/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002 Mark Wedel & Crossfire Development Team * Copyright (©) 1992 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . * * The authors can be reached via e-mail to */ #include #include #include #include /* Put in the walls and autojoin them. */ /* given a maze and a coordinate, tell me which squares up/down/right/left are occupied. */ int surround_flag (const layout &maze, int i, int j) { /* 1 = wall to left, 2 = wall to right, 4 = wall above 8 = wall below */ int surround_index = 0; if (i > 0 && maze[i - 1][j] != 0) surround_index |= 1; if (i < maze.w - 1 && maze[i + 1][j] != 0) surround_index |= 2; if (j > 0 && maze[i][j - 1] != 0) surround_index |= 4; if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8; return surround_index; } /* like surround_flag, but only walls count. */ int surround_flag2 (const layout &maze, int i, int j) { /* 1 = wall to left, 2 = wall to right, 4 = wall above 8 = wall below */ int surround_index = 0; if (i > 0 && maze[i - 1][j] == '#') surround_index |= 1; if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2; if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4; if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8; return surround_index; } /* like surround_flag, except it checks a map, not a maze. * Since this is part of the random map code, presumption * is that this is not a tiled map. * What is considered blocking and not is somewhat hard coded. */ int surround_flag3 (maptile *map, int i, int j) { /* * 1 = blocked to left, * 2 = blocked to right, * 4 = blocked above * 8 = blocked below */ int surround_index = 0; // don't forget to update the mapspace! if (i > 0) map->at (i - 1, j ).update (); if (i < map->width - 1) map->at (i + 1, j ).update (); if (j > 0) map->at (i , j - 1).update (); if (j < map->height - 1) map->at (i , j + 1).update (); if (i > 0 && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & MOVE_WALK)) surround_index |= 1; if (i < map->width - 1 && (GET_MAP_MOVE_BLOCK (map, i + 1, j) & MOVE_WALK)) surround_index |= 2; if (j > 0 && (GET_MAP_MOVE_BLOCK (map, i, j - 1) & MOVE_WALK)) surround_index |= 4; if (j < map->height - 1 && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK)) surround_index |= 8; return surround_index; } /* like surround_flag2, except it checks a map, not a maze. */ static int surround_flag4 (maptile *map, int i, int j) { /* 1 = blocked to left, 2 = blocked to right, 4 = blocked above 8 = blocked below */ int surround_index = 0; if (i > 0 && wall_blocked (map, i - 1, j)) surround_index |= 1; if (i < map->width - 1 && wall_blocked (map, i + 1, j)) surround_index |= 2; if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4; if (j < map->height - 1 && wall_blocked (map, i, j + 1)) surround_index |= 8; return surround_index; } /* picks the right wall type for this square, to make it look nice, and have everything nicely joined. It uses the maze. */ static object * pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP) { int l; char wall_name[1024]; archetype *wall_arch = 0; assign (wall_name, the_wall->arch->archname); /* conventionally, walls are named like this: wallname_wallcode, where wallcode indicates a joinedness, and wallname is the wall. this code depends on the convention for finding the right wall. */ /* extract the wall name, which is the text up to the leading _ */ for (l = 0; l < 64; l++) { if (wall_name[l] == '_') { wall_name[l] = 0; break; } } strcat (wall_name, "_"); strcat (wall_name, wall_suffix [surround_flag2 (maze, i, j)]); wall_arch = archetype::find (wall_name); return wall_arch ? wall_arch->instance () : the_wall->arch->instance (); } // checks whether the layout has a "reachable" space at a given point, i.e. // not a wall that is completely surrounded by walls. static bool inline is_visible (layout &maze, int i, int j) { for (int dx = -1; dx <= 1; ++dx) for (int dy = -1; dy <= 1; ++dy) { int x = i + dx; int y = j + dy; if (IN_RANGE_EXC (x, 0, maze.w) && IN_RANGE_EXC (y, 0, maze.h) && maze [x][y] != '#') return true; } return false; } /* takes a map and a maze, and puts walls in the map (picked from w_style) at '#' marks. */ void make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP) { object *the_wall; /* get the style map */ if (!strcmp (w_style, "none")) return; maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty); if (!style_map) return; maptile *mining_map = m_style && *m_style ? find_style ("/styles/miningstyles", m_style, RP->difficulty) : 0; if ((the_wall = style_map->pick_random_object (rmg_rndm))) { // first pass, remove all "unreachable" (in-rock) walls // and replace them by "blocked" spaces. layout clean_maze (maze); if (archetype *blocked = archetype::find ("blocked")) for (int x = 0; x < maze.w; ++x) for (int y = 0; y < maze.h; ++y) if (maze [x][y] == '#' && !is_visible (maze, x, y)) { clean_maze [x][y] = 'X'; // erase everything on this space ad replace it by blocked mapspace &ms = map->at (x, y); while (ms.top) ms.top->destroy (); map->insert (blocked->instance (), x, y, 0, INS_NO_MERGE | INS_NO_WALK_ON); } // second pass, add in walls int joinedwalls = 0; assign (RP->wall_name, the_wall->arch->archname); if (char *cp = strchr (RP->wall_name, '_')) { *cp = 0; joinedwalls = 1; } for (int i = 0; i < RP->Xsize; i++) for (int j = 0; j < RP->Ysize; j++) if (clean_maze [i][j] == '#') { object *thiswall = joinedwalls ? pick_joined_wall (the_wall, clean_maze, i, j, RP) : the_wall->arch->instance (); thiswall->move_block = MOVE_ALL; map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); if (mining_map) if (object *vein = mining_map->at (rmg_rndm (mining_map->width), rmg_rndm (mining_map->height)).bot) map->insert (vein->clone (), i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); } } } /* this takes a map, and changes an existing wall to match what's blocked * around it, counting only doors and walls as blocked. If insert_flag is * 1, it will go ahead and insert the wall into the map. If not, it * will only return the wall which would belong there, and doesn't * remove anything. It depends on the * global, previously-set variable, "wall_name" */ object * retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP) { int l; object *the_wall = 0; object *new_wall = 0; archetype *wall_arch = 0; /* first find the wall */ for (the_wall = GET_MAP_OB (the_map, i, j); the_wall; the_wall = the_wall->above) if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER) break; /* if what we found is a door, don't remove it, set the_wall to NULL to * signal that later. */ if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR)) { the_wall = NULL; /* if we're not supposed to insert a new wall where there wasn't one, * we've gotta leave. */ if (insert_flag == 0) return 0; } else if (the_wall == NULL) return NULL; /* canonicalize the wall name */ for (l = 0; l < 64; l++) { if (RP->wall_name[l] == '_') { RP->wall_name[l] = 0; break; } } strcat (RP->wall_name, "_"); strcat (RP->wall_name, wall_suffix [surround_flag4 (the_map, i, j)]); wall_arch = archetype::find (RP->wall_name); if (!wall_arch) { new_wall = wall_arch->instance (); new_wall->x = i; new_wall->y = j; if (the_wall->map) the_wall->destroy (); the_wall->move_block = MOVE_ALL; insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON); } return new_wall; }