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/cvs/deliantra/server/random_maps/decor.C
Revision: 1.2
Committed: Sun Sep 10 16:06:37 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +77 -56 lines
Log Message:
indent

File Contents

# User Rev Content
1 root 1.2
2 elmex 1.1 /*
3     * static char *rcsid_decor_ =
4 root 1.2 * "$Id: decor.C,v 1.1 2006-08-13 17:16:03 elmex Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail at crossfire-devel@real-time.com
28     */
29    
30    
31     #include <global.h>
32     #include <random_map.h>
33     #include <rproto.h>
34    
35     #define NR_DECOR_OPTIONS 1
36    
37     /* return a simple count of objects in the map at x,y. */
38    
39 root 1.2 int
40     obj_count_in_map (mapstruct *map, int x, int y)
41     {
42     int count = 0;
43 elmex 1.1 object *tmp;
44 root 1.2
45     for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above)
46     count++;
47 elmex 1.1 return count;
48     }
49 root 1.2
50 elmex 1.1 /* put the decor into the map. Right now, it's very primitive. */
51    
52 root 1.2 void
53     put_decor (mapstruct *map, char **maze, char *decorstyle, int decor_option, RMParms * RP)
54     {
55 elmex 1.1 mapstruct *decor_map;
56     char style_name[256];
57    
58 root 1.2 sprintf (style_name, "/styles/decorstyles");
59 elmex 1.1
60 root 1.2 decor_map = find_style (style_name, decorstyle, -1);
61     if (decor_map == NULL)
62     return;
63 elmex 1.1 /* pick a random option, only 1 option right now. */
64 root 1.2 if (decor_option == 0)
65     decor_option = RANDOM () % NR_DECOR_OPTIONS + 1;
66     switch (decor_option)
67     {
68     case 0:
69     break;
70     case 1:
71     { /* random placement of decor objects. */
72     int number_to_place = RANDOM () % ((RP->Xsize * RP->Ysize) / 5);
73     int failures = 0;
74     object *new_decor_object;
75    
76     while (failures < 100 && number_to_place > 0)
77     {
78     int x, y;
79    
80     x = RANDOM () % (RP->Xsize - 2) + 1;
81     y = RANDOM () % (RP->Ysize - 2) + 1;
82     if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2)
83     { /* empty */
84     object *this_object;
85    
86     new_decor_object = pick_random_object (decor_map);
87     this_object = arch_to_object (new_decor_object->arch);
88     copy_object (new_decor_object, this_object);
89     this_object->x = x;
90     this_object->y = y;
91     /* it screws things up if decor can stop people */
92     this_object->move_block = MOVE_BLOCK_DEFAULT;
93     insert_ob_in_map (this_object, map, NULL, 0);
94     number_to_place--;
95     }
96     else
97     failures++;
98     }
99     break;
100     }
101     default:
102     { /* place decor objects everywhere: tile the map. */
103     int i, j;
104    
105     for (i = 1; i < RP->Xsize - 1; i++)
106     for (j = 1; j < RP->Ysize - 1; j++)
107     {
108     if (maze[i][j] == 0)
109     {
110     object *new_decor_object, *this_object;
111    
112     new_decor_object = pick_random_object (decor_map);
113     this_object = arch_to_object (new_decor_object->arch);
114     copy_object (new_decor_object, this_object);
115     this_object->x = i;
116     this_object->y = j;
117     /* it screws things up if decor can stop people */
118     this_object->move_block = MOVE_BLOCK_DEFAULT;
119     insert_ob_in_map (this_object, map, NULL, 0);
120     }
121     }
122     break;
123     }
124 elmex 1.1 }
125     }