '_')) != NULL)
161 { 255 {
162 *cp = 0; 256 *cp = 0;
163 joinedwalls = 1; 257 joinedwalls = 1;
164 } 258 }
170 { 264 {
171 if (joinedwalls) 265 if (joinedwalls)
172 thiswall = pick_joined_wall (the_wall, layout, i, j, RP); 266 thiswall = pick_joined_wall (the_wall, layout, i, j, RP);
173 else 267 else
174 thiswall = arch_to_object (the_wall->arch); 268 thiswall = arch_to_object (the_wall->arch);
269
175 thiswall->x = i; 270 thiswall->x = i;
176 thiswall->y = j; 271 thiswall->y = j;
177 thiswall->move_block = MOVE_ALL; 272 thiswall->move_block = MOVE_ALL;
178 insert_ob_in_map (thiswall, map, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); 273 insert_ob_in_map (thiswall, map, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
179 } 274 }
180 } 275 }
181 } 276 }
182} 277}
183
184
185/* picks the right wall type for this square, to make it look nice,
186 and have everything nicely joined. It uses the layout. */
187
188object *
189pick_joined_wall (object *the_wall, char **layout, int i, int j, RMParms * RP)
190{
191 /* 1 = wall to left,
192 2 = wall to right,
193 4 = wall above
194 8 = wall below */
195 int surround_index = 0;
196 int l;
197 char wall_name[64];
198 archetype *wall_arch = 0;
199
200 strcpy (wall_name, the_wall->arch->name);
201
202 /* conventionally, walls are named like this:
203 wallname_wallcode, where wallcode indicates
204 a joinedness, and wallname is the wall.
205 this code depends on the convention for
206 finding the right wall. */
207
208 /* extract the wall name, which is the text up to the leading _ */
209 for (l = 0; l < 64; l++)
210 {
211 if (wall_name[l] == '_')
212 {
213 wall_name[l] = 0;
214 break;
215 }
216 }
217
218 surround_index = surround_flag2 (layout, i, j, RP);
219
220 switch (surround_index)
221 {
222 case 0:
223 strcat (wall_name, "_0");
224 break;
225 case 1:
226 strcat (wall_name, "_1_3");
227 break;
228 case 2:
229 strcat (wall_name, "_1_4");
230 break;
231 case 3:
232 strcat (wall_name, "_2_1_2");
233 break;
234 case 4:
235 strcat (wall_name, "_1_2");
236 break;
237 case 5:
238 strcat (wall_name, "_2_2_4");
239 break;
240 case 6:
241 strcat (wall_name, "_2_2_1");
242 break;
243 case 7:
244 strcat (wall_name, "_3_1");
245 break;
246 case 8:
247 strcat (wall_name, "_1_1");
248 break;
249 case 9:
250 strcat (wall_name, "_2_2_3");
251 break;
252 case 10:
253 strcat (wall_name, "_2_2_2");
254 break;
255 case 11:
256 strcat (wall_name, "_3_3");
257 break;
258 case 12:
259 strcat (wall_name, "_2_1_1");
260 break;
261 case 13:
262 strcat (wall_name, "_3_4");
263 break;
264 case 14:
265 strcat (wall_name, "_3_2");
266 break;
267 case 15:
268 strcat (wall_name, "_4");
269 break;
270 }
271 wall_arch = archetype::find (wall_name);
272 if (wall_arch)
273 return arch_to_object (wall_arch);
274 else
275 {
276 nroferrors--;
277 return arch_to_object (the_wall->arch);
278 }
279
280
281}
282
283 278
284/* this takes a map, and changes an existing wall to match what's blocked 279/* 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 280 * 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 281 * 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 282 * will only return the wall which would belong there, and doesn't
288 * remove anything. It depends on the 283 * remove anything. It depends on the
289 * global, previously-set variable, "wall_name" 284 * global, previously-set variable, "wall_name"
290 */ 285 */
291
292object * 286object *
293retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, RMParms * RP) 287retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP)
294{ 288{
295 /* 1 = wall to left, 289 /* 1 = wall to left,
296 * 2 = wall to right, 290 * 2 = wall to right,
297 * 4 = wall above 291 * 4 = wall above
298 * 8 = wall below 292 * 8 = wall below
338 /* This would be a lot cleaner to just us a lookup table, 332 /* This would be a lot cleaner to just us a lookup table,
339 * eg, wall_suffix[surround_index] 333 * eg, wall_suffix[surround_index]
340 */ 334 */
341 switch (surround_index) 335 switch (surround_index)
342 { 336 {
343 case 0: 337 case 0:
344 strcat (RP->wall_name, "_0"); 338 strcat (RP->wall_name, "_0");
345 break; 339 break;
346 case 1: 340 case 1:
347 strcat (RP->wall_name, "_1_3"); 341 strcat (RP->wall_name, "_1_3");
348 break; 342 break;
349 case 2: 343 case 2:
350 strcat (RP->wall_name, "_1_4"); 344 strcat (RP->wall_name, "_1_4");
351 break; 345 break;
352 case 3: 346 case 3:
353 strcat (RP->wall_name, "_2_1_2"); 347 strcat (RP->wall_name, "_2_1_2");
354 break; 348 break;
355 case 4: 349 case 4:
356 strcat (RP->wall_name, "_1_2"); 350 strcat (RP->wall_name, "_1_2");
357 break; 351 break;
358 case 5: 352 case 5:
359 strcat (RP->wall_name, "_2_2_4"); 353 strcat (RP->wall_name, "_2_2_4");
360 break; 354 break;
361 case 6: 355 case 6:
362 strcat (RP->wall_name, "_2_2_1"); 356 strcat (RP->wall_name, "_2_2_1");
363 break; 357 break;
364 case 7: 358 case 7:
365 strcat (RP->wall_name, "_3_1"); 359 strcat (RP->wall_name, "_3_1");
366 break; 360 break;
367 case 8: 361 case 8:
368 strcat (RP->wall_name, "_1_1"); 362 strcat (RP->wall_name, "_1_1");
369 break; 363 break;
370 case 9: 364 case 9:
371 strcat (RP->wall_name, "_2_2_3"); 365 strcat (RP->wall_name, "_2_2_3");
372 break; 366 break;
373 case 10: 367 case 10:
374 strcat (RP->wall_name, "_2_2_2"); 368 strcat (RP->wall_name, "_2_2_2");
375 break; 369 break;
376 case 11: 370 case 11:
377 strcat (RP->wall_name, "_3_3"); 371 strcat (RP->wall_name, "_3_3");
378 break; 372 break;
379 case 12: 373 case 12:
380 strcat (RP->wall_name, "_2_1_1"); 374 strcat (RP->wall_name, "_2_1_1");
381 break; 375 break;
382 case 13: 376 case 13:
383 strcat (RP->wall_name, "_3_4"); 377 strcat (RP->wall_name, "_3_4");
384 break; 378 break;
385 case 14: 379 case 14:
386 strcat (RP->wall_name, "_3_2"); 380 strcat (RP->wall_name, "_3_2");
387 break; 381 break;
388 case 15: 382 case 15:
389 strcat (RP->wall_name, "_4"); 383 strcat (RP->wall_name, "_4");
390 break; 384 break;
391 } 385 }
386
392 wall_arch = archetype::find (RP->wall_name); 387 wall_arch = archetype::find (RP->wall_name);
388
393 if (wall_arch != NULL) 389 if (!wall_arch)
394 { 390 {
395 new_wall = arch_to_object (wall_arch); 391 new_wall = arch_to_object (wall_arch);
396 new_wall->x = i; 392 new_wall->x = i;
397 new_wall->y = j; 393 new_wall->y = j;
394
398 if (the_wall && the_wall->map) 395 if (the_wall && the_wall->map)
399 {
400 the_wall->remove ();
401 the_wall->destroy (); 396 the_wall->destroy ();
402 } 397
403 the_wall->move_block = MOVE_ALL; 398 the_wall->move_block = MOVE_ALL;
404 insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON); 399 insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON);
405 } 400 }
406 else 401
407 nroferrors--; /* it's OK not to find an arch. */
408 return new_wall; 402 return new_wall;
409} 403}

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