File: wall.c

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/*
 * static char *rcsid_wall_c =
 *   "$Id: wall.c 6156 2007-04-29 22:00:00Z ryo_saeba $";
 */

/*
    CrossFire, A Multiplayer game for X-windows

    Copyright (C) 2002 Mark Wedel & Crossfire Development Team
    Copyright (C) 1992 Frank Tore Johansen

    This program is free software; you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation; either version 2 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 GNU General Public License
    along with this program; if not, write to the Free Software
    Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.

    The authors can be reached via e-mail at crossfire-devel@real-time.com
*/

#include <global.h>
#include <random_map.h>
#include <rproto.h>

/*  Put in the walls and autojoin them.  */


/* given a layout and a coordinate, tell me which squares up/down/right/left
	are occupied. */

int surround_flag(char **layout,int i,int j,RMParms *RP){
  /* 1 = wall to left,
	  2 = wall to right,
	  4 = wall above
	  8 = wall below */
  int surround_index = 0;
  if((i > 0) && layout[i-1][j]!=0) surround_index |=1;
  if((i < RP->Xsize-1) && layout[i+1][j]!=0) surround_index |=2;
  if((j > 0) && layout[i][j-1]!=0) surround_index |=4;
  if((j < RP->Ysize-1) && layout[i][j+1]!=0) surround_index |=8;
  return surround_index;
}


/* like surround_flag, but only walls count.
	*/

int surround_flag2(char **layout,int i,int j,RMParms *RP){
  /* 1 = wall to left,
	  2 = wall to right,
	  4 = wall above
	  8 = wall below */
  int surround_index = 0;
  if((i > 0) && layout[i-1][j]=='#') surround_index |=1;
  if((i < RP->Xsize-1) && layout[i+1][j]=='#') surround_index |=2;
  if((j > 0) && layout[i][j-1]=='#') surround_index |=4;
  if((j < RP->Ysize-1) && layout[i][j+1]=='#') surround_index |=8;
  return surround_index;
}


/* like surround_flag, except it checks  a map, not a layout.
 * 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(mapstruct *map,int i,int j,RMParms *RP){
    /*
     * 1 =  blocked to left,
     * 2 = blocked to right,
     * 4 = blocked above
     * 8 = blocked below 
     */

    int surround_index = 0;

    if((i > 0) && (GET_MAP_MOVE_BLOCK(map, i-1,j) & ~MOVE_BLOCK_DEFAULT))
	surround_index |=1;
    if((i < RP->Xsize-1) && (GET_MAP_MOVE_BLOCK(map, i+1,j) & ~MOVE_BLOCK_DEFAULT))
	surround_index |=2;
    if((j > 0) && (GET_MAP_MOVE_BLOCK(map, i,j-1) & ~MOVE_BLOCK_DEFAULT))
	surround_index |=4;
    if((j < RP->Ysize-1) && (GET_MAP_MOVE_BLOCK(map,i,j+1) & ~MOVE_BLOCK_DEFAULT))
	surround_index |=8;

    return surround_index;
}

/* like surround_flag2, except it checks  a map, not a layout. */

int surround_flag4(mapstruct *map,int i,int j,RMParms *RP){
  /* 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 < RP->Xsize-1) && wall_blocked(map,i+1,j)) surround_index |=2;
  if((j > 0) && wall_blocked(map,i,j-1)) surround_index |=4;
  if((j < RP->Ysize-1) && wall_blocked(map,i,j+1)) surround_index |=8;

  return surround_index;
}

/* takes a map and a layout, and puts walls in the map (picked from
	w_style) at '#' marks. */

void make_map_walls(mapstruct *map,char **layout, char *w_style,RMParms *RP) {
    char styledirname[256];
    char stylefilepath[256];
    mapstruct *style_map=0;
    object *the_wall;
  
    /* get the style map */
    if(!strcmp(w_style,"none")) return;
    sprintf(styledirname,"%s","/styles/wallstyles");
    sprintf(stylefilepath,"%s/%s",styledirname,w_style);
    style_map = find_style(styledirname,w_style,-1);
    if(style_map == 0) return;

    /* fill up the map with the given floor style */
    if((the_wall=pick_random_object(style_map))!=NULL) {
	int i,j;
	char *cp;
	int joinedwalls=0;
	object *thiswall;

	sprintf(RP->wall_name,"%s",the_wall->arch->name);
	if ((cp=strchr(RP->wall_name,'_'))!=NULL) {
		*cp=0;
		joinedwalls=1;
	}

	for(i=0;i<RP->Xsize;i++)
	    for(j=0;j<RP->Ysize;j++) {
		if(layout[i][j]=='#') {
			if(joinedwalls)
				thiswall=pick_joined_wall(the_wall,layout,i,j,RP);
			else
				thiswall=arch_to_object(the_wall->arch);
		    thiswall->x = i;
		    thiswall->y = j;
		    thiswall->move_block = MOVE_ALL;
		    thiswall->move_allow = 0;
		    insert_ob_in_map(thiswall,map,thiswall,INS_NO_MERGE | INS_NO_WALK_ON);
		}
	    }
    }
}


/* picks the right wall type for this square, to make it look nice,
	and have everything nicely joined.  It uses the layout.  */

object *pick_joined_wall(object *the_wall,char **layout,int i,int j,RMParms *RP) {
  /* 1 = wall to left,
	  2 = wall to right,
	  4 = wall above
	  8 = wall below */
  int surround_index=0;
  int l;
  char wall_name[64];
  archetype *wall_arch=0;

  strcpy(wall_name,the_wall->arch->name);

  /* 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;
	 }
  }

  surround_index = surround_flag2(layout,i,j,RP);

  switch(surround_index) {
  case 0:
	 strcat(wall_name,"_0");
	 break;
  case 1:
	 strcat(wall_name,"_1_3");
	 break;
  case 2:
	 strcat(wall_name,"_1_4");
	 break;
  case 3:
	 strcat(wall_name,"_2_1_2");
	 break;
  case 4:
	 strcat(wall_name,"_1_2");
	 break;
  case 5:
	 strcat(wall_name,"_2_2_4");
	 break;
  case 6:
	 strcat(wall_name,"_2_2_1");
	 break;
  case 7:
	 strcat(wall_name,"_3_1");
	 break;
  case 8:
	 strcat(wall_name,"_1_1");
	 break;
  case 9:
	 strcat(wall_name,"_2_2_3");
	 break;
  case 10:
	 strcat(wall_name,"_2_2_2");
	 break;
  case 11:
	 strcat(wall_name,"_3_3");
	 break;
  case 12:
	 strcat(wall_name,"_2_1_1");
	 break;
  case 13:
	 strcat(wall_name,"_3_4");
	 break;
  case 14:
	 strcat(wall_name,"_3_2");
	 break;
  case 15:
	 strcat(wall_name,"_4");
	 break;
  }
  wall_arch = find_archetype(wall_name);
  if(wall_arch) return arch_to_object(wall_arch);
  else {
    nroferrors--;
    return arch_to_object(the_wall->arch);
  }

  
}
  

/* 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(mapstruct *the_map,int i,int j,int insert_flag,RMParms *RP) {
    /* 1 = wall to left,
     * 2 = wall to right,
     * 4 = wall above
     * 8 = wall below 
     */
    int surround_index=0;
    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!=NULL;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;
	}
    }

    surround_index = surround_flag4(the_map,i,j,RP);
    /* This would be a lot cleaner to just us a lookup table,
     * eg, wall_suffix[surround_index]
     */
    switch(surround_index) {
	case 0:
	    strcat(RP->wall_name,"_0");
	    break;
	case 1:
	    strcat(RP->wall_name,"_1_3");
	    break;
	case 2:
	    strcat(RP->wall_name,"_1_4");
	    break;
	case 3:
	    strcat(RP->wall_name,"_2_1_2");
	    break;
	case 4:
	    strcat(RP->wall_name,"_1_2");
	    break;
	case 5:
	    strcat(RP->wall_name,"_2_2_4");
	    break;
	case 6:
	    strcat(RP->wall_name,"_2_2_1");
	    break;
	case 7:
	    strcat(RP->wall_name,"_3_1");
	    break;
	case 8:
	    strcat(RP->wall_name,"_1_1");
	    break;
	case 9:
	    strcat(RP->wall_name,"_2_2_3");
	    break;
	case 10:
	    strcat(RP->wall_name,"_2_2_2");
	    break;
	case 11:
	    strcat(RP->wall_name,"_3_3");
	    break;
	case 12:
	    strcat(RP->wall_name,"_2_1_1");
	    break;
	case 13:
	    strcat(RP->wall_name,"_3_4");
	    break;
	case 14:
	    strcat(RP->wall_name,"_3_2");
	    break;
	case 15:
	    strcat(RP->wall_name,"_4");
	    break;
    }
    wall_arch = find_archetype(RP->wall_name);
    if(wall_arch!=NULL) {
	new_wall=arch_to_object(wall_arch);
	new_wall->x = i;
	new_wall->y = j;
	if(the_wall && the_wall->map) {
	    remove_ob(the_wall);
	    free_object(the_wall);
	}
	the_wall->move_block = MOVE_ALL;
	insert_ob_in_map(new_wall,the_map,new_wall,INS_NO_MERGE | INS_NO_WALK_ON);
    }
    else
	nroferrors--;  /* it's OK not to find an arch. */
    return new_wall;
}