server-1.12/random_maps/door.c

118 lines
3.5 KiB
C

/*
* static char *rcsid_door_c =
* "$Id: door.c 11578 2009-02-23 22:02:27Z lalo $";
*/
/*
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
*/
/**
* @file
* door-related functions.
*/
#include <global.h>
#include <random_map.h>
#include <rproto.h>
/**
* Serch for doors or walls around a spot.
* @param layout
* maze.
* @param i
* @param j
* coordinates to check.
* @param Xsize
* @param Ysize
* maze size.
* @return
* Combination of flags:
* - 1 = door or wall to left.
* - 2 = door or wall to right.
* - 4 = door or wall above.
* - 8 = door or wall below.
*/
int surround_check2(char **layout, int i, int j, int Xsize, int Ysize) {
int surround_index = 0;
if ((i > 0) && (layout[i-1][j] == 'D' || layout[i-1][j] == '#'))
surround_index += 1;
if ((i < Xsize-1) && (layout[i+1][j] == 'D' || layout[i+1][j] == '#'))
surround_index += 2;
if ((j > 0) && (layout[i][j-1] == 'D' || layout[i][j-1] == '#'))
surround_index += 4;
if ((j < Ysize-1) && (layout[i][j+1] == 'D' && layout[i][j+1] == '#'))
surround_index += 8;
return surround_index;
}
/**
* Add doors to a map.
* @param the_map
* map we're adding doors to.
* @param maze
* maze layout.
* @param doorstyle
* door style to be. If "none", won't do anything. If NULL, will choose one randomly.
* @param RP
* random map parameters.
*/
void put_doors(mapstruct *the_map, char **maze, const char *doorstyle, RMParms *RP) {
int i, j;
mapstruct *vdoors;
mapstruct *hdoors;
char doorpath[128];
if (!strcmp(doorstyle, "none"))
return;
vdoors = find_style("/styles/doorstyles", doorstyle, -1);
if (vdoors)
hdoors = vdoors;
else {
vdoors = find_style("/styles/doorstyles/vdoors", doorstyle, -1);
if (!vdoors)
return;
snprintf(doorpath, sizeof(doorpath), "/styles/doorstyles/hdoors%s", strrchr(vdoors->path, '/'));
hdoors = find_style(doorpath, NULL, -1);
}
for (i = 0; i < RP->Xsize; i++)
for (j = 0; j < RP->Ysize; j++) {
if (maze[i][j] == 'D') {
int sindex;
object *this_door, *new_door;
sindex = surround_check2(maze, i, j, RP->Xsize, RP->Ysize);
if (sindex == 3)
this_door = pick_random_object(hdoors);
else
this_door = pick_random_object(vdoors);
new_door = arch_to_object(this_door->arch);
copy_object(this_door, new_door);
new_door->x = i;
new_door->y = j;
insert_ob_in_map(new_door, the_map, NULL, 0);
}
}
}