コード例 #1
0
ファイル: map_new.c プロジェクト: CrypticGator/cdogs-sdl
void LoadMissions(CArray *missions, json_t *missionsNode, int version)
{
	json_t *child;
	for (child = missionsNode->child; child; child = child->next)
	{
		Mission m;
		MissionInit(&m);
		m.Title = GetString(child, "Title");
		m.Description = GetString(child, "Description");
		JSON_UTILS_LOAD_ENUM(m.Type, child, "Type", StrMapType);
		LoadInt(&m.Size.x, child, "Width");
		LoadInt(&m.Size.y, child, "Height");
		LoadInt(&m.WallStyle, child, "WallStyle");
		LoadInt(&m.FloorStyle, child, "FloorStyle");
		LoadInt(&m.RoomStyle, child, "RoomStyle");
		LoadInt(&m.ExitStyle, child, "ExitStyle");
		LoadInt(&m.KeyStyle, child, "KeyStyle");
		if (version <= 5)
		{
			int doorStyle;
			LoadInt(&doorStyle, child, "DoorStyle");
			strcpy(m.DoorStyle, DoorStyleStr(doorStyle));
		}
		else
		{
			char *tmp = GetString(child, "DoorStyle");
			strcpy(m.DoorStyle, tmp);
			CFREE(tmp);
		}
		LoadMissionObjectives(
			&m.Objectives,
			json_find_first_label(child, "Objectives")->child,
			version);
		LoadIntArray(&m.Enemies, child, "Enemies");
		LoadIntArray(&m.SpecialChars, child, "SpecialChars");
		if (version <= 3)
		{
			CArray items;
			CArrayInit(&items, sizeof(int));
			LoadIntArray(&items, child, "Items");
			CArray densities;
			CArrayInit(&densities, sizeof(int));
			LoadIntArray(&densities, child, "ItemDensities");
			for (int i = 0; i < (int)items.size; i++)
			{
				MapObjectDensity mod;
				mod.M = IntMapObject(*(int *)CArrayGet(&items, i));
				mod.Density = *(int *)CArrayGet(&densities, i);
				CArrayPushBack(&m.MapObjectDensities, &mod);
			}
		}
		else
		{
			json_t *modsNode =
				json_find_first_label(child, "MapObjectDensities");
			if (modsNode && modsNode->child)
			{
				modsNode = modsNode->child;
				for (json_t *modNode = modsNode->child;
					modNode;
					modNode = modNode->next)
				{
					MapObjectDensity mod;
					mod.M = StrMapObject(
						json_find_first_label(modNode, "MapObject")->child->text);
					LoadInt(&mod.Density, modNode, "Density");
					CArrayPushBack(&m.MapObjectDensities, &mod);
				}
			}
		}
		LoadInt(&m.EnemyDensity, child, "EnemyDensity");
		LoadWeapons(
			&m.Weapons, json_find_first_label(child, "Weapons")->child);
		strcpy(m.Song, json_find_first_label(child, "Song")->child->text);
		if (version <= 4)
		{
			// Load colour indices
			int wc, fc, rc, ac;
			LoadInt(&wc, child, "WallColor");
			LoadInt(&fc, child, "FloorColor");
			LoadInt(&rc, child, "RoomColor");
			LoadInt(&ac, child, "AltColor");
			m.WallMask = RangeToColor(wc);
			m.FloorMask = RangeToColor(fc);
			m.RoomMask = RangeToColor(rc);
			m.AltMask = RangeToColor(ac);
		}
		else
		{
			LoadColor(&m.WallMask, child, "WallMask");
			LoadColor(&m.FloorMask, child, "FloorMask");
			LoadColor(&m.RoomMask, child, "RoomMask");
			LoadColor(&m.AltMask, child, "AltMask");
		}
		switch (m.Type)
		{
		case MAPTYPE_CLASSIC:
			LoadInt(&m.u.Classic.Walls, child, "Walls");
			LoadInt(&m.u.Classic.WallLength, child, "WallLength");
			LoadInt(&m.u.Classic.CorridorWidth, child, "CorridorWidth");
			LoadClassicRooms(
				&m, json_find_first_label(child, "Rooms")->child);
			LoadInt(&m.u.Classic.Squares, child, "Squares");
			LoadClassicDoors(&m, child, "Doors");
			LoadClassicPillars(&m, child, "Pillars");
			break;
		case MAPTYPE_STATIC:
			if (!TryLoadStaticMap(&m, child, version))
			{
				continue;
			}
			break;
		case MAPTYPE_CAVE:
			LoadInt(&m.u.Cave.FillPercent, child, "FillPercent");
			LoadInt(&m.u.Cave.Repeat, child, "Repeat");
			LoadInt(&m.u.Cave.R1, child, "R1");
			LoadInt(&m.u.Cave.R2, child, "R2");
			break;
		default:
			assert(0 && "unknown map type");
			continue;
		}
		CArrayPushBack(missions, &m);
	}
}
コード例 #2
0
void SetupQuickPlayCampaign(CampaignSetting *setting)
{
	Mission *m;
	CMALLOC(m, sizeof *m);
	MissionInit(m);
	m->WallStyle = rand() % WALL_STYLE_COUNT;
	m->FloorStyle = rand() % FLOOR_STYLE_COUNT;
	m->RoomStyle = rand() % FLOOR_STYLE_COUNT;
	m->ExitStyle = rand() % GetExitCount();
	m->KeyStyle = rand() % KEYSTYLE_COUNT;
	strcpy(
		m->DoorStyle, DoorStyleStr(rand() % gPicManager.doorStyleNames.size));
	m->Size = GenerateQuickPlayMapSize(
		ConfigGetEnum(&gConfig, "QuickPlay.MapSize"));
	m->Type = MAPTYPE_CLASSIC;	// TODO: generate different map types
	switch (m->Type)
	{
	case MAPTYPE_CLASSIC:
		m->u.Classic.Walls = GenerateQuickPlayParam(
			ConfigGetEnum(&gConfig, "QuickPlay.WallCount"), 0, 5, 15, 30);
		m->u.Classic.WallLength = GenerateQuickPlayParam(
			ConfigGetEnum(&gConfig, "QuickPlay.WallLength"), 1, 3, 6, 12);
		m->u.Classic.CorridorWidth = rand() % 3 + 1;
		m->u.Classic.Rooms.Count = GenerateQuickPlayParam(
			ConfigGetEnum(&gConfig, "QuickPlay.RoomCount"), 0, 2, 5, 12);
		m->u.Classic.Rooms.Min = rand() % 10 + 5;
		m->u.Classic.Rooms.Max = rand() % 10 + m->u.Classic.Rooms.Min;
		m->u.Classic.Rooms.Edge = 1;
		m->u.Classic.Rooms.Overlap = 1;
		m->u.Classic.Rooms.Walls = rand() % 5;
		m->u.Classic.Rooms.WallLength = rand() % 6 + 1;
		m->u.Classic.Rooms.WallPad = rand() % 4 + 1;
		m->u.Classic.Squares = GenerateQuickPlayParam(
			ConfigGetEnum(&gConfig, "QuickPlay.SquareCount"), 0, 1, 3, 6);
		m->u.Classic.Doors.Enabled = rand() % 2;
		m->u.Classic.Doors.Min = 1;
		m->u.Classic.Doors.Max = 6;
		m->u.Classic.Pillars.Count = rand() % 5;
		m->u.Classic.Pillars.Min = rand() % 3 + 1;
		m->u.Classic.Pillars.Max = rand() % 3 + m->u.Classic.Pillars.Min;
		break;
	default:
		assert(0 && "unknown map type");
		break;
	}
	CharacterStoreTerminate(&setting->characters);
	CharacterStoreInit(&setting->characters);
	int c = GenerateQuickPlayParam(
		ConfigGetEnum(&gConfig, "QuickPlay.EnemyCount"), 3, 5, 8, 12);
	SetupQuickPlayEnemies(m, c, &setting->characters);

	c = GenerateQuickPlayParam(
		ConfigGetEnum(&gConfig, "QuickPlay.ItemCount"), 0, 2, 5, 10);
	for (int i = 0; i < c; i++)
	{
		MapObjectDensity mop;
		mop.M = IndexMapObject(rand() % MapObjectsCount(&gMapObjects));
		mop.Density = GenerateQuickPlayParam(
			ConfigGetEnum(&gConfig, "QuickPlay.ItemCount"), 0, 5, 10, 20);
		CArrayPushBack(&m->MapObjectDensities, &mop);
	}
	m->EnemyDensity = (40 + (rand() % 20)) / m->Enemies.size;
	CA_FOREACH(const GunDescription, g, gGunDescriptions.Guns)
		if (g->IsRealGun)
		{
			CArrayPushBack(&m->Weapons, &g);
		}
	CA_FOREACH_END()
	m->WallMask = RandomBGColor();
	m->FloorMask = RandomBGColor();
	m->RoomMask = RandomBGColor();
	m->AltMask = RandomBGColor();

	CFREE(setting->Title);
	CSTRDUP(setting->Title, "Quick play");
	CFREE(setting->Author);
	CSTRDUP(setting->Author, "");
	CFREE(setting->Description);
	CSTRDUP(setting->Description, "");
	CArrayPushBack(&setting->Missions, m);
	CFREE(m);
}
コード例 #3
0
ファイル: files.c プロジェクト: NSYXin/cdogs-sdl
static void ConvertMission(
	Mission *dest, struct MissionOld *src, const int charCount)
{
	int i;
	CFREE(dest->Title);
	CSTRDUP(dest->Title, src->title);
	CFREE(dest->Description);
	CSTRDUP(dest->Description, src->description);
	dest->Type = MAPTYPE_CLASSIC;
	dest->Size = Vec2iNew(src->mapWidth, src->mapHeight);
	dest->WallStyle = src->wallStyle;
	dest->FloorStyle = src->floorStyle;
	dest->RoomStyle = src->roomStyle;
	dest->ExitStyle = src->exitStyle;
	dest->KeyStyle = src->keyStyle;
	strcpy(dest->DoorStyle, DoorStyleStr(src->doorStyle));
	for (i = 0; i < src->objectiveCount; i++)
	{
		MissionObjective mo;
		memset(&mo, 0, sizeof mo);
		ConvertMissionObjective(&mo, &src->objectives[i]);
		CArrayPushBack(&dest->Objectives, &mo);
	}
	// Note: modulo for compatibility with older, buggy missions
	for (i = 0; i < src->baddieCount; i++)
	{
		int n = src->baddies[i] % charCount;
		CArrayPushBack(&dest->Enemies, &n);
	}
	for (i = 0; i < src->specialCount; i++)
	{
		int n = src->specials[i] % charCount;
		CArrayPushBack(&dest->SpecialChars, &n);
	}
	for (i = 0; i < src->itemCount; i++)
	{
		MapObjectDensity mod;
		mod.M = IntMapObject(src->items[i]);
		mod.Density = src->itemDensity[i];
		CArrayPushBack(&dest->MapObjectDensities, &mod);
	}
	dest->EnemyDensity = src->baddieDensity;
	CArrayClear(&dest->Weapons);
	for (i = 0; i < WEAPON_MAX; i++)
	{
		if ((src->weaponSelection & (1 << i)) || !src->weaponSelection)
		{
			GunDescription *g = CArrayGet(&gGunDescriptions.Guns, i);
			CArrayPushBack(&dest->Weapons, &g);
		}
	}
	strcpy(dest->Song, src->song);
	dest->WallMask = RangeToColor(abs(src->wallRange) % COLORRANGE_COUNT);
	dest->FloorMask = RangeToColor(abs(src->floorRange) % COLORRANGE_COUNT);
	dest->RoomMask = RangeToColor(abs(src->roomRange) % COLORRANGE_COUNT);
	dest->AltMask = RangeToColor(abs(src->altRange) % COLORRANGE_COUNT);

	dest->u.Classic.Walls = src->wallCount;
	dest->u.Classic.WallLength = src->wallLength;
	dest->u.Classic.CorridorWidth = 1;
	dest->u.Classic.Rooms.Count = src->roomCount;
	dest->u.Classic.Rooms.Min = 6;
	dest->u.Classic.Rooms.Max = 10;
	dest->u.Classic.Rooms.Edge = 0;
	dest->u.Classic.Rooms.Walls = 0;
	dest->u.Classic.Squares = src->squareCount;
	dest->u.Classic.Doors.Enabled = 1;
	dest->u.Classic.Doors.Min = dest->u.Classic.Doors.Max = 1;
	dest->u.Classic.Pillars.Count = 0;
}