1 | /* |
1 | /* |
2 | * static char *rcsid_wall_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: wall.C,v 1.3 2006/09/03 00:18:42 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
23 | */ |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
24 | |
29 | #include <global.h> |
25 | #include <global.h> |
30 | #include <random_map.h> |
26 | #include <random_map.h> |
31 | #include <rproto.h> |
27 | #include <rproto.h> |
32 | |
28 | |
33 | /* Put in the walls and autojoin them. */ |
29 | /* Put in the walls and autojoin them. */ |
34 | |
30 | |
35 | |
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36 | /* 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 |
37 | are occupied. */ |
32 | are occupied. */ |
38 | |
33 | int |
39 | int surround_flag(char **layout,int i,int j,RMParms *RP){ |
34 | surround_flag (const layout &maze, int i, int j) |
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35 | { |
40 | /* 1 = wall to left, |
36 | /* 1 = wall to left, |
41 | 2 = wall to right, |
37 | 2 = wall to right, |
42 | 4 = wall above |
38 | 4 = wall above |
43 | 8 = wall below */ |
39 | 8 = wall below */ |
44 | int surround_index = 0; |
40 | int surround_index = 0; |
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41 | |
45 | if((i > 0) && layout[i-1][j]!=0) surround_index |=1; |
42 | if (i > 0 && maze[i - 1][j] != 0) surround_index |= 1; |
46 | if((i < RP->Xsize-1) && layout[i+1][j]!=0) surround_index |=2; |
43 | if (i < maze.w - 1 && maze[i + 1][j] != 0) surround_index |= 2; |
47 | if((j > 0) && layout[i][j-1]!=0) surround_index |=4; |
44 | if (j > 0 && maze[i][j - 1] != 0) surround_index |= 4; |
48 | if((j < RP->Ysize-1) && layout[i][j+1]!=0) surround_index |=8; |
45 | if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8; |
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46 | |
49 | return surround_index; |
47 | return surround_index; |
50 | } |
48 | } |
51 | |
49 | |
52 | |
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53 | /* like surround_flag, but only walls count. |
50 | /* like surround_flag, but only walls count. */ |
54 | */ |
51 | int |
55 | |
52 | surround_flag2 (const layout &maze, int i, int j) |
56 | int surround_flag2(char **layout,int i,int j,RMParms *RP){ |
53 | { |
57 | /* 1 = wall to left, |
54 | /* 1 = wall to left, |
58 | 2 = wall to right, |
55 | 2 = wall to right, |
59 | 4 = wall above |
56 | 4 = wall above |
60 | 8 = wall below */ |
57 | 8 = wall below */ |
61 | int surround_index = 0; |
58 | int surround_index = 0; |
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59 | |
62 | if((i > 0) && layout[i-1][j]=='#') surround_index |=1; |
60 | if (i > 0 && maze[i - 1][j] == '#') surround_index |= 1; |
63 | if((i < RP->Xsize-1) && layout[i+1][j]=='#') surround_index |=2; |
61 | if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2; |
64 | if((j > 0) && layout[i][j-1]=='#') surround_index |=4; |
62 | if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4; |
65 | if((j < RP->Ysize-1) && layout[i][j+1]=='#') surround_index |=8; |
63 | if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8; |
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64 | |
66 | return surround_index; |
65 | return surround_index; |
67 | } |
66 | } |
68 | |
67 | |
69 | |
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70 | /* like surround_flag, except it checks a map, not a layout. |
68 | /* like surround_flag, except it checks a map, not a maze. |
71 | * Since this is part of the random map code, presumption |
69 | * Since this is part of the random map code, presumption |
72 | * is that this is not a tiled map. |
70 | * is that this is not a tiled map. |
73 | * What is considered blocking and not is somewhat hard coded. |
71 | * What is considered blocking and not is somewhat hard coded. |
74 | */ |
72 | */ |
75 | int surround_flag3(mapstruct *map,sint16 i,sint16 j,RMParms *RP){ |
73 | int |
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74 | surround_flag3 (maptile *map, int i, int j) |
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75 | { |
76 | /* |
76 | /* |
77 | * 1 = blocked to left, |
77 | * 1 = blocked to left, |
78 | * 2 = blocked to right, |
78 | * 2 = blocked to right, |
79 | * 4 = blocked above |
79 | * 4 = blocked above |
80 | * 8 = blocked below |
80 | * 8 = blocked below |
81 | */ |
81 | */ |
82 | |
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83 | int surround_index = 0; |
82 | int surround_index = 0; |
84 | |
83 | |
85 | if((i > 0) && (GET_MAP_MOVE_BLOCK(map, i-1,j) & ~MOVE_BLOCK_DEFAULT)) |
84 | // don't forget to update the mapspace! |
86 | surround_index |=1; |
85 | if (i > 0) map->at (i - 1, j ).update (); |
87 | if((i < RP->Xsize-1) && (GET_MAP_MOVE_BLOCK(map, i+1,j) & ~MOVE_BLOCK_DEFAULT)) |
86 | if (i < map->width - 1) map->at (i + 1, j ).update (); |
88 | surround_index |=2; |
87 | if (j > 0) map->at (i , j - 1).update (); |
89 | if((j > 0) && (GET_MAP_MOVE_BLOCK(map, i,j-1) & ~MOVE_BLOCK_DEFAULT)) |
88 | if (j < map->height - 1) map->at (i , j + 1).update (); |
90 | surround_index |=4; |
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91 | if((j < RP->Ysize-1) && (GET_MAP_MOVE_BLOCK(map,i,j+1) & ~MOVE_BLOCK_DEFAULT)) |
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92 | surround_index |=8; |
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93 | |
89 | |
94 | return surround_index; |
90 | if (i > 0 && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & MOVE_WALK)) surround_index |= 1; |
95 | } |
91 | if (i < map->width - 1 && (GET_MAP_MOVE_BLOCK (map, i + 1, j) & MOVE_WALK)) surround_index |= 2; |
96 | |
92 | if (j > 0 && (GET_MAP_MOVE_BLOCK (map, i, j - 1) & MOVE_WALK)) surround_index |= 4; |
97 | /* like surround_flag2, except it checks a map, not a layout. */ |
93 | if (j < map->height - 1 && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK)) surround_index |= 8; |
98 | |
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99 | int surround_flag4(mapstruct *map,int i,int j,RMParms *RP){ |
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100 | /* 1 = blocked to left, |
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101 | 2 = blocked to right, |
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102 | 4 = blocked above |
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103 | 8 = blocked below */ |
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104 | int surround_index = 0; |
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105 | |
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106 | if((i > 0) && wall_blocked(map,i-1,j)) surround_index |=1; |
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107 | if((i < RP->Xsize-1) && wall_blocked(map,i+1,j)) surround_index |=2; |
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108 | if((j > 0) && wall_blocked(map,i,j-1)) surround_index |=4; |
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109 | if((j < RP->Ysize-1) && wall_blocked(map,i,j+1)) surround_index |=8; |
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110 | |
94 | |
111 | return surround_index; |
95 | return surround_index; |
112 | } |
96 | } |
113 | |
97 | |
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98 | /* like surround_flag2, except it checks a map, not a maze. */ |
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99 | static int |
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100 | surround_flag4 (maptile *map, int i, int j) |
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101 | { |
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102 | /* 1 = blocked to left, |
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103 | 2 = blocked to right, |
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104 | 4 = blocked above |
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105 | 8 = blocked below */ |
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106 | int surround_index = 0; |
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107 | |
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108 | if (i > 0 && wall_blocked (map, i - 1, j)) surround_index |= 1; |
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109 | if (i < map->width - 1 && wall_blocked (map, i + 1, j)) surround_index |= 2; |
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110 | if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4; |
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111 | if (j < map->height - 1 && wall_blocked (map, i, j + 1)) surround_index |= 8; |
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112 | |
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113 | return surround_index; |
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114 | } |
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115 | |
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116 | /* picks the right wall type for this square, to make it look nice, |
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117 | and have everything nicely joined. It uses the maze. */ |
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118 | static object * |
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119 | pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP) |
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120 | { |
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121 | /* 1 = wall to left, |
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122 | 2 = wall to right, |
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123 | 4 = wall above |
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124 | 8 = wall below */ |
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125 | int surround_index = 0; |
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126 | int l; |
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127 | char wall_name[1024]; |
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128 | archetype *wall_arch = 0; |
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129 | |
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130 | assign (wall_name, the_wall->arch->archname); |
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131 | |
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132 | /* conventionally, walls are named like this: |
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133 | wallname_wallcode, where wallcode indicates |
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134 | a joinedness, and wallname is the wall. |
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135 | this code depends on the convention for |
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136 | finding the right wall. */ |
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137 | |
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138 | /* extract the wall name, which is the text up to the leading _ */ |
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139 | for (l = 0; l < 64; l++) |
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140 | { |
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141 | if (wall_name[l] == '_') |
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142 | { |
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143 | wall_name[l] = 0; |
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144 | break; |
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145 | } |
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146 | } |
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147 | |
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148 | strcat (wall_name, "_"); |
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149 | strcat (wall_name, wall_suffix [surround_flag2 (maze, i, j)]); |
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150 | |
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151 | wall_arch = archetype::find (wall_name); |
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152 | |
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153 | return wall_arch ? wall_arch->instance () : the_wall->arch->instance (); |
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154 | } |
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155 | |
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156 | // checks whether the layout has a "reachable" space at a given point, i.e. |
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157 | // not a wall that is completely surrounded by walls. |
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158 | static bool inline |
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159 | is_visible (layout &maze, int i, int j) |
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160 | { |
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161 | for (int dx = -1; dx <= 1; ++dx) |
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162 | for (int dy = -1; dy <= 1; ++dy) |
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163 | { |
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164 | int x = i + dx; |
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165 | int y = j + dy; |
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166 | |
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167 | if (x >= 0 && x < maze.w |
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168 | && y >= 0 && y < maze.h |
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169 | && maze [x][y] != '#') |
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170 | return true; |
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171 | } |
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172 | |
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173 | return false; |
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174 | } |
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175 | |
114 | /* takes a map and a layout, and puts walls in the map (picked from |
176 | /* takes a map and a maze, and puts walls in the map (picked from |
115 | w_style) at '#' marks. */ |
177 | w_style) at '#' marks. */ |
116 | |
178 | void |
117 | void make_map_walls(mapstruct *map,char **layout, char *w_style,RMParms *RP) { |
179 | make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP) |
118 | char styledirname[256]; |
180 | { |
119 | char stylefilepath[256]; |
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120 | mapstruct *style_map=0; |
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121 | object *the_wall; |
181 | object *the_wall; |
122 | |
182 | |
123 | /* get the style map */ |
183 | /* get the style map */ |
124 | if(!strcmp(w_style,"none")) return; |
184 | if (!strcmp (w_style, "none")) |
125 | sprintf(styledirname,"%s","/styles/wallstyles"); |
185 | return; |
126 | sprintf(stylefilepath,"%s/%s",styledirname,w_style); |
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127 | style_map = find_style(styledirname,w_style,-1); |
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128 | if(style_map == 0) return; |
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129 | |
186 | |
130 | /* fill up the map with the given floor style */ |
187 | maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty); |
131 | if((the_wall=pick_random_object(style_map))!=NULL) { |
188 | if (!style_map) |
132 | int i,j; |
189 | return; |
133 | char *cp; |
190 | |
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191 | maptile *mining_map = m_style && *m_style |
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192 | ? find_style ("/styles/miningstyles", m_style, RP->difficulty) |
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193 | : 0; |
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194 | |
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195 | if ((the_wall = style_map->pick_random_object (rmg_rndm))) |
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196 | { |
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197 | // first pass, remove all "unreachable" (in-rock) walls |
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198 | // and replace them by "blocked" spaces. |
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199 | |
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200 | layout clean_maze (maze); |
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201 | |
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202 | if (archetype *blocked = archetype::find ("blocked")) |
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203 | for (int x = 0; x < maze.w; ++x) |
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204 | for (int y = 0; y < maze.h; ++y) |
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205 | if (maze [x][y] == '#' && !is_visible (maze, x, y)) |
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206 | { |
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207 | clean_maze [x][y] = 'X'; |
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208 | |
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209 | // erase everything on this space ad replace it by blocked |
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210 | mapspace &ms = map->at (x, y); |
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211 | |
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212 | while (ms.top) |
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213 | ms.top->destroy (); |
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214 | |
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215 | map->insert (blocked->instance (), x, y, 0, INS_NO_MERGE | INS_NO_WALK_ON); |
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216 | } |
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217 | |
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218 | // second pass, add in walls |
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219 | |
134 | int joinedwalls=0; |
220 | int joinedwalls = 0; |
135 | object *thiswall; |
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136 | |
221 | |
137 | sprintf(RP->wall_name,"%s", &the_wall->arch->name); |
222 | assign (RP->wall_name, the_wall->arch->archname); |
138 | if ((cp=strchr(RP->wall_name,'_'))!=NULL) { |
223 | if (char *cp = strchr (RP->wall_name, '_')) |
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224 | { |
139 | *cp=0; |
225 | *cp = 0; |
140 | joinedwalls=1; |
226 | joinedwalls = 1; |
141 | } |
227 | } |
142 | |
228 | |
143 | for(i=0;i<RP->Xsize;i++) |
229 | for (int i = 0; i < RP->Xsize; i++) |
144 | for(j=0;j<RP->Ysize;j++) { |
230 | for (int j = 0; j < RP->Ysize; j++) |
145 | if(layout[i][j]=='#') { |
231 | if (clean_maze [i][j] == '#') |
146 | if(joinedwalls) |
232 | { |
147 | thiswall=pick_joined_wall(the_wall,layout,i,j,RP); |
233 | object *thiswall = joinedwalls ? pick_joined_wall (the_wall, clean_maze, i, j, RP) |
148 | else |
234 | : the_wall->arch->instance (); |
149 | thiswall=arch_to_object(the_wall->arch); |
235 | |
150 | thiswall->x = i; |
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151 | thiswall->y = j; |
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152 | thiswall->move_block = MOVE_ALL; |
236 | thiswall->move_block = MOVE_ALL; |
153 | insert_ob_in_map(thiswall,map,thiswall,INS_NO_MERGE | INS_NO_WALK_ON); |
237 | map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); |
154 | } |
238 | |
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239 | if (mining_map) |
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240 | if (object *vein = mining_map->at (rmg_rndm (mining_map->width), rmg_rndm (mining_map->height)).bot) |
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241 | map->insert (vein->clone (), i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); |
155 | } |
242 | } |
156 | } |
243 | } |
157 | } |
244 | } |
158 | |
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159 | |
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160 | /* picks the right wall type for this square, to make it look nice, |
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161 | and have everything nicely joined. It uses the layout. */ |
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162 | |
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163 | object *pick_joined_wall(object *the_wall,char **layout,int i,int j,RMParms *RP) { |
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164 | /* 1 = wall to left, |
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165 | 2 = wall to right, |
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166 | 4 = wall above |
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167 | 8 = wall below */ |
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168 | int surround_index=0; |
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169 | int l; |
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170 | char wall_name[64]; |
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171 | archetype *wall_arch=0; |
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172 | |
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173 | strcpy(wall_name,the_wall->arch->name); |
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174 | |
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175 | /* conventionally, walls are named like this: |
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176 | wallname_wallcode, where wallcode indicates |
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177 | a joinedness, and wallname is the wall. |
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178 | this code depends on the convention for |
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179 | finding the right wall. */ |
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180 | |
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181 | /* extract the wall name, which is the text up to the leading _ */ |
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182 | for(l=0;l<64;l++) { |
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183 | if(wall_name[l]=='_') { |
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184 | wall_name[l] = 0; |
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185 | break; |
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186 | } |
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187 | } |
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188 | |
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189 | surround_index = surround_flag2(layout,i,j,RP); |
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190 | |
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191 | switch(surround_index) { |
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192 | case 0: |
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193 | strcat(wall_name,"_0"); |
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194 | break; |
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195 | case 1: |
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196 | strcat(wall_name,"_1_3"); |
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197 | break; |
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198 | case 2: |
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199 | strcat(wall_name,"_1_4"); |
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200 | break; |
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201 | case 3: |
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202 | strcat(wall_name,"_2_1_2"); |
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203 | break; |
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204 | case 4: |
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205 | strcat(wall_name,"_1_2"); |
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206 | break; |
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207 | case 5: |
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208 | strcat(wall_name,"_2_2_4"); |
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209 | break; |
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210 | case 6: |
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211 | strcat(wall_name,"_2_2_1"); |
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212 | break; |
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213 | case 7: |
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214 | strcat(wall_name,"_3_1"); |
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215 | break; |
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216 | case 8: |
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217 | strcat(wall_name,"_1_1"); |
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218 | break; |
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219 | case 9: |
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220 | strcat(wall_name,"_2_2_3"); |
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221 | break; |
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222 | case 10: |
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223 | strcat(wall_name,"_2_2_2"); |
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224 | break; |
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225 | case 11: |
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226 | strcat(wall_name,"_3_3"); |
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227 | break; |
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228 | case 12: |
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229 | strcat(wall_name,"_2_1_1"); |
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230 | break; |
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231 | case 13: |
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232 | strcat(wall_name,"_3_4"); |
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233 | break; |
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234 | case 14: |
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235 | strcat(wall_name,"_3_2"); |
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236 | break; |
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237 | case 15: |
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238 | strcat(wall_name,"_4"); |
|
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239 | break; |
|
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240 | } |
|
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241 | wall_arch = find_archetype(wall_name); |
|
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242 | if(wall_arch) return arch_to_object(wall_arch); |
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243 | else { |
|
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244 | nroferrors--; |
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245 | return arch_to_object(the_wall->arch); |
|
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246 | } |
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247 | |
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248 | |
|
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249 | } |
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250 | |
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251 | |
245 | |
252 | /* 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 |
253 | * 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 |
254 | * 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 |
255 | * 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 |
256 | * remove anything. It depends on the |
250 | * remove anything. It depends on the |
257 | * global, previously-set variable, "wall_name" |
251 | * global, previously-set variable, "wall_name" |
258 | */ |
252 | */ |
259 | |
253 | object * |
260 | object * retrofit_joined_wall(mapstruct *the_map,int i,int j,int insert_flag,RMParms *RP) { |
254 | retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP) |
|
|
255 | { |
261 | /* 1 = wall to left, |
256 | /* 1 = wall to left, |
262 | * 2 = wall to right, |
257 | * 2 = wall to right, |
263 | * 4 = wall above |
258 | * 4 = wall above |
264 | * 8 = wall below |
259 | * 8 = wall below |
265 | */ |
260 | */ |
266 | int surround_index=0; |
261 | int surround_index = 0; |
267 | int l; |
262 | int l; |
268 | object *the_wall=0; |
263 | object *the_wall = 0; |
269 | object *new_wall=0; |
264 | object *new_wall = 0; |
270 | archetype * wall_arch=0; |
265 | archetype *wall_arch = 0; |
271 | |
266 | |
272 | /* first find the wall */ |
267 | /* first find the wall */ |
273 | 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) |
274 | 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) |
275 | break; |
270 | break; |
276 | |
271 | |
277 | |
|
|
278 | /* 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 |
279 | * signal that later. |
273 | * signal that later. |
280 | */ |
274 | */ |
281 | 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)) |
|
|
276 | { |
282 | the_wall=NULL; |
277 | the_wall = NULL; |
283 | /* if we're not supposed to insert a new wall where there wasn't one, |
278 | /* if we're not supposed to insert a new wall where there wasn't one, |
284 | * we've gotta leave. |
279 | * we've gotta leave. |
285 | */ |
280 | */ |
286 | if(insert_flag==0) return 0; |
281 | if (insert_flag == 0) |
|
|
282 | return 0; |
287 | } |
283 | } |
288 | else if(the_wall==NULL) return NULL; |
284 | else if (the_wall == NULL) |
|
|
285 | return NULL; |
289 | |
286 | |
290 | /* canonicalize the wall name */ |
287 | /* canonicalize the wall name */ |
291 | for(l=0;l<64;l++) { |
288 | for (l = 0; l < 64; l++) |
|
|
289 | { |
292 | if(RP->wall_name[l]=='_') { |
290 | if (RP->wall_name[l] == '_') |
|
|
291 | { |
293 | RP->wall_name[l] = 0; |
292 | RP->wall_name[l] = 0; |
294 | break; |
293 | break; |
295 | } |
294 | } |
296 | } |
295 | } |
297 | |
296 | |
298 | surround_index = surround_flag4(the_map,i,j,RP); |
|
|
299 | /* This would be a lot cleaner to just us a lookup table, |
|
|
300 | * eg, wall_suffix[surround_index] |
|
|
301 | */ |
|
|
302 | switch(surround_index) { |
|
|
303 | case 0: |
|
|
304 | strcat(RP->wall_name,"_0"); |
297 | strcat (RP->wall_name, "_"); |
305 | break; |
298 | strcat (RP->wall_name, wall_suffix [surround_flag4 (the_map, i, j)]); |
306 | case 1: |
299 | |
307 | strcat(RP->wall_name,"_1_3"); |
|
|
308 | break; |
|
|
309 | case 2: |
|
|
310 | strcat(RP->wall_name,"_1_4"); |
|
|
311 | break; |
|
|
312 | case 3: |
|
|
313 | strcat(RP->wall_name,"_2_1_2"); |
|
|
314 | break; |
|
|
315 | case 4: |
|
|
316 | strcat(RP->wall_name,"_1_2"); |
|
|
317 | break; |
|
|
318 | case 5: |
|
|
319 | strcat(RP->wall_name,"_2_2_4"); |
|
|
320 | break; |
|
|
321 | case 6: |
|
|
322 | strcat(RP->wall_name,"_2_2_1"); |
|
|
323 | break; |
|
|
324 | case 7: |
|
|
325 | strcat(RP->wall_name,"_3_1"); |
|
|
326 | break; |
|
|
327 | case 8: |
|
|
328 | strcat(RP->wall_name,"_1_1"); |
|
|
329 | break; |
|
|
330 | case 9: |
|
|
331 | strcat(RP->wall_name,"_2_2_3"); |
|
|
332 | break; |
|
|
333 | case 10: |
|
|
334 | strcat(RP->wall_name,"_2_2_2"); |
|
|
335 | break; |
|
|
336 | case 11: |
|
|
337 | strcat(RP->wall_name,"_3_3"); |
|
|
338 | break; |
|
|
339 | case 12: |
|
|
340 | strcat(RP->wall_name,"_2_1_1"); |
|
|
341 | break; |
|
|
342 | case 13: |
|
|
343 | strcat(RP->wall_name,"_3_4"); |
|
|
344 | break; |
|
|
345 | case 14: |
|
|
346 | strcat(RP->wall_name,"_3_2"); |
|
|
347 | break; |
|
|
348 | case 15: |
|
|
349 | strcat(RP->wall_name,"_4"); |
|
|
350 | break; |
|
|
351 | } |
|
|
352 | wall_arch = find_archetype(RP->wall_name); |
300 | wall_arch = archetype::find (RP->wall_name); |
353 | if(wall_arch!=NULL) { |
301 | |
354 | new_wall=arch_to_object(wall_arch); |
302 | if (!wall_arch) |
|
|
303 | { |
|
|
304 | new_wall = wall_arch->instance (); |
355 | new_wall->x = i; |
305 | new_wall->x = i; |
356 | new_wall->y = j; |
306 | new_wall->y = j; |
|
|
307 | |
357 | if(the_wall && the_wall->map) { |
308 | if (the_wall && the_wall->map) |
358 | remove_ob(the_wall); |
309 | the_wall->destroy (); |
359 | free_object(the_wall); |
310 | |
360 | } |
|
|
361 | the_wall->move_block = MOVE_ALL; |
311 | the_wall->move_block = MOVE_ALL; |
362 | 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); |
363 | } |
313 | } |
364 | else |
314 | |
365 | nroferrors--; /* it's OK not to find an arch. */ |
|
|
366 | return new_wall; |
315 | return new_wall; |
367 | } |
316 | } |
368 | |
|
|
369 | |
|
|