ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/wall.C
(Generate patch)

Comparing deliantra/server/random_maps/wall.C (file contents):
Revision 1.37 by root, Fri Jul 2 03:40:14 2010 UTC vs.
Revision 1.43 by root, Fri Jul 2 17:43:16 2010 UTC

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 (const Layout &layout, int i, int j) 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) surround_index |= 1; 43 if (i > 0 && maze[i - 1][j] != 0) surround_index |= 1;
43 if (i < layout.w - 1 && layout[i + 1][j] != 0) surround_index |= 2; 44 if (i < maze.w - 1 && maze[i + 1][j] != 0) surround_index |= 2;
44 if (j > 0 && layout[i][j - 1] != 0) surround_index |= 4; 45 if (j > 0 && maze[i][j - 1] != 0) surround_index |= 4;
45 if (j < layout.h - 1 && layout[i][j + 1] != 0) surround_index |= 8; 46 if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8;
46 47
47 return surround_index; 48 return surround_index;
48} 49}
49 50
50/* like surround_flag, but only walls count. */ 51/* like surround_flag, but only walls count. */
51int 52int
52surround_flag2 (const Layout &layout, int i, int j) 53surround_flag2 (const layout &maze, int i, int j)
53{ 54{
54 /* 1 = wall to left, 55 /* 1 = wall to left,
55 2 = wall to right, 56 2 = wall to right,
56 4 = wall above 57 4 = wall above
57 8 = wall below */ 58 8 = wall below */
58 int surround_index = 0; 59 int surround_index = 0;
59 60
60 if (i > 0 && layout[i - 1][j] == '#') surround_index |= 1; 61 if (i > 0 && maze[i - 1][j] == '#') surround_index |= 1;
61 if (i < layout.w - 1 && layout[i + 1][j] == '#') surround_index |= 2; 62 if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2;
62 if (j > 0 && layout[i][j - 1] == '#') surround_index |= 4; 63 if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4;
63 if (j < layout.h - 1 && layout[i][j + 1] == '#') surround_index |= 8; 64 if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8;
64 65
65 return surround_index; 66 return surround_index;
66} 67}
67 68
68/* like surround_flag, except it checks a map, not a layout. 69/* like surround_flag, except it checks a map, not a maze.
69 * Since this is part of the random map code, presumption 70 * Since this is part of the random map code, presumption
70 * is that this is not a tiled map. 71 * is that this is not a tiled map.
71 * What is considered blocking and not is somewhat hard coded. 72 * What is considered blocking and not is somewhat hard coded.
72 */ 73 */
73int 74int
93 if (j < map->height - 1 && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK)) surround_index |= 8; 94 if (j < map->height - 1 && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK)) surround_index |= 8;
94 95
95 return surround_index; 96 return surround_index;
96} 97}
97 98
98/* like surround_flag2, except it checks a map, not a layout. */ 99/* like surround_flag2, except it checks a map, not a maze. */
99static int 100static int
100surround_flag4 (maptile *map, int i, int j) 101surround_flag4 (maptile *map, int i, int j)
101{ 102{
102 /* 1 = blocked to left, 103 /* 1 = blocked to left,
103 2 = blocked to right, 104 2 = blocked to right,
112 113
113 return surround_index; 114 return surround_index;
114} 115}
115 116
116/* 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,
117 and have everything nicely joined. It uses the layout. */ 118 and have everything nicely joined. It uses the maze. */
118static object * 119static object *
119pick_joined_wall (object *the_wall, const Layout &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)
120{ 121{
121 /* 1 = wall to left, 122 /* 1 = wall to left,
122 2 = wall to right, 123 2 = wall to right,
123 4 = wall above 124 4 = wall above
124 8 = wall below */ 125 8 = wall below */
143 wall_name[l] = 0; 144 wall_name[l] = 0;
144 break; 145 break;
145 } 146 }
146 } 147 }
147 148
148 surround_index = surround_flag2 (layout, i, j);
149
150 switch (surround_index)
151 {
152 case 0:
153 strcat (wall_name, "_0"); 149 strcat (wall_name, "_");
154 break; 150 strcat (wall_name, wall_suffix [surround_flag2 (maze, i, j)]);
155 case 1: 151
156 strcat (wall_name, "_1_3");
157 break;
158 case 2:
159 strcat (wall_name, "_1_4");
160 break;
161 case 3:
162 strcat (wall_name, "_2_1_2");
163 break;
164 case 4:
165 strcat (wall_name, "_1_2");
166 break;
167 case 5:
168 strcat (wall_name, "_2_2_4");
169 break;
170 case 6:
171 strcat (wall_name, "_2_2_1");
172 break;
173 case 7:
174 strcat (wall_name, "_3_1");
175 break;
176 case 8:
177 strcat (wall_name, "_1_1");
178 break;
179 case 9:
180 strcat (wall_name, "_2_2_3");
181 break;
182 case 10:
183 strcat (wall_name, "_2_2_2");
184 break;
185 case 11:
186 strcat (wall_name, "_3_3");
187 break;
188 case 12:
189 strcat (wall_name, "_2_1_1");
190 break;
191 case 13:
192 strcat (wall_name, "_3_4");
193 break;
194 case 14:
195 strcat (wall_name, "_3_2");
196 break;
197 case 15:
198 strcat (wall_name, "_4");
199 break;
200 }
201 wall_arch = archetype::find (wall_name); 152 wall_arch = archetype::find (wall_name);
202 153
203 return wall_arch ? wall_arch->instance () : the_wall->arch->instance (); 154 return wall_arch ? wall_arch->instance () : the_wall->arch->instance ();
204} 155}
205 156
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
206/* 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
207 w_style) at '#' marks. */ 178 w_style) at '#' marks. */
208void 179void
209make_map_walls (maptile *map, Layout &layout, const char *w_style, const char *m_style, random_map_params *RP) 180make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP)
210{ 181{
211 object *the_wall; 182 object *the_wall;
212 183
213 /* get the style map */ 184 /* get the style map */
214 if (!strcmp (w_style, "none")) 185 if (!strcmp (w_style, "none"))
222 ? find_style ("/styles/miningstyles", m_style, RP->difficulty) 193 ? find_style ("/styles/miningstyles", m_style, RP->difficulty)
223 : 0; 194 : 0;
224 195
225 if ((the_wall = style_map->pick_random_object (rmg_rndm))) 196 if ((the_wall = style_map->pick_random_object (rmg_rndm)))
226 { 197 {
227 int i, j; 198 // first pass, remove all "unreachable" (in-rock) walls
228 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
229 int joinedwalls = 0; 221 int joinedwalls = 0;
230 object *thiswall;
231 222
232 sprintf (RP->wall_name, "%s", &the_wall->arch->archname); 223 assign (RP->wall_name, the_wall->arch->archname);
233 if ((cp = strchr (RP->wall_name, '_')) != NULL) 224 if (char *cp = strchr (RP->wall_name, '_'))
234 { 225 {
235 *cp = 0; 226 *cp = 0;
236 joinedwalls = 1; 227 joinedwalls = 1;
237 } 228 }
238 229
239 for (i = 0; i < RP->Xsize; i++) 230 for (int i = 0; i < RP->Xsize; i++)
240 for (j = 0; j < RP->Ysize; j++) 231 for (int j = 0; j < RP->Ysize; j++)
241 {
242 if (layout[i][j] == '#') 232 if (clean_maze [i][j] == '#')
243 { 233 {
244 if (joinedwalls)
245 thiswall = pick_joined_wall (the_wall, layout, i, j, RP); 234 object *thiswall = joinedwalls ? pick_joined_wall (the_wall, clean_maze, i, j, RP)
246 else 235 : the_wall->arch->instance ();
247 thiswall = the_wall->arch->instance ();
248 236
249 thiswall->move_block = MOVE_ALL; 237 thiswall->move_block = MOVE_ALL;
250 map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); 238 map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
251 239
252 if (mining_map) 240 if (mining_map)
253 if (object *vein = mining_map->at (rmg_rndm (mining_map->width), rmg_rndm (mining_map->height)).bot) 241 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); 242 map->insert (vein->clone (), i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
255 } 243 }
256 }
257 } 244 }
258} 245}
259 246
260/* 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
261 * 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
277 object *the_wall = 0; 264 object *the_wall = 0;
278 object *new_wall = 0; 265 object *new_wall = 0;
279 archetype *wall_arch = 0; 266 archetype *wall_arch = 0;
280 267
281 /* first find the wall */ 268 /* first find the wall */
282 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)
283 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)
284 break; 271 break;
285
286 272
287 /* 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
288 * signal that later. 274 * signal that later.
289 */ 275 */
290 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))
307 RP->wall_name[l] = 0; 293 RP->wall_name[l] = 0;
308 break; 294 break;
309 } 295 }
310 } 296 }
311 297
312 surround_index = surround_flag4 (the_map, i, j);
313 /* This would be a lot cleaner to just us a lookup table,
314 * eg, wall_suffix[surround_index]
315 */
316 switch (surround_index)
317 {
318 case 0:
319 strcat (RP->wall_name, "_0"); 298 strcat (RP->wall_name, "_");
320 break; 299 strcat (RP->wall_name, wall_suffix [surround_flag4 (the_map, i, j)]);
321 case 1:
322 strcat (RP->wall_name, "_1_3");
323 break;
324 case 2:
325 strcat (RP->wall_name, "_1_4");
326 break;
327 case 3:
328 strcat (RP->wall_name, "_2_1_2");
329 break;
330 case 4:
331 strcat (RP->wall_name, "_1_2");
332 break;
333 case 5:
334 strcat (RP->wall_name, "_2_2_4");
335 break;
336 case 6:
337 strcat (RP->wall_name, "_2_2_1");
338 break;
339 case 7:
340 strcat (RP->wall_name, "_3_1");
341 break;
342 case 8:
343 strcat (RP->wall_name, "_1_1");
344 break;
345 case 9:
346 strcat (RP->wall_name, "_2_2_3");
347 break;
348 case 10:
349 strcat (RP->wall_name, "_2_2_2");
350 break;
351 case 11:
352 strcat (RP->wall_name, "_3_3");
353 break;
354 case 12:
355 strcat (RP->wall_name, "_2_1_1");
356 break;
357 case 13:
358 strcat (RP->wall_name, "_3_4");
359 break;
360 case 14:
361 strcat (RP->wall_name, "_3_2");
362 break;
363 case 15:
364 strcat (RP->wall_name, "_4");
365 break;
366 }
367 300
368 wall_arch = archetype::find (RP->wall_name); 301 wall_arch = archetype::find (RP->wall_name);
369 302
370 if (!wall_arch) 303 if (!wall_arch)
371 { 304 {

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines