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Comparing deliantra/server/random_maps/wall.C (file contents):
Revision 1.10 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.49 by root, Mon Oct 29 23:55:54 2012 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
26#include <util.h>
25#include <random_map.h> 27#include <rmg.h>
26#include <rproto.h> 28#include <rproto.h>
27 29
28/* Put in the walls and autojoin them. */ 30/* Put in the walls and autojoin them. */
29 31
30
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. */
33
34int 34int
35surround_flag (char **layout, int i, int j, RMParms * RP) 35surround_flag (const layout &maze, int i, int j)
36{ 36{
37 /* 1 = wall to left, 37 /* 1 = wall to left,
38 2 = wall to right, 38 2 = wall to right,
39 4 = wall above 39 4 = wall above
40 8 = wall below */ 40 8 = wall below */
41 int surround_index = 0; 41 int surround_index = 0;
42 42
43 if ((i > 0) && layout[i - 1][j] != 0) 43 if (i > 0 && maze[i - 1][j] != 0) surround_index |= 1;
44 surround_index |= 1; 44 if (i < maze.w - 1 && maze[i + 1][j] != 0) surround_index |= 2;
45 if ((i < RP->Xsize - 1) && layout[i + 1][j] != 0) 45 if (j > 0 && maze[i][j - 1] != 0) surround_index |= 4;
46 surround_index |= 2; 46 if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8;
47 if ((j > 0) && layout[i][j - 1] != 0) 47
48 surround_index |= 4;
49 if ((j < RP->Ysize - 1) && layout[i][j + 1] != 0)
50 surround_index |= 8;
51 return surround_index; 48 return surround_index;
52} 49}
53 50
54
55/* like surround_flag, but only walls count. 51/* like surround_flag, but only walls count. */
56 */
57
58int 52int
59surround_flag2 (char **layout, int i, int j, RMParms * RP) 53surround_flag2 (const layout &maze, int i, int j)
60{ 54{
61 /* 1 = wall to left, 55 /* 1 = wall to left,
62 2 = wall to right, 56 2 = wall to right,
63 4 = wall above 57 4 = wall above
64 8 = wall below */ 58 8 = wall below */
65 int surround_index = 0; 59 int surround_index = 0;
66 60
67 if ((i > 0) && layout[i - 1][j] == '#') 61 if (i > 0 && maze[i - 1][j] == '#') surround_index |= 1;
68 surround_index |= 1; 62 if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2;
69 if ((i < RP->Xsize - 1) && layout[i + 1][j] == '#') 63 if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4;
70 surround_index |= 2; 64 if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8;
71 if ((j > 0) && layout[i][j - 1] == '#') 65
72 surround_index |= 4;
73 if ((j < RP->Ysize - 1) && layout[i][j + 1] == '#')
74 surround_index |= 8;
75 return surround_index; 66 return surround_index;
76} 67}
77 68
78
79/* like surround_flag, except it checks a map, not a layout. 69/* like surround_flag, except it checks a map, not a maze.
80 * Since this is part of the random map code, presumption 70 * Since this is part of the random map code, presumption
81 * is that this is not a tiled map. 71 * is that this is not a tiled map.
82 * What is considered blocking and not is somewhat hard coded. 72 * What is considered blocking and not is somewhat hard coded.
83 */ 73 */
84int 74int
85surround_flag3 (maptile *map, sint16 i, sint16 j, RMParms * RP) 75surround_flag3 (maptile *map, int i, int j)
86{ 76{
87 /* 77 /*
88 * 1 = blocked to left, 78 * 1 = blocked to left,
89 * 2 = blocked to right, 79 * 2 = blocked to right,
90 * 4 = blocked above 80 * 4 = blocked above
91 * 8 = blocked below 81 * 8 = blocked below
92 */ 82 */
93
94 int surround_index = 0; 83 int surround_index = 0;
95 84
96 if ((i > 0) && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & ~MOVE_BLOCK_DEFAULT)) 85 // don't forget to update the mapspace!
97 surround_index |= 1; 86 if (i > 0) map->at (i - 1, j ).update ();
98 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 ();
99 surround_index |= 2; 88 if (j > 0) map->at (i , j - 1).update ();
100 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 ();
101 surround_index |= 4; 90
102 if ((j < RP->Ysize - 1) && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & ~MOVE_BLOCK_DEFAULT)) 91 if (i > 0 && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & MOVE_WALK)) surround_index |= 1;
103 surround_index |= 8; 92 if (i < map->width - 1 && (GET_MAP_MOVE_BLOCK (map, i + 1, j) & MOVE_WALK)) surround_index |= 2;
93 if (j > 0 && (GET_MAP_MOVE_BLOCK (map, i, j - 1) & MOVE_WALK)) surround_index |= 4;
94 if (j < map->height - 1 && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK)) surround_index |= 8;
104 95
105 return surround_index; 96 return surround_index;
106} 97}
107 98
108/* like surround_flag2, except it checks a map, not a layout. */ 99/* like surround_flag2, except it checks a map, not a maze. */
109 100static int
110int
111surround_flag4 (maptile *map, int i, int j, RMParms * RP) 101surround_flag4 (maptile *map, int i, int j)
112{ 102{
113 /* 1 = blocked to left, 103 /* 1 = blocked to left,
114 2 = blocked to right, 104 2 = blocked to right,
115 4 = blocked above 105 4 = blocked above
116 8 = blocked below */ 106 8 = blocked below */
117 int surround_index = 0; 107 int surround_index = 0;
118 108
119 if ((i > 0) && wall_blocked (map, i - 1, j)) 109 if (i > 0 && wall_blocked (map, i - 1, j)) surround_index |= 1;
120 surround_index |= 1; 110 if (i < map->width - 1 && wall_blocked (map, i + 1, j)) surround_index |= 2;
121 if ((i < RP->Xsize - 1) && wall_blocked (map, i + 1, j)) 111 if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4;
122 surround_index |= 2; 112 if (j < map->height - 1 && wall_blocked (map, i, j + 1)) surround_index |= 8;
123 if ((j > 0) && wall_blocked (map, i, j - 1))
124 surround_index |= 4;
125 if ((j < RP->Ysize - 1) && wall_blocked (map, i, j + 1))
126 surround_index |= 8;
127 113
128 return surround_index; 114 return surround_index;
129} 115}
130 116
131/* takes a map and a layout, and puts walls in the map (picked from
132 w_style) at '#' marks. */
133
134void
135make_map_walls (maptile *map, char **layout, char *w_style, RMParms * RP)
136{
137 char styledirname[256];
138 char stylefilepath[256];
139 maptile *style_map = 0;
140 object *the_wall;
141
142 /* get the style map */
143 if (!strcmp (w_style, "none"))
144 return;
145 sprintf (styledirname, "%s", "/styles/wallstyles");
146 sprintf (stylefilepath, "%s/%s", styledirname, w_style);
147 style_map = find_style (styledirname, w_style, -1);
148 if (style_map == 0)
149 return;
150
151 /* fill up the map with the given floor style */
152 if ((the_wall = pick_random_object (style_map)) != NULL)
153 {
154 int i, j;
155 char *cp;
156 int joinedwalls = 0;
157 object *thiswall;
158
159 sprintf (RP->wall_name, "%s", &the_wall->arch->name);
160 if ((cp = strchr (RP->wall_name, '_')) != NULL)
161 {
162 *cp = 0;
163 joinedwalls = 1;
164 }
165
166 for (i = 0; i < RP->Xsize; i++)
167 for (j = 0; j < RP->Ysize; j++)
168 {
169 if (layout[i][j] == '#')
170 {
171 if (joinedwalls)
172 thiswall = pick_joined_wall (the_wall, layout, i, j, RP);
173 else
174 thiswall = arch_to_object (the_wall->arch);
175 thiswall->x = i;
176 thiswall->y = j;
177 thiswall->move_block = MOVE_ALL;
178 insert_ob_in_map (thiswall, map, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
179 }
180 }
181 }
182}
183
184
185/* 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,
186 and have everything nicely joined. It uses the layout. */ 118 and have everything nicely joined. It uses the maze. */
187 119static object *
188object *
189pick_joined_wall (object *the_wall, char **layout, int i, int j, RMParms * RP) 120pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP)
190{ 121{
191 /* 1 = wall to left,
192 2 = wall to right,
193 4 = wall above
194 8 = wall below */
195 int surround_index = 0;
196 int l; 122 int l;
197 char wall_name[64]; 123 char wall_name[1024];
198 archetype *wall_arch = 0; 124 archetype *wall_arch = 0;
199 125
200 strcpy (wall_name, the_wall->arch->name); 126 assign (wall_name, the_wall->arch->archname);
201 127
202 /* conventionally, walls are named like this: 128 /* conventionally, walls are named like this:
203 wallname_wallcode, where wallcode indicates 129 wallname_wallcode, where wallcode indicates
204 a joinedness, and wallname is the wall. 130 a joinedness, and wallname is the wall.
205 this code depends on the convention for 131 this code depends on the convention for
213 wall_name[l] = 0; 139 wall_name[l] = 0;
214 break; 140 break;
215 } 141 }
216 } 142 }
217 143
218 surround_index = surround_flag2 (layout, i, j, RP);
219
220 switch (surround_index)
221 {
222 case 0:
223 strcat (wall_name, "_0"); 144 strcat (wall_name, "_");
224 break; 145 strcat (wall_name, wall_suffix [surround_flag2 (maze, i, j)]);
225 case 1: 146
226 strcat (wall_name, "_1_3");
227 break;
228 case 2:
229 strcat (wall_name, "_1_4");
230 break;
231 case 3:
232 strcat (wall_name, "_2_1_2");
233 break;
234 case 4:
235 strcat (wall_name, "_1_2");
236 break;
237 case 5:
238 strcat (wall_name, "_2_2_4");
239 break;
240 case 6:
241 strcat (wall_name, "_2_2_1");
242 break;
243 case 7:
244 strcat (wall_name, "_3_1");
245 break;
246 case 8:
247 strcat (wall_name, "_1_1");
248 break;
249 case 9:
250 strcat (wall_name, "_2_2_3");
251 break;
252 case 10:
253 strcat (wall_name, "_2_2_2");
254 break;
255 case 11:
256 strcat (wall_name, "_3_3");
257 break;
258 case 12:
259 strcat (wall_name, "_2_1_1");
260 break;
261 case 13:
262 strcat (wall_name, "_3_4");
263 break;
264 case 14:
265 strcat (wall_name, "_3_2");
266 break;
267 case 15:
268 strcat (wall_name, "_4");
269 break;
270 }
271 wall_arch = archetype::find (wall_name); 147 wall_arch = archetype::find (wall_name);
272 if (wall_arch) 148
273 return arch_to_object (wall_arch); 149 return wall_arch ? wall_arch->instance () : the_wall->arch->instance ();
274 else 150}
151
152// checks whether the layout has a "reachable" space at a given point, i.e.
153// not a wall that is completely surrounded by walls.
154static bool inline
155is_visible (layout &maze, int i, int j)
156{
157 for (int dx = -1; dx <= 1; ++dx)
158 for (int dy = -1; dy <= 1; ++dy)
275 { 159 {
276 nroferrors--; 160 int x = i + dx;
277 return arch_to_object (the_wall->arch); 161 int y = j + dy;
162
163 if (IN_RANGE_EXC (x, 0, maze.w)
164 && IN_RANGE_EXC (y, 0, maze.h)
165 && maze [x][y] != '#')
166 return true;
278 } 167 }
279 168
280 169 return false;
281} 170}
282 171
172/* takes a map and a maze, and puts walls in the map (picked from
173 w_style) at '#' marks. */
174void
175make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP)
176{
177 object *the_wall;
178
179 /* get the style map */
180 if (!strcmp (w_style, "none"))
181 return;
182
183 maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty);
184 if (!style_map)
185 return;
186
187 maptile *mining_map = m_style && *m_style
188 ? find_style ("/styles/miningstyles", m_style, RP->difficulty)
189 : 0;
190
191 if ((the_wall = style_map->pick_random_object (rmg_rndm)))
192 {
193 // first pass, remove all "unreachable" (in-rock) walls
194 // and replace them by "blocked" spaces.
195
196 layout clean_maze (maze);
197
198 if (archetype *blocked = archetype::find ("blocked"))
199 for (int x = 0; x < maze.w; ++x)
200 for (int y = 0; y < maze.h; ++y)
201 if (maze [x][y] == '#' && !is_visible (maze, x, y))
202 {
203 clean_maze [x][y] = 'X';
204
205 // erase everything on this space ad replace it by blocked
206 mapspace &ms = map->at (x, y);
207
208 while (ms.top)
209 ms.top->destroy ();
210
211 map->insert (blocked->instance (), x, y, 0, INS_NO_MERGE | INS_NO_WALK_ON);
212 }
213
214 // second pass, add in walls
215
216 int joinedwalls = 0;
217
218 assign (RP->wall_name, the_wall->arch->archname);
219 if (char *cp = strchr (RP->wall_name, '_'))
220 {
221 *cp = 0;
222 joinedwalls = 1;
223 }
224
225 for (int i = 0; i < RP->Xsize; i++)
226 for (int j = 0; j < RP->Ysize; j++)
227 if (clean_maze [i][j] == '#')
228 {
229 object *thiswall = joinedwalls ? pick_joined_wall (the_wall, clean_maze, i, j, RP)
230 : the_wall->arch->instance ();
231
232 thiswall->move_block = MOVE_ALL;
233 map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
234
235 if (mining_map)
236 if (object *vein = mining_map->at (rmg_rndm (mining_map->width), rmg_rndm (mining_map->height)).bot)
237 map->insert (vein->clone (), i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
238 }
239 }
240}
283 241
284/* this takes a map, and changes an existing wall to match what's blocked 242/* this takes a map, and changes an existing wall to match what's blocked
285 * around it, counting only doors and walls as blocked. If insert_flag is 243 * around it, counting only doors and walls as blocked. If insert_flag is
286 * 1, it will go ahead and insert the wall into the map. If not, it 244 * 1, it will go ahead and insert the wall into the map. If not, it
287 * will only return the wall which would belong there, and doesn't 245 * will only return the wall which would belong there, and doesn't
288 * remove anything. It depends on the 246 * remove anything. It depends on the
289 * global, previously-set variable, "wall_name" 247 * global, previously-set variable, "wall_name"
290 */ 248 */
291
292object * 249object *
293retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, RMParms * RP) 250retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP)
294{ 251{
295 /* 1 = wall to left,
296 * 2 = wall to right,
297 * 4 = wall above
298 * 8 = wall below
299 */
300 int surround_index = 0;
301 int l; 252 int l;
302 object *the_wall = 0; 253 object *the_wall = 0;
303 object *new_wall = 0; 254 object *new_wall = 0;
304 archetype *wall_arch = 0; 255 archetype *wall_arch = 0;
305 256
306 /* first find the wall */ 257 /* first find the wall */
307 for (the_wall = GET_MAP_OB (the_map, i, j); the_wall != NULL; the_wall = the_wall->above) 258 for (the_wall = GET_MAP_OB (the_map, i, j); the_wall; the_wall = the_wall->above)
308 if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER) 259 if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER)
309 break; 260 break;
310
311 261
312 /* if what we found is a door, don't remove it, set the_wall to NULL to 262 /* if what we found is a door, don't remove it, set the_wall to NULL to
313 * signal that later. 263 * signal that later.
314 */ 264 */
315 if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR)) 265 if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR))
332 RP->wall_name[l] = 0; 282 RP->wall_name[l] = 0;
333 break; 283 break;
334 } 284 }
335 } 285 }
336 286
337 surround_index = surround_flag4 (the_map, i, j, RP);
338 /* This would be a lot cleaner to just us a lookup table,
339 * eg, wall_suffix[surround_index]
340 */
341 switch (surround_index)
342 {
343 case 0:
344 strcat (RP->wall_name, "_0"); 287 strcat (RP->wall_name, "_");
345 break; 288 strcat (RP->wall_name, wall_suffix [surround_flag4 (the_map, i, j)]);
346 case 1: 289
347 strcat (RP->wall_name, "_1_3");
348 break;
349 case 2:
350 strcat (RP->wall_name, "_1_4");
351 break;
352 case 3:
353 strcat (RP->wall_name, "_2_1_2");
354 break;
355 case 4:
356 strcat (RP->wall_name, "_1_2");
357 break;
358 case 5:
359 strcat (RP->wall_name, "_2_2_4");
360 break;
361 case 6:
362 strcat (RP->wall_name, "_2_2_1");
363 break;
364 case 7:
365 strcat (RP->wall_name, "_3_1");
366 break;
367 case 8:
368 strcat (RP->wall_name, "_1_1");
369 break;
370 case 9:
371 strcat (RP->wall_name, "_2_2_3");
372 break;
373 case 10:
374 strcat (RP->wall_name, "_2_2_2");
375 break;
376 case 11:
377 strcat (RP->wall_name, "_3_3");
378 break;
379 case 12:
380 strcat (RP->wall_name, "_2_1_1");
381 break;
382 case 13:
383 strcat (RP->wall_name, "_3_4");
384 break;
385 case 14:
386 strcat (RP->wall_name, "_3_2");
387 break;
388 case 15:
389 strcat (RP->wall_name, "_4");
390 break;
391 }
392 wall_arch = archetype::find (RP->wall_name); 290 wall_arch = archetype::find (RP->wall_name);
291
393 if (wall_arch != NULL) 292 if (!wall_arch)
394 { 293 {
395 new_wall = arch_to_object (wall_arch); 294 new_wall = wall_arch->instance ();
396 new_wall->x = i; 295 new_wall->x = i;
397 new_wall->y = j; 296 new_wall->y = j;
297
398 if (the_wall && the_wall->map) 298 if (the_wall->map)
399 {
400 the_wall->remove ();
401 the_wall->destroy (); 299 the_wall->destroy ();
402 } 300
403 the_wall->move_block = MOVE_ALL; 301 the_wall->move_block = MOVE_ALL;
404 insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON); 302 insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON);
405 } 303 }
406 else 304
407 nroferrors--; /* it's OK not to find an arch. */
408 return new_wall; 305 return new_wall;
409} 306}

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