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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 1.52 by root, Sat Nov 17 23:40:02 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
27#include <util.h>
26#include <random_map.h> 28#include <rmg.h>
27#include <rproto.h> 29#include <rproto.h>
28 30
29/* Put in the walls and autojoin them. */ 31/* Put in the walls and autojoin them. */
30 32
31/* given a layout and a coordinate, tell me which squares up/down/right/left 33/* given a maze and a coordinate, tell me which squares up/down/right/left
32 are occupied. */ 34 are occupied. */
33int 35int
34surround_flag (char **layout, int i, int j, random_map_params *RP) 36surround_flag (const layout &maze, int i, int j)
35{ 37{
36 /* 1 = wall to left, 38 /* 1 = wall to left,
37 2 = wall to right, 39 2 = wall to right,
38 4 = wall above 40 4 = wall above
39 8 = wall below */ 41 8 = wall below */
40 int surround_index = 0; 42 int surround_index = 0;
41 43
42 if ((i > 0) && layout[i - 1][j] != 0) 44 if (i > 0 && maze[i - 1][j] != 0) surround_index |= 1;
43 surround_index |= 1; 45 if (i < maze.w - 1 && maze[i + 1][j] != 0) surround_index |= 2;
44 if ((i < RP->Xsize - 1) && layout[i + 1][j] != 0) 46 if (j > 0 && maze[i][j - 1] != 0) surround_index |= 4;
45 surround_index |= 2; 47 if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8;
46 if ((j > 0) && layout[i][j - 1] != 0) 48
47 surround_index |= 4;
48 if ((j < RP->Ysize - 1) && layout[i][j + 1] != 0)
49 surround_index |= 8;
50 return surround_index; 49 return surround_index;
51} 50}
52 51
53
54/* like surround_flag, but only walls count. 52/* like surround_flag, but only walls count. */
55 */
56
57int 53int
58surround_flag2 (char **layout, int i, int j, random_map_params *RP) 54surround_flag2 (const layout &maze, int i, int j)
59{ 55{
60 /* 1 = wall to left, 56 /* 1 = wall to left,
61 2 = wall to right, 57 2 = wall to right,
62 4 = wall above 58 4 = wall above
63 8 = wall below */ 59 8 = wall below */
64 int surround_index = 0; 60 int surround_index = 0;
65 61
66 if ((i > 0) && layout[i - 1][j] == '#') 62 if (i > 0 && maze[i - 1][j] == '#') surround_index |= 1;
67 surround_index |= 1; 63 if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2;
68 if ((i < RP->Xsize - 1) && layout[i + 1][j] == '#') 64 if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4;
69 surround_index |= 2; 65 if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8;
70 if ((j > 0) && layout[i][j - 1] == '#') 66
71 surround_index |= 4;
72 if ((j < RP->Ysize - 1) && layout[i][j + 1] == '#')
73 surround_index |= 8;
74 return surround_index; 67 return surround_index;
75} 68}
76 69
77
78/* like surround_flag, except it checks a map, not a layout. 70/* like surround_flag, except it checks a map, not a maze.
79 * Since this is part of the random map code, presumption 71 * Since this is part of the random map code, presumption
80 * is that this is not a tiled map. 72 * is that this is not a tiled map.
81 * What is considered blocking and not is somewhat hard coded. 73 * What is considered blocking and not is somewhat hard coded.
82 */ 74 */
83int 75int
84surround_flag3 (maptile *map, sint16 i, sint16 j, random_map_params *RP) 76surround_flag3 (maptile *map, int i, int j)
85{ 77{
86 /* 78 /*
87 * 1 = blocked to left, 79 * 1 = blocked to left,
88 * 2 = blocked to right, 80 * 2 = blocked to right,
89 * 4 = blocked above 81 * 4 = blocked above
90 * 8 = blocked below 82 * 8 = blocked below
91 */ 83 */
92
93 int surround_index = 0; 84 int surround_index = 0;
94 85
95 // don't forget to update the mapspace! 86 // don't forget to update the mapspace!
96 if (i > 0) map->at (i - 1, j ).update (); 87 if (i > 0) map->at (i - 1, j ).update ();
97 if (i < RP->Xsize - 1) map->at (i + 1, j ).update (); 88 if (i < map->width - 1) map->at (i + 1, j ).update ();
98 if (j > 0) map->at (i , j - 1).update (); 89 if (j > 0) map->at (i , j - 1).update ();
99 if (j < RP->Ysize - 1) map->at (i , j + 1).update (); 90 if (j < map->height - 1) map->at (i , j + 1).update ();
100 91
101 if ((i > 0) && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & MOVE_WALK)) 92 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)) 93 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)) 94 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)) 95 if (j < map->height - 1 && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK)) surround_index |= 8;
108 surround_index |= 8;
109 96
110 return surround_index; 97 return surround_index;
111} 98}
112 99
113/* like surround_flag2, except it checks a map, not a layout. */ 100/* like surround_flag2, except it checks a map, not a maze. */
114 101static int
115int
116surround_flag4 (maptile *map, int i, int j, random_map_params *RP) 102surround_flag4 (maptile *map, int i, int j)
117{ 103{
118 /* 1 = blocked to left, 104 /* 1 = blocked to left,
119 2 = blocked to right, 105 2 = blocked to right,
120 4 = blocked above 106 4 = blocked above
121 8 = blocked below */ 107 8 = blocked below */
122 int surround_index = 0; 108 int surround_index = 0;
123 109
124 if ((i > 0) && wall_blocked (map, i - 1, j)) 110 if (i > 0 && wall_blocked (map, i - 1, j)) surround_index |= 1;
125 surround_index |= 1; 111 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)) 112 if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4;
127 surround_index |= 2; 113 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;
132 114
133 return surround_index; 115 return surround_index;
134} 116}
135 117
136/* takes a map and a layout, and puts walls in the map (picked from
137 w_style) at '#' marks. */
138
139void
140make_map_walls (maptile *map, char **layout, char *w_style, random_map_params *RP)
141{
142 char styledirname[1024];
143 char stylefilepath[1024];
144 maptile *style_map = 0;
145 object *the_wall;
146
147 /* get the style map */
148 if (!strcmp (w_style, "none"))
149 return;
150 sprintf (styledirname, "%s", "/styles/wallstyles");
151 sprintf (stylefilepath, "%s/%s", styledirname, w_style);
152 style_map = find_style (styledirname, w_style, -1);
153 if (!style_map)
154 return;
155
156 /* fill up the map with the given floor style */
157 if ((the_wall = style_map->pick_random_object (rmg_rndm)))
158 {
159 int i, j;
160 char *cp;
161 int joinedwalls = 0;
162 object *thiswall;
163
164 sprintf (RP->wall_name, "%s", &the_wall->arch->archname);
165 if ((cp = strchr (RP->wall_name, '_')) != NULL)
166 {
167 *cp = 0;
168 joinedwalls = 1;
169 }
170
171 for (i = 0; i < RP->Xsize; i++)
172 for (j = 0; j < RP->Ysize; j++)
173 {
174 if (layout[i][j] == '#')
175 {
176 if (joinedwalls)
177 thiswall = pick_joined_wall (the_wall, layout, i, j, RP);
178 else
179 thiswall = arch_to_object (the_wall->arch);
180 thiswall->x = i;
181 thiswall->y = j;
182 thiswall->move_block = MOVE_ALL;
183 insert_ob_in_map (thiswall, map, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
184 }
185 }
186 }
187}
188
189
190/* picks the right wall type for this square, to make it look nice, 118/* picks the right wall type for this square, to make it look nice,
191 and have everything nicely joined. It uses the layout. */ 119 and have everything nicely joined. It uses the maze. */
192 120static object *
193object *
194pick_joined_wall (object *the_wall, char **layout, int i, int j, random_map_params *RP) 121pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP)
195{ 122{
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; 123 int l;
202 char wall_name[1024]; 124 char wall_name[1024];
203 archetype *wall_arch = 0; 125 archetype *wall_arch = 0;
204 126
205 assign (wall_name, the_wall->arch->archname); 127 assign (wall_name, the_wall->arch->archname);
218 wall_name[l] = 0; 140 wall_name[l] = 0;
219 break; 141 break;
220 } 142 }
221 } 143 }
222 144
223 surround_index = surround_flag2 (layout, i, j, RP);
224
225 switch (surround_index)
226 {
227 case 0:
228 strcat (wall_name, "_0"); 145 strcat (wall_name, "_");
229 break; 146 strcat (wall_name, wall_suffix [surround_flag2 (maze, i, j)]);
230 case 1: 147
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); 148 wall_arch = archetype::find (wall_name);
277 149
278 return wall_arch ? arch_to_object (wall_arch) : arch_to_object (the_wall->arch); 150 return wall_arch ? wall_arch->instance () : the_wall->arch->instance ();
279} 151}
280 152
153// checks whether the layout has a "reachable" space at a given point, i.e.
154// not a wall that is completely surrounded by walls.
155static bool inline
156is_visible (layout &maze, int i, int j)
157{
158 for (int dx = -1; dx <= 1; ++dx)
159 for (int dy = -1; dy <= 1; ++dy)
160 {
161 int x = i + dx;
162 int y = j + dy;
163
164 if (IN_RANGE_EXC (x, 0, maze.w)
165 && IN_RANGE_EXC (y, 0, maze.h)
166 && maze [x][y] != '#')
167 return true;
168 }
169
170 return false;
171}
172
173/* takes a map and a maze, and puts walls in the map (picked from
174 w_style) at '#' marks. */
175void
176make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP)
177{
178 object *the_wall;
179
180 /* get the style map */
181 if (!strcmp (w_style, "none"))
182 return;
183
184 maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty);
185 if (!style_map)
186 return;
187
188 maptile *mining_map = m_style && *m_style
189 ? find_style ("/styles/miningstyles", m_style, RP->difficulty)
190 : 0;
191
192 if ((the_wall = style_map->pick_random_object (rmg_rndm)))
193 {
194 // first pass, remove all "unreachable" (in-rock) walls
195 // and replace them by "blocked" spaces.
196
197 layout clean_maze (maze);
198
199 if (archetype *blocked = archetype::find ("blocked"))
200 for (int x = 0; x < maze.w; ++x)
201 for (int y = 0; y < maze.h; ++y)
202 if (maze [x][y] == '#' && !is_visible (maze, x, y))
203 {
204 clean_maze [x][y] = 'X';
205
206 // erase everything on this space ad replace it by blocked
207 mapspace &ms = map->at (x, y);
208
209 while (ms.top)
210 ms.top->destroy ();
211
212 map->insert (blocked->instance (), x, y, 0, INS_NO_MERGE | INS_NO_WALK_ON);
213 }
214
215 // second pass, add in walls
216
217 int joinedwalls = 0;
218
219 assign (RP->wall_name, the_wall->arch->archname);
220 if (char *cp = strchr (RP->wall_name, '_'))
221 {
222 *cp = 0;
223 joinedwalls = 1;
224 }
225
226 for (int i = 0; i < RP->Xsize; i++)
227 for (int j = 0; j < RP->Ysize; j++)
228 if (clean_maze [i][j] == '#')
229 {
230 object *thiswall = joinedwalls ? pick_joined_wall (the_wall, clean_maze, i, j, RP)
231 : the_wall->arch->instance ();
232
233 thiswall->move_block = MOVE_ALL;
234 map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
235
236 if (mining_map)
237 if (object *vein = mining_map->at (rmg_rndm (mining_map->width), rmg_rndm (mining_map->height)).bot)
238 map->insert (vein->clone (), i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
239 }
240 }
241}
281 242
282/* this takes a map, and changes an existing wall to match what's blocked 243/* 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 244 * 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 245 * 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 246 * will only return the wall which would belong there, and doesn't
286 * remove anything. It depends on the 247 * remove anything. It depends on the
287 * global, previously-set variable, "wall_name" 248 * global, previously-set variable, "wall_name"
288 */ 249 */
289
290object * 250object *
291retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP) 251retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP)
292{ 252{
293 /* 1 = wall to left,
294 * 2 = wall to right,
295 * 4 = wall above
296 * 8 = wall below
297 */
298 int surround_index = 0;
299 int l; 253 int l;
300 object *the_wall = 0; 254 object *the_wall = 0;
301 object *new_wall = 0; 255 object *new_wall = 0;
302 archetype *wall_arch = 0; 256 archetype *wall_arch = 0;
303 257
304 /* first find the wall */ 258 /* first find the wall */
305 for (the_wall = GET_MAP_OB (the_map, i, j); the_wall != NULL; the_wall = the_wall->above) 259 for (the_wall = GET_MAP_OB (the_map, i, j); the_wall; the_wall = the_wall->above)
306 if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER) 260 if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER)
307 break; 261 break;
308 262
309
310 /* if what we found is a door, don't remove it, set the_wall to NULL to 263 /* if what we found is a door, don't remove it, set the_wall to NULL to
311 * signal that later. 264 * signal that later.
312 */ 265 */
313 if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR)) 266 if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR))
314 { 267 {
315 the_wall = NULL; 268 the_wall = NULL;
316 /* if we're not supposed to insert a new wall where there wasn't one, 269 /* if we're not supposed to insert a new wall where there wasn't one,
317 * we've gotta leave. 270 * we've gotta leave.
318 */ 271 */
319 if (insert_flag == 0) 272 if (insert_flag == 0)
320 return 0; 273 return 0;
321 } 274 }
322 else if (the_wall == NULL) 275 else if (the_wall == NULL)
330 RP->wall_name[l] = 0; 283 RP->wall_name[l] = 0;
331 break; 284 break;
332 } 285 }
333 } 286 }
334 287
335 surround_index = surround_flag4 (the_map, i, j, RP);
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"); 288 strcat (RP->wall_name, "_");
343 break; 289 strcat (RP->wall_name, wall_suffix [surround_flag4 (the_map, i, j)]);
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 }
390 290
391 wall_arch = archetype::find (RP->wall_name); 291 wall_arch = archetype::find (RP->wall_name);
392 292
393 if (!wall_arch) 293 if (!wall_arch)
394 { 294 {
395 new_wall = arch_to_object (wall_arch); 295 new_wall = wall_arch->instance ();
396 new_wall->x = i; 296 new_wall->x = i;
397 new_wall->y = j; 297 new_wall->y = j;
398 298
399 if (the_wall && the_wall->map) 299 if (the_wall->map)
400 the_wall->destroy (); 300 the_wall->destroy ();
401 301
402 the_wall->move_block = MOVE_ALL; 302 the_wall->move_block = MOVE_ALL;
403 insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON); 303 insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON);
404 } 304 }

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