1 | |
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2 | /* |
1 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
4 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | |
25 | |
26 | #include <global.h> |
26 | #include <global.h> |
27 | #include <random_map.h> |
27 | #include <random_map.h> |
28 | #include <rproto.h> |
28 | #include <rproto.h> |
… | |
… | |
46 | |
46 | |
47 | void |
47 | void |
48 | put_decor (maptile *map, char **maze, char *decorstyle, int decor_option, random_map_params *RP) |
48 | put_decor (maptile *map, char **maze, char *decorstyle, int decor_option, random_map_params *RP) |
49 | { |
49 | { |
50 | maptile *decor_map; |
50 | maptile *decor_map; |
51 | char style_name[256]; |
51 | char style_name[1024]; |
52 | |
52 | |
53 | sprintf (style_name, "/styles/decorstyles"); |
53 | sprintf (style_name, "/styles/decorstyles"); |
54 | |
54 | |
55 | decor_map = find_style (style_name, decorstyle, -1); |
55 | decor_map = find_style (style_name, decorstyle, -1); |
56 | if (decor_map == NULL) |
56 | if (!decor_map) |
57 | return; |
57 | return; |
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58 | |
58 | /* pick a random option, only 1 option right now. */ |
59 | /* pick a random option, only 1 option right now. */ |
59 | if (decor_option == 0) |
60 | if (decor_option == 0) |
60 | decor_option = RANDOM () % NR_DECOR_OPTIONS + 1; |
61 | decor_option = rndm (NR_DECOR_OPTIONS) + 1; |
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62 | |
61 | switch (decor_option) |
63 | switch (decor_option) |
62 | { |
64 | { |
63 | case 0: |
65 | case 0: |
64 | break; |
66 | break; |
65 | case 1: |
67 | case 1: |
66 | { /* random placement of decor objects. */ |
68 | { /* random placement of decor objects. */ |
67 | int number_to_place = RANDOM () % ((RP->Xsize * RP->Ysize) / 5); |
69 | int number_to_place = rndm (RP->Xsize * RP->Ysize / 5); |
68 | int failures = 0; |
70 | int failures = 0; |
69 | object *new_decor_object; |
71 | object *new_decor_object; |
70 | |
72 | |
71 | while (failures < 100 && number_to_place > 0) |
73 | while (failures < 100 && number_to_place > 0) |
72 | { |
74 | { |
73 | int x, y; |
75 | int x, y; |
74 | |
76 | |
75 | x = RANDOM () % (RP->Xsize - 2) + 1; |
77 | x = rndm (RP->Xsize - 2) + 1; |
76 | y = RANDOM () % (RP->Ysize - 2) + 1; |
78 | y = rndm (RP->Ysize - 2) + 1; |
77 | if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2) |
79 | if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2) |
78 | { /* empty */ |
80 | { /* empty */ |
79 | object *this_object; |
81 | object *this_object; |
80 | |
82 | |
81 | new_decor_object = pick_random_object (decor_map); |
83 | new_decor_object = decor_map->pick_random_object (); |
82 | this_object = arch_to_object (new_decor_object->arch); |
84 | this_object = arch_to_object (new_decor_object->arch); |
83 | new_decor_object->copy_to (this_object); |
85 | new_decor_object->copy_to (this_object); |
84 | this_object->x = x; |
86 | this_object->x = x; |
85 | this_object->y = y; |
87 | this_object->y = y; |
86 | /* it screws things up if decor can stop people */ |
88 | /* it screws things up if decor can stop people */ |
… | |
… | |
102 | { |
104 | { |
103 | if (maze[i][j] == 0) |
105 | if (maze[i][j] == 0) |
104 | { |
106 | { |
105 | object *new_decor_object, *this_object; |
107 | object *new_decor_object, *this_object; |
106 | |
108 | |
107 | new_decor_object = pick_random_object (decor_map); |
109 | new_decor_object = decor_map->pick_random_object (); |
108 | this_object = arch_to_object (new_decor_object->arch); |
110 | this_object = arch_to_object (new_decor_object->arch); |
109 | new_decor_object->copy_to (this_object); |
111 | new_decor_object->copy_to (this_object); |
110 | this_object->x = i; |
112 | this_object->x = i; |
111 | this_object->y = j; |
113 | this_object->y = j; |
112 | /* it screws things up if decor can stop people */ |
114 | /* it screws things up if decor can stop people */ |