Beispiel #1
0
void SetupMission(
	int buildTables, Mission *m, struct MissionOptions *mo, int missionIndex)
{
	int i;

	MissionOptionsInit(mo);
	mo->index = missionIndex;
	mo->missionData = m;
	mo->doorPics =
	    doorStyles[abs(m->DoorStyle) % DOORSTYLE_COUNT];
	mo->keyPics = keyStyles[abs(m->KeyStyle) % KEYSTYLE_COUNT];
	for (i = 0; i < (int)m->Items.size; i++)
	{
		CArrayPushBack(
			&mo->MapObjects,
			MapObjectGet(*(int32_t *)CArrayGet(&m->Items, i)));
	}

	mo->exitPic = exitPics[2 * (abs(m->ExitStyle) % EXIT_COUNT)];
	mo->exitShadow = exitPics[2 * (abs(m->ExitStyle) % EXIT_COUNT) + 1];

	ActorsInit();
	ObjsInit();
	MobObjsInit();
	SetupObjectives(mo, m);
	SetupBadguysForMission(m);
	SetupWeapons(gPlayerDatas, &m->Weapons);
	SetPaletteRanges(m->WallColor, m->FloorColor, m->RoomColor, m->AltColor);
	if (buildTables)
	{
		BuildTranslationTables(gPicManager.palette);
	}
}
Beispiel #2
0
void SetupMission(int index, int buildTables)
{
	int i;
	int x, y;
	struct Mission *m;

	memset(&gMission, 0, sizeof(gMission));
	gMission.index = index;
	m = &gCampaign.setting->missions[abs(index) %
					 gCampaign.setting->missionCount];
	gMission.missionData = m;
	gMission.doorPics =
	    doorStyles[abs(m->doorStyle) % DOORSTYLE_COUNT];
	gMission.keyPics = keyStyles[abs(m->keyStyle) % KEYSTYLE_COUNT];
	gMission.objectCount = m->itemCount;

	for (i = 0; i < m->itemCount; i++)
		gMission.mapObjects[i] =
		    &mapItems[abs(m->items[i]) % ITEMS_COUNT];

	srand(10 * index + gCampaign.seed);

	gMission.exitPic = exitPics[2 * (abs(m->exitStyle) % EXIT_COUNT)];
	gMission.exitShadow =
	    exitPics[2 * (abs(m->exitStyle) % EXIT_COUNT) + 1];
	if (m->exitLeft > 0) {
		gMission.exitLeft = m->exitLeft * TILE_WIDTH;
		gMission.exitRight = m->exitRight * TILE_WIDTH;
		gMission.exitTop = m->exitTop * TILE_HEIGHT;
		gMission.exitBottom = m->exitBottom * TILE_HEIGHT;
	} else {
		if (m->mapWidth)
			x = (rand() % (abs(m->mapWidth) - EXIT_WIDTH)) +
			    (XMAX - abs(m->mapWidth)) / 2;
		else
			x = rand() % (XMAX - EXIT_WIDTH);
		if (m->mapHeight)
			y = (rand() % (abs(m->mapHeight) - EXIT_HEIGHT)) +
			    (YMAX - abs(m->mapHeight)) / 2;
		else
			y = rand() % (YMAX - EXIT_HEIGHT);
		gMission.exitLeft = x * TILE_WIDTH;
		gMission.exitRight = (x + EXIT_WIDTH + 1) * TILE_WIDTH;
		gMission.exitTop = y * TILE_HEIGHT;
		gMission.exitBottom = (y + EXIT_HEIGHT + 1) * TILE_HEIGHT;
	}
	SetupObjectives(m);
	SetupBadguysForMission(m);
	SetupWeapons(m->weaponSelection);
	SetRange(WALL_COLORS, abs(m->wallRange) % COLORRANGE_COUNT);
	SetRange(FLOOR_COLORS, abs(m->floorRange) % COLORRANGE_COUNT);
	SetRange(ROOM_COLORS, abs(m->roomRange) % COLORRANGE_COUNT);
	SetRange(ALT_COLORS, abs(m->altRange) % COLORRANGE_COUNT);
	if (buildTables)
		BuildTranslationTables();
}