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Revision: 1.39
Committed: Fri Jul 2 16:24:25 2010 UTC (16 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.38: +4 -109 lines
Log Message:
introduce wall_suffix

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.24 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.16 *
4 root 1.34 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.33 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.16 *
8 root 1.29 * 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 pippijn 1.16 *
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 root 1.23 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 pippijn 1.16 * GNU General Public License for more details.
17     *
18 root 1.29 * 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 root 1.23 *
22 root 1.24 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.16 */
24 elmex 1.1
25     #include <global.h>
26     #include <random_map.h>
27     #include <rproto.h>
28    
29     /* Put in the walls and autojoin them. */
30    
31 root 1.38 /* given a maze and a coordinate, tell me which squares up/down/right/left
32 root 1.2 are occupied. */
33 root 1.4 int
34 root 1.38 surround_flag (const layout &maze, int i, int j)
35 root 1.4 {
36 elmex 1.1 /* 1 = wall to left,
37 root 1.4 2 = wall to right,
38     4 = wall above
39     8 = wall below */
40 elmex 1.1 int surround_index = 0;
41 root 1.4
42 root 1.38 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 root 1.36
47 elmex 1.1 return surround_index;
48     }
49    
50 root 1.37 /* like surround_flag, but only walls count. */
51 root 1.4 int
52 root 1.38 surround_flag2 (const layout &maze, int i, int j)
53 root 1.4 {
54 elmex 1.1 /* 1 = wall to left,
55 root 1.4 2 = wall to right,
56     4 = wall above
57     8 = wall below */
58 elmex 1.1 int surround_index = 0;
59 root 1.4
60 root 1.38 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 root 1.36
65 elmex 1.1 return surround_index;
66     }
67    
68 root 1.38 /* like surround_flag, except it checks a map, not a maze.
69 elmex 1.1 * 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 root 1.4 int
74 root 1.37 surround_flag3 (maptile *map, int i, int j)
75 root 1.4 {
76     /*
77 root 1.37 * 1 = blocked to left,
78 root 1.4 * 2 = blocked to right,
79     * 4 = blocked above
80     * 8 = blocked below
81     */
82     int surround_index = 0;
83 elmex 1.1
84 elmex 1.20 // don't forget to update the mapspace!
85 root 1.37 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 root 1.4
95     return surround_index;
96 elmex 1.1 }
97    
98 root 1.38 /* like surround_flag2, except it checks a map, not a maze. */
99 root 1.31 static int
100 root 1.37 surround_flag4 (maptile *map, int i, int j)
101 root 1.4 {
102 root 1.37 /* 1 = blocked to left,
103 root 1.4 2 = blocked to right,
104     4 = blocked above
105     8 = blocked below */
106 elmex 1.1 int surround_index = 0;
107    
108 root 1.37 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 elmex 1.1
113     return surround_index;
114     }
115    
116     /* picks the right wall type for this square, to make it look nice,
117 root 1.38 and have everything nicely joined. It uses the maze. */
118 root 1.31 static object *
119 root 1.38 pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP)
120 root 1.4 {
121 elmex 1.1 /* 1 = wall to left,
122 root 1.4 2 = wall to right,
123     4 = wall above
124     8 = wall below */
125     int surround_index = 0;
126 elmex 1.1 int l;
127 root 1.14 char wall_name[1024];
128 root 1.4 archetype *wall_arch = 0;
129 elmex 1.1
130 root 1.22 assign (wall_name, the_wall->arch->archname);
131 elmex 1.1
132     /* conventionally, walls are named like this:
133 root 1.4 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 elmex 1.1
138     /* extract the wall name, which is the text up to the leading _ */
139 root 1.4 for (l = 0; l < 64; l++)
140     {
141     if (wall_name[l] == '_')
142     {
143 root 1.39 wall_name[++l] = 0;
144 root 1.4 break;
145     }
146     }
147    
148 root 1.39 strcat (wall_name, wall_suffix [surround_flag2 (maze, i, j)]);
149 root 1.4
150 root 1.5 wall_arch = archetype::find (wall_name);
151 elmex 1.1
152 root 1.32 return wall_arch ? wall_arch->instance () : the_wall->arch->instance ();
153 elmex 1.1 }
154 root 1.4
155 root 1.38 /* takes a map and a maze, and puts walls in the map (picked from
156 root 1.30 w_style) at '#' marks. */
157     void
158 root 1.38 make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP)
159 root 1.30 {
160     object *the_wall;
161    
162     /* get the style map */
163     if (!strcmp (w_style, "none"))
164     return;
165 root 1.35
166 root 1.36 maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty);
167 root 1.30 if (!style_map)
168     return;
169    
170 root 1.35 maptile *mining_map = m_style && *m_style
171 root 1.36 ? find_style ("/styles/miningstyles", m_style, RP->difficulty)
172 root 1.35 : 0;
173    
174 root 1.30 if ((the_wall = style_map->pick_random_object (rmg_rndm)))
175     {
176     int i, j;
177     char *cp;
178     int joinedwalls = 0;
179     object *thiswall;
180    
181     sprintf (RP->wall_name, "%s", &the_wall->arch->archname);
182     if ((cp = strchr (RP->wall_name, '_')) != NULL)
183     {
184     *cp = 0;
185     joinedwalls = 1;
186     }
187    
188     for (i = 0; i < RP->Xsize; i++)
189     for (j = 0; j < RP->Ysize; j++)
190     {
191 root 1.38 if (maze[i][j] == '#')
192 root 1.30 {
193     if (joinedwalls)
194 root 1.38 thiswall = pick_joined_wall (the_wall, maze, i, j, RP);
195 root 1.30 else
196 root 1.32 thiswall = the_wall->arch->instance ();
197 root 1.30
198     thiswall->move_block = MOVE_ALL;
199 root 1.35 map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
200    
201     if (mining_map)
202     if (object *vein = mining_map->at (rmg_rndm (mining_map->width), rmg_rndm (mining_map->height)).bot)
203     map->insert (vein->clone (), i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
204 root 1.30 }
205     }
206     }
207     }
208 elmex 1.1
209     /* this takes a map, and changes an existing wall to match what's blocked
210     * around it, counting only doors and walls as blocked. If insert_flag is
211     * 1, it will go ahead and insert the wall into the map. If not, it
212     * will only return the wall which would belong there, and doesn't
213     * remove anything. It depends on the
214     * global, previously-set variable, "wall_name"
215     */
216 root 1.4 object *
217 root 1.13 retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP)
218 root 1.4 {
219     /* 1 = wall to left,
220     * 2 = wall to right,
221     * 4 = wall above
222     * 8 = wall below
223     */
224     int surround_index = 0;
225     int l;
226     object *the_wall = 0;
227     object *new_wall = 0;
228     archetype *wall_arch = 0;
229    
230     /* first find the wall */
231 root 1.10 for (the_wall = GET_MAP_OB (the_map, i, j); the_wall != NULL; the_wall = the_wall->above)
232 root 1.4 if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER)
233     break;
234    
235    
236     /* if what we found is a door, don't remove it, set the_wall to NULL to
237     * signal that later.
238     */
239     if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR))
240     {
241     the_wall = NULL;
242     /* if we're not supposed to insert a new wall where there wasn't one,
243     * we've gotta leave.
244     */
245     if (insert_flag == 0)
246     return 0;
247 elmex 1.1 }
248 root 1.4 else if (the_wall == NULL)
249     return NULL;
250 elmex 1.1
251 root 1.4 /* canonicalize the wall name */
252     for (l = 0; l < 64; l++)
253     {
254     if (RP->wall_name[l] == '_')
255     {
256 root 1.39 RP->wall_name[++l] = 0;
257 root 1.4 break;
258 root 1.2 }
259 elmex 1.1 }
260    
261 root 1.39 strcat (RP->wall_name, wall_suffix [surround_flag4 (the_map, i, j)]);
262 root 1.11
263 root 1.5 wall_arch = archetype::find (RP->wall_name);
264 root 1.11
265     if (!wall_arch)
266 root 1.4 {
267 root 1.32 new_wall = wall_arch->instance ();
268 root 1.4 new_wall->x = i;
269     new_wall->y = j;
270 root 1.11
271 root 1.4 if (the_wall && the_wall->map)
272 root 1.28 the_wall->destroy ();
273 root 1.11
274 root 1.4 the_wall->move_block = MOVE_ALL;
275     insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON);
276 elmex 1.1 }
277 root 1.11
278 root 1.4 return new_wall;
279 elmex 1.1 }