1 /*
2 C-Dogs SDL
3 A port of the legendary (and fun) action/arcade cdogs.
4 Copyright (c) 2014-2021 Cong Xu
5 All rights reserved.
6
7 Redistribution and use in source and binary forms, with or without
8 modification, are permitted provided that the following conditions are met:
9
10 Redistributions of source code must retain the above copyright notice, this
11 list of conditions and the following disclaimer.
12 Redistributions in binary form must reproduce the above copyright notice,
13 this list of conditions and the following disclaimer in the documentation
14 and/or other materials provided with the distribution.
15
16 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
17 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
19 ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
20 LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
21 CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
22 SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
23 INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
24 CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
25 ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
26 POSSIBILITY OF SUCH DAMAGE.
27 */
28 #include "mission_convert.h"
29
30 #include <assert.h>
31
32 #include "algorithms.h"
33 #include "map_build.h"
34
35 static void CopyMissionTileClasses(MissionTileClasses *mtc, Mission *m);
MissionConvertToType(Mission * m,Map * map,MapType type)36 void MissionConvertToType(Mission *m, Map *map, MapType type)
37 {
38 MissionTileClasses mtc;
39 RoomParams rooms;
40 memset(&rooms, 0, sizeof rooms);
41 bool copyRooms = false;
42 DoorParams doors;
43 memset(&doors, 0, sizeof doors);
44 bool copyDoors = false;
45 PillarParams pillars;
46 memset(&pillars, 0, sizeof pillars);
47 bool copyPillars = false;
48 switch (m->Type)
49 {
50 case MAPTYPE_CLASSIC:
51 memcpy(&rooms, &m->u.Classic.Rooms, sizeof rooms);
52 copyRooms = true;
53 memcpy(&doors, &m->u.Classic.Doors, sizeof doors);
54 copyDoors = true;
55 memcpy(&pillars, &m->u.Classic.Pillars, sizeof pillars);
56 copyPillars = true;
57 CopyMissionTileClasses(&mtc, m);
58 break;
59 case MAPTYPE_CAVE:
60 memcpy(&rooms, &m->u.Cave.Rooms, sizeof rooms);
61 copyRooms = true;
62 CopyMissionTileClasses(&mtc, m);
63 break;
64 case MAPTYPE_INTERIOR:
65 memcpy(&rooms, &m->u.Classic.Rooms, sizeof rooms);
66 copyRooms = true;
67 memcpy(&doors, &m->u.Classic.Doors, sizeof doors);
68 copyDoors = true;
69 memcpy(&pillars, &m->u.Classic.Pillars, sizeof pillars);
70 copyPillars = true;
71 CopyMissionTileClasses(&mtc, m);
72 break;
73 default:
74 MissionTileClassesInitDefault(&mtc);
75 break;
76 }
77
78 memset(&m->u, 0, sizeof m->u);
79 switch (type)
80 {
81 case MAPTYPE_CLASSIC:
82 // Setup default parameters
83 m->u.Classic.Walls = 10;
84 m->u.Classic.WallLength = 5;
85 m->u.Classic.CorridorWidth = 2;
86 if (copyRooms)
87 {
88 memcpy(&m->u.Classic.Rooms, &rooms, sizeof rooms);
89 m->u.Classic.Rooms.Min = MAX(5, m->u.Classic.Rooms.Min);
90 m->u.Classic.Rooms.Max = MAX(m->u.Classic.Rooms.Min, m->u.Classic.Rooms.Max);
91 }
92 else
93 {
94 m->u.Classic.Rooms.Count = 10;
95 m->u.Classic.Rooms.Min = 5;
96 m->u.Classic.Rooms.Max = 8;
97 m->u.Classic.Rooms.Edge = true;
98 m->u.Classic.Rooms.Overlap = true;
99 m->u.Classic.Rooms.Walls = 1;
100 m->u.Classic.Rooms.WallLength = 1;
101 m->u.Classic.Rooms.WallPad = 1;
102 }
103 m->u.Classic.Squares = 1;
104 m->u.Classic.ExitEnabled = true;
105 if (copyDoors)
106 {
107 memcpy(&m->u.Classic.Doors, &doors, sizeof doors);
108 m->u.Classic.Doors.Min = MAX(1, m->u.Classic.Doors.Min);
109 m->u.Classic.Doors.Max = MAX(m->u.Classic.Doors.Min, m->u.Classic.Doors.Max);
110 }
111 else
112 {
113 m->u.Classic.Doors.Enabled = true;
114 m->u.Classic.Doors.Min = 1;
115 m->u.Classic.Doors.Max = 2;
116 }
117 if (copyPillars)
118 {
119 memcpy(&m->u.Classic.Pillars, &pillars, sizeof pillars);
120 m->u.Classic.Pillars.Min = MAX(1, m->u.Classic.Pillars.Min);
121 m->u.Classic.Pillars.Max = MAX(m->u.Classic.Pillars.Min, m->u.Classic.Pillars.Max);
122 }
123 else
124 {
125 m->u.Classic.Pillars.Count = 1;
126 m->u.Classic.Pillars.Min = 2;
127 m->u.Classic.Pillars.Max = 3;
128 }
129 memcpy(&m->u.Classic.TileClasses, &mtc, sizeof mtc);
130 break;
131 case MAPTYPE_STATIC:
132 MissionStaticFromMap(&m->u.Static, map);
133 break;
134 case MAPTYPE_CAVE:
135 // Setup default parameters
136 m->u.Cave.FillPercent = 40;
137 m->u.Cave.Repeat = 4;
138 m->u.Cave.R1 = 5;
139 m->u.Cave.R2 = 2;
140 m->u.Cave.CorridorWidth = 2;
141 if (copyRooms)
142 {
143 memcpy(&m->u.Cave.Rooms, &rooms, sizeof rooms);
144 m->u.Cave.Rooms.Min = MAX(5, m->u.Cave.Rooms.Min);
145 m->u.Cave.Rooms.Max = MAX(m->u.Cave.Rooms.Min, m->u.Cave.Rooms.Max);
146 }
147 else
148 {
149 m->u.Cave.Rooms.Count = 10;
150 m->u.Cave.Rooms.Min = 5;
151 m->u.Cave.Rooms.Max = 8;
152 m->u.Cave.Rooms.Edge = true;
153 m->u.Cave.Rooms.Overlap = true;
154 m->u.Cave.Rooms.Walls = 1;
155 m->u.Cave.Rooms.WallLength = 1;
156 m->u.Cave.Rooms.WallPad = 1;
157 }
158 m->u.Cave.Squares = 1;
159 m->u.Cave.ExitEnabled = true;
160 memcpy(&m->u.Cave.TileClasses, &mtc, sizeof mtc);
161 break;
162 case MAPTYPE_INTERIOR:
163 // Setup default parameters
164 m->u.Interior.CorridorWidth = 2;
165 if (copyRooms)
166 {
167 memcpy(&m->u.Interior.Rooms, &rooms, sizeof rooms);
168 m->u.Interior.Rooms.Min = MAX(5, m->u.Interior.Rooms.Min);
169 m->u.Interior.Rooms.Max = MAX(2 * m->u.Interior.Rooms.Min, m->u.Interior.Rooms.Max);
170 }
171 else
172 {
173 m->u.Interior.Rooms.Min = 5;
174 m->u.Interior.Rooms.Max = 10;
175 m->u.Interior.Rooms.Walls = 1;
176 m->u.Interior.Rooms.WallLength = 1;
177 m->u.Interior.Rooms.WallPad = 1;
178 }
179 m->u.Interior.ExitEnabled = true;
180 if (copyDoors)
181 {
182 memcpy(&m->u.Interior.Doors, &doors, sizeof doors);
183 m->u.Interior.Doors.Min = MAX(1, m->u.Interior.Doors.Min);
184 m->u.Interior.Doors.Max = MAX(m->u.Interior.Doors.Min, m->u.Interior.Doors.Max);
185 }
186 else
187 {
188 m->u.Interior.Doors.Enabled = true;
189 m->u.Interior.Doors.Min = 1;
190 m->u.Interior.Doors.Max = 2;
191 }
192 if (copyPillars)
193 {
194 memcpy(&m->u.Interior.Pillars, &pillars, sizeof pillars);
195 }
196 else
197 {
198 m->u.Interior.Pillars.Count = 1;
199 }
200 memcpy(&m->u.Interior.TileClasses, &mtc, sizeof mtc);
201 break;
202 default:
203 CASSERT(false, "unknown map type");
204 break;
205 }
206 m->Type = type;
207 }
CopyMissionTileClasses(MissionTileClasses * mtc,Mission * m)208 static void CopyMissionTileClasses(MissionTileClasses *mtc, Mission *m)
209 {
210 MissionTileClasses *mtcOrig = MissionGetTileClasses(m);
211 MissionTileClassesCopy(mtc, mtcOrig);
212 MissionTileClassesTerminate(mtcOrig);
213 }
214