ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/wall.C
(Generate patch)

Comparing deliantra/server/random_maps/wall.C (file contents):
Revision 1.23 by root, Sun Jul 1 05:00:19 2007 UTC vs.
Revision 1.38 by root, Fri Jul 2 15:03:57 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * 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
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <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 maze 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, random_map_params *RP) 34surround_flag (const layout &maze, int i, int j)
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 */
41 int surround_index = 0; 40 int surround_index = 0;
42 41
43 if ((i > 0) && layout[i - 1][j] != 0) 42 if (i > 0 && maze[i - 1][j] != 0) surround_index |= 1;
44 surround_index |= 1; 43 if (i < maze.w - 1 && maze[i + 1][j] != 0) surround_index |= 2;
45 if ((i < RP->Xsize - 1) && layout[i + 1][j] != 0) 44 if (j > 0 && maze[i][j - 1] != 0) surround_index |= 4;
46 surround_index |= 2; 45 if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8;
47 if ((j > 0) && layout[i][j - 1] != 0) 46
48 surround_index |= 4;
49 if ((j < RP->Ysize - 1) && layout[i][j + 1] != 0)
50 surround_index |= 8;
51 return surround_index; 47 return surround_index;
52} 48}
53 49
54
55/* like surround_flag, but only walls count. 50/* like surround_flag, but only walls count. */
56 */
57
58int 51int
59surround_flag2 (char **layout, int i, int j, random_map_params *RP) 52surround_flag2 (const layout &maze, int i, int j)
60{ 53{
61 /* 1 = wall to left, 54 /* 1 = wall to left,
62 2 = wall to right, 55 2 = wall to right,
63 4 = wall above 56 4 = wall above
64 8 = wall below */ 57 8 = wall below */
65 int surround_index = 0; 58 int surround_index = 0;
66 59
67 if ((i > 0) && layout[i - 1][j] == '#') 60 if (i > 0 && maze[i - 1][j] == '#') surround_index |= 1;
68 surround_index |= 1; 61 if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2;
69 if ((i < RP->Xsize - 1) && layout[i + 1][j] == '#') 62 if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4;
70 surround_index |= 2; 63 if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8;
71 if ((j > 0) && layout[i][j - 1] == '#') 64
72 surround_index |= 4;
73 if ((j < RP->Ysize - 1) && layout[i][j + 1] == '#')
74 surround_index |= 8;
75 return surround_index; 65 return surround_index;
76} 66}
77 67
78
79/* like surround_flag, except it checks a map, not a layout. 68/* like surround_flag, except it checks a map, not a maze.
80 * Since this is part of the random map code, presumption 69 * Since this is part of the random map code, presumption
81 * is that this is not a tiled map. 70 * is that this is not a tiled map.
82 * What is considered blocking and not is somewhat hard coded. 71 * What is considered blocking and not is somewhat hard coded.
83 */ 72 */
84int 73int
85surround_flag3 (maptile *map, sint16 i, sint16 j, random_map_params *RP) 74surround_flag3 (maptile *map, int i, int j)
86{ 75{
87 /* 76 /*
88 * 1 = blocked to left, 77 * 1 = blocked to left,
89 * 2 = blocked to right, 78 * 2 = blocked to right,
90 * 4 = blocked above 79 * 4 = blocked above
91 * 8 = blocked below 80 * 8 = blocked below
92 */ 81 */
93
94 int surround_index = 0; 82 int surround_index = 0;
95 83
96 // don't forget to update the mapspace! 84 // don't forget to update the mapspace!
97 if (i > 0) map->at (i - 1, j ).update (); 85 if (i > 0) map->at (i - 1, j ).update ();
98 if (i < RP->Xsize - 1) map->at (i + 1, j ).update (); 86 if (i < map->width - 1) map->at (i + 1, j ).update ();
99 if (j > 0) map->at (i , j - 1).update (); 87 if (j > 0) map->at (i , j - 1).update ();
100 if (j < RP->Ysize - 1) map->at (i , j + 1).update (); 88 if (j < map->height - 1) map->at (i , j + 1).update ();
101 89
102 if ((i > 0) && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & MOVE_WALK)) 90 if (i > 0 && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & MOVE_WALK)) surround_index |= 1;
103 surround_index |= 1;
104 if ((i < RP->Xsize - 1) && (GET_MAP_MOVE_BLOCK (map, i + 1, j) & MOVE_WALK)) 91 if (i < map->width - 1 && (GET_MAP_MOVE_BLOCK (map, i + 1, j) & MOVE_WALK)) surround_index |= 2;
105 surround_index |= 2;
106 if ((j > 0) && (GET_MAP_MOVE_BLOCK (map, i, j - 1) & MOVE_WALK)) 92 if (j > 0 && (GET_MAP_MOVE_BLOCK (map, i, j - 1) & MOVE_WALK)) surround_index |= 4;
107 surround_index |= 4;
108 if ((j < RP->Ysize - 1) && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK)) 93 if (j < map->height - 1 && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK)) surround_index |= 8;
109 surround_index |= 8;
110 94
111 return surround_index; 95 return surround_index;
112} 96}
113 97
114/* like surround_flag2, except it checks a map, not a layout. */ 98/* like surround_flag2, except it checks a map, not a maze. */
115 99static int
116int
117surround_flag4 (maptile *map, int i, int j, random_map_params *RP) 100surround_flag4 (maptile *map, int i, int j)
118{ 101{
119 /* 1 = blocked to left, 102 /* 1 = blocked to left,
120 2 = blocked to right, 103 2 = blocked to right,
121 4 = blocked above 104 4 = blocked above
122 8 = blocked below */ 105 8 = blocked below */
123 int surround_index = 0; 106 int surround_index = 0;
124 107
125 if ((i > 0) && wall_blocked (map, i - 1, j)) 108 if (i > 0 && wall_blocked (map, i - 1, j)) surround_index |= 1;
126 surround_index |= 1; 109 if (i < map->width - 1 && wall_blocked (map, i + 1, j)) surround_index |= 2;
127 if ((i < RP->Xsize - 1) && wall_blocked (map, i + 1, j)) 110 if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4;
128 surround_index |= 2; 111 if (j < map->height - 1 && wall_blocked (map, i, j + 1)) surround_index |= 8;
129 if ((j > 0) && wall_blocked (map, i, j - 1))
130 surround_index |= 4;
131 if ((j < RP->Ysize - 1) && wall_blocked (map, i, j + 1))
132 surround_index |= 8;
133 112
134 return surround_index; 113 return surround_index;
135} 114}
136 115
116/* picks the right wall type for this square, to make it look nice,
117 and have everything nicely joined. It uses the maze. */
118static object *
119pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP)
120{
121 /* 1 = wall to left,
122 2 = wall to right,
123 4 = wall above
124 8 = wall below */
125 int surround_index = 0;
126 int l;
127 char wall_name[1024];
128 archetype *wall_arch = 0;
129
130 assign (wall_name, the_wall->arch->archname);
131
132 /* conventionally, walls are named like this:
133 wallname_wallcode, where wallcode indicates
134 a joinedness, and wallname is the wall.
135 this code depends on the convention for
136 finding the right wall. */
137
138 /* extract the wall name, which is the text up to the leading _ */
139 for (l = 0; l < 64; l++)
140 {
141 if (wall_name[l] == '_')
142 {
143 wall_name[l] = 0;
144 break;
145 }
146 }
147
148 surround_index = surround_flag2 (maze, i, j);
149
150 switch (surround_index)
151 {
152 case 0:
153 strcat (wall_name, "_0");
154 break;
155 case 1:
156 strcat (wall_name, "_1_3");
157 break;
158 case 2:
159 strcat (wall_name, "_1_4");
160 break;
161 case 3:
162 strcat (wall_name, "_2_1_2");
163 break;
164 case 4:
165 strcat (wall_name, "_1_2");
166 break;
167 case 5:
168 strcat (wall_name, "_2_2_4");
169 break;
170 case 6:
171 strcat (wall_name, "_2_2_1");
172 break;
173 case 7:
174 strcat (wall_name, "_3_1");
175 break;
176 case 8:
177 strcat (wall_name, "_1_1");
178 break;
179 case 9:
180 strcat (wall_name, "_2_2_3");
181 break;
182 case 10:
183 strcat (wall_name, "_2_2_2");
184 break;
185 case 11:
186 strcat (wall_name, "_3_3");
187 break;
188 case 12:
189 strcat (wall_name, "_2_1_1");
190 break;
191 case 13:
192 strcat (wall_name, "_3_4");
193 break;
194 case 14:
195 strcat (wall_name, "_3_2");
196 break;
197 case 15:
198 strcat (wall_name, "_4");
199 break;
200 }
201 wall_arch = archetype::find (wall_name);
202
203 return wall_arch ? wall_arch->instance () : the_wall->arch->instance ();
204}
205
137/* takes a map and a layout, and puts walls in the map (picked from 206/* takes a map and a maze, and puts walls in the map (picked from
138 w_style) at '#' marks. */ 207 w_style) at '#' marks. */
139
140void 208void
141make_map_walls (maptile *map, char **layout, char *w_style, random_map_params *RP) 209make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP)
142{ 210{
143 char styledirname[1024];
144 char stylefilepath[1024];
145 maptile *style_map = 0;
146 object *the_wall; 211 object *the_wall;
147 212
148 /* get the style map */ 213 /* get the style map */
149 if (!strcmp (w_style, "none")) 214 if (!strcmp (w_style, "none"))
150 return; 215 return;
151 sprintf (styledirname, "%s", "/styles/wallstyles"); 216
152 sprintf (stylefilepath, "%s/%s", styledirname, w_style); 217 maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty);
153 style_map = find_style (styledirname, w_style, -1);
154 if (!style_map) 218 if (!style_map)
155 return; 219 return;
156 220
157 /* fill up the map with the given floor style */ 221 maptile *mining_map = m_style && *m_style
222 ? find_style ("/styles/miningstyles", m_style, RP->difficulty)
223 : 0;
224
158 if ((the_wall = style_map->pick_random_object ())) 225 if ((the_wall = style_map->pick_random_object (rmg_rndm)))
159 { 226 {
160 int i, j; 227 int i, j;
161 char *cp; 228 char *cp;
162 int joinedwalls = 0; 229 int joinedwalls = 0;
163 object *thiswall; 230 object *thiswall;
170 } 237 }
171 238
172 for (i = 0; i < RP->Xsize; i++) 239 for (i = 0; i < RP->Xsize; i++)
173 for (j = 0; j < RP->Ysize; j++) 240 for (j = 0; j < RP->Ysize; j++)
174 { 241 {
175 if (layout[i][j] == '#') 242 if (maze[i][j] == '#')
176 { 243 {
177 if (joinedwalls) 244 if (joinedwalls)
178 thiswall = pick_joined_wall (the_wall, layout, i, j, RP); 245 thiswall = pick_joined_wall (the_wall, maze, i, j, RP);
179 else 246 else
180 thiswall = arch_to_object (the_wall->arch); 247 thiswall = the_wall->arch->instance ();
181 thiswall->x = i; 248
182 thiswall->y = j;
183 thiswall->move_block = MOVE_ALL; 249 thiswall->move_block = MOVE_ALL;
184 insert_ob_in_map (thiswall, map, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); 250 map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
251
252 if (mining_map)
253 if (object *vein = mining_map->at (rmg_rndm (mining_map->width), rmg_rndm (mining_map->height)).bot)
254 map->insert (vein->clone (), i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
185 } 255 }
186 } 256 }
187 } 257 }
188} 258}
189
190
191/* picks the right wall type for this square, to make it look nice,
192 and have everything nicely joined. It uses the layout. */
193
194object *
195pick_joined_wall (object *the_wall, char **layout, int i, int j, random_map_params *RP)
196{
197 /* 1 = wall to left,
198 2 = wall to right,
199 4 = wall above
200 8 = wall below */
201 int surround_index = 0;
202 int l;
203 char wall_name[1024];
204 archetype *wall_arch = 0;
205
206 assign (wall_name, the_wall->arch->archname);
207
208 /* conventionally, walls are named like this:
209 wallname_wallcode, where wallcode indicates
210 a joinedness, and wallname is the wall.
211 this code depends on the convention for
212 finding the right wall. */
213
214 /* extract the wall name, which is the text up to the leading _ */
215 for (l = 0; l < 64; l++)
216 {
217 if (wall_name[l] == '_')
218 {
219 wall_name[l] = 0;
220 break;
221 }
222 }
223
224 surround_index = surround_flag2 (layout, i, j, RP);
225
226 switch (surround_index)
227 {
228 case 0:
229 strcat (wall_name, "_0");
230 break;
231 case 1:
232 strcat (wall_name, "_1_3");
233 break;
234 case 2:
235 strcat (wall_name, "_1_4");
236 break;
237 case 3:
238 strcat (wall_name, "_2_1_2");
239 break;
240 case 4:
241 strcat (wall_name, "_1_2");
242 break;
243 case 5:
244 strcat (wall_name, "_2_2_4");
245 break;
246 case 6:
247 strcat (wall_name, "_2_2_1");
248 break;
249 case 7:
250 strcat (wall_name, "_3_1");
251 break;
252 case 8:
253 strcat (wall_name, "_1_1");
254 break;
255 case 9:
256 strcat (wall_name, "_2_2_3");
257 break;
258 case 10:
259 strcat (wall_name, "_2_2_2");
260 break;
261 case 11:
262 strcat (wall_name, "_3_3");
263 break;
264 case 12:
265 strcat (wall_name, "_2_1_1");
266 break;
267 case 13:
268 strcat (wall_name, "_3_4");
269 break;
270 case 14:
271 strcat (wall_name, "_3_2");
272 break;
273 case 15:
274 strcat (wall_name, "_4");
275 break;
276 }
277 wall_arch = archetype::find (wall_name);
278
279 return wall_arch ? arch_to_object (wall_arch) : arch_to_object (the_wall->arch);
280}
281
282 259
283/* this takes a map, and changes an existing wall to match what's blocked 260/* this takes a map, and changes an existing wall to match what's blocked
284 * around it, counting only doors and walls as blocked. If insert_flag is 261 * around it, counting only doors and walls as blocked. If insert_flag is
285 * 1, it will go ahead and insert the wall into the map. If not, it 262 * 1, it will go ahead and insert the wall into the map. If not, it
286 * will only return the wall which would belong there, and doesn't 263 * will only return the wall which would belong there, and doesn't
287 * remove anything. It depends on the 264 * remove anything. It depends on the
288 * global, previously-set variable, "wall_name" 265 * global, previously-set variable, "wall_name"
289 */ 266 */
290
291object * 267object *
292retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP) 268retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP)
293{ 269{
294 /* 1 = wall to left, 270 /* 1 = wall to left,
295 * 2 = wall to right, 271 * 2 = wall to right,
331 RP->wall_name[l] = 0; 307 RP->wall_name[l] = 0;
332 break; 308 break;
333 } 309 }
334 } 310 }
335 311
336 surround_index = surround_flag4 (the_map, i, j, RP); 312 surround_index = surround_flag4 (the_map, i, j);
337 /* This would be a lot cleaner to just us a lookup table, 313 /* This would be a lot cleaner to just us a lookup table,
338 * eg, wall_suffix[surround_index] 314 * eg, wall_suffix[surround_index]
339 */ 315 */
340 switch (surround_index) 316 switch (surround_index)
341 { 317 {
391 367
392 wall_arch = archetype::find (RP->wall_name); 368 wall_arch = archetype::find (RP->wall_name);
393 369
394 if (!wall_arch) 370 if (!wall_arch)
395 { 371 {
396 new_wall = arch_to_object (wall_arch); 372 new_wall = wall_arch->instance ();
397 new_wall->x = i; 373 new_wall->x = i;
398 new_wall->y = j; 374 new_wall->y = j;
399 375
400 if (the_wall && the_wall->map) 376 if (the_wall && the_wall->map)
401 {
402 the_wall->remove ();
403 the_wall->destroy (); 377 the_wall->destroy ();
404 }
405 378
406 the_wall->move_block = MOVE_ALL; 379 the_wall->move_block = MOVE_ALL;
407 insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON); 380 insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON);
408 } 381 }
409 382

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines