/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * * Deliantra 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); } } }