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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 1.39 by root, Fri Jul 2 16:24:25 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.
26#include <random_map.h> 26#include <random_map.h>
27#include <rproto.h> 27#include <rproto.h>
28 28
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 maze 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 &maze, 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 && maze[i - 1][j] != 0) surround_index |= 1;
43 if (i < maze.w - 1 && maze[i + 1][j] != 0) surround_index |= 2;
44 if (j > 0 && maze[i][j - 1] != 0) surround_index |= 4;
45 if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8;
46
43 surround_index |= 1; 47 return surround_index;
44 if ((i < RP->Xsize - 1) && layout[i + 1][j] != 0)
45 surround_index |= 2;
46 if ((j > 0) && layout[i][j - 1] != 0)
47 surround_index |= 4;
48 if ((j < RP->Ysize - 1) && layout[i][j + 1] != 0)
49 surround_index |= 8;
50 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 &maze, 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 && maze[i - 1][j] == '#') surround_index |= 1;
61 if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2;
62 if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4;
63 if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8;
64
67 surround_index |= 1; 65 return surround_index;
68 if ((i < RP->Xsize - 1) && layout[i + 1][j] == '#')
69 surround_index |= 2;
70 if ((j > 0) && layout[i][j - 1] == '#')
71 surround_index |= 4;
72 if ((j < RP->Ysize - 1) && layout[i][j + 1] == '#')
73 surround_index |= 8;
74 return surround_index;
75} 66}
76 67
77
78/* like surround_flag, except it checks a map, not a layout. 68/* like surround_flag, except it checks a map, not a maze.
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;
94
108 surround_index |= 8; 95 return surround_index;
109
110 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 maze. */
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;
109 if (i < map->width - 1 && wall_blocked (map, i + 1, j)) surround_index |= 2;
110 if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4;
111 if (j < map->height - 1 && wall_blocked (map, i, j + 1)) surround_index |= 8;
112
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 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 surround_index |= 1; 125 int surround_index = 0;
126 if ((i < RP->Xsize - 1) && wall_blocked (map, i + 1, j)) 126 int l;
127 surround_index |= 2; 127 char wall_name[1024];
128 if ((j > 0) && wall_blocked (map, i, j - 1)) 128 archetype *wall_arch = 0;
129 surround_index |= 4;
130 if ((j < RP->Ysize - 1) && wall_blocked (map, i, j + 1))
131 surround_index |= 8;
132 129
133 return surround_index; 130 assign (wall_name, the_wall->arch->archname);
134}
135 131
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 strcat (wall_name, wall_suffix [surround_flag2 (maze, i, j)]);
149
150 wall_arch = archetype::find (wall_name);
151
152 return wall_arch ? wall_arch->instance () : the_wall->arch->instance ();
153}
154
136/* takes a map and a layout, and puts walls in the map (picked from 155/* takes a map and a maze, and puts walls in the map (picked from
137 w_style) at '#' marks. */ 156 w_style) at '#' marks. */
138
139void 157void
140make_map_walls (maptile *map, char **layout, char *w_style, random_map_params *RP) 158make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP)
141{ 159{
142 char styledirname[1024];
143 char stylefilepath[1024];
144 maptile *style_map = 0;
145 object *the_wall; 160 object *the_wall;
146 161
147 /* get the style map */ 162 /* get the style map */
148 if (!strcmp (w_style, "none")) 163 if (!strcmp (w_style, "none"))
149 return; 164 return;
150 sprintf (styledirname, "%s", "/styles/wallstyles"); 165
151 sprintf (stylefilepath, "%s/%s", styledirname, w_style); 166 maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty);
152 style_map = find_style (styledirname, w_style, -1);
153 if (!style_map) 167 if (!style_map)
154 return; 168 return;
155 169
156 /* fill up the map with the given floor style */ 170 maptile *mining_map = m_style && *m_style
171 ? find_style ("/styles/miningstyles", m_style, RP->difficulty)
172 : 0;
173
157 if ((the_wall = style_map->pick_random_object (rmg_rndm))) 174 if ((the_wall = style_map->pick_random_object (rmg_rndm)))
158 { 175 {
159 int i, j; 176 int i, j;
160 char *cp; 177 char *cp;
161 int joinedwalls = 0; 178 int joinedwalls = 0;
169 } 186 }
170 187
171 for (i = 0; i < RP->Xsize; i++) 188 for (i = 0; i < RP->Xsize; i++)
172 for (j = 0; j < RP->Ysize; j++) 189 for (j = 0; j < RP->Ysize; j++)
173 { 190 {
174 if (layout[i][j] == '#') 191 if (maze[i][j] == '#')
175 { 192 {
176 if (joinedwalls) 193 if (joinedwalls)
177 thiswall = pick_joined_wall (the_wall, layout, i, j, RP); 194 thiswall = pick_joined_wall (the_wall, maze, i, j, RP);
178 else 195 else
179 thiswall = arch_to_object (the_wall->arch); 196 thiswall = the_wall->arch->instance ();
180 thiswall->x = i; 197
181 thiswall->y = j;
182 thiswall->move_block = MOVE_ALL; 198 thiswall->move_block = MOVE_ALL;
183 insert_ob_in_map (thiswall, map, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); 199 map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
200
201 if (mining_map)
202 if (object *vein = mining_map->at (rmg_rndm (mining_map->width), rmg_rndm (mining_map->height)).bot)
203 map->insert (vein->clone (), i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
184 } 204 }
185 } 205 }
186 } 206 }
187} 207}
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
281 208
282/* this takes a map, and changes an existing wall to match what's blocked 209/* 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 210 * 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 211 * 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 212 * will only return the wall which would belong there, and doesn't
286 * remove anything. It depends on the 213 * remove anything. It depends on the
287 * global, previously-set variable, "wall_name" 214 * global, previously-set variable, "wall_name"
288 */ 215 */
289
290object * 216object *
291retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP) 217retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP)
292{ 218{
293 /* 1 = wall to left, 219 /* 1 = wall to left,
294 * 2 = wall to right, 220 * 2 = wall to right,
325 /* canonicalize the wall name */ 251 /* canonicalize the wall name */
326 for (l = 0; l < 64; l++) 252 for (l = 0; l < 64; l++)
327 { 253 {
328 if (RP->wall_name[l] == '_') 254 if (RP->wall_name[l] == '_')
329 { 255 {
330 RP->wall_name[l] = 0; 256 RP->wall_name[++l] = 0;
331 break; 257 break;
332 } 258 }
333 } 259 }
334 260
335 surround_index = surround_flag4 (the_map, i, j, RP); 261 strcat (RP->wall_name, wall_suffix [surround_flag4 (the_map, i, j)]);
336 /* This would be a lot cleaner to just us a lookup table,
337 * eg, wall_suffix[surround_index]
338 */
339 switch (surround_index)
340 {
341 case 0:
342 strcat (RP->wall_name, "_0");
343 break;
344 case 1:
345 strcat (RP->wall_name, "_1_3");
346 break;
347 case 2:
348 strcat (RP->wall_name, "_1_4");
349 break;
350 case 3:
351 strcat (RP->wall_name, "_2_1_2");
352 break;
353 case 4:
354 strcat (RP->wall_name, "_1_2");
355 break;
356 case 5:
357 strcat (RP->wall_name, "_2_2_4");
358 break;
359 case 6:
360 strcat (RP->wall_name, "_2_2_1");
361 break;
362 case 7:
363 strcat (RP->wall_name, "_3_1");
364 break;
365 case 8:
366 strcat (RP->wall_name, "_1_1");
367 break;
368 case 9:
369 strcat (RP->wall_name, "_2_2_3");
370 break;
371 case 10:
372 strcat (RP->wall_name, "_2_2_2");
373 break;
374 case 11:
375 strcat (RP->wall_name, "_3_3");
376 break;
377 case 12:
378 strcat (RP->wall_name, "_2_1_1");
379 break;
380 case 13:
381 strcat (RP->wall_name, "_3_4");
382 break;
383 case 14:
384 strcat (RP->wall_name, "_3_2");
385 break;
386 case 15:
387 strcat (RP->wall_name, "_4");
388 break;
389 }
390 262
391 wall_arch = archetype::find (RP->wall_name); 263 wall_arch = archetype::find (RP->wall_name);
392 264
393 if (!wall_arch) 265 if (!wall_arch)
394 { 266 {
395 new_wall = arch_to_object (wall_arch); 267 new_wall = wall_arch->instance ();
396 new_wall->x = i; 268 new_wall->x = i;
397 new_wall->y = j; 269 new_wall->y = j;
398 270
399 if (the_wall && the_wall->map) 271 if (the_wall && the_wall->map)
400 the_wall->destroy (); 272 the_wall->destroy ();

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