/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Deliantra 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 3 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, see .
*
* The authors can be reached via e-mail to
*/
#include
#include
#include
#define NR_DECOR_OPTIONS 1
/* return a simple count of objects in the map at x,y. */
int
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)
count++;
return count;
}
/* put the decor into the map. Right now, it's very primitive. */
void
put_decor (maptile *map, char **maze, char *decorstyle, int decor_option, random_map_params *RP)
{
maptile *decor_map;
char style_name[1024];
sprintf (style_name, "/styles/decorstyles");
decor_map = find_style (style_name, decorstyle, -1);
if (!decor_map)
return;
/* pick a random option, only 1 option right now. */
if (decor_option == 0)
decor_option = rndm (NR_DECOR_OPTIONS) + 1;
switch (decor_option)
{
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 = decor_map->pick_random_object ();
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 = 0;
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 = decor_map->pick_random_object ();
this_object = arch_to_object (new_decor_object->arch);
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 = 0;
insert_ob_in_map (this_object, map, NULL, 0);
}
}
break;
}
}
}