--- cf.schmorp.de/server/random_maps/decor.C 2006/09/10 16:06:37 1.2 +++ cf.schmorp.de/server/random_maps/decor.C 2007/01/27 02:19:37 1.13 @@ -1,32 +1,27 @@ - /* - * static char *rcsid_decor_ = - * "$Id: decor.C,v 1.2 2006/09/10 16:06:37 root Exp $"; + * CrossFire, A Multiplayer game for X-windows + * + * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team + * Copyright (C) 2002 Mark Wedel & Crossfire Development Team + * Copyright (C) 1992 Frank Tore Johansen + * + * This program 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. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + * + * The authors can be reached via e-mail at */ -/* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program 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. - - This program 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 this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ - #include #include @@ -37,12 +32,12 @@ /* return a simple count of objects in the map at x,y. */ int -obj_count_in_map (mapstruct *map, int x, int y) +obj_count_in_map (maptile *map, int x, int y) { int count = 0; object *tmp; - for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) + for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) count++; return count; } @@ -50,76 +45,78 @@ /* put the decor into the map. Right now, it's very primitive. */ void -put_decor (mapstruct *map, char **maze, char *decorstyle, int decor_option, RMParms * RP) +put_decor (maptile *map, char **maze, char *decorstyle, int decor_option, random_map_params *RP) { - mapstruct *decor_map; - char style_name[256]; + maptile *decor_map; + char style_name[1024]; sprintf (style_name, "/styles/decorstyles"); decor_map = find_style (style_name, decorstyle, -1); - if (decor_map == NULL) + if (!decor_map) return; + /* pick a random option, only 1 option right now. */ if (decor_option == 0) - decor_option = RANDOM () % NR_DECOR_OPTIONS + 1; + decor_option = rndm (NR_DECOR_OPTIONS) + 1; + switch (decor_option) { - case 0: + case 0: + break; + case 1: + { /* random placement of decor objects. */ + int number_to_place = rndm (RP->Xsize * RP->Ysize / 5); + int failures = 0; + object *new_decor_object; + + while (failures < 100 && number_to_place > 0) + { + int x, y; + + x = rndm (RP->Xsize - 2) + 1; + y = rndm (RP->Ysize - 2) + 1; + if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2) + { /* empty */ + object *this_object; + + new_decor_object = pick_random_object (decor_map); + this_object = arch_to_object (new_decor_object->arch); + new_decor_object->copy_to (this_object); + this_object->x = x; + this_object->y = y; + /* it screws things up if decor can stop people */ + this_object->move_block = MOVE_BLOCK_DEFAULT; + insert_ob_in_map (this_object, map, NULL, 0); + number_to_place--; + } + else + failures++; + } break; - case 1: - { /* random placement of decor objects. */ - int number_to_place = RANDOM () % ((RP->Xsize * RP->Ysize) / 5); - int failures = 0; - object *new_decor_object; + } + default: + { /* place decor objects everywhere: tile the map. */ + int i, j; - while (failures < 100 && number_to_place > 0) + for (i = 1; i < RP->Xsize - 1; i++) + for (j = 1; j < RP->Ysize - 1; j++) { - int x, y; - - x = RANDOM () % (RP->Xsize - 2) + 1; - y = RANDOM () % (RP->Ysize - 2) + 1; - if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2) - { /* empty */ - object *this_object; + if (maze[i][j] == 0) + { + object *new_decor_object, *this_object; new_decor_object = pick_random_object (decor_map); this_object = arch_to_object (new_decor_object->arch); - copy_object (new_decor_object, this_object); - this_object->x = x; - this_object->y = y; + new_decor_object->copy_to (this_object); + this_object->x = i; + this_object->y = j; /* it screws things up if decor can stop people */ this_object->move_block = MOVE_BLOCK_DEFAULT; insert_ob_in_map (this_object, map, NULL, 0); - number_to_place--; } - else - failures++; } - break; - } - default: - { /* place decor objects everywhere: tile the map. */ - int i, j; - - for (i = 1; i < RP->Xsize - 1; i++) - for (j = 1; j < RP->Ysize - 1; j++) - { - if (maze[i][j] == 0) - { - object *new_decor_object, *this_object; - - new_decor_object = pick_random_object (decor_map); - this_object = arch_to_object (new_decor_object->arch); - copy_object (new_decor_object, this_object); - this_object->x = i; - this_object->y = j; - /* it screws things up if decor can stop people */ - this_object->move_block = MOVE_BLOCK_DEFAULT; - insert_ob_in_map (this_object, map, NULL, 0); - } - } - break; - } + break; + } } }