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Comparing deliantra/server/random_maps/wall.C (file contents):
Revision 1.13 by root, Sun Dec 31 19:02:24 2006 UTC vs.
Revision 1.49 by root, Mon Oct 29 23:55:54 2012 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <util.h>
26#include <random_map.h> 27#include <rmg.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
32/* 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
33 are occupied. */ 33 are occupied. */
34
35int 34int
36surround_flag (char **layout, int i, int j, random_map_params *RP) 35surround_flag (const layout &maze, int i, int j)
37{ 36{
38 /* 1 = wall to left, 37 /* 1 = wall to left,
39 2 = wall to right, 38 2 = wall to right,
40 4 = wall above 39 4 = wall above
41 8 = wall below */ 40 8 = wall below */
42 int surround_index = 0; 41 int surround_index = 0;
43 42
44 if ((i > 0) && layout[i - 1][j] != 0) 43 if (i > 0 && maze[i - 1][j] != 0) surround_index |= 1;
45 surround_index |= 1; 44 if (i < maze.w - 1 && maze[i + 1][j] != 0) surround_index |= 2;
46 if ((i < RP->Xsize - 1) && layout[i + 1][j] != 0) 45 if (j > 0 && maze[i][j - 1] != 0) surround_index |= 4;
47 surround_index |= 2; 46 if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8;
48 if ((j > 0) && layout[i][j - 1] != 0) 47
49 surround_index |= 4;
50 if ((j < RP->Ysize - 1) && layout[i][j + 1] != 0)
51 surround_index |= 8;
52 return surround_index; 48 return surround_index;
53} 49}
54 50
55
56/* like surround_flag, but only walls count. 51/* like surround_flag, but only walls count. */
57 */
58
59int 52int
60surround_flag2 (char **layout, int i, int j, random_map_params *RP) 53surround_flag2 (const layout &maze, int i, int j)
61{ 54{
62 /* 1 = wall to left, 55 /* 1 = wall to left,
63 2 = wall to right, 56 2 = wall to right,
64 4 = wall above 57 4 = wall above
65 8 = wall below */ 58 8 = wall below */
66 int surround_index = 0; 59 int surround_index = 0;
67 60
68 if ((i > 0) && layout[i - 1][j] == '#') 61 if (i > 0 && maze[i - 1][j] == '#') surround_index |= 1;
69 surround_index |= 1; 62 if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2;
70 if ((i < RP->Xsize - 1) && layout[i + 1][j] == '#') 63 if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4;
71 surround_index |= 2; 64 if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8;
72 if ((j > 0) && layout[i][j - 1] == '#') 65
73 surround_index |= 4;
74 if ((j < RP->Ysize - 1) && layout[i][j + 1] == '#')
75 surround_index |= 8;
76 return surround_index; 66 return surround_index;
77} 67}
78 68
79
80/* like surround_flag, except it checks a map, not a layout. 69/* like surround_flag, except it checks a map, not a maze.
81 * Since this is part of the random map code, presumption 70 * Since this is part of the random map code, presumption
82 * is that this is not a tiled map. 71 * is that this is not a tiled map.
83 * What is considered blocking and not is somewhat hard coded. 72 * What is considered blocking and not is somewhat hard coded.
84 */ 73 */
85int 74int
86surround_flag3 (maptile *map, sint16 i, sint16 j, random_map_params *RP) 75surround_flag3 (maptile *map, int i, int j)
87{ 76{
88 /* 77 /*
89 * 1 = blocked to left, 78 * 1 = blocked to left,
90 * 2 = blocked to right, 79 * 2 = blocked to right,
91 * 4 = blocked above 80 * 4 = blocked above
92 * 8 = blocked below 81 * 8 = blocked below
93 */ 82 */
94
95 int surround_index = 0; 83 int surround_index = 0;
96 84
97 if ((i > 0) && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & ~MOVE_BLOCK_DEFAULT)) 85 // don't forget to update the mapspace!
98 surround_index |= 1; 86 if (i > 0) map->at (i - 1, j ).update ();
99 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 ();
100 surround_index |= 2; 88 if (j > 0) map->at (i , j - 1).update ();
101 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 ();
102 surround_index |= 4; 90
103 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;
104 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;
105 95
106 return surround_index; 96 return surround_index;
107} 97}
108 98
109/* like surround_flag2, except it checks a map, not a layout. */ 99/* like surround_flag2, except it checks a map, not a maze. */
110 100static int
111int
112surround_flag4 (maptile *map, int i, int j, random_map_params *RP) 101surround_flag4 (maptile *map, int i, int j)
113{ 102{
114 /* 1 = blocked to left, 103 /* 1 = blocked to left,
115 2 = blocked to right, 104 2 = blocked to right,
116 4 = blocked above 105 4 = blocked above
117 8 = blocked below */ 106 8 = blocked below */
118 int surround_index = 0; 107 int surround_index = 0;
119 108
120 if ((i > 0) && wall_blocked (map, i - 1, j)) 109 if (i > 0 && wall_blocked (map, i - 1, j)) surround_index |= 1;
121 surround_index |= 1; 110 if (i < map->width - 1 && wall_blocked (map, i + 1, j)) surround_index |= 2;
122 if ((i < RP->Xsize - 1) && wall_blocked (map, i + 1, j)) 111 if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4;
123 surround_index |= 2; 112 if (j < map->height - 1 && wall_blocked (map, i, j + 1)) surround_index |= 8;
124 if ((j > 0) && wall_blocked (map, i, j - 1))
125 surround_index |= 4;
126 if ((j < RP->Ysize - 1) && wall_blocked (map, i, j + 1))
127 surround_index |= 8;
128 113
129 return surround_index; 114 return surround_index;
130} 115}
131 116
132/* takes a map and a layout, and puts walls in the map (picked from
133 w_style) at '#' marks. */
134
135void
136make_map_walls (maptile *map, char **layout, char *w_style, random_map_params *RP)
137{
138 char styledirname[256];
139 char stylefilepath[256];
140 maptile *style_map = 0;
141 object *the_wall;
142
143 /* get the style map */
144 if (!strcmp (w_style, "none"))
145 return;
146 sprintf (styledirname, "%s", "/styles/wallstyles");
147 sprintf (stylefilepath, "%s/%s", styledirname, w_style);
148 style_map = find_style (styledirname, w_style, -1);
149 if (style_map == 0)
150 return;
151
152 /* fill up the map with the given floor style */
153 if ((the_wall = pick_random_object (style_map)) != NULL)
154 {
155 int i, j;
156 char *cp;
157 int joinedwalls = 0;
158 object *thiswall;
159
160 sprintf (RP->wall_name, "%s", &the_wall->arch->name);
161 if ((cp = strchr (RP->wall_name, '_')) != NULL)
162 {
163 *cp = 0;
164 joinedwalls = 1;
165 }
166
167 for (i = 0; i < RP->Xsize; i++)
168 for (j = 0; j < RP->Ysize; j++)
169 {
170 if (layout[i][j] == '#')
171 {
172 if (joinedwalls)
173 thiswall = pick_joined_wall (the_wall, layout, i, j, RP);
174 else
175 thiswall = arch_to_object (the_wall->arch);
176 thiswall->x = i;
177 thiswall->y = j;
178 thiswall->move_block = MOVE_ALL;
179 insert_ob_in_map (thiswall, map, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
180 }
181 }
182 }
183}
184
185
186/* 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,
187 and have everything nicely joined. It uses the layout. */ 118 and have everything nicely joined. It uses the maze. */
188 119static object *
189object *
190pick_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)
191{ 121{
192 /* 1 = wall to left,
193 2 = wall to right,
194 4 = wall above
195 8 = wall below */
196 int surround_index = 0;
197 int l; 122 int l;
198 char wall_name[64]; 123 char wall_name[1024];
199 archetype *wall_arch = 0; 124 archetype *wall_arch = 0;
200 125
201 strcpy (wall_name, the_wall->arch->name); 126 assign (wall_name, the_wall->arch->archname);
202 127
203 /* conventionally, walls are named like this: 128 /* conventionally, walls are named like this:
204 wallname_wallcode, where wallcode indicates 129 wallname_wallcode, where wallcode indicates
205 a joinedness, and wallname is the wall. 130 a joinedness, and wallname is the wall.
206 this code depends on the convention for 131 this code depends on the convention for
214 wall_name[l] = 0; 139 wall_name[l] = 0;
215 break; 140 break;
216 } 141 }
217 } 142 }
218 143
219 surround_index = surround_flag2 (layout, i, j, RP);
220
221 switch (surround_index)
222 {
223 case 0:
224 strcat (wall_name, "_0"); 144 strcat (wall_name, "_");
225 break; 145 strcat (wall_name, wall_suffix [surround_flag2 (maze, i, j)]);
226 case 1: 146
227 strcat (wall_name, "_1_3");
228 break;
229 case 2:
230 strcat (wall_name, "_1_4");
231 break;
232 case 3:
233 strcat (wall_name, "_2_1_2");
234 break;
235 case 4:
236 strcat (wall_name, "_1_2");
237 break;
238 case 5:
239 strcat (wall_name, "_2_2_4");
240 break;
241 case 6:
242 strcat (wall_name, "_2_2_1");
243 break;
244 case 7:
245 strcat (wall_name, "_3_1");
246 break;
247 case 8:
248 strcat (wall_name, "_1_1");
249 break;
250 case 9:
251 strcat (wall_name, "_2_2_3");
252 break;
253 case 10:
254 strcat (wall_name, "_2_2_2");
255 break;
256 case 11:
257 strcat (wall_name, "_3_3");
258 break;
259 case 12:
260 strcat (wall_name, "_2_1_1");
261 break;
262 case 13:
263 strcat (wall_name, "_3_4");
264 break;
265 case 14:
266 strcat (wall_name, "_3_2");
267 break;
268 case 15:
269 strcat (wall_name, "_4");
270 break;
271 }
272 wall_arch = archetype::find (wall_name); 147 wall_arch = archetype::find (wall_name);
273 148
274 return wall_arch ? arch_to_object (wall_arch) : arch_to_object (the_wall->arch); 149 return wall_arch ? wall_arch->instance () : the_wall->arch->instance ();
275} 150}
276 151
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)
159 {
160 int x = i + dx;
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;
167 }
168
169 return false;
170}
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}
277 241
278/* 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
279 * 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
280 * 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
281 * 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
282 * remove anything. It depends on the 246 * remove anything. It depends on the
283 * global, previously-set variable, "wall_name" 247 * global, previously-set variable, "wall_name"
284 */ 248 */
285
286object * 249object *
287retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP) 250retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP)
288{ 251{
289 /* 1 = wall to left,
290 * 2 = wall to right,
291 * 4 = wall above
292 * 8 = wall below
293 */
294 int surround_index = 0;
295 int l; 252 int l;
296 object *the_wall = 0; 253 object *the_wall = 0;
297 object *new_wall = 0; 254 object *new_wall = 0;
298 archetype *wall_arch = 0; 255 archetype *wall_arch = 0;
299 256
300 /* first find the wall */ 257 /* first find the wall */
301 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)
302 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)
303 break; 260 break;
304
305 261
306 /* 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
307 * signal that later. 263 * signal that later.
308 */ 264 */
309 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))
326 RP->wall_name[l] = 0; 282 RP->wall_name[l] = 0;
327 break; 283 break;
328 } 284 }
329 } 285 }
330 286
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"); 287 strcat (RP->wall_name, "_");
339 break; 288 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 }
386 289
387 wall_arch = archetype::find (RP->wall_name); 290 wall_arch = archetype::find (RP->wall_name);
388 291
389 if (!wall_arch) 292 if (!wall_arch)
390 { 293 {
391 new_wall = arch_to_object (wall_arch); 294 new_wall = wall_arch->instance ();
392 new_wall->x = i; 295 new_wall->x = i;
393 new_wall->y = j; 296 new_wall->y = j;
394 297
395 if (the_wall && the_wall->map) 298 if (the_wall->map)
396 {
397 the_wall->remove ();
398 the_wall->destroy (); 299 the_wall->destroy ();
399 }
400 300
401 the_wall->move_block = MOVE_ALL; 301 the_wall->move_block = MOVE_ALL;
402 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);
403 } 303 }
404 304

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