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Comparing deliantra/server/random_maps/wall.C (file contents):
Revision 1.30 by root, Fri Nov 6 12:49:19 2009 UTC vs.
Revision 1.43 by root, Fri Jul 2 17:43:16 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <util.h>
26#include <random_map.h> 27#include <random_map.h>
27#include <rproto.h> 28#include <rproto.h>
28 29
29/* Put in the walls and autojoin them. */ 30/* Put in the walls and autojoin them. */
30 31
31/* 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
32 are occupied. */ 33 are occupied. */
33int 34int
34surround_flag (char **layout, int i, int j, random_map_params *RP) 35surround_flag (const layout &maze, int i, int j)
35{ 36{
36 /* 1 = wall to left, 37 /* 1 = wall to left,
37 2 = wall to right, 38 2 = wall to right,
38 4 = wall above 39 4 = wall above
39 8 = wall below */ 40 8 = wall below */
40 int surround_index = 0; 41 int surround_index = 0;
41 42
42 if ((i > 0) && layout[i - 1][j] != 0) 43 if (i > 0 && maze[i - 1][j] != 0) surround_index |= 1;
43 surround_index |= 1; 44 if (i < maze.w - 1 && maze[i + 1][j] != 0) surround_index |= 2;
44 if ((i < RP->Xsize - 1) && layout[i + 1][j] != 0) 45 if (j > 0 && maze[i][j - 1] != 0) surround_index |= 4;
45 surround_index |= 2; 46 if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8;
46 if ((j > 0) && layout[i][j - 1] != 0) 47
47 surround_index |= 4;
48 if ((j < RP->Ysize - 1) && layout[i][j + 1] != 0)
49 surround_index |= 8;
50 return surround_index; 48 return surround_index;
51} 49}
52 50
53
54/* like surround_flag, but only walls count. 51/* like surround_flag, but only walls count. */
55 */
56
57int 52int
58surround_flag2 (char **layout, int i, int j, random_map_params *RP) 53surround_flag2 (const layout &maze, int i, int j)
59{ 54{
60 /* 1 = wall to left, 55 /* 1 = wall to left,
61 2 = wall to right, 56 2 = wall to right,
62 4 = wall above 57 4 = wall above
63 8 = wall below */ 58 8 = wall below */
64 int surround_index = 0; 59 int surround_index = 0;
65 60
66 if ((i > 0) && layout[i - 1][j] == '#') 61 if (i > 0 && maze[i - 1][j] == '#') surround_index |= 1;
67 surround_index |= 1; 62 if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2;
68 if ((i < RP->Xsize - 1) && layout[i + 1][j] == '#') 63 if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4;
69 surround_index |= 2; 64 if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8;
70 if ((j > 0) && layout[i][j - 1] == '#') 65
71 surround_index |= 4;
72 if ((j < RP->Ysize - 1) && layout[i][j + 1] == '#')
73 surround_index |= 8;
74 return surround_index; 66 return surround_index;
75} 67}
76 68
77
78/* like surround_flag, except it checks a map, not a layout. 69/* like surround_flag, except it checks a map, not a maze.
79 * Since this is part of the random map code, presumption 70 * Since this is part of the random map code, presumption
80 * is that this is not a tiled map. 71 * is that this is not a tiled map.
81 * What is considered blocking and not is somewhat hard coded. 72 * What is considered blocking and not is somewhat hard coded.
82 */ 73 */
83int 74int
84surround_flag3 (maptile *map, sint16 i, sint16 j, random_map_params *RP) 75surround_flag3 (maptile *map, int i, int j)
85{ 76{
86 /* 77 /*
87 * 1 = blocked to left, 78 * 1 = blocked to left,
88 * 2 = blocked to right, 79 * 2 = blocked to right,
89 * 4 = blocked above 80 * 4 = blocked above
90 * 8 = blocked below 81 * 8 = blocked below
91 */ 82 */
92
93 int surround_index = 0; 83 int surround_index = 0;
94 84
95 // don't forget to update the mapspace! 85 // don't forget to update the mapspace!
96 if (i > 0) map->at (i - 1, j ).update (); 86 if (i > 0) map->at (i - 1, j ).update ();
97 if (i < RP->Xsize - 1) map->at (i + 1, j ).update (); 87 if (i < map->width - 1) map->at (i + 1, j ).update ();
98 if (j > 0) map->at (i , j - 1).update (); 88 if (j > 0) map->at (i , j - 1).update ();
99 if (j < RP->Ysize - 1) map->at (i , j + 1).update (); 89 if (j < map->height - 1) map->at (i , j + 1).update ();
100 90
101 if ((i > 0) && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & MOVE_WALK)) 91 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)) 92 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)) 93 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)) 94 if (j < map->height - 1 && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK)) surround_index |= 8;
108 surround_index |= 8;
109 95
110 return surround_index; 96 return surround_index;
111} 97}
112 98
113/* like surround_flag2, except it checks a map, not a layout. */ 99/* like surround_flag2, except it checks a map, not a maze. */
114 100static int
115int
116surround_flag4 (maptile *map, int i, int j, random_map_params *RP) 101surround_flag4 (maptile *map, int i, int j)
117{ 102{
118 /* 1 = blocked to left, 103 /* 1 = blocked to left,
119 2 = blocked to right, 104 2 = blocked to right,
120 4 = blocked above 105 4 = blocked above
121 8 = blocked below */ 106 8 = blocked below */
122 int surround_index = 0; 107 int surround_index = 0;
123 108
124 if ((i > 0) && wall_blocked (map, i - 1, j)) 109 if (i > 0 && wall_blocked (map, i - 1, j)) surround_index |= 1;
125 surround_index |= 1; 110 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)) 111 if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4;
127 surround_index |= 2; 112 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;
132 113
133 return surround_index; 114 return surround_index;
134} 115}
135 116
136/* picks the right wall type for this square, to make it look nice, 117/* picks the right wall type for this square, to make it look nice,
137 and have everything nicely joined. It uses the layout. */ 118 and have everything nicely joined. It uses the maze. */
138object * 119static object *
139pick_joined_wall (object *the_wall, char **layout, int i, int j, random_map_params *RP) 120pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP)
140{ 121{
141 /* 1 = wall to left, 122 /* 1 = wall to left,
142 2 = wall to right, 123 2 = wall to right,
143 4 = wall above 124 4 = wall above
144 8 = wall below */ 125 8 = wall below */
163 wall_name[l] = 0; 144 wall_name[l] = 0;
164 break; 145 break;
165 } 146 }
166 } 147 }
167 148
168 surround_index = surround_flag2 (layout, i, j, RP);
169
170 switch (surround_index)
171 {
172 case 0:
173 strcat (wall_name, "_0"); 149 strcat (wall_name, "_");
174 break; 150 strcat (wall_name, wall_suffix [surround_flag2 (maze, i, j)]);
175 case 1: 151
176 strcat (wall_name, "_1_3");
177 break;
178 case 2:
179 strcat (wall_name, "_1_4");
180 break;
181 case 3:
182 strcat (wall_name, "_2_1_2");
183 break;
184 case 4:
185 strcat (wall_name, "_1_2");
186 break;
187 case 5:
188 strcat (wall_name, "_2_2_4");
189 break;
190 case 6:
191 strcat (wall_name, "_2_2_1");
192 break;
193 case 7:
194 strcat (wall_name, "_3_1");
195 break;
196 case 8:
197 strcat (wall_name, "_1_1");
198 break;
199 case 9:
200 strcat (wall_name, "_2_2_3");
201 break;
202 case 10:
203 strcat (wall_name, "_2_2_2");
204 break;
205 case 11:
206 strcat (wall_name, "_3_3");
207 break;
208 case 12:
209 strcat (wall_name, "_2_1_1");
210 break;
211 case 13:
212 strcat (wall_name, "_3_4");
213 break;
214 case 14:
215 strcat (wall_name, "_3_2");
216 break;
217 case 15:
218 strcat (wall_name, "_4");
219 break;
220 }
221 wall_arch = archetype::find (wall_name); 152 wall_arch = archetype::find (wall_name);
222 153
223 return wall_arch ? arch_to_object (wall_arch) : arch_to_object (the_wall->arch); 154 return wall_arch ? wall_arch->instance () : the_wall->arch->instance ();
224} 155}
225 156
157// checks whether the layout has a "reachable" space at a given point, i.e.
158// not a wall that is completely surrounded by walls.
159static bool inline
160is_visible (layout &maze, int i, int j)
161{
162 for (int dx = -1; dx <= 1; ++dx)
163 for (int dy = -1; dy <= 1; ++dy)
164 {
165 int x = i + dx;
166 int y = j + dy;
167
168 if (IN_RANGE_EXC (x, 0, maze.w)
169 && IN_RANGE_EXC (y, 0, maze.h)
170 && maze [x][y] != '#')
171 return true;
172 }
173
174 return false;
175}
176
226/* 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
227 w_style) at '#' marks. */ 178 w_style) at '#' marks. */
228void 179void
229make_map_walls (maptile *map, char **layout, char *w_style, random_map_params *RP) 180make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP)
230{ 181{
231 char styledirname[1024];
232 char stylefilepath[1024];
233 maptile *style_map = 0;
234 object *the_wall; 182 object *the_wall;
235 183
236 /* get the style map */ 184 /* get the style map */
237 if (!strcmp (w_style, "none")) 185 if (!strcmp (w_style, "none"))
238 return; 186 return;
239 sprintf (styledirname, "%s", "/styles/wallstyles"); 187
240 sprintf (stylefilepath, "%s/%s", styledirname, w_style); 188 maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty);
241 style_map = find_style (styledirname, w_style, -1);
242 if (!style_map) 189 if (!style_map)
243 return; 190 return;
244 191
245 /* fill up the map with the given floor style */ 192 maptile *mining_map = m_style && *m_style
193 ? find_style ("/styles/miningstyles", m_style, RP->difficulty)
194 : 0;
195
246 if ((the_wall = style_map->pick_random_object (rmg_rndm))) 196 if ((the_wall = style_map->pick_random_object (rmg_rndm)))
247 { 197 {
248 int i, j; 198 // first pass, remove all "unreachable" (in-rock) walls
249 char *cp; 199 // and replace them by "blocked" spaces.
200
201 layout clean_maze (maze);
202
203 if (archetype *blocked = archetype::find ("blocked"))
204 for (int x = 0; x < maze.w; ++x)
205 for (int y = 0; y < maze.h; ++y)
206 if (maze [x][y] == '#' && !is_visible (maze, x, y))
207 {
208 clean_maze [x][y] = 'X';
209
210 // erase everything on this space ad replace it by blocked
211 mapspace &ms = map->at (x, y);
212
213 while (ms.top)
214 ms.top->destroy ();
215
216 map->insert (blocked->instance (), x, y, 0, INS_NO_MERGE | INS_NO_WALK_ON);
217 }
218
219 // second pass, add in walls
220
250 int joinedwalls = 0; 221 int joinedwalls = 0;
251 object *thiswall;
252 222
253 sprintf (RP->wall_name, "%s", &the_wall->arch->archname); 223 assign (RP->wall_name, the_wall->arch->archname);
254 if ((cp = strchr (RP->wall_name, '_')) != NULL) 224 if (char *cp = strchr (RP->wall_name, '_'))
255 { 225 {
256 *cp = 0; 226 *cp = 0;
257 joinedwalls = 1; 227 joinedwalls = 1;
258 } 228 }
259 229
260 for (i = 0; i < RP->Xsize; i++) 230 for (int i = 0; i < RP->Xsize; i++)
261 for (j = 0; j < RP->Ysize; j++) 231 for (int j = 0; j < RP->Ysize; j++)
262 {
263 if (layout[i][j] == '#') 232 if (clean_maze [i][j] == '#')
264 { 233 {
265 if (joinedwalls)
266 thiswall = pick_joined_wall (the_wall, layout, i, j, RP); 234 object *thiswall = joinedwalls ? pick_joined_wall (the_wall, clean_maze, i, j, RP)
267 else 235 : the_wall->arch->instance ();
268 thiswall = arch_to_object (the_wall->arch);
269 236
270 thiswall->x = i;
271 thiswall->y = j;
272 thiswall->move_block = MOVE_ALL; 237 thiswall->move_block = MOVE_ALL;
273 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);
239
240 if (mining_map)
241 if (object *vein = mining_map->at (rmg_rndm (mining_map->width), rmg_rndm (mining_map->height)).bot)
242 map->insert (vein->clone (), i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
274 } 243 }
275 }
276 } 244 }
277} 245}
278 246
279/* 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
280 * 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
296 object *the_wall = 0; 264 object *the_wall = 0;
297 object *new_wall = 0; 265 object *new_wall = 0;
298 archetype *wall_arch = 0; 266 archetype *wall_arch = 0;
299 267
300 /* first find the wall */ 268 /* first find the wall */
301 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)
302 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)
303 break; 271 break;
304
305 272
306 /* 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
307 * signal that later. 274 * signal that later.
308 */ 275 */
309 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))
326 RP->wall_name[l] = 0; 293 RP->wall_name[l] = 0;
327 break; 294 break;
328 } 295 }
329 } 296 }
330 297
331 surround_index = surround_flag4 (the_map, i, j, RP);
332 /* This would be a lot cleaner to just us a lookup table,
333 * eg, wall_suffix[surround_index]
334 */
335 switch (surround_index)
336 {
337 case 0:
338 strcat (RP->wall_name, "_0"); 298 strcat (RP->wall_name, "_");
339 break; 299 strcat (RP->wall_name, wall_suffix [surround_flag4 (the_map, i, j)]);
340 case 1:
341 strcat (RP->wall_name, "_1_3");
342 break;
343 case 2:
344 strcat (RP->wall_name, "_1_4");
345 break;
346 case 3:
347 strcat (RP->wall_name, "_2_1_2");
348 break;
349 case 4:
350 strcat (RP->wall_name, "_1_2");
351 break;
352 case 5:
353 strcat (RP->wall_name, "_2_2_4");
354 break;
355 case 6:
356 strcat (RP->wall_name, "_2_2_1");
357 break;
358 case 7:
359 strcat (RP->wall_name, "_3_1");
360 break;
361 case 8:
362 strcat (RP->wall_name, "_1_1");
363 break;
364 case 9:
365 strcat (RP->wall_name, "_2_2_3");
366 break;
367 case 10:
368 strcat (RP->wall_name, "_2_2_2");
369 break;
370 case 11:
371 strcat (RP->wall_name, "_3_3");
372 break;
373 case 12:
374 strcat (RP->wall_name, "_2_1_1");
375 break;
376 case 13:
377 strcat (RP->wall_name, "_3_4");
378 break;
379 case 14:
380 strcat (RP->wall_name, "_3_2");
381 break;
382 case 15:
383 strcat (RP->wall_name, "_4");
384 break;
385 }
386 300
387 wall_arch = archetype::find (RP->wall_name); 301 wall_arch = archetype::find (RP->wall_name);
388 302
389 if (!wall_arch) 303 if (!wall_arch)
390 { 304 {
391 new_wall = arch_to_object (wall_arch); 305 new_wall = wall_arch->instance ();
392 new_wall->x = i; 306 new_wall->x = i;
393 new_wall->y = j; 307 new_wall->y = j;
394 308
395 if (the_wall && the_wall->map) 309 if (the_wall && the_wall->map)
396 the_wall->destroy (); 310 the_wall->destroy ();

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