1 | /* |
1 | /* |
2 | * static char *rcsid_wall_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: wall.C,v 1.2 2006/08/29 08:01:36 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 | |
24 | |
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 | |
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29 | #include <global.h> |
25 | #include <global.h> |
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26 | #include <util.h> |
30 | #include <random_map.h> |
27 | #include <random_map.h> |
31 | #include <rproto.h> |
28 | #include <rproto.h> |
32 | |
29 | |
33 | /* Put in the walls and autojoin them. */ |
30 | /* Put in the walls and autojoin them. */ |
34 | |
31 | |
35 | |
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36 | /* given a layout and a coordinate, tell me which squares up/down/right/left |
32 | /* given a maze and a coordinate, tell me which squares up/down/right/left |
37 | are occupied. */ |
33 | are occupied. */ |
38 | |
34 | int |
39 | int surround_flag(char **layout,int i,int j,RMParms *RP){ |
35 | surround_flag (const layout &maze, int i, int j) |
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36 | { |
40 | /* 1 = wall to left, |
37 | /* 1 = wall to left, |
41 | 2 = wall to right, |
38 | 2 = wall to right, |
42 | 4 = wall above |
39 | 4 = wall above |
43 | 8 = wall below */ |
40 | 8 = wall below */ |
44 | int surround_index = 0; |
41 | int surround_index = 0; |
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42 | |
45 | if((i > 0) && layout[i-1][j]!=0) surround_index |=1; |
43 | 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; |
44 | 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; |
45 | 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; |
46 | if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8; |
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47 | |
49 | return surround_index; |
48 | return surround_index; |
50 | } |
49 | } |
51 | |
50 | |
52 | |
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53 | /* like surround_flag, but only walls count. |
51 | /* like surround_flag, but only walls count. */ |
54 | */ |
52 | int |
55 | |
53 | surround_flag2 (const layout &maze, int i, int j) |
56 | int surround_flag2(char **layout,int i,int j,RMParms *RP){ |
54 | { |
57 | /* 1 = wall to left, |
55 | /* 1 = wall to left, |
58 | 2 = wall to right, |
56 | 2 = wall to right, |
59 | 4 = wall above |
57 | 4 = wall above |
60 | 8 = wall below */ |
58 | 8 = wall below */ |
61 | int surround_index = 0; |
59 | int surround_index = 0; |
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60 | |
62 | if((i > 0) && layout[i-1][j]=='#') surround_index |=1; |
61 | if (i > 0 && maze[i - 1][j] == '#') surround_index |= 1; |
63 | if((i < RP->Xsize-1) && layout[i+1][j]=='#') surround_index |=2; |
62 | if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2; |
64 | if((j > 0) && layout[i][j-1]=='#') surround_index |=4; |
63 | if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4; |
65 | if((j < RP->Ysize-1) && layout[i][j+1]=='#') surround_index |=8; |
64 | if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8; |
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65 | |
66 | return surround_index; |
66 | return surround_index; |
67 | } |
67 | } |
68 | |
68 | |
69 | |
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70 | /* like surround_flag, except it checks a map, not a layout. |
69 | /* like surround_flag, except it checks a map, not a maze. |
71 | * Since this is part of the random map code, presumption |
70 | * Since this is part of the random map code, presumption |
72 | * is that this is not a tiled map. |
71 | * is that this is not a tiled map. |
73 | * What is considered blocking and not is somewhat hard coded. |
72 | * What is considered blocking and not is somewhat hard coded. |
74 | */ |
73 | */ |
75 | int surround_flag3(mapstruct *map,sint16 i,sint16 j,RMParms *RP){ |
74 | int |
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75 | surround_flag3 (maptile *map, int i, int j) |
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76 | { |
76 | /* |
77 | /* |
77 | * 1 = blocked to left, |
78 | * 1 = blocked to left, |
78 | * 2 = blocked to right, |
79 | * 2 = blocked to right, |
79 | * 4 = blocked above |
80 | * 4 = blocked above |
80 | * 8 = blocked below |
81 | * 8 = blocked below |
81 | */ |
82 | */ |
82 | |
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83 | int surround_index = 0; |
83 | int surround_index = 0; |
84 | |
84 | |
85 | if((i > 0) && (GET_MAP_MOVE_BLOCK(map, i-1,j) & ~MOVE_BLOCK_DEFAULT)) |
85 | // don't forget to update the mapspace! |
86 | surround_index |=1; |
86 | 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)) |
87 | if (i < map->width - 1) map->at (i + 1, j ).update (); |
88 | surround_index |=2; |
88 | if (j > 0) map->at (i , j - 1).update (); |
89 | if((j > 0) && (GET_MAP_MOVE_BLOCK(map, i,j-1) & ~MOVE_BLOCK_DEFAULT)) |
89 | 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 | |
90 | |
94 | return surround_index; |
91 | if (i > 0 && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & MOVE_WALK)) surround_index |= 1; |
95 | } |
92 | if (i < map->width - 1 && (GET_MAP_MOVE_BLOCK (map, i + 1, j) & MOVE_WALK)) surround_index |= 2; |
96 | |
93 | 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. */ |
94 | 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 | |
95 | |
111 | return surround_index; |
96 | return surround_index; |
112 | } |
97 | } |
113 | |
98 | |
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99 | /* like surround_flag2, except it checks a map, not a maze. */ |
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100 | static int |
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101 | surround_flag4 (maptile *map, int i, int j) |
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102 | { |
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103 | /* 1 = blocked to left, |
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104 | 2 = blocked to right, |
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105 | 4 = blocked above |
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106 | 8 = blocked below */ |
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107 | int surround_index = 0; |
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108 | |
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109 | if (i > 0 && wall_blocked (map, i - 1, j)) surround_index |= 1; |
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110 | if (i < map->width - 1 && wall_blocked (map, i + 1, j)) surround_index |= 2; |
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111 | if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4; |
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112 | if (j < map->height - 1 && wall_blocked (map, i, j + 1)) surround_index |= 8; |
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113 | |
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114 | return surround_index; |
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115 | } |
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116 | |
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117 | /* picks the right wall type for this square, to make it look nice, |
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118 | and have everything nicely joined. It uses the maze. */ |
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119 | static object * |
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120 | pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP) |
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121 | { |
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122 | /* 1 = wall to left, |
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123 | 2 = wall to right, |
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124 | 4 = wall above |
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125 | 8 = wall below */ |
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126 | int surround_index = 0; |
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127 | int l; |
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128 | char wall_name[1024]; |
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129 | archetype *wall_arch = 0; |
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130 | |
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131 | assign (wall_name, the_wall->arch->archname); |
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132 | |
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133 | /* conventionally, walls are named like this: |
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134 | wallname_wallcode, where wallcode indicates |
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135 | a joinedness, and wallname is the wall. |
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136 | this code depends on the convention for |
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137 | finding the right wall. */ |
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138 | |
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139 | /* extract the wall name, which is the text up to the leading _ */ |
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140 | for (l = 0; l < 64; l++) |
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141 | { |
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142 | if (wall_name[l] == '_') |
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143 | { |
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144 | wall_name[l] = 0; |
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145 | break; |
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146 | } |
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147 | } |
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148 | |
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149 | strcat (wall_name, "_"); |
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150 | strcat (wall_name, wall_suffix [surround_flag2 (maze, i, j)]); |
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151 | |
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152 | wall_arch = archetype::find (wall_name); |
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153 | |
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154 | return wall_arch ? wall_arch->instance () : the_wall->arch->instance (); |
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155 | } |
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156 | |
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157 | // checks whether the layout has a "reachable" space at a given point, i.e. |
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158 | // not a wall that is completely surrounded by walls. |
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159 | static bool inline |
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160 | is_visible (layout &maze, int i, int j) |
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161 | { |
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162 | for (int dx = -1; dx <= 1; ++dx) |
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163 | for (int dy = -1; dy <= 1; ++dy) |
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164 | { |
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165 | int x = i + dx; |
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166 | int y = j + dy; |
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167 | |
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168 | if (IN_RANGE_EXC (x, 0, maze.w) |
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169 | && IN_RANGE_EXC (y, 0, maze.h) |
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170 | && maze [x][y] != '#') |
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171 | return true; |
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172 | } |
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173 | |
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174 | return false; |
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175 | } |
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176 | |
114 | /* takes a map and a layout, and puts walls in the map (picked from |
177 | /* takes a map and a maze, and puts walls in the map (picked from |
115 | w_style) at '#' marks. */ |
178 | w_style) at '#' marks. */ |
116 | |
179 | void |
117 | void make_map_walls(mapstruct *map,char **layout, char *w_style,RMParms *RP) { |
180 | make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP) |
118 | char styledirname[256]; |
181 | { |
119 | char stylefilepath[256]; |
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120 | mapstruct *style_map=0; |
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121 | object *the_wall; |
182 | object *the_wall; |
122 | |
183 | |
123 | /* get the style map */ |
184 | /* get the style map */ |
124 | if(!strcmp(w_style,"none")) return; |
185 | if (!strcmp (w_style, "none")) |
125 | sprintf(styledirname,"%s","/styles/wallstyles"); |
186 | 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 | |
187 | |
130 | /* fill up the map with the given floor style */ |
188 | maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty); |
131 | if((the_wall=pick_random_object(style_map))!=NULL) { |
189 | if (!style_map) |
132 | int i,j; |
190 | return; |
133 | char *cp; |
191 | |
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192 | maptile *mining_map = m_style && *m_style |
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193 | ? find_style ("/styles/miningstyles", m_style, RP->difficulty) |
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194 | : 0; |
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195 | |
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196 | if ((the_wall = style_map->pick_random_object (rmg_rndm))) |
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197 | { |
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198 | // first pass, remove all "unreachable" (in-rock) walls |
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199 | // and replace them by "blocked" spaces. |
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200 | |
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201 | layout clean_maze (maze); |
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202 | |
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203 | if (archetype *blocked = archetype::find ("blocked")) |
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204 | for (int x = 0; x < maze.w; ++x) |
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205 | for (int y = 0; y < maze.h; ++y) |
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206 | if (maze [x][y] == '#' && !is_visible (maze, x, y)) |
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207 | { |
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208 | clean_maze [x][y] = 'X'; |
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209 | |
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210 | // erase everything on this space ad replace it by blocked |
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211 | mapspace &ms = map->at (x, y); |
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212 | |
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213 | while (ms.top) |
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214 | ms.top->destroy (); |
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215 | |
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216 | map->insert (blocked->instance (), x, y, 0, INS_NO_MERGE | INS_NO_WALK_ON); |
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217 | } |
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218 | |
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219 | // second pass, add in walls |
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220 | |
134 | int joinedwalls=0; |
221 | int joinedwalls = 0; |
135 | object *thiswall; |
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136 | |
222 | |
137 | sprintf(RP->wall_name,"%s",the_wall->arch->name); |
223 | assign (RP->wall_name, the_wall->arch->archname); |
138 | if ((cp=strchr(RP->wall_name,'_'))!=NULL) { |
224 | if (char *cp = strchr (RP->wall_name, '_')) |
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225 | { |
139 | *cp=0; |
226 | *cp = 0; |
140 | joinedwalls=1; |
227 | joinedwalls = 1; |
141 | } |
228 | } |
142 | |
229 | |
143 | for(i=0;i<RP->Xsize;i++) |
230 | for (int i = 0; i < RP->Xsize; i++) |
144 | for(j=0;j<RP->Ysize;j++) { |
231 | for (int j = 0; j < RP->Ysize; j++) |
145 | if(layout[i][j]=='#') { |
232 | if (clean_maze [i][j] == '#') |
146 | if(joinedwalls) |
233 | { |
147 | thiswall=pick_joined_wall(the_wall,layout,i,j,RP); |
234 | object *thiswall = joinedwalls ? pick_joined_wall (the_wall, clean_maze, i, j, RP) |
148 | else |
235 | : the_wall->arch->instance (); |
149 | thiswall=arch_to_object(the_wall->arch); |
236 | |
150 | thiswall->x = i; |
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151 | thiswall->y = j; |
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152 | thiswall->move_block = MOVE_ALL; |
237 | thiswall->move_block = MOVE_ALL; |
153 | insert_ob_in_map(thiswall,map,thiswall,INS_NO_MERGE | INS_NO_WALK_ON); |
238 | map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); |
154 | } |
239 | |
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240 | if (mining_map) |
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241 | if (object *vein = mining_map->at (rmg_rndm (mining_map->width), rmg_rndm (mining_map->height)).bot) |
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242 | map->insert (vein->clone (), i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); |
155 | } |
243 | } |
156 | } |
244 | } |
157 | } |
245 | } |
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 | |
246 | |
252 | /* this takes a map, and changes an existing wall to match what's blocked |
247 | /* 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 |
248 | * 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 |
249 | * 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 |
250 | * will only return the wall which would belong there, and doesn't |
256 | * remove anything. It depends on the |
251 | * remove anything. It depends on the |
257 | * global, previously-set variable, "wall_name" |
252 | * global, previously-set variable, "wall_name" |
258 | */ |
253 | */ |
259 | |
254 | object * |
260 | object * retrofit_joined_wall(mapstruct *the_map,int i,int j,int insert_flag,RMParms *RP) { |
255 | retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP) |
|
|
256 | { |
261 | /* 1 = wall to left, |
257 | /* 1 = wall to left, |
262 | * 2 = wall to right, |
258 | * 2 = wall to right, |
263 | * 4 = wall above |
259 | * 4 = wall above |
264 | * 8 = wall below |
260 | * 8 = wall below |
265 | */ |
261 | */ |
266 | int surround_index=0; |
262 | int surround_index = 0; |
267 | int l; |
263 | int l; |
268 | object *the_wall=0; |
264 | object *the_wall = 0; |
269 | object *new_wall=0; |
265 | object *new_wall = 0; |
270 | archetype * wall_arch=0; |
266 | archetype *wall_arch = 0; |
271 | |
267 | |
272 | /* first find the wall */ |
268 | /* first find the wall */ |
273 | for(the_wall = get_map_ob(the_map,i,j);the_wall!=NULL;the_wall=the_wall->above) |
269 | 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) |
270 | if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER) |
275 | break; |
271 | break; |
276 | |
272 | |
277 | |
|
|
278 | /* if what we found is a door, don't remove it, set the_wall to NULL to |
273 | /* if what we found is a door, don't remove it, set the_wall to NULL to |
279 | * signal that later. |
274 | * signal that later. |
280 | */ |
275 | */ |
281 | if(the_wall && (the_wall->type==DOOR || the_wall->type==LOCKED_DOOR) ) { |
276 | if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR)) |
|
|
277 | { |
282 | the_wall=NULL; |
278 | the_wall = NULL; |
283 | /* if we're not supposed to insert a new wall where there wasn't one, |
279 | /* if we're not supposed to insert a new wall where there wasn't one, |
284 | * we've gotta leave. |
280 | * we've gotta leave. |
285 | */ |
281 | */ |
286 | if(insert_flag==0) return 0; |
282 | if (insert_flag == 0) |
|
|
283 | return 0; |
287 | } |
284 | } |
288 | else if(the_wall==NULL) return NULL; |
285 | else if (the_wall == NULL) |
|
|
286 | return NULL; |
289 | |
287 | |
290 | /* canonicalize the wall name */ |
288 | /* canonicalize the wall name */ |
291 | for(l=0;l<64;l++) { |
289 | for (l = 0; l < 64; l++) |
|
|
290 | { |
292 | if(RP->wall_name[l]=='_') { |
291 | if (RP->wall_name[l] == '_') |
|
|
292 | { |
293 | RP->wall_name[l] = 0; |
293 | RP->wall_name[l] = 0; |
294 | break; |
294 | break; |
295 | } |
295 | } |
296 | } |
296 | } |
297 | |
297 | |
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"); |
298 | strcat (RP->wall_name, "_"); |
305 | break; |
299 | strcat (RP->wall_name, wall_suffix [surround_flag4 (the_map, i, j)]); |
306 | case 1: |
300 | |
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); |
301 | wall_arch = archetype::find (RP->wall_name); |
353 | if(wall_arch!=NULL) { |
302 | |
354 | new_wall=arch_to_object(wall_arch); |
303 | if (!wall_arch) |
|
|
304 | { |
|
|
305 | new_wall = wall_arch->instance (); |
355 | new_wall->x = i; |
306 | new_wall->x = i; |
356 | new_wall->y = j; |
307 | new_wall->y = j; |
|
|
308 | |
357 | if(the_wall && the_wall->map) { |
309 | if (the_wall && the_wall->map) |
358 | remove_ob(the_wall); |
310 | the_wall->destroy (); |
359 | free_object(the_wall); |
311 | |
360 | } |
|
|
361 | the_wall->move_block = MOVE_ALL; |
312 | the_wall->move_block = MOVE_ALL; |
362 | insert_ob_in_map(new_wall,the_map,new_wall,INS_NO_MERGE | INS_NO_WALK_ON); |
313 | insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON); |
363 | } |
314 | } |
364 | else |
315 | |
365 | nroferrors--; /* it's OK not to find an arch. */ |
|
|
366 | return new_wall; |
316 | return new_wall; |
367 | } |
317 | } |
368 | |
|
|
369 | |
|
|