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/cvs/deliantra/server/random_maps/wall.C
Revision: 1.10
Committed: Wed Dec 20 09:14:22 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +1 -1 lines
Log Message:
- minor cleanups
- minor optimisations (in_player vs. is_player_inv)
- added P_PLAYER map flag
- some (dead) concept code

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <random_map.h>
26 #include <rproto.h>
27
28 /* Put in the walls and autojoin them. */
29
30
31 /* given a layout and a coordinate, tell me which squares up/down/right/left
32 are occupied. */
33
34 int
35 surround_flag (char **layout, int i, int j, RMParms * RP)
36 {
37 /* 1 = wall to left,
38 2 = wall to right,
39 4 = wall above
40 8 = wall below */
41 int surround_index = 0;
42
43 if ((i > 0) && layout[i - 1][j] != 0)
44 surround_index |= 1;
45 if ((i < RP->Xsize - 1) && layout[i + 1][j] != 0)
46 surround_index |= 2;
47 if ((j > 0) && layout[i][j - 1] != 0)
48 surround_index |= 4;
49 if ((j < RP->Ysize - 1) && layout[i][j + 1] != 0)
50 surround_index |= 8;
51 return surround_index;
52 }
53
54
55 /* like surround_flag, but only walls count.
56 */
57
58 int
59 surround_flag2 (char **layout, int i, int j, RMParms * RP)
60 {
61 /* 1 = wall to left,
62 2 = wall to right,
63 4 = wall above
64 8 = wall below */
65 int surround_index = 0;
66
67 if ((i > 0) && layout[i - 1][j] == '#')
68 surround_index |= 1;
69 if ((i < RP->Xsize - 1) && layout[i + 1][j] == '#')
70 surround_index |= 2;
71 if ((j > 0) && layout[i][j - 1] == '#')
72 surround_index |= 4;
73 if ((j < RP->Ysize - 1) && layout[i][j + 1] == '#')
74 surround_index |= 8;
75 return surround_index;
76 }
77
78
79 /* like surround_flag, except it checks a map, not a layout.
80 * Since this is part of the random map code, presumption
81 * is that this is not a tiled map.
82 * What is considered blocking and not is somewhat hard coded.
83 */
84 int
85 surround_flag3 (maptile *map, sint16 i, sint16 j, RMParms * RP)
86 {
87 /*
88 * 1 = blocked to left,
89 * 2 = blocked to right,
90 * 4 = blocked above
91 * 8 = blocked below
92 */
93
94 int surround_index = 0;
95
96 if ((i > 0) && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & ~MOVE_BLOCK_DEFAULT))
97 surround_index |= 1;
98 if ((i < RP->Xsize - 1) && (GET_MAP_MOVE_BLOCK (map, i + 1, j) & ~MOVE_BLOCK_DEFAULT))
99 surround_index |= 2;
100 if ((j > 0) && (GET_MAP_MOVE_BLOCK (map, i, j - 1) & ~MOVE_BLOCK_DEFAULT))
101 surround_index |= 4;
102 if ((j < RP->Ysize - 1) && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & ~MOVE_BLOCK_DEFAULT))
103 surround_index |= 8;
104
105 return surround_index;
106 }
107
108 /* like surround_flag2, except it checks a map, not a layout. */
109
110 int
111 surround_flag4 (maptile *map, int i, int j, RMParms * RP)
112 {
113 /* 1 = blocked to left,
114 2 = blocked to right,
115 4 = blocked above
116 8 = blocked below */
117 int surround_index = 0;
118
119 if ((i > 0) && wall_blocked (map, i - 1, j))
120 surround_index |= 1;
121 if ((i < RP->Xsize - 1) && wall_blocked (map, i + 1, j))
122 surround_index |= 2;
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
128 return surround_index;
129 }
130
131 /* takes a map and a layout, and puts walls in the map (picked from
132 w_style) at '#' marks. */
133
134 void
135 make_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,
186 and have everything nicely joined. It uses the layout. */
187
188 object *
189 pick_joined_wall (object *the_wall, char **layout, int i, int j, RMParms * RP)
190 {
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;
197 char wall_name[64];
198 archetype *wall_arch = 0;
199
200 strcpy (wall_name, the_wall->arch->name);
201
202 /* conventionally, walls are named like this:
203 wallname_wallcode, where wallcode indicates
204 a joinedness, and wallname is the wall.
205 this code depends on the convention for
206 finding the right wall. */
207
208 /* extract the wall name, which is the text up to the leading _ */
209 for (l = 0; l < 64; l++)
210 {
211 if (wall_name[l] == '_')
212 {
213 wall_name[l] = 0;
214 break;
215 }
216 }
217
218 surround_index = surround_flag2 (layout, i, j, RP);
219
220 switch (surround_index)
221 {
222 case 0:
223 strcat (wall_name, "_0");
224 break;
225 case 1:
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);
272 if (wall_arch)
273 return arch_to_object (wall_arch);
274 else
275 {
276 nroferrors--;
277 return arch_to_object (the_wall->arch);
278 }
279
280
281 }
282
283
284 /* 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
286 * 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
288 * remove anything. It depends on the
289 * global, previously-set variable, "wall_name"
290 */
291
292 object *
293 retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, RMParms * RP)
294 {
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;
302 object *the_wall = 0;
303 object *new_wall = 0;
304 archetype *wall_arch = 0;
305
306 /* first find the wall */
307 for (the_wall = GET_MAP_OB (the_map, i, j); the_wall != NULL; the_wall = the_wall->above)
308 if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER)
309 break;
310
311
312 /* if what we found is a door, don't remove it, set the_wall to NULL to
313 * signal that later.
314 */
315 if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR))
316 {
317 the_wall = NULL;
318 /* if we're not supposed to insert a new wall where there wasn't one,
319 * we've gotta leave.
320 */
321 if (insert_flag == 0)
322 return 0;
323 }
324 else if (the_wall == NULL)
325 return NULL;
326
327 /* canonicalize the wall name */
328 for (l = 0; l < 64; l++)
329 {
330 if (RP->wall_name[l] == '_')
331 {
332 RP->wall_name[l] = 0;
333 break;
334 }
335 }
336
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");
345 break;
346 case 1:
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);
393 if (wall_arch != NULL)
394 {
395 new_wall = arch_to_object (wall_arch);
396 new_wall->x = i;
397 new_wall->y = j;
398 if (the_wall && the_wall->map)
399 {
400 the_wall->remove ();
401 the_wall->destroy ();
402 }
403 the_wall->move_block = MOVE_ALL;
404 insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON);
405 }
406 else
407 nroferrors--; /* it's OK not to find an arch. */
408 return new_wall;
409 }