/*
* This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
*
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Crossfire TRT 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 3 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, see .
*
* The authors can be reached via e-mail to
*/
#include
#include
#include
/* where are there adjacent doors or walls? */
int
surround_check2 (char **layout, int i, int j, int Xsize, int Ysize)
{
/* 1 = door or wall to left,
2 = door or wall to right,
4 = door or wall above
8 = door or wall below */
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;
}
void
put_doors (maptile *the_map, char **maze, const char *doorstyle, random_map_params *RP)
{
int i, j;
maptile *vdoors;
maptile *hdoors;
char doorpath[1024];
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;
sprintf (doorpath, "/styles/doorstyles/hdoors%s", strrchr (vdoors->path, '/'));
hdoors = find_style (doorpath, 0, -1);
if (!hdoors)
return;
}
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 = hdoors->pick_random_object ();
else
this_door = vdoors->pick_random_object ();
if (!this_door)
abort ();
new_door = arch_to_object (this_door->arch);
this_door->copy_to (new_door);
new_door->x = i;
new_door->y = j;
insert_ob_in_map (new_door, the_map, NULL, 0);
}
}
}