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/cvs/deliantra/server/random_maps/decor.C
Revision: 1.1
Committed: Sun Aug 13 17:16:03 2006 UTC (17 years, 10 months ago) by elmex
Content type: text/plain
Branch: MAIN
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

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