1 | /* |
1 | /* |
2 | * static char *rcsid_decor_ = |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | * "$Id: decor.C,v 1.1 2006/08/13 17:16:03 elmex Exp $"; |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (C) 1992 Frank Tore Johansen |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation; either version 2 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
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22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
4 | */ |
23 | */ |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
24 | |
29 | |
25 | |
30 | #include <global.h> |
26 | #include <global.h> |
31 | #include <random_map.h> |
27 | #include <random_map.h> |
32 | #include <rproto.h> |
28 | #include <rproto.h> |
33 | |
29 | |
34 | #define NR_DECOR_OPTIONS 1 |
30 | #define NR_DECOR_OPTIONS 1 |
35 | |
31 | |
36 | /* return a simple count of objects in the map at x,y. */ |
32 | /* return a simple count of objects in the map at x,y. */ |
37 | |
33 | |
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34 | int |
38 | int obj_count_in_map(mapstruct *map,int x,int y) { |
35 | obj_count_in_map (maptile *map, int x, int y) |
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36 | { |
39 | int count=0; |
37 | int count = 0; |
40 | object *tmp; |
38 | object *tmp; |
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39 | |
41 | for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) |
40 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
42 | count++; |
41 | count++; |
43 | return count; |
42 | return count; |
44 | } |
43 | } |
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44 | |
45 | /* put the decor into the map. Right now, it's very primitive. */ |
45 | /* put the decor into the map. Right now, it's very primitive. */ |
46 | |
46 | |
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47 | void |
47 | void put_decor(mapstruct *map,char **maze,char *decorstyle,int decor_option,RMParms *RP) { |
48 | put_decor (maptile *map, char **maze, char *decorstyle, int decor_option, random_map_params *RP) |
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49 | { |
48 | mapstruct *decor_map; |
50 | maptile *decor_map; |
49 | char style_name[256]; |
51 | char style_name[1024]; |
50 | |
52 | |
51 | sprintf(style_name,"/styles/decorstyles"); |
53 | sprintf (style_name, "/styles/decorstyles"); |
52 | |
54 | |
53 | decor_map = find_style(style_name,decorstyle,-1); |
55 | decor_map = find_style (style_name, decorstyle, -1); |
54 | if(decor_map == NULL) return; |
56 | if (!decor_map) |
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57 | return; |
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58 | |
55 | /* pick a random option, only 1 option right now. */ |
59 | /* pick a random option, only 1 option right now. */ |
56 | if(decor_option==0) |
60 | if (decor_option == 0) |
57 | decor_option = RANDOM() % NR_DECOR_OPTIONS +1; |
61 | decor_option = rndm (NR_DECOR_OPTIONS) + 1; |
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62 | |
58 | switch(decor_option) { |
63 | switch (decor_option) |
59 | case 0: break; |
64 | { |
60 | case 1: { /* random placement of decor objects. */ |
65 | case 0: |
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66 | break; |
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67 | case 1: |
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68 | { /* random placement of decor objects. */ |
61 | int number_to_place = RANDOM() % ( (RP->Xsize *RP->Ysize) / 5); |
69 | int number_to_place = rndm (RP->Xsize * RP->Ysize / 5); |
62 | int failures=0; |
70 | int failures = 0; |
63 | object *new_decor_object; |
71 | object *new_decor_object; |
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72 | |
64 | while(failures < 100 && number_to_place > 0) { |
73 | while (failures < 100 && number_to_place > 0) |
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74 | { |
65 | int x,y; |
75 | int x, y; |
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76 | |
66 | x = RANDOM() % (RP->Xsize-2) +1; |
77 | x = rndm (RP->Xsize - 2) + 1; |
67 | y = RANDOM() % (RP->Ysize-2) +1; |
78 | y = rndm (RP->Ysize - 2) + 1; |
68 | if(maze[x][y]==0 && obj_count_in_map(map,x,y)<2) { /* empty */ |
79 | if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2) |
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80 | { /* empty */ |
69 | object *this_object; |
81 | object *this_object; |
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82 | |
70 | new_decor_object = pick_random_object(decor_map); |
83 | new_decor_object = decor_map->pick_random_object (); |
71 | this_object = arch_to_object(new_decor_object->arch); |
84 | this_object = arch_to_object (new_decor_object->arch); |
72 | copy_object(new_decor_object,this_object); |
85 | new_decor_object->copy_to (this_object); |
73 | this_object->x = x; |
86 | this_object->x = x; |
74 | this_object->y = y; |
87 | this_object->y = y; |
75 | /* it screws things up if decor can stop people */ |
88 | /* it screws things up if decor can stop people */ |
76 | this_object->move_block = MOVE_BLOCK_DEFAULT; |
89 | this_object->move_block = MOVE_BLOCK_DEFAULT; |
77 | insert_ob_in_map(this_object,map,NULL,0); |
90 | insert_ob_in_map (this_object, map, NULL, 0); |
78 | number_to_place--; |
91 | number_to_place--; |
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92 | } |
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93 | else |
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94 | failures++; |
79 | } |
95 | } |
80 | else |
96 | break; |
81 | failures++; |
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82 | } |
97 | } |
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98 | default: |
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99 | { /* place decor objects everywhere: tile the map. */ |
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100 | int i, j; |
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101 | |
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102 | for (i = 1; i < RP->Xsize - 1; i++) |
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103 | for (j = 1; j < RP->Ysize - 1; j++) |
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104 | { |
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105 | if (maze[i][j] == 0) |
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106 | { |
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107 | object *new_decor_object, *this_object; |
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108 | |
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109 | new_decor_object = decor_map->pick_random_object (); |
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110 | this_object = arch_to_object (new_decor_object->arch); |
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111 | new_decor_object->copy_to (this_object); |
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112 | this_object->x = i; |
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113 | this_object->y = j; |
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114 | /* it screws things up if decor can stop people */ |
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115 | this_object->move_block = MOVE_BLOCK_DEFAULT; |
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116 | insert_ob_in_map (this_object, map, NULL, 0); |
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117 | } |
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118 | } |
83 | break; |
119 | break; |
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120 | } |
84 | } |
121 | } |
85 | default: { /* place decor objects everywhere: tile the map. */ |
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86 | int i,j; |
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87 | for(i=1;i<RP->Xsize-1;i++) for(j=1;j<RP->Ysize-1;j++) { |
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88 | if(maze[i][j]==0) { |
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89 | object *new_decor_object, *this_object; |
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90 | |
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91 | new_decor_object = pick_random_object(decor_map); |
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92 | this_object = arch_to_object(new_decor_object->arch); |
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93 | copy_object(new_decor_object,this_object); |
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94 | this_object->x = i; |
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95 | this_object->y = j; |
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96 | /* it screws things up if decor can stop people */ |
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97 | this_object->move_block = MOVE_BLOCK_DEFAULT; |
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98 | insert_ob_in_map(this_object,map,NULL,0); |
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99 | } |
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100 | } |
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101 | break; |
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102 | } |
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103 | } |
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104 | } |
122 | } |