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Revision: 1.41
Committed: Fri Jul 2 17:18:04 2010 UTC (13 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.40: +65 -29 lines
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# 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 strcat (wall_name, "_");
149 strcat (wall_name, wall_suffix [surround_flag2 (maze, i, j)]);
150
151 wall_arch = archetype::find (wall_name);
152
153 return wall_arch ? wall_arch->instance () : the_wall->arch->instance ();
154 }
155
156 // checks whether the layout has a "reachable" wall at a givne point, i.e.
157 // a wall that is not completely surrounded by walls.
158 static bool inline
159 is_visible (layout &maze, int i, int j)
160 {
161 int cnt = 0;
162
163 for (int dx = -1; dx <= 1; ++dx)
164 for (int dy = -1; dy <= 1; ++dy)
165 {
166 int x = i + dx;
167 int y = j + dy;
168
169 cnt += x < 0 || x >= maze.w
170 || y < 0 || y >= maze.h
171 || maze [x][y] == '#';
172 }
173
174 return cnt != 9;
175 }
176
177 /* takes a map and a maze, and puts walls in the map (picked from
178 w_style) at '#' marks. */
179 void
180 make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP)
181 {
182 object *the_wall;
183
184 /* get the style map */
185 if (!strcmp (w_style, "none"))
186 return;
187
188 maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty);
189 if (!style_map)
190 return;
191
192 maptile *mining_map = m_style && *m_style
193 ? find_style ("/styles/miningstyles", m_style, RP->difficulty)
194 : 0;
195
196 if ((the_wall = style_map->pick_random_object (rmg_rndm)))
197 {
198 // first pass, remove all "unreachable" (in-rock) walls
199 // and replace them by "blocked" spaces.
200
201 layout clean_maze (maze);
202
203 if (archetype *blocked = archetype::find ("blocked"))
204 for (int x = 0; x < maze.w; ++x)
205 for (int y = 0; y < maze.h; ++y)
206 if (maze [x][y] == '#' && !is_visible (maze, x, y))
207 {
208 clean_maze [x][y] = 'X';
209
210 // erase everything on this space ad replace it by blocked
211 mapspace &ms = map->at (x, y);
212
213 while (ms.top)
214 ms.top->destroy ();
215
216 map->insert (blocked->instance (), x, y, 0, INS_NO_MERGE | INS_NO_WALK_ON);
217 }
218
219 // second pass, add in walls
220
221 int joinedwalls = 0;
222
223 assign (RP->wall_name, the_wall->arch->archname);
224 if (char *cp = strchr (RP->wall_name, '_'))
225 {
226 *cp = 0;
227 joinedwalls = 1;
228 }
229
230 for (int i = 0; i < RP->Xsize; i++)
231 for (int j = 0; j < RP->Ysize; j++)
232 if (clean_maze [i][j] == '#')
233 {
234 object *thiswall = joinedwalls ? pick_joined_wall (the_wall, clean_maze, i, j, RP)
235 : the_wall->arch->instance ();
236
237 thiswall->move_block = MOVE_ALL;
238 map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
239
240 if (mining_map)
241 if (object *vein = mining_map->at (rmg_rndm (mining_map->width), rmg_rndm (mining_map->height)).bot)
242 map->insert (vein->clone (), i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
243 }
244 }
245 }
246
247 /* this takes a map, and changes an existing wall to match what's blocked
248 * around it, counting only doors and walls as blocked. If insert_flag is
249 * 1, it will go ahead and insert the wall into the map. If not, it
250 * will only return the wall which would belong there, and doesn't
251 * remove anything. It depends on the
252 * global, previously-set variable, "wall_name"
253 */
254 object *
255 retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP)
256 {
257 /* 1 = wall to left,
258 * 2 = wall to right,
259 * 4 = wall above
260 * 8 = wall below
261 */
262 int surround_index = 0;
263 int l;
264 object *the_wall = 0;
265 object *new_wall = 0;
266 archetype *wall_arch = 0;
267
268 /* first find the wall */
269 for (the_wall = GET_MAP_OB (the_map, i, j); the_wall; the_wall = the_wall->above)
270 if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER)
271 break;
272
273 /* if what we found is a door, don't remove it, set the_wall to NULL to
274 * signal that later.
275 */
276 if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR))
277 {
278 the_wall = NULL;
279 /* if we're not supposed to insert a new wall where there wasn't one,
280 * we've gotta leave.
281 */
282 if (insert_flag == 0)
283 return 0;
284 }
285 else if (the_wall == NULL)
286 return NULL;
287
288 /* canonicalize the wall name */
289 for (l = 0; l < 64; l++)
290 {
291 if (RP->wall_name[l] == '_')
292 {
293 RP->wall_name[l] = 0;
294 break;
295 }
296 }
297
298 strcat (RP->wall_name, "_");
299 strcat (RP->wall_name, wall_suffix [surround_flag4 (the_map, i, j)]);
300
301 wall_arch = archetype::find (RP->wall_name);
302
303 if (!wall_arch)
304 {
305 new_wall = wall_arch->instance ();
306 new_wall->x = i;
307 new_wall->y = j;
308
309 if (the_wall && the_wall->map)
310 the_wall->destroy ();
311
312 the_wall->move_block = MOVE_ALL;
313 insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON);
314 }
315
316 return new_wall;
317 }