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/cvs/deliantra/server/random_maps/decor.C
Revision: 1.4
Committed: Sat Sep 16 22:24:12 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.3: +3 -3 lines
Log Message:
mapstruct => maptile
removed many ytypedefs in favor of structure tags

File Contents

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