/* * static char *rcsid_door_c = * "$Id: door.C,v 1.1 2006/08/13 17:16:03 elmex Exp $"; */ /* 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 #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(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; sprintf(doorpath,"/styles/doorstyles/hdoors%s", strrchr(vdoors->path, '/')); hdoors = find_style(doorpath, 0, -1); } for(i=0; iXsize; i++) for(j=0; jYsize; 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); } } }