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/cvs/deliantra/server/random_maps/wall.C
Revision: 1.38
Committed: Fri Jul 2 15:03:57 2010 UTC (13 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.37: +20 -20 lines
Log Message:
renmae Layout => layout, add (as of now) useless accessors

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <random_map.h>
27 #include <rproto.h>
28
29 /* Put in the walls and autojoin them. */
30
31 /* given a maze and a coordinate, tell me which squares up/down/right/left
32 are occupied. */
33 int
34 surround_flag (const layout &maze, int i, int j)
35 {
36 /* 1 = wall to left,
37 2 = wall to right,
38 4 = wall above
39 8 = wall below */
40 int surround_index = 0;
41
42 if (i > 0 && maze[i - 1][j] != 0) surround_index |= 1;
43 if (i < maze.w - 1 && maze[i + 1][j] != 0) surround_index |= 2;
44 if (j > 0 && maze[i][j - 1] != 0) surround_index |= 4;
45 if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8;
46
47 return surround_index;
48 }
49
50 /* like surround_flag, but only walls count. */
51 int
52 surround_flag2 (const layout &maze, int i, int j)
53 {
54 /* 1 = wall to left,
55 2 = wall to right,
56 4 = wall above
57 8 = wall below */
58 int surround_index = 0;
59
60 if (i > 0 && maze[i - 1][j] == '#') surround_index |= 1;
61 if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2;
62 if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4;
63 if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8;
64
65 return surround_index;
66 }
67
68 /* like surround_flag, except it checks a map, not a maze.
69 * Since this is part of the random map code, presumption
70 * is that this is not a tiled map.
71 * What is considered blocking and not is somewhat hard coded.
72 */
73 int
74 surround_flag3 (maptile *map, int i, int j)
75 {
76 /*
77 * 1 = blocked to left,
78 * 2 = blocked to right,
79 * 4 = blocked above
80 * 8 = blocked below
81 */
82 int surround_index = 0;
83
84 // don't forget to update the mapspace!
85 if (i > 0) map->at (i - 1, j ).update ();
86 if (i < map->width - 1) map->at (i + 1, j ).update ();
87 if (j > 0) map->at (i , j - 1).update ();
88 if (j < map->height - 1) map->at (i , j + 1).update ();
89
90 if (i > 0 && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & MOVE_WALK)) surround_index |= 1;
91 if (i < map->width - 1 && (GET_MAP_MOVE_BLOCK (map, i + 1, j) & MOVE_WALK)) surround_index |= 2;
92 if (j > 0 && (GET_MAP_MOVE_BLOCK (map, i, j - 1) & MOVE_WALK)) surround_index |= 4;
93 if (j < map->height - 1 && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK)) surround_index |= 8;
94
95 return surround_index;
96 }
97
98 /* like surround_flag2, except it checks a map, not a maze. */
99 static int
100 surround_flag4 (maptile *map, int i, int j)
101 {
102 /* 1 = blocked to left,
103 2 = blocked to right,
104 4 = blocked above
105 8 = blocked below */
106 int surround_index = 0;
107
108 if (i > 0 && wall_blocked (map, i - 1, j)) surround_index |= 1;
109 if (i < map->width - 1 && wall_blocked (map, i + 1, j)) surround_index |= 2;
110 if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4;
111 if (j < map->height - 1 && wall_blocked (map, i, j + 1)) surround_index |= 8;
112
113 return surround_index;
114 }
115
116 /* picks the right wall type for this square, to make it look nice,
117 and have everything nicely joined. It uses the maze. */
118 static object *
119 pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP)
120 {
121 /* 1 = wall to left,
122 2 = wall to right,
123 4 = wall above
124 8 = wall below */
125 int surround_index = 0;
126 int l;
127 char wall_name[1024];
128 archetype *wall_arch = 0;
129
130 assign (wall_name, the_wall->arch->archname);
131
132 /* conventionally, walls are named like this:
133 wallname_wallcode, where wallcode indicates
134 a joinedness, and wallname is the wall.
135 this code depends on the convention for
136 finding the right wall. */
137
138 /* extract the wall name, which is the text up to the leading _ */
139 for (l = 0; l < 64; l++)
140 {
141 if (wall_name[l] == '_')
142 {
143 wall_name[l] = 0;
144 break;
145 }
146 }
147
148 surround_index = surround_flag2 (maze, i, j);
149
150 switch (surround_index)
151 {
152 case 0:
153 strcat (wall_name, "_0");
154 break;
155 case 1:
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);
202
203 return wall_arch ? wall_arch->instance () : the_wall->arch->instance ();
204 }
205
206 /* takes a map and a maze, and puts walls in the map (picked from
207 w_style) at '#' marks. */
208 void
209 make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP)
210 {
211 object *the_wall;
212
213 /* get the style map */
214 if (!strcmp (w_style, "none"))
215 return;
216
217 maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty);
218 if (!style_map)
219 return;
220
221 maptile *mining_map = m_style && *m_style
222 ? find_style ("/styles/miningstyles", m_style, RP->difficulty)
223 : 0;
224
225 if ((the_wall = style_map->pick_random_object (rmg_rndm)))
226 {
227 int i, j;
228 char *cp;
229 int joinedwalls = 0;
230 object *thiswall;
231
232 sprintf (RP->wall_name, "%s", &the_wall->arch->archname);
233 if ((cp = strchr (RP->wall_name, '_')) != NULL)
234 {
235 *cp = 0;
236 joinedwalls = 1;
237 }
238
239 for (i = 0; i < RP->Xsize; i++)
240 for (j = 0; j < RP->Ysize; j++)
241 {
242 if (maze[i][j] == '#')
243 {
244 if (joinedwalls)
245 thiswall = pick_joined_wall (the_wall, maze, i, j, RP);
246 else
247 thiswall = the_wall->arch->instance ();
248
249 thiswall->move_block = MOVE_ALL;
250 map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
251
252 if (mining_map)
253 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);
255 }
256 }
257 }
258 }
259
260 /* 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
262 * 1, it will go ahead and insert the wall into the map. If not, it
263 * will only return the wall which would belong there, and doesn't
264 * remove anything. It depends on the
265 * global, previously-set variable, "wall_name"
266 */
267 object *
268 retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP)
269 {
270 /* 1 = wall to left,
271 * 2 = wall to right,
272 * 4 = wall above
273 * 8 = wall below
274 */
275 int surround_index = 0;
276 int l;
277 object *the_wall = 0;
278 object *new_wall = 0;
279 archetype *wall_arch = 0;
280
281 /* first find the wall */
282 for (the_wall = GET_MAP_OB (the_map, i, j); the_wall != NULL; the_wall = the_wall->above)
283 if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER)
284 break;
285
286
287 /* if what we found is a door, don't remove it, set the_wall to NULL to
288 * signal that later.
289 */
290 if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR))
291 {
292 the_wall = NULL;
293 /* if we're not supposed to insert a new wall where there wasn't one,
294 * we've gotta leave.
295 */
296 if (insert_flag == 0)
297 return 0;
298 }
299 else if (the_wall == NULL)
300 return NULL;
301
302 /* canonicalize the wall name */
303 for (l = 0; l < 64; l++)
304 {
305 if (RP->wall_name[l] == '_')
306 {
307 RP->wall_name[l] = 0;
308 break;
309 }
310 }
311
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");
320 break;
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
368 wall_arch = archetype::find (RP->wall_name);
369
370 if (!wall_arch)
371 {
372 new_wall = wall_arch->instance ();
373 new_wall->x = i;
374 new_wall->y = j;
375
376 if (the_wall && the_wall->map)
377 the_wall->destroy ();
378
379 the_wall->move_block = MOVE_ALL;
380 insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON);
381 }
382
383 return new_wall;
384 }