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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 1.12 by root, Sat Jan 27 00:56:48 2007 UTC

1/* 1/*
2 * static char *rcsid_decor_ = 2 * CrossFire, A Multiplayer game for X-windows
3 * "$Id: decor.C,v 1.1 2006/08/13 17:16:03 elmex Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29 25
30#include <global.h> 26#include <global.h>
31#include <random_map.h> 27#include <random_map.h>
32#include <rproto.h> 28#include <rproto.h>
33 29
34#define NR_DECOR_OPTIONS 1 30#define NR_DECOR_OPTIONS 1
35 31
36/* return a simple count of objects in the map at x,y. */ 32/* return a simple count of objects in the map at x,y. */
37 33
34int
38int obj_count_in_map(mapstruct *map,int x,int y) { 35obj_count_in_map (maptile *map, int x, int y)
36{
39 int count=0; 37 int count = 0;
40 object *tmp; 38 object *tmp;
39
41 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 40 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
42 count++; 41 count++;
43 return count; 42 return count;
44} 43}
44
45/* put the decor into the map. Right now, it's very primitive. */ 45/* put the decor into the map. Right now, it's very primitive. */
46 46
47void
47void put_decor(mapstruct *map,char **maze,char *decorstyle,int decor_option,RMParms *RP) { 48put_decor (maptile *map, char **maze, char *decorstyle, int decor_option, random_map_params *RP)
49{
48 mapstruct *decor_map; 50 maptile *decor_map;
49 char style_name[256]; 51 char style_name[1024];
50 52
51 sprintf(style_name,"/styles/decorstyles"); 53 sprintf (style_name, "/styles/decorstyles");
52 54
53 decor_map = find_style(style_name,decorstyle,-1); 55 decor_map = find_style (style_name, decorstyle, -1);
54 if(decor_map == NULL) return; 56 if (!decor_map)
57 return;
58
55 /* pick a random option, only 1 option right now. */ 59 /* pick a random option, only 1 option right now. */
56 if(decor_option==0) 60 if (decor_option == 0)
57 decor_option = RANDOM() % NR_DECOR_OPTIONS +1; 61 decor_option = RANDOM () % NR_DECOR_OPTIONS + 1;
62
58 switch(decor_option) { 63 switch (decor_option)
59 case 0: break; 64 {
60 case 1: { /* random placement of decor objects. */ 65 case 0:
66 break;
67 case 1:
68 { /* random placement of decor objects. */
61 int number_to_place = RANDOM() % ( (RP->Xsize *RP->Ysize) / 5); 69 int number_to_place = RANDOM () % ((RP->Xsize * RP->Ysize) / 5);
62 int failures=0; 70 int failures = 0;
63 object *new_decor_object; 71 object *new_decor_object;
72
64 while(failures < 100 && number_to_place > 0) { 73 while (failures < 100 && number_to_place > 0)
74 {
65 int x,y; 75 int x, y;
76
66 x = RANDOM() % (RP->Xsize-2) +1; 77 x = RANDOM () % (RP->Xsize - 2) + 1;
67 y = RANDOM() % (RP->Ysize-2) +1; 78 y = RANDOM () % (RP->Ysize - 2) + 1;
68 if(maze[x][y]==0 && obj_count_in_map(map,x,y)<2) { /* empty */ 79 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2)
80 { /* empty */
69 object *this_object; 81 object *this_object;
82
70 new_decor_object = pick_random_object(decor_map); 83 new_decor_object = pick_random_object (decor_map);
71 this_object = arch_to_object(new_decor_object->arch); 84 this_object = arch_to_object (new_decor_object->arch);
72 copy_object(new_decor_object,this_object); 85 new_decor_object->copy_to (this_object);
73 this_object->x = x; 86 this_object->x = x;
74 this_object->y = y; 87 this_object->y = y;
75 /* it screws things up if decor can stop people */ 88 /* it screws things up if decor can stop people */
76 this_object->move_block = MOVE_BLOCK_DEFAULT; 89 this_object->move_block = MOVE_BLOCK_DEFAULT;
77 insert_ob_in_map(this_object,map,NULL,0); 90 insert_ob_in_map (this_object, map, NULL, 0);
78 number_to_place--; 91 number_to_place--;
92 }
93 else
94 failures++;
79 } 95 }
80 else 96 break;
81 failures++;
82 } 97 }
98 default:
99 { /* place decor objects everywhere: tile the map. */
100 int i, j;
101
102 for (i = 1; i < RP->Xsize - 1; i++)
103 for (j = 1; j < RP->Ysize - 1; j++)
104 {
105 if (maze[i][j] == 0)
106 {
107 object *new_decor_object, *this_object;
108
109 new_decor_object = pick_random_object (decor_map);
110 this_object = arch_to_object (new_decor_object->arch);
111 new_decor_object->copy_to (this_object);
112 this_object->x = i;
113 this_object->y = j;
114 /* it screws things up if decor can stop people */
115 this_object->move_block = MOVE_BLOCK_DEFAULT;
116 insert_ob_in_map (this_object, map, NULL, 0);
117 }
118 }
83 break; 119 break;
120 }
84 } 121 }
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} 122}

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