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Comparing deliantra/server/random_maps/decor.C (file contents):
Revision 1.2 by root, Sun Sep 10 16:06:37 2006 UTC vs.
Revision 1.12 by root, Sat Jan 27 00:56:48 2007 UTC

1
2/* 1/*
3 * static char *rcsid_decor_ = 2 * CrossFire, A Multiplayer game for X-windows
4 * "$Id: decor.C,v 1.2 2006/09/10 16:06:37 root 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>
5 */ 23 */
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 24
30 25
31#include <global.h> 26#include <global.h>
32#include <random_map.h> 27#include <random_map.h>
33#include <rproto.h> 28#include <rproto.h>
35#define NR_DECOR_OPTIONS 1 30#define NR_DECOR_OPTIONS 1
36 31
37/* 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. */
38 33
39int 34int
40obj_count_in_map (mapstruct *map, int x, int y) 35obj_count_in_map (maptile *map, int x, int y)
41{ 36{
42 int count = 0; 37 int count = 0;
43 object *tmp; 38 object *tmp;
44 39
45 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)
46 count++; 41 count++;
47 return count; 42 return count;
48} 43}
49 44
50/* 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. */
51 46
52void 47void
53put_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)
54{ 49{
55 mapstruct *decor_map; 50 maptile *decor_map;
56 char style_name[256]; 51 char style_name[1024];
57 52
58 sprintf (style_name, "/styles/decorstyles"); 53 sprintf (style_name, "/styles/decorstyles");
59 54
60 decor_map = find_style (style_name, decorstyle, -1); 55 decor_map = find_style (style_name, decorstyle, -1);
61 if (decor_map == NULL) 56 if (!decor_map)
62 return; 57 return;
58
63 /* pick a random option, only 1 option right now. */ 59 /* pick a random option, only 1 option right now. */
64 if (decor_option == 0) 60 if (decor_option == 0)
65 decor_option = RANDOM () % NR_DECOR_OPTIONS + 1; 61 decor_option = RANDOM () % NR_DECOR_OPTIONS + 1;
62
66 switch (decor_option) 63 switch (decor_option)
67 { 64 {
68 case 0: 65 case 0:
66 break;
67 case 1:
68 { /* random placement of decor objects. */
69 int number_to_place = RANDOM () % ((RP->Xsize * RP->Ysize) / 5);
70 int failures = 0;
71 object *new_decor_object;
72
73 while (failures < 100 && number_to_place > 0)
74 {
75 int x, y;
76
77 x = RANDOM () % (RP->Xsize - 2) + 1;
78 y = RANDOM () % (RP->Ysize - 2) + 1;
79 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2)
80 { /* empty */
81 object *this_object;
82
83 new_decor_object = pick_random_object (decor_map);
84 this_object = arch_to_object (new_decor_object->arch);
85 new_decor_object->copy_to (this_object);
86 this_object->x = x;
87 this_object->y = y;
88 /* it screws things up if decor can stop people */
89 this_object->move_block = MOVE_BLOCK_DEFAULT;
90 insert_ob_in_map (this_object, map, NULL, 0);
91 number_to_place--;
92 }
93 else
94 failures++;
95 }
69 break; 96 break;
70 case 1: 97 }
71 { /* random placement of decor objects. */ 98 default:
72 int number_to_place = RANDOM () % ((RP->Xsize * RP->Ysize) / 5); 99 { /* place decor objects everywhere: tile the map. */
73 int failures = 0; 100 int i, j;
74 object *new_decor_object;
75 101
76 while (failures < 100 && number_to_place > 0) 102 for (i = 1; i < RP->Xsize - 1; i++)
103 for (j = 1; j < RP->Ysize - 1; j++)
77 { 104 {
78 int x, y; 105 if (maze[i][j] == 0)
79 106 {
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; 107 object *new_decor_object, *this_object;
85 108
86 new_decor_object = pick_random_object (decor_map); 109 new_decor_object = pick_random_object (decor_map);
87 this_object = arch_to_object (new_decor_object->arch); 110 this_object = arch_to_object (new_decor_object->arch);
88 copy_object (new_decor_object, this_object); 111 new_decor_object->copy_to (this_object);
89 this_object->x = x; 112 this_object->x = i;
90 this_object->y = y; 113 this_object->y = j;
91 /* it screws things up if decor can stop people */ 114 /* it screws things up if decor can stop people */
92 this_object->move_block = MOVE_BLOCK_DEFAULT; 115 this_object->move_block = MOVE_BLOCK_DEFAULT;
93 insert_ob_in_map (this_object, map, NULL, 0); 116 insert_ob_in_map (this_object, map, NULL, 0);
94 number_to_place--;
95 } 117 }
96 else
97 failures++;
98 } 118 }
99 break; 119 break;
100 } 120 }
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 } 121 }
125} 122}

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