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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2013 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
#include "global.h"
#include <string.h>
#include "random_map.h"
#include "rproto.h"
#include <assert.h>
/**
* Given a layout and a coordinate, tell me which squares up/down/right/left
* are occupied.
* @param layout
* @param i
* @param j
* spot to look.
* @param RP
* map parameters.
* @return
* combination of:
* - 1 = something on left.
* - 2 = something on right.
* - 4 = something on above.
* - 8 = something on below.
* @todo
* merge with surround_flag2() and friends, check if such a function doesn't exist in other files.
*/
int surround_flag(char **layout, int i, int j, RMParms *RP)
{
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;
}
/**
* Given a layout and a coordinate, tell me which squares up/down/right/left
* are occupied by walls.
* @param layout
* @param i
* @param j
* spot to look.
* @param RP
* map parameters.
* @return
* combination of:
* - 1 = wall on left.
* - 2 = wall on right.
* - 4 = wall on above.
* - 8 = wall on below.
* @todo
* merge with surround_flag() and friends, check if such a function doesn't exist in other files.
*/
int surround_flag2(char **layout, int i, int j, RMParms *RP)
{
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;
}
/**
* Check a map for blocked spots.
* 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.
* @param map
* @param i
* @param j
* spot to look.
* @param RP
* map parameters.
* @return
* combination of:
* - 1 = blocked on left.
* - 2 = blocked on right.
* - 4 = blocked on above.
* - 8 = blocked on below.
*/
int surround_flag3(mapstruct *map, int i, int j, RMParms *RP)
{
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;
}
/**
* Check a map for spots with walls.
* 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.
* @param map
* @param i
* @param j
* spot to look.
* @param RP
* map parameters.
* @return
* combination of:
* - 1 = blocked on left.
* - 2 = blocked on right.
* - 4 = blocked on above.
* - 8 = blocked on below.
*/
int surround_flag4(mapstruct *map, int i, int j, RMParms *RP)
{
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.
* @param map
* map where walls will be put.
* @param layout
* layout containing walls and such.
* @param w_style
* wall style. Must not be NULL, can be "none".
* @param RP
* map parameters.
*/
void make_map_walls(mapstruct *map, char **layout, char *w_style, RMParms *RP)
{
mapstruct *style_map = NULL;
object *the_wall;
/* get the style map */
if (!strcmp(w_style, "none")) {
return;
}
const char *styledirname = "/styles/wallstyles";
style_map = find_style(styledirname, w_style, -1);
if (style_map == NULL) {
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;
strlcpy(RP->wall_name, the_wall->arch->name, sizeof(RP->wall_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->move_block = MOVE_ALL;
thiswall->move_allow = 0;
object_insert_in_map_at(thiswall, map, thiswall, INS_NO_MERGE|INS_NO_WALK_ON, i, j);
}
}
}
}
/**
* Suffix to add to a base wall archetype name to get the joined wall based on the
* value returned by surround_flag2().
*/
static const char* wall_join[16] = {
"_0", "_1_3", "_1_4", "_2_1_2",
"_1_2", "_2_2_4", "_2_2_1", "_3_1",
"_1_1", "_2_2_3", "_2_2_2", "_3_3",
"_2_1_1", "_3_4", "_3_2", "_4"
};
/**
* Picks the right wall type for this square, to make it look nice,
* and have everything nicely joined. It uses the layout.
* @param the_wall
* wall we want to insert.
* @param layout
* @param i
* @param j
* where to insert.
* @param RP
* map parameters.
* @return
* correct wall archetype to fit on the square.
* @todo
* check if there isn't an equivalent function in the building code, merge?
*/
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 = NULL;
strncpy(wall_name, the_wall->arch->name, sizeof(wall_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);
assert(surround_index >= 0 && surround_index < 16);
strcat(wall_name, wall_join[surround_index]);
wall_arch = try_find_archetype(wall_name);
if (wall_arch) {
return arch_to_object(wall_arch);
} else {
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, . 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"
* @param the_map
* @param i
* @param j
* where to look.
* @param insert_flag
* if 1, insert the correct wall into the map, else don't insert.
* @param RP
* map parameters.
* @return
* correct wall for spot.
* @todo
* merge with pick_joined_wall()?
*/
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 = NULL;
object *new_wall = NULL;
archetype *wall_arch = NULL;
/* first find the wall */
FOR_MAP_PREPARE(the_map, i, j, tmp)
if ((tmp->move_type&MOVE_WALK) && tmp->type != EXIT && tmp->type != TELEPORTER) {
the_wall = tmp;
break;
}
FOR_MAP_FINISH();
/* 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 NULL;
}
} 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);
assert(surround_index >= 0 && surround_index < 16);
strcat(RP->wall_name, wall_join[surround_index]);
wall_arch = try_find_archetype(RP->wall_name);
if (wall_arch != NULL) {
new_wall = arch_to_object(wall_arch);
if (the_wall && the_wall->map) {
object_remove(the_wall);
object_free_drop_inventory(the_wall);
}
the_wall->move_block = MOVE_ALL;
object_insert_in_map_at(new_wall, the_map, new_wall, INS_NO_MERGE|INS_NO_WALK_ON, i, j);
}
return new_wall;
}
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