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Comparing deliantra/server/random_maps/decor.C (file contents):
Revision 1.12 by root, Sat Jan 27 00:56:48 2007 UTC vs.
Revision 1.19 by root, Mon Apr 14 22:41:17 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 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 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 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 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24
25 23
26#include <global.h> 24#include <global.h>
27#include <random_map.h> 25#include <random_map.h>
28#include <rproto.h> 26#include <rproto.h>
29 27
35obj_count_in_map (maptile *map, int x, int y) 33obj_count_in_map (maptile *map, int x, int y)
36{ 34{
37 int count = 0; 35 int count = 0;
38 object *tmp; 36 object *tmp;
39 37
40 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 38 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
41 count++; 39 count++;
40
42 return count; 41 return count;
43} 42}
44 43
45/* put the decor into the map. Right now, it's very primitive. */ 44/* put the decor into the map. Right now, it's very primitive. */
46 45
56 if (!decor_map) 55 if (!decor_map)
57 return; 56 return;
58 57
59 /* pick a random option, only 1 option right now. */ 58 /* pick a random option, only 1 option right now. */
60 if (decor_option == 0) 59 if (decor_option == 0)
61 decor_option = RANDOM () % NR_DECOR_OPTIONS + 1; 60 decor_option = rndm (NR_DECOR_OPTIONS) + 1;
62 61
63 switch (decor_option) 62 switch (decor_option)
64 { 63 {
65 case 0: 64 case 0:
66 break; 65 break;
67 case 1: 66 case 1:
68 { /* random placement of decor objects. */ 67 { /* random placement of decor objects. */
69 int number_to_place = RANDOM () % ((RP->Xsize * RP->Ysize) / 5); 68 int number_to_place = rndm (RP->Xsize * RP->Ysize / 5);
70 int failures = 0; 69 int failures = 0;
71 object *new_decor_object; 70 object *new_decor_object;
72 71
73 while (failures < 100 && number_to_place > 0) 72 while (failures < 100 && number_to_place > 0)
74 { 73 {
75 int x, y; 74 int x, y;
76 75
77 x = RANDOM () % (RP->Xsize - 2) + 1; 76 x = rndm (RP->Xsize - 2) + 1;
78 y = RANDOM () % (RP->Ysize - 2) + 1; 77 y = rndm (RP->Ysize - 2) + 1;
79 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2) 78 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2)
80 { /* empty */ 79 { /* empty */
81 object *this_object; 80 object *this_object;
82 81
83 new_decor_object = pick_random_object (decor_map); 82 new_decor_object = decor_map->pick_random_object ();
84 this_object = arch_to_object (new_decor_object->arch); 83 this_object = arch_to_object (new_decor_object->arch);
85 new_decor_object->copy_to (this_object); 84 new_decor_object->copy_to (this_object);
86 this_object->x = x; 85 this_object->x = x;
87 this_object->y = y; 86 this_object->y = y;
88 /* it screws things up if decor can stop people */ 87 /* it screws things up if decor can stop people */
89 this_object->move_block = MOVE_BLOCK_DEFAULT; 88 this_object->move_block = 0;
90 insert_ob_in_map (this_object, map, NULL, 0); 89 insert_ob_in_map (this_object, map, NULL, 0);
91 number_to_place--; 90 number_to_place--;
92 } 91 }
93 else 92 else
94 failures++; 93 failures++;
104 { 103 {
105 if (maze[i][j] == 0) 104 if (maze[i][j] == 0)
106 { 105 {
107 object *new_decor_object, *this_object; 106 object *new_decor_object, *this_object;
108 107
109 new_decor_object = pick_random_object (decor_map); 108 new_decor_object = decor_map->pick_random_object ();
110 this_object = arch_to_object (new_decor_object->arch); 109 this_object = arch_to_object (new_decor_object->arch);
111 new_decor_object->copy_to (this_object); 110 new_decor_object->copy_to (this_object);
112 this_object->x = i; 111 this_object->x = i;
113 this_object->y = j; 112 this_object->y = j;
114 /* it screws things up if decor can stop people */ 113 /* it screws things up if decor can stop people */
115 this_object->move_block = MOVE_BLOCK_DEFAULT; 114 this_object->move_block = 0;
116 insert_ob_in_map (this_object, map, NULL, 0); 115 insert_ob_in_map (this_object, map, NULL, 0);
117 } 116 }
118 } 117 }
119 break; 118 break;
120 } 119 }

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