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Comparing deliantra/server/random_maps/wall.C (file contents):
Revision 1.29 by root, Mon Oct 12 14:00:58 2009 UTC vs.
Revision 1.37 by root, Fri Jul 2 03:40:14 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 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 (©) 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 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
29/* Put in the walls and autojoin them. */ 29/* Put in the walls and autojoin them. */
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. */
33int 33int
34surround_flag (char **layout, int i, int j, random_map_params *RP) 34surround_flag (const Layout &layout, int i, int j)
35{ 35{
36 /* 1 = wall to left, 36 /* 1 = wall to left,
37 2 = wall to right, 37 2 = wall to right,
38 4 = wall above 38 4 = wall above
39 8 = wall below */ 39 8 = wall below */
40 int surround_index = 0; 40 int surround_index = 0;
41 41
42 if ((i > 0) && layout[i - 1][j] != 0) 42 if (i > 0 && layout[i - 1][j] != 0) surround_index |= 1;
43 surround_index |= 1; 43 if (i < layout.w - 1 && layout[i + 1][j] != 0) surround_index |= 2;
44 if ((i < RP->Xsize - 1) && layout[i + 1][j] != 0) 44 if (j > 0 && layout[i][j - 1] != 0) surround_index |= 4;
45 surround_index |= 2; 45 if (j < layout.h - 1 && layout[i][j + 1] != 0) surround_index |= 8;
46 if ((j > 0) && layout[i][j - 1] != 0) 46
47 surround_index |= 4;
48 if ((j < RP->Ysize - 1) && layout[i][j + 1] != 0)
49 surround_index |= 8;
50 return surround_index; 47 return surround_index;
51} 48}
52 49
53
54/* like surround_flag, but only walls count. 50/* like surround_flag, but only walls count. */
55 */
56
57int 51int
58surround_flag2 (char **layout, int i, int j, random_map_params *RP) 52surround_flag2 (const Layout &layout, int i, int j)
59{ 53{
60 /* 1 = wall to left, 54 /* 1 = wall to left,
61 2 = wall to right, 55 2 = wall to right,
62 4 = wall above 56 4 = wall above
63 8 = wall below */ 57 8 = wall below */
64 int surround_index = 0; 58 int surround_index = 0;
65 59
66 if ((i > 0) && layout[i - 1][j] == '#') 60 if (i > 0 && layout[i - 1][j] == '#') surround_index |= 1;
67 surround_index |= 1; 61 if (i < layout.w - 1 && layout[i + 1][j] == '#') surround_index |= 2;
68 if ((i < RP->Xsize - 1) && layout[i + 1][j] == '#') 62 if (j > 0 && layout[i][j - 1] == '#') surround_index |= 4;
69 surround_index |= 2; 63 if (j < layout.h - 1 && layout[i][j + 1] == '#') surround_index |= 8;
70 if ((j > 0) && layout[i][j - 1] == '#') 64
71 surround_index |= 4;
72 if ((j < RP->Ysize - 1) && layout[i][j + 1] == '#')
73 surround_index |= 8;
74 return surround_index; 65 return surround_index;
75} 66}
76
77 67
78/* like surround_flag, except it checks a map, not a layout. 68/* like surround_flag, except it checks a map, not a layout.
79 * Since this is part of the random map code, presumption 69 * Since this is part of the random map code, presumption
80 * is that this is not a tiled map. 70 * is that this is not a tiled map.
81 * What is considered blocking and not is somewhat hard coded. 71 * What is considered blocking and not is somewhat hard coded.
82 */ 72 */
83int 73int
84surround_flag3 (maptile *map, sint16 i, sint16 j, random_map_params *RP) 74surround_flag3 (maptile *map, int i, int j)
85{ 75{
86 /* 76 /*
87 * 1 = blocked to left, 77 * 1 = blocked to left,
88 * 2 = blocked to right, 78 * 2 = blocked to right,
89 * 4 = blocked above 79 * 4 = blocked above
90 * 8 = blocked below 80 * 8 = blocked below
91 */ 81 */
92
93 int surround_index = 0; 82 int surround_index = 0;
94 83
95 // don't forget to update the mapspace! 84 // don't forget to update the mapspace!
96 if (i > 0) map->at (i - 1, j ).update (); 85 if (i > 0) map->at (i - 1, j ).update ();
97 if (i < RP->Xsize - 1) map->at (i + 1, j ).update (); 86 if (i < map->width - 1) map->at (i + 1, j ).update ();
98 if (j > 0) map->at (i , j - 1).update (); 87 if (j > 0) map->at (i , j - 1).update ();
99 if (j < RP->Ysize - 1) map->at (i , j + 1).update (); 88 if (j < map->height - 1) map->at (i , j + 1).update ();
100 89
101 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;
102 surround_index |= 1;
103 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;
104 surround_index |= 2;
105 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;
106 surround_index |= 4;
107 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;
108 surround_index |= 8;
109 94
110 return surround_index; 95 return surround_index;
111} 96}
112 97
113/* like surround_flag2, except it checks a map, not a layout. */ 98/* like surround_flag2, except it checks a map, not a layout. */
114 99static int
115int
116surround_flag4 (maptile *map, int i, int j, random_map_params *RP) 100surround_flag4 (maptile *map, int i, int j)
117{ 101{
118 /* 1 = blocked to left, 102 /* 1 = blocked to left,
119 2 = blocked to right, 103 2 = blocked to right,
120 4 = blocked above 104 4 = blocked above
121 8 = blocked below */ 105 8 = blocked below */
122 int surround_index = 0; 106 int surround_index = 0;
123 107
124 if ((i > 0) && wall_blocked (map, i - 1, j)) 108 if (i > 0 && wall_blocked (map, i - 1, j)) surround_index |= 1;
125 surround_index |= 1; 109 if (i < map->width - 1 && wall_blocked (map, i + 1, j)) surround_index |= 2;
126 if ((i < RP->Xsize - 1) && wall_blocked (map, i + 1, j)) 110 if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4;
127 surround_index |= 2; 111 if (j < map->height - 1 && wall_blocked (map, i, j + 1)) surround_index |= 8;
128 if ((j > 0) && wall_blocked (map, i, j - 1))
129 surround_index |= 4;
130 if ((j < RP->Ysize - 1) && wall_blocked (map, i, j + 1))
131 surround_index |= 8;
132 112
133 return surround_index; 113 return surround_index;
114}
115
116/* picks the right wall type for this square, to make it look nice,
117 and have everything nicely joined. It uses the layout. */
118static object *
119pick_joined_wall (object *the_wall, const Layout &layout, 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 (layout, 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 ();
134} 204}
135 205
136/* takes a map and a layout, and puts walls in the map (picked from 206/* takes a map and a layout, and puts walls in the map (picked from
137 w_style) at '#' marks. */ 207 w_style) at '#' marks. */
138
139void 208void
140make_map_walls (maptile *map, char **layout, char *w_style, random_map_params *RP) 209make_map_walls (maptile *map, Layout &layout, const char *w_style, const char *m_style, random_map_params *RP)
141{ 210{
142 char styledirname[1024];
143 char stylefilepath[1024];
144 maptile *style_map = 0;
145 object *the_wall; 211 object *the_wall;
146 212
147 /* get the style map */ 213 /* get the style map */
148 if (!strcmp (w_style, "none")) 214 if (!strcmp (w_style, "none"))
149 return; 215 return;
150 sprintf (styledirname, "%s", "/styles/wallstyles"); 216
151 sprintf (stylefilepath, "%s/%s", styledirname, w_style); 217 maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty);
152 style_map = find_style (styledirname, w_style, -1);
153 if (!style_map) 218 if (!style_map)
154 return; 219 return;
155 220
156 /* 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
157 if ((the_wall = style_map->pick_random_object (rmg_rndm))) 225 if ((the_wall = style_map->pick_random_object (rmg_rndm)))
158 { 226 {
159 int i, j; 227 int i, j;
160 char *cp; 228 char *cp;
161 int joinedwalls = 0; 229 int joinedwalls = 0;
174 if (layout[i][j] == '#') 242 if (layout[i][j] == '#')
175 { 243 {
176 if (joinedwalls) 244 if (joinedwalls)
177 thiswall = pick_joined_wall (the_wall, layout, i, j, RP); 245 thiswall = pick_joined_wall (the_wall, layout, i, j, RP);
178 else 246 else
179 thiswall = arch_to_object (the_wall->arch); 247 thiswall = the_wall->arch->instance ();
180 thiswall->x = i; 248
181 thiswall->y = j;
182 thiswall->move_block = MOVE_ALL; 249 thiswall->move_block = MOVE_ALL;
183 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);
184 } 255 }
185 } 256 }
186 } 257 }
187} 258}
188
189
190/* picks the right wall type for this square, to make it look nice,
191 and have everything nicely joined. It uses the layout. */
192
193object *
194pick_joined_wall (object *the_wall, char **layout, int i, int j, random_map_params *RP)
195{
196 /* 1 = wall to left,
197 2 = wall to right,
198 4 = wall above
199 8 = wall below */
200 int surround_index = 0;
201 int l;
202 char wall_name[1024];
203 archetype *wall_arch = 0;
204
205 assign (wall_name, the_wall->arch->archname);
206
207 /* conventionally, walls are named like this:
208 wallname_wallcode, where wallcode indicates
209 a joinedness, and wallname is the wall.
210 this code depends on the convention for
211 finding the right wall. */
212
213 /* extract the wall name, which is the text up to the leading _ */
214 for (l = 0; l < 64; l++)
215 {
216 if (wall_name[l] == '_')
217 {
218 wall_name[l] = 0;
219 break;
220 }
221 }
222
223 surround_index = surround_flag2 (layout, i, j, RP);
224
225 switch (surround_index)
226 {
227 case 0:
228 strcat (wall_name, "_0");
229 break;
230 case 1:
231 strcat (wall_name, "_1_3");
232 break;
233 case 2:
234 strcat (wall_name, "_1_4");
235 break;
236 case 3:
237 strcat (wall_name, "_2_1_2");
238 break;
239 case 4:
240 strcat (wall_name, "_1_2");
241 break;
242 case 5:
243 strcat (wall_name, "_2_2_4");
244 break;
245 case 6:
246 strcat (wall_name, "_2_2_1");
247 break;
248 case 7:
249 strcat (wall_name, "_3_1");
250 break;
251 case 8:
252 strcat (wall_name, "_1_1");
253 break;
254 case 9:
255 strcat (wall_name, "_2_2_3");
256 break;
257 case 10:
258 strcat (wall_name, "_2_2_2");
259 break;
260 case 11:
261 strcat (wall_name, "_3_3");
262 break;
263 case 12:
264 strcat (wall_name, "_2_1_1");
265 break;
266 case 13:
267 strcat (wall_name, "_3_4");
268 break;
269 case 14:
270 strcat (wall_name, "_3_2");
271 break;
272 case 15:
273 strcat (wall_name, "_4");
274 break;
275 }
276 wall_arch = archetype::find (wall_name);
277
278 return wall_arch ? arch_to_object (wall_arch) : arch_to_object (the_wall->arch);
279}
280
281 259
282/* 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
283 * 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
284 * 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
285 * 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
286 * remove anything. It depends on the 264 * remove anything. It depends on the
287 * global, previously-set variable, "wall_name" 265 * global, previously-set variable, "wall_name"
288 */ 266 */
289
290object * 267object *
291retrofit_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)
292{ 269{
293 /* 1 = wall to left, 270 /* 1 = wall to left,
294 * 2 = wall to right, 271 * 2 = wall to right,
330 RP->wall_name[l] = 0; 307 RP->wall_name[l] = 0;
331 break; 308 break;
332 } 309 }
333 } 310 }
334 311
335 surround_index = surround_flag4 (the_map, i, j, RP); 312 surround_index = surround_flag4 (the_map, i, j);
336 /* 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,
337 * eg, wall_suffix[surround_index] 314 * eg, wall_suffix[surround_index]
338 */ 315 */
339 switch (surround_index) 316 switch (surround_index)
340 { 317 {
390 367
391 wall_arch = archetype::find (RP->wall_name); 368 wall_arch = archetype::find (RP->wall_name);
392 369
393 if (!wall_arch) 370 if (!wall_arch)
394 { 371 {
395 new_wall = arch_to_object (wall_arch); 372 new_wall = wall_arch->instance ();
396 new_wall->x = i; 373 new_wall->x = i;
397 new_wall->y = j; 374 new_wall->y = j;
398 375
399 if (the_wall && the_wall->map) 376 if (the_wall && the_wall->map)
400 the_wall->destroy (); 377 the_wall->destroy ();

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