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/cvs/deliantra/server/random_maps/wall.C
Revision: 1.52
Committed: Sat Nov 17 23:40:02 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.51: +1 -0 lines
Log Message:
copyright update 2018

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 #include <global.h>
27 #include <util.h>
28 #include <rmg.h>
29 #include <rproto.h>
30
31 /* Put in the walls and autojoin them. */
32
33 /* given a maze and a coordinate, tell me which squares up/down/right/left
34 are occupied. */
35 int
36 surround_flag (const layout &maze, int i, int j)
37 {
38 /* 1 = wall to left,
39 2 = wall to right,
40 4 = wall above
41 8 = wall below */
42 int surround_index = 0;
43
44 if (i > 0 && maze[i - 1][j] != 0) surround_index |= 1;
45 if (i < maze.w - 1 && maze[i + 1][j] != 0) surround_index |= 2;
46 if (j > 0 && maze[i][j - 1] != 0) surround_index |= 4;
47 if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8;
48
49 return surround_index;
50 }
51
52 /* like surround_flag, but only walls count. */
53 int
54 surround_flag2 (const layout &maze, int i, int j)
55 {
56 /* 1 = wall to left,
57 2 = wall to right,
58 4 = wall above
59 8 = wall below */
60 int surround_index = 0;
61
62 if (i > 0 && maze[i - 1][j] == '#') surround_index |= 1;
63 if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2;
64 if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4;
65 if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8;
66
67 return surround_index;
68 }
69
70 /* like surround_flag, except it checks a map, not a maze.
71 * Since this is part of the random map code, presumption
72 * is that this is not a tiled map.
73 * What is considered blocking and not is somewhat hard coded.
74 */
75 int
76 surround_flag3 (maptile *map, int i, int j)
77 {
78 /*
79 * 1 = blocked to left,
80 * 2 = blocked to right,
81 * 4 = blocked above
82 * 8 = blocked below
83 */
84 int surround_index = 0;
85
86 // don't forget to update the mapspace!
87 if (i > 0) map->at (i - 1, j ).update ();
88 if (i < map->width - 1) map->at (i + 1, j ).update ();
89 if (j > 0) map->at (i , j - 1).update ();
90 if (j < map->height - 1) map->at (i , j + 1).update ();
91
92 if (i > 0 && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & MOVE_WALK)) surround_index |= 1;
93 if (i < map->width - 1 && (GET_MAP_MOVE_BLOCK (map, i + 1, j) & MOVE_WALK)) surround_index |= 2;
94 if (j > 0 && (GET_MAP_MOVE_BLOCK (map, i, j - 1) & MOVE_WALK)) surround_index |= 4;
95 if (j < map->height - 1 && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK)) surround_index |= 8;
96
97 return surround_index;
98 }
99
100 /* like surround_flag2, except it checks a map, not a maze. */
101 static int
102 surround_flag4 (maptile *map, int i, int j)
103 {
104 /* 1 = blocked to left,
105 2 = blocked to right,
106 4 = blocked above
107 8 = blocked below */
108 int surround_index = 0;
109
110 if (i > 0 && wall_blocked (map, i - 1, j)) surround_index |= 1;
111 if (i < map->width - 1 && wall_blocked (map, i + 1, j)) surround_index |= 2;
112 if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4;
113 if (j < map->height - 1 && wall_blocked (map, i, j + 1)) surround_index |= 8;
114
115 return surround_index;
116 }
117
118 /* picks the right wall type for this square, to make it look nice,
119 and have everything nicely joined. It uses the maze. */
120 static object *
121 pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP)
122 {
123 int l;
124 char wall_name[1024];
125 archetype *wall_arch = 0;
126
127 assign (wall_name, the_wall->arch->archname);
128
129 /* conventionally, walls are named like this:
130 wallname_wallcode, where wallcode indicates
131 a joinedness, and wallname is the wall.
132 this code depends on the convention for
133 finding the right wall. */
134
135 /* extract the wall name, which is the text up to the leading _ */
136 for (l = 0; l < 64; l++)
137 {
138 if (wall_name[l] == '_')
139 {
140 wall_name[l] = 0;
141 break;
142 }
143 }
144
145 strcat (wall_name, "_");
146 strcat (wall_name, wall_suffix [surround_flag2 (maze, i, j)]);
147
148 wall_arch = archetype::find (wall_name);
149
150 return wall_arch ? wall_arch->instance () : the_wall->arch->instance ();
151 }
152
153 // checks whether the layout has a "reachable" space at a given point, i.e.
154 // not a wall that is completely surrounded by walls.
155 static bool inline
156 is_visible (layout &maze, int i, int j)
157 {
158 for (int dx = -1; dx <= 1; ++dx)
159 for (int dy = -1; dy <= 1; ++dy)
160 {
161 int x = i + dx;
162 int y = j + dy;
163
164 if (IN_RANGE_EXC (x, 0, maze.w)
165 && IN_RANGE_EXC (y, 0, maze.h)
166 && maze [x][y] != '#')
167 return true;
168 }
169
170 return false;
171 }
172
173 /* takes a map and a maze, and puts walls in the map (picked from
174 w_style) at '#' marks. */
175 void
176 make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP)
177 {
178 object *the_wall;
179
180 /* get the style map */
181 if (!strcmp (w_style, "none"))
182 return;
183
184 maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty);
185 if (!style_map)
186 return;
187
188 maptile *mining_map = m_style && *m_style
189 ? find_style ("/styles/miningstyles", m_style, RP->difficulty)
190 : 0;
191
192 if ((the_wall = style_map->pick_random_object (rmg_rndm)))
193 {
194 // first pass, remove all "unreachable" (in-rock) walls
195 // and replace them by "blocked" spaces.
196
197 layout clean_maze (maze);
198
199 if (archetype *blocked = archetype::find ("blocked"))
200 for (int x = 0; x < maze.w; ++x)
201 for (int y = 0; y < maze.h; ++y)
202 if (maze [x][y] == '#' && !is_visible (maze, x, y))
203 {
204 clean_maze [x][y] = 'X';
205
206 // erase everything on this space ad replace it by blocked
207 mapspace &ms = map->at (x, y);
208
209 while (ms.top)
210 ms.top->destroy ();
211
212 map->insert (blocked->instance (), x, y, 0, INS_NO_MERGE | INS_NO_WALK_ON);
213 }
214
215 // second pass, add in walls
216
217 int joinedwalls = 0;
218
219 assign (RP->wall_name, the_wall->arch->archname);
220 if (char *cp = strchr (RP->wall_name, '_'))
221 {
222 *cp = 0;
223 joinedwalls = 1;
224 }
225
226 for (int i = 0; i < RP->Xsize; i++)
227 for (int j = 0; j < RP->Ysize; j++)
228 if (clean_maze [i][j] == '#')
229 {
230 object *thiswall = joinedwalls ? pick_joined_wall (the_wall, clean_maze, i, j, RP)
231 : the_wall->arch->instance ();
232
233 thiswall->move_block = MOVE_ALL;
234 map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
235
236 if (mining_map)
237 if (object *vein = mining_map->at (rmg_rndm (mining_map->width), rmg_rndm (mining_map->height)).bot)
238 map->insert (vein->clone (), i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
239 }
240 }
241 }
242
243 /* this takes a map, and changes an existing wall to match what's blocked
244 * around it, counting only doors and walls as blocked. If insert_flag is
245 * 1, it will go ahead and insert the wall into the map. If not, it
246 * will only return the wall which would belong there, and doesn't
247 * remove anything. It depends on the
248 * global, previously-set variable, "wall_name"
249 */
250 object *
251 retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP)
252 {
253 int l;
254 object *the_wall = 0;
255 object *new_wall = 0;
256 archetype *wall_arch = 0;
257
258 /* first find the wall */
259 for (the_wall = GET_MAP_OB (the_map, i, j); the_wall; the_wall = the_wall->above)
260 if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER)
261 break;
262
263 /* if what we found is a door, don't remove it, set the_wall to NULL to
264 * signal that later.
265 */
266 if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR))
267 {
268 the_wall = NULL;
269 /* if we're not supposed to insert a new wall where there wasn't one,
270 * we've gotta leave.
271 */
272 if (insert_flag == 0)
273 return 0;
274 }
275 else if (the_wall == NULL)
276 return NULL;
277
278 /* canonicalize the wall name */
279 for (l = 0; l < 64; l++)
280 {
281 if (RP->wall_name[l] == '_')
282 {
283 RP->wall_name[l] = 0;
284 break;
285 }
286 }
287
288 strcat (RP->wall_name, "_");
289 strcat (RP->wall_name, wall_suffix [surround_flag4 (the_map, i, j)]);
290
291 wall_arch = archetype::find (RP->wall_name);
292
293 if (!wall_arch)
294 {
295 new_wall = wall_arch->instance ();
296 new_wall->x = i;
297 new_wall->y = j;
298
299 if (the_wall->map)
300 the_wall->destroy ();
301
302 the_wall->move_block = MOVE_ALL;
303 insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON);
304 }
305
306 return new_wall;
307 }