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|
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/* |
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* static char *rcsid_decor_ = |
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* "$Id: decor.C,v 1.1 2006-08-13 17:16:03 elmex Exp $"; |
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*/ |
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|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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|
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#include <global.h> |
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#include <random_map.h> |
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#include <rproto.h> |
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|
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#define NR_DECOR_OPTIONS 1 |
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|
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/* return a simple count of objects in the map at x,y. */ |
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|
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int |
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obj_count_in_map (mapstruct *map, int x, int y) |
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{ |
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int count = 0; |
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object *tmp; |
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|
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for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
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count++; |
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return count; |
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} |
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|
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/* put the decor into the map. Right now, it's very primitive. */ |
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|
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void |
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put_decor (mapstruct *map, char **maze, char *decorstyle, int decor_option, RMParms * RP) |
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{ |
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mapstruct *decor_map; |
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char style_name[256]; |
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|
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sprintf (style_name, "/styles/decorstyles"); |
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|
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decor_map = find_style (style_name, decorstyle, -1); |
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if (decor_map == NULL) |
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return; |
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/* pick a random option, only 1 option right now. */ |
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if (decor_option == 0) |
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decor_option = RANDOM () % NR_DECOR_OPTIONS + 1; |
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switch (decor_option) |
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{ |
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case 0: |
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break; |
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case 1: |
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{ /* random placement of decor objects. */ |
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int number_to_place = RANDOM () % ((RP->Xsize * RP->Ysize) / 5); |
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int failures = 0; |
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object *new_decor_object; |
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|
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while (failures < 100 && number_to_place > 0) |
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{ |
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int x, y; |
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|
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x = RANDOM () % (RP->Xsize - 2) + 1; |
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y = RANDOM () % (RP->Ysize - 2) + 1; |
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if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2) |
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{ /* empty */ |
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object *this_object; |
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|
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new_decor_object = pick_random_object (decor_map); |
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this_object = arch_to_object (new_decor_object->arch); |
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copy_object (new_decor_object, this_object); |
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this_object->x = x; |
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this_object->y = y; |
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/* it screws things up if decor can stop people */ |
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this_object->move_block = MOVE_BLOCK_DEFAULT; |
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insert_ob_in_map (this_object, map, NULL, 0); |
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number_to_place--; |
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} |
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else |
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failures++; |
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} |
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break; |
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} |
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default: |
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{ /* place decor objects everywhere: tile the map. */ |
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int i, j; |
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|
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for (i = 1; i < RP->Xsize - 1; i++) |
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for (j = 1; j < RP->Ysize - 1; j++) |
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{ |
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if (maze[i][j] == 0) |
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{ |
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object *new_decor_object, *this_object; |
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|
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new_decor_object = pick_random_object (decor_map); |
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this_object = arch_to_object (new_decor_object->arch); |
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copy_object (new_decor_object, this_object); |
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this_object->x = i; |
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this_object->y = j; |
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/* it screws things up if decor can stop people */ |
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this_object->move_block = MOVE_BLOCK_DEFAULT; |
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insert_ob_in_map (this_object, map, NULL, 0); |
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} |
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} |
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break; |
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} |
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} |
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} |