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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, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +77 -56 lines
Log Message:
indent

File Contents

# Content
1
2 /*
3 * static char *rcsid_decor_ =
4 * "$Id: decor.C,v 1.1 2006-08-13 17:16:03 elmex Exp $";
5 */
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 int
40 obj_count_in_map (mapstruct *map, int x, int y)
41 {
42 int count = 0;
43 object *tmp;
44
45 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above)
46 count++;
47 return count;
48 }
49
50 /* put the decor into the map. Right now, it's very primitive. */
51
52 void
53 put_decor (mapstruct *map, char **maze, char *decorstyle, int decor_option, RMParms * RP)
54 {
55 mapstruct *decor_map;
56 char style_name[256];
57
58 sprintf (style_name, "/styles/decorstyles");
59
60 decor_map = find_style (style_name, decorstyle, -1);
61 if (decor_map == NULL)
62 return;
63 /* pick a random option, only 1 option right now. */
64 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 }
125 }