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. */ |
33 | int |
33 | int |
34 | surround_flag (char **layout, int i, int j, random_map_params *RP) |
34 | surround_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 | surround_index |= 1; |
43 | if (i < maze.w - 1 && maze[i + 1][j] != 0) surround_index |= 2; |
44 | if ((i < RP->Xsize - 1) && layout[i + 1][j] != 0) |
44 | if (j > 0 && maze[i][j - 1] != 0) surround_index |= 4; |
45 | surround_index |= 2; |
45 | if (j < maze.h - 1 && maze[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 | |
|
|
57 | int |
51 | int |
58 | surround_flag2 (char **layout, int i, int j, random_map_params *RP) |
52 | surround_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; |
67 | surround_index |= 1; |
61 | if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2; |
68 | if ((i < RP->Xsize - 1) && layout[i + 1][j] == '#') |
62 | if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4; |
69 | surround_index |= 2; |
63 | if (j < maze.h - 1 && maze[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 | |
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 | */ |
83 | int |
73 | int |
84 | surround_flag3 (maptile *map, sint16 i, sint16 j, random_map_params *RP) |
74 | surround_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 maze. */ |
114 | static int |
99 | static int |
115 | surround_flag4 (maptile *map, int i, int j, random_map_params *RP) |
100 | surround_flag4 (maptile *map, int i, int j) |
116 | { |
101 | { |
117 | /* 1 = blocked to left, |
102 | /* 1 = blocked to left, |
118 | 2 = blocked to right, |
103 | 2 = blocked to right, |
119 | 4 = blocked above |
104 | 4 = blocked above |
120 | 8 = blocked below */ |
105 | 8 = blocked below */ |
121 | int surround_index = 0; |
106 | int surround_index = 0; |
122 | |
107 | |
123 | if ((i > 0) && wall_blocked (map, i - 1, j)) |
108 | if (i > 0 && wall_blocked (map, i - 1, j)) surround_index |= 1; |
124 | surround_index |= 1; |
109 | if (i < map->width - 1 && wall_blocked (map, i + 1, j)) surround_index |= 2; |
125 | if ((i < RP->Xsize - 1) && wall_blocked (map, i + 1, j)) |
110 | if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4; |
126 | surround_index |= 2; |
111 | if (j < map->height - 1 && wall_blocked (map, i, j + 1)) surround_index |= 8; |
127 | if ((j > 0) && wall_blocked (map, i, j - 1)) |
|
|
128 | surround_index |= 4; |
|
|
129 | if ((j < RP->Ysize - 1) && wall_blocked (map, i, j + 1)) |
|
|
130 | surround_index |= 8; |
|
|
131 | |
112 | |
132 | return surround_index; |
113 | return surround_index; |
133 | } |
114 | } |
134 | |
115 | |
135 | /* 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, |
136 | and have everything nicely joined. It uses the layout. */ |
117 | and have everything nicely joined. It uses the maze. */ |
137 | static object * |
118 | static object * |
138 | pick_joined_wall (object *the_wall, char **layout, int i, int j, random_map_params *RP) |
119 | pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP) |
139 | { |
120 | { |
140 | /* 1 = wall to left, |
121 | /* 1 = wall to left, |
141 | 2 = wall to right, |
122 | 2 = wall to right, |
142 | 4 = wall above |
123 | 4 = wall above |
143 | 8 = wall below */ |
124 | 8 = wall below */ |
… | |
… | |
162 | wall_name[l] = 0; |
143 | wall_name[l] = 0; |
163 | break; |
144 | break; |
164 | } |
145 | } |
165 | } |
146 | } |
166 | |
147 | |
167 | surround_index = surround_flag2 (layout, i, j, RP); |
148 | surround_index = surround_flag2 (maze, i, j); |
168 | |
149 | |
169 | switch (surround_index) |
150 | switch (surround_index) |
170 | { |
151 | { |
171 | case 0: |
152 | case 0: |
172 | strcat (wall_name, "_0"); |
153 | strcat (wall_name, "_0"); |
… | |
… | |
217 | strcat (wall_name, "_4"); |
198 | strcat (wall_name, "_4"); |
218 | break; |
199 | break; |
219 | } |
200 | } |
220 | wall_arch = archetype::find (wall_name); |
201 | wall_arch = archetype::find (wall_name); |
221 | |
202 | |
222 | return wall_arch ? arch_to_object (wall_arch) : arch_to_object (the_wall->arch); |
203 | return wall_arch ? wall_arch->instance () : the_wall->arch->instance (); |
223 | } |
204 | } |
224 | |
205 | |
225 | /* takes a map and a layout, and puts walls in the map (picked from |
206 | /* takes a map and a maze, and puts walls in the map (picked from |
226 | w_style) at '#' marks. */ |
207 | w_style) at '#' marks. */ |
227 | void |
208 | void |
228 | make_map_walls (maptile *map, char **layout, char *w_style, random_map_params *RP) |
209 | make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP) |
229 | { |
210 | { |
230 | char styledirname[1024]; |
|
|
231 | char stylefilepath[1024]; |
|
|
232 | maptile *style_map = 0; |
|
|
233 | object *the_wall; |
211 | object *the_wall; |
234 | |
212 | |
235 | /* get the style map */ |
213 | /* get the style map */ |
236 | if (!strcmp (w_style, "none")) |
214 | if (!strcmp (w_style, "none")) |
237 | return; |
215 | return; |
238 | sprintf (styledirname, "%s", "/styles/wallstyles"); |
216 | |
239 | sprintf (stylefilepath, "%s/%s", styledirname, w_style); |
217 | maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty); |
240 | style_map = find_style (styledirname, w_style, -1); |
|
|
241 | if (!style_map) |
218 | if (!style_map) |
242 | return; |
219 | return; |
243 | |
220 | |
244 | /* 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 | |
245 | if ((the_wall = style_map->pick_random_object (rmg_rndm))) |
225 | if ((the_wall = style_map->pick_random_object (rmg_rndm))) |
246 | { |
226 | { |
247 | int i, j; |
227 | int i, j; |
248 | char *cp; |
228 | char *cp; |
249 | int joinedwalls = 0; |
229 | int joinedwalls = 0; |
… | |
… | |
257 | } |
237 | } |
258 | |
238 | |
259 | for (i = 0; i < RP->Xsize; i++) |
239 | for (i = 0; i < RP->Xsize; i++) |
260 | for (j = 0; j < RP->Ysize; j++) |
240 | for (j = 0; j < RP->Ysize; j++) |
261 | { |
241 | { |
262 | if (layout[i][j] == '#') |
242 | if (maze[i][j] == '#') |
263 | { |
243 | { |
264 | if (joinedwalls) |
244 | if (joinedwalls) |
265 | thiswall = pick_joined_wall (the_wall, layout, i, j, RP); |
245 | thiswall = pick_joined_wall (the_wall, maze, i, j, RP); |
266 | else |
246 | else |
267 | thiswall = arch_to_object (the_wall->arch); |
247 | thiswall = the_wall->arch->instance (); |
268 | |
248 | |
269 | thiswall->x = i; |
|
|
270 | thiswall->y = j; |
|
|
271 | thiswall->move_block = MOVE_ALL; |
249 | thiswall->move_block = MOVE_ALL; |
272 | 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); |
273 | } |
255 | } |
274 | } |
256 | } |
275 | } |
257 | } |
276 | } |
258 | } |
277 | |
259 | |
… | |
… | |
325 | RP->wall_name[l] = 0; |
307 | RP->wall_name[l] = 0; |
326 | break; |
308 | break; |
327 | } |
309 | } |
328 | } |
310 | } |
329 | |
311 | |
330 | surround_index = surround_flag4 (the_map, i, j, RP); |
312 | surround_index = surround_flag4 (the_map, i, j); |
331 | /* 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, |
332 | * eg, wall_suffix[surround_index] |
314 | * eg, wall_suffix[surround_index] |
333 | */ |
315 | */ |
334 | switch (surround_index) |
316 | switch (surround_index) |
335 | { |
317 | { |
… | |
… | |
385 | |
367 | |
386 | wall_arch = archetype::find (RP->wall_name); |
368 | wall_arch = archetype::find (RP->wall_name); |
387 | |
369 | |
388 | if (!wall_arch) |
370 | if (!wall_arch) |
389 | { |
371 | { |
390 | new_wall = arch_to_object (wall_arch); |
372 | new_wall = wall_arch->instance (); |
391 | new_wall->x = i; |
373 | new_wall->x = i; |
392 | new_wall->y = j; |
374 | new_wall->y = j; |
393 | |
375 | |
394 | if (the_wall && the_wall->map) |
376 | if (the_wall && the_wall->map) |
395 | the_wall->destroy (); |
377 | the_wall->destroy (); |