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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <global.h> |
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#include <random_map.h> |
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#include <rproto.h> |
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|
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/* Put in the walls and autojoin them. */ |
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|
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/* given a maze and a coordinate, tell me which squares up/down/right/left |
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are occupied. */ |
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int |
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surround_flag (const layout &maze, int i, int j) |
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{ |
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/* 1 = wall to left, |
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2 = wall to right, |
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4 = wall above |
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8 = wall below */ |
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int surround_index = 0; |
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|
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if (i > 0 && maze[i - 1][j] != 0) surround_index |= 1; |
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if (i < maze.w - 1 && maze[i + 1][j] != 0) surround_index |= 2; |
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if (j > 0 && maze[i][j - 1] != 0) surround_index |= 4; |
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if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8; |
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|
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return surround_index; |
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} |
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|
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/* like surround_flag, but only walls count. */ |
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int |
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surround_flag2 (const layout &maze, int i, int j) |
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{ |
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/* 1 = wall to left, |
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2 = wall to right, |
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4 = wall above |
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8 = wall below */ |
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int surround_index = 0; |
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|
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if (i > 0 && maze[i - 1][j] == '#') surround_index |= 1; |
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if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2; |
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if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4; |
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if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8; |
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|
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return surround_index; |
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} |
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|
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/* like surround_flag, except it checks a map, not a maze. |
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* Since this is part of the random map code, presumption |
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* is that this is not a tiled map. |
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* What is considered blocking and not is somewhat hard coded. |
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*/ |
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int |
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surround_flag3 (maptile *map, int i, int j) |
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{ |
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/* |
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* 1 = blocked to left, |
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* 2 = blocked to right, |
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* 4 = blocked above |
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* 8 = blocked below |
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*/ |
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int surround_index = 0; |
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|
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// don't forget to update the mapspace! |
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if (i > 0) map->at (i - 1, j ).update (); |
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if (i < map->width - 1) map->at (i + 1, j ).update (); |
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if (j > 0) map->at (i , j - 1).update (); |
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if (j < map->height - 1) map->at (i , j + 1).update (); |
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|
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if (i > 0 && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & MOVE_WALK)) surround_index |= 1; |
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if (i < map->width - 1 && (GET_MAP_MOVE_BLOCK (map, i + 1, j) & MOVE_WALK)) surround_index |= 2; |
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if (j > 0 && (GET_MAP_MOVE_BLOCK (map, i, j - 1) & MOVE_WALK)) surround_index |= 4; |
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if (j < map->height - 1 && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK)) surround_index |= 8; |
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|
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return surround_index; |
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} |
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|
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/* like surround_flag2, except it checks a map, not a maze. */ |
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static int |
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surround_flag4 (maptile *map, int i, int j) |
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{ |
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/* 1 = blocked to left, |
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2 = blocked to right, |
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4 = blocked above |
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8 = blocked below */ |
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int surround_index = 0; |
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|
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if (i > 0 && wall_blocked (map, i - 1, j)) surround_index |= 1; |
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if (i < map->width - 1 && wall_blocked (map, i + 1, j)) surround_index |= 2; |
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if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4; |
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if (j < map->height - 1 && wall_blocked (map, i, j + 1)) surround_index |= 8; |
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|
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return surround_index; |
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} |
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|
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/* picks the right wall type for this square, to make it look nice, |
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and have everything nicely joined. It uses the maze. */ |
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static object * |
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pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP) |
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{ |
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/* 1 = wall to left, |
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2 = wall to right, |
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4 = wall above |
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8 = wall below */ |
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int surround_index = 0; |
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int l; |
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char wall_name[1024]; |
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archetype *wall_arch = 0; |
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|
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assign (wall_name, the_wall->arch->archname); |
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|
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/* conventionally, walls are named like this: |
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wallname_wallcode, where wallcode indicates |
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a joinedness, and wallname is the wall. |
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this code depends on the convention for |
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finding the right wall. */ |
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|
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/* extract the wall name, which is the text up to the leading _ */ |
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for (l = 0; l < 64; l++) |
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{ |
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if (wall_name[l] == '_') |
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{ |
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wall_name[l] = 0; |
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break; |
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} |
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} |
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|
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surround_index = surround_flag2 (maze, i, j); |
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|
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switch (surround_index) |
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{ |
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case 0: |
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strcat (wall_name, "_0"); |
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break; |
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case 1: |
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strcat (wall_name, "_1_3"); |
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break; |
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case 2: |
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strcat (wall_name, "_1_4"); |
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break; |
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case 3: |
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strcat (wall_name, "_2_1_2"); |
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break; |
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case 4: |
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strcat (wall_name, "_1_2"); |
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break; |
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case 5: |
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strcat (wall_name, "_2_2_4"); |
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break; |
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case 6: |
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strcat (wall_name, "_2_2_1"); |
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break; |
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case 7: |
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strcat (wall_name, "_3_1"); |
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break; |
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case 8: |
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strcat (wall_name, "_1_1"); |
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break; |
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case 9: |
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strcat (wall_name, "_2_2_3"); |
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break; |
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case 10: |
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strcat (wall_name, "_2_2_2"); |
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break; |
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case 11: |
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strcat (wall_name, "_3_3"); |
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break; |
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case 12: |
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strcat (wall_name, "_2_1_1"); |
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break; |
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case 13: |
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strcat (wall_name, "_3_4"); |
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break; |
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case 14: |
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strcat (wall_name, "_3_2"); |
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break; |
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case 15: |
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strcat (wall_name, "_4"); |
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break; |
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} |
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wall_arch = archetype::find (wall_name); |
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|
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return wall_arch ? wall_arch->instance () : the_wall->arch->instance (); |
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} |
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|
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/* takes a map and a maze, and puts walls in the map (picked from |
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w_style) at '#' marks. */ |
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void |
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make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP) |
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{ |
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object *the_wall; |
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|
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/* get the style map */ |
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if (!strcmp (w_style, "none")) |
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return; |
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|
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maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty); |
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if (!style_map) |
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return; |
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|
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maptile *mining_map = m_style && *m_style |
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? find_style ("/styles/miningstyles", m_style, RP->difficulty) |
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: 0; |
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|
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if ((the_wall = style_map->pick_random_object (rmg_rndm))) |
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{ |
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int i, j; |
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char *cp; |
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int joinedwalls = 0; |
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object *thiswall; |
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|
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sprintf (RP->wall_name, "%s", &the_wall->arch->archname); |
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if ((cp = strchr (RP->wall_name, '_')) != NULL) |
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{ |
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*cp = 0; |
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joinedwalls = 1; |
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} |
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|
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for (i = 0; i < RP->Xsize; i++) |
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for (j = 0; j < RP->Ysize; j++) |
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{ |
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if (maze[i][j] == '#') |
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{ |
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if (joinedwalls) |
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thiswall = pick_joined_wall (the_wall, maze, i, j, RP); |
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else |
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thiswall = the_wall->arch->instance (); |
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|
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thiswall->move_block = MOVE_ALL; |
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map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); |
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|
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if (mining_map) |
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if (object *vein = mining_map->at (rmg_rndm (mining_map->width), rmg_rndm (mining_map->height)).bot) |
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map->insert (vein->clone (), i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); |
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} |
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} |
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} |
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} |
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|
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/* this takes a map, and changes an existing wall to match what's blocked |
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* around it, counting only doors and walls as blocked. If insert_flag is |
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* 1, it will go ahead and insert the wall into the map. If not, it |
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* will only return the wall which would belong there, and doesn't |
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* remove anything. It depends on the |
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* global, previously-set variable, "wall_name" |
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*/ |
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object * |
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retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP) |
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{ |
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/* 1 = wall to left, |
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* 2 = wall to right, |
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* 4 = wall above |
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* 8 = wall below |
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*/ |
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int surround_index = 0; |
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int l; |
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object *the_wall = 0; |
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object *new_wall = 0; |
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archetype *wall_arch = 0; |
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|
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/* first find the wall */ |
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for (the_wall = GET_MAP_OB (the_map, i, j); the_wall != NULL; the_wall = the_wall->above) |
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if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER) |
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break; |
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|
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|
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/* if what we found is a door, don't remove it, set the_wall to NULL to |
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* signal that later. |
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*/ |
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if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR)) |
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{ |
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the_wall = NULL; |
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/* if we're not supposed to insert a new wall where there wasn't one, |
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* we've gotta leave. |
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*/ |
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if (insert_flag == 0) |
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return 0; |
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} |
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else if (the_wall == NULL) |
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return NULL; |
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|
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/* canonicalize the wall name */ |
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for (l = 0; l < 64; l++) |
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{ |
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if (RP->wall_name[l] == '_') |
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{ |
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RP->wall_name[l] = 0; |
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break; |
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} |
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} |
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|
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surround_index = surround_flag4 (the_map, i, j); |
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/* This would be a lot cleaner to just us a lookup table, |
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* eg, wall_suffix[surround_index] |
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*/ |
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switch (surround_index) |
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{ |
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case 0: |
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strcat (RP->wall_name, "_0"); |
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break; |
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case 1: |
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strcat (RP->wall_name, "_1_3"); |
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break; |
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case 2: |
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strcat (RP->wall_name, "_1_4"); |
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break; |
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case 3: |
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strcat (RP->wall_name, "_2_1_2"); |
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break; |
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case 4: |
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strcat (RP->wall_name, "_1_2"); |
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break; |
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case 5: |
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strcat (RP->wall_name, "_2_2_4"); |
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break; |
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case 6: |
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strcat (RP->wall_name, "_2_2_1"); |
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break; |
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case 7: |
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strcat (RP->wall_name, "_3_1"); |
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break; |
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case 8: |
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strcat (RP->wall_name, "_1_1"); |
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break; |
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case 9: |
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strcat (RP->wall_name, "_2_2_3"); |
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break; |
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case 10: |
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strcat (RP->wall_name, "_2_2_2"); |
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break; |
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case 11: |
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strcat (RP->wall_name, "_3_3"); |
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break; |
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case 12: |
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strcat (RP->wall_name, "_2_1_1"); |
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break; |
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case 13: |
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strcat (RP->wall_name, "_3_4"); |
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break; |
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case 14: |
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strcat (RP->wall_name, "_3_2"); |
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break; |
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case 15: |
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strcat (RP->wall_name, "_4"); |
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break; |
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} |
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|
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wall_arch = archetype::find (RP->wall_name); |
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|
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if (!wall_arch) |
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{ |
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new_wall = wall_arch->instance (); |
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new_wall->x = i; |
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new_wall->y = j; |
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|
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if (the_wall && the_wall->map) |
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the_wall->destroy (); |
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|
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the_wall->move_block = MOVE_ALL; |
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insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON); |
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} |
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|
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return new_wall; |
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} |