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/*
*
* Copyright (c) 2010 Samuel Pitoiset
*
* This file is part of Freedroid
*
* Freedroid 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.
*
* Freedroid 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 Freedroid; see the file COPYING. If not, write to the
* Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston,
* MA 02111-1307 USA
*
*/
#include "defs.h"
#include "struct.h"
#include "global.h"
#include "proto.h"
/**
* Add a waypoint on the map if it doesn't exists
* \param lvl Pointer towards the level where the waypoint lies
* \param x The x position of the waypoint
* \param y The y position of the waypoint
* \param suppress_random_spawn TRUE if the waypoint is used for the random enemies
* \return Return the index of the waypoint
*/
int add_waypoint(level *lvl, int x, int y, int suppress_random_spawn)
{
waypoint w;
int wpnum;
wpnum = get_waypoint(lvl, x, y);
if (wpnum != -1) {
// When the waypoint already exists on the level, we are done, because
// we must not add a waypoint at the same position in order to avoid
// the conflicts
return wpnum;
}
// Create a new waypoint
w.x = x;
w.y = y;
w.suppress_random_spawn = suppress_random_spawn;
// Initialize the connections of the waypoint
dynarray_init(&w.connections, 2, sizeof(int));
// Add the waypoint on the level
dynarray_add(&lvl->waypoints, &w, sizeof(struct waypoint));
// Return the index of the new waypoint
return lvl->waypoints.size - 1;
}
/**
* Delete a waypoint
* \param lvl Pointer towards the level where the waypoint lies
* \param x The x position of the waypoint
* \param y The y position of the waypoint
*/
void del_waypoint(struct level *lvl, int x, int y)
{
// Delete the waypoint on the map
int wpnum = get_waypoint(lvl, x, y);
if (wpnum < 0) {
// When the waypoint doesn't exist on the map, we are done
return;
}
dynarray_del(&lvl->waypoints, wpnum, sizeof(struct waypoint));
// Delete the connections of the waypoint
struct waypoint *wpts = lvl->waypoints.arr;
int i, j;
for (i = 0; i < lvl->waypoints.size; i++) {
int *connections = wpts[i].connections.arr;
for (j = 0; j < wpts[i].connections.size; j++) {
if (connections[j] == wpnum) {
// Delete the connection
dynarray_del(&wpts[i].connections, j, sizeof(int));
// Just to be sure... check the next connection as well...(they have been shifted!)
j--;
} else if (connections[j] > wpnum) {
connections[j]--;
}
}
}
}
/**
* Return the index of the waypoint
* \param lvl Pointer towards the level where the waypoint lies
* \param x The x position of the waypoint
* \param y The y position of the waypoint
* \return Return -1 if it doesn't exists on the level
*/
int get_waypoint(level *lvl, int x, int y)
{
waypoint *wpts = lvl->waypoints.arr;
int i;
for (i = 0; i < lvl->waypoints.size; i++) {
if (wpts[i].x == x && wpts[i].y == y) {
return i;
}
}
return -1;
}
void move_waypoint(level *lvl, waypoint *w, int newx, int newy)
{
if (!pos_inside_level(newx, newy, lvl))
return;
w->x = newx;
w->y = newy;
}
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