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/cvs/deliantra/server/random_maps/decor.C
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Comparing deliantra/server/random_maps/decor.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.2 by root, Sun Sep 10 16:06:37 2006 UTC

1
1/* 2/*
2 * static char *rcsid_decor_ = 3 * static char *rcsid_decor_ =
3 * "$Id: decor.C,v 1.1 2006/08/13 17:16:03 elmex Exp $"; 4 * "$Id: decor.C,v 1.2 2006/09/10 16:06:37 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
33 34
34#define NR_DECOR_OPTIONS 1 35#define NR_DECOR_OPTIONS 1
35 36
36/* return a simple count of objects in the map at x,y. */ 37/* return a simple count of objects in the map at x,y. */
37 38
39int
38int obj_count_in_map(mapstruct *map,int x,int y) { 40obj_count_in_map (mapstruct *map, int x, int y)
41{
39 int count=0; 42 int count = 0;
40 object *tmp; 43 object *tmp;
44
41 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 45 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above)
42 count++; 46 count++;
43 return count; 47 return count;
44} 48}
49
45/* put the decor into the map. Right now, it's very primitive. */ 50/* put the decor into the map. Right now, it's very primitive. */
46 51
52void
47void put_decor(mapstruct *map,char **maze,char *decorstyle,int decor_option,RMParms *RP) { 53put_decor (mapstruct *map, char **maze, char *decorstyle, int decor_option, RMParms * RP)
54{
48 mapstruct *decor_map; 55 mapstruct *decor_map;
49 char style_name[256]; 56 char style_name[256];
50 57
51 sprintf(style_name,"/styles/decorstyles"); 58 sprintf (style_name, "/styles/decorstyles");
52 59
53 decor_map = find_style(style_name,decorstyle,-1); 60 decor_map = find_style (style_name, decorstyle, -1);
54 if(decor_map == NULL) return; 61 if (decor_map == NULL)
62 return;
55 /* pick a random option, only 1 option right now. */ 63 /* pick a random option, only 1 option right now. */
56 if(decor_option==0) 64 if (decor_option == 0)
57 decor_option = RANDOM() % NR_DECOR_OPTIONS +1; 65 decor_option = RANDOM () % NR_DECOR_OPTIONS + 1;
58 switch(decor_option) { 66 switch (decor_option)
59 case 0: break; 67 {
60 case 1: { /* random placement of decor objects. */ 68 case 0:
69 break;
70 case 1:
71 { /* random placement of decor objects. */
61 int number_to_place = RANDOM() % ( (RP->Xsize *RP->Ysize) / 5); 72 int number_to_place = RANDOM () % ((RP->Xsize * RP->Ysize) / 5);
62 int failures=0; 73 int failures = 0;
63 object *new_decor_object; 74 object *new_decor_object;
75
64 while(failures < 100 && number_to_place > 0) { 76 while (failures < 100 && number_to_place > 0)
77 {
65 int x,y; 78 int x, y;
79
66 x = RANDOM() % (RP->Xsize-2) +1; 80 x = RANDOM () % (RP->Xsize - 2) + 1;
67 y = RANDOM() % (RP->Ysize-2) +1; 81 y = RANDOM () % (RP->Ysize - 2) + 1;
68 if(maze[x][y]==0 && obj_count_in_map(map,x,y)<2) { /* empty */ 82 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2)
83 { /* empty */
69 object *this_object; 84 object *this_object;
85
70 new_decor_object = pick_random_object(decor_map); 86 new_decor_object = pick_random_object (decor_map);
71 this_object = arch_to_object(new_decor_object->arch); 87 this_object = arch_to_object (new_decor_object->arch);
72 copy_object(new_decor_object,this_object); 88 copy_object (new_decor_object, this_object);
73 this_object->x = x; 89 this_object->x = x;
74 this_object->y = y; 90 this_object->y = y;
75 /* it screws things up if decor can stop people */ 91 /* it screws things up if decor can stop people */
76 this_object->move_block = MOVE_BLOCK_DEFAULT; 92 this_object->move_block = MOVE_BLOCK_DEFAULT;
77 insert_ob_in_map(this_object,map,NULL,0); 93 insert_ob_in_map (this_object, map, NULL, 0);
78 number_to_place--; 94 number_to_place--;
79 } 95 }
80 else 96 else
81 failures++; 97 failures++;
98 }
99 break;
82 } 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 }
83 break; 122 break;
123 }
84 } 124 }
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} 125}

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