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Comparing deliantra/server/random_maps/wall.C (file contents):
Revision 1.23 by root, Sun Jul 1 05:00:19 2007 UTC vs.
Revision 1.42 by root, Fri Jul 2 17:41:24 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
137/* takes a map and a layout, and puts walls in the map (picked from
138 w_style) at '#' marks. */
139
140void
141make_map_walls (maptile *map, char **layout, char *w_style, random_map_params *RP)
142{
143 char styledirname[1024];
144 char stylefilepath[1024];
145 maptile *style_map = 0;
146 object *the_wall;
147
148 /* get the style map */
149 if (!strcmp (w_style, "none"))
150 return;
151 sprintf (styledirname, "%s", "/styles/wallstyles");
152 sprintf (stylefilepath, "%s/%s", styledirname, w_style);
153 style_map = find_style (styledirname, w_style, -1);
154 if (!style_map)
155 return;
156
157 /* fill up the map with the given floor style */
158 if ((the_wall = style_map->pick_random_object ()))
159 {
160 int i, j;
161 char *cp;
162 int joinedwalls = 0;
163 object *thiswall;
164
165 sprintf (RP->wall_name, "%s", &the_wall->arch->archname);
166 if ((cp = strchr (RP->wall_name, '_')) != NULL)
167 {
168 *cp = 0;
169 joinedwalls = 1;
170 }
171
172 for (i = 0; i < RP->Xsize; i++)
173 for (j = 0; j < RP->Ysize; j++)
174 {
175 if (layout[i][j] == '#')
176 {
177 if (joinedwalls)
178 thiswall = pick_joined_wall (the_wall, layout, i, j, RP);
179 else
180 thiswall = arch_to_object (the_wall->arch);
181 thiswall->x = i;
182 thiswall->y = j;
183 thiswall->move_block = MOVE_ALL;
184 insert_ob_in_map (thiswall, map, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
185 }
186 }
187 }
188}
189
190
191/* picks the right wall type for this square, to make it look nice, 116/* picks the right wall type for this square, to make it look nice,
192 and have everything nicely joined. It uses the layout. */ 117 and have everything nicely joined. It uses the maze. */
193 118static object *
194object *
195pick_joined_wall (object *the_wall, char **layout, int i, int j, random_map_params *RP) 119pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP)
196{ 120{
197 /* 1 = wall to left, 121 /* 1 = wall to left,
198 2 = wall to right, 122 2 = wall to right,
199 4 = wall above 123 4 = wall above
200 8 = wall below */ 124 8 = wall below */
219 wall_name[l] = 0; 143 wall_name[l] = 0;
220 break; 144 break;
221 } 145 }
222 } 146 }
223 147
224 surround_index = surround_flag2 (layout, i, j, RP);
225
226 switch (surround_index)
227 {
228 case 0:
229 strcat (wall_name, "_0"); 148 strcat (wall_name, "_");
230 break; 149 strcat (wall_name, wall_suffix [surround_flag2 (maze, i, j)]);
231 case 1: 150
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); 151 wall_arch = archetype::find (wall_name);
278 152
279 return wall_arch ? arch_to_object (wall_arch) : arch_to_object (the_wall->arch); 153 return wall_arch ? wall_arch->instance () : the_wall->arch->instance ();
280} 154}
281 155
156// checks whether the layout has a "reachable" space at a given point, i.e.
157// not a wall that is completely surrounded by walls.
158static bool inline
159is_visible (layout &maze, int i, int j)
160{
161 for (int dx = -1; dx <= 1; ++dx)
162 for (int dy = -1; dy <= 1; ++dy)
163 {
164 int x = i + dx;
165 int y = j + dy;
166
167 if (x >= 0 && x < maze.w
168 && y >= 0 && y < maze.h
169 && maze [x][y] != '#')
170 return true;
171 }
172
173 return false;
174}
175
176/* takes a map and a maze, and puts walls in the map (picked from
177 w_style) at '#' marks. */
178void
179make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP)
180{
181 object *the_wall;
182
183 /* get the style map */
184 if (!strcmp (w_style, "none"))
185 return;
186
187 maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty);
188 if (!style_map)
189 return;
190
191 maptile *mining_map = m_style && *m_style
192 ? find_style ("/styles/miningstyles", m_style, RP->difficulty)
193 : 0;
194
195 if ((the_wall = style_map->pick_random_object (rmg_rndm)))
196 {
197 // first pass, remove all "unreachable" (in-rock) walls
198 // and replace them by "blocked" spaces.
199
200 layout clean_maze (maze);
201
202 if (archetype *blocked = archetype::find ("blocked"))
203 for (int x = 0; x < maze.w; ++x)
204 for (int y = 0; y < maze.h; ++y)
205 if (maze [x][y] == '#' && !is_visible (maze, x, y))
206 {
207 clean_maze [x][y] = 'X';
208
209 // erase everything on this space ad replace it by blocked
210 mapspace &ms = map->at (x, y);
211
212 while (ms.top)
213 ms.top->destroy ();
214
215 map->insert (blocked->instance (), x, y, 0, INS_NO_MERGE | INS_NO_WALK_ON);
216 }
217
218 // second pass, add in walls
219
220 int joinedwalls = 0;
221
222 assign (RP->wall_name, the_wall->arch->archname);
223 if (char *cp = strchr (RP->wall_name, '_'))
224 {
225 *cp = 0;
226 joinedwalls = 1;
227 }
228
229 for (int i = 0; i < RP->Xsize; i++)
230 for (int j = 0; j < RP->Ysize; j++)
231 if (clean_maze [i][j] == '#')
232 {
233 object *thiswall = joinedwalls ? pick_joined_wall (the_wall, clean_maze, i, j, RP)
234 : the_wall->arch->instance ();
235
236 thiswall->move_block = MOVE_ALL;
237 map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
238
239 if (mining_map)
240 if (object *vein = mining_map->at (rmg_rndm (mining_map->width), rmg_rndm (mining_map->height)).bot)
241 map->insert (vein->clone (), i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
242 }
243 }
244}
282 245
283/* this takes a map, and changes an existing wall to match what's blocked 246/* 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 247 * 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 248 * 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 249 * will only return the wall which would belong there, and doesn't
287 * remove anything. It depends on the 250 * remove anything. It depends on the
288 * global, previously-set variable, "wall_name" 251 * global, previously-set variable, "wall_name"
289 */ 252 */
290
291object * 253object *
292retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP) 254retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP)
293{ 255{
294 /* 1 = wall to left, 256 /* 1 = wall to left,
295 * 2 = wall to right, 257 * 2 = wall to right,
301 object *the_wall = 0; 263 object *the_wall = 0;
302 object *new_wall = 0; 264 object *new_wall = 0;
303 archetype *wall_arch = 0; 265 archetype *wall_arch = 0;
304 266
305 /* first find the wall */ 267 /* first find the wall */
306 for (the_wall = GET_MAP_OB (the_map, i, j); the_wall != NULL; the_wall = the_wall->above) 268 for (the_wall = GET_MAP_OB (the_map, i, j); the_wall; the_wall = the_wall->above)
307 if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER) 269 if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER)
308 break; 270 break;
309
310 271
311 /* if what we found is a door, don't remove it, set the_wall to NULL to 272 /* if what we found is a door, don't remove it, set the_wall to NULL to
312 * signal that later. 273 * signal that later.
313 */ 274 */
314 if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR)) 275 if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR))
331 RP->wall_name[l] = 0; 292 RP->wall_name[l] = 0;
332 break; 293 break;
333 } 294 }
334 } 295 }
335 296
336 surround_index = surround_flag4 (the_map, i, j, RP);
337 /* This would be a lot cleaner to just us a lookup table,
338 * eg, wall_suffix[surround_index]
339 */
340 switch (surround_index)
341 {
342 case 0:
343 strcat (RP->wall_name, "_0"); 297 strcat (RP->wall_name, "_");
344 break; 298 strcat (RP->wall_name, wall_suffix [surround_flag4 (the_map, i, j)]);
345 case 1:
346 strcat (RP->wall_name, "_1_3");
347 break;
348 case 2:
349 strcat (RP->wall_name, "_1_4");
350 break;
351 case 3:
352 strcat (RP->wall_name, "_2_1_2");
353 break;
354 case 4:
355 strcat (RP->wall_name, "_1_2");
356 break;
357 case 5:
358 strcat (RP->wall_name, "_2_2_4");
359 break;
360 case 6:
361 strcat (RP->wall_name, "_2_2_1");
362 break;
363 case 7:
364 strcat (RP->wall_name, "_3_1");
365 break;
366 case 8:
367 strcat (RP->wall_name, "_1_1");
368 break;
369 case 9:
370 strcat (RP->wall_name, "_2_2_3");
371 break;
372 case 10:
373 strcat (RP->wall_name, "_2_2_2");
374 break;
375 case 11:
376 strcat (RP->wall_name, "_3_3");
377 break;
378 case 12:
379 strcat (RP->wall_name, "_2_1_1");
380 break;
381 case 13:
382 strcat (RP->wall_name, "_3_4");
383 break;
384 case 14:
385 strcat (RP->wall_name, "_3_2");
386 break;
387 case 15:
388 strcat (RP->wall_name, "_4");
389 break;
390 }
391 299
392 wall_arch = archetype::find (RP->wall_name); 300 wall_arch = archetype::find (RP->wall_name);
393 301
394 if (!wall_arch) 302 if (!wall_arch)
395 { 303 {
396 new_wall = arch_to_object (wall_arch); 304 new_wall = wall_arch->instance ();
397 new_wall->x = i; 305 new_wall->x = i;
398 new_wall->y = j; 306 new_wall->y = j;
399 307
400 if (the_wall && the_wall->map) 308 if (the_wall && the_wall->map)
401 {
402 the_wall->remove ();
403 the_wall->destroy (); 309 the_wall->destroy ();
404 }
405 310
406 the_wall->move_block = MOVE_ALL; 311 the_wall->move_block = MOVE_ALL;
407 insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON); 312 insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON);
408 } 313 }
409 314

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