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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 1.28 by root, Sun Jul 4 22:12:26 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25 24
26#include <global.h> 25#include <global.h>
27#include <random_map.h> 26#include <random_map.h>
28#include <rproto.h> 27#include <rproto.h>
29 28
30#define NR_DECOR_OPTIONS 1 29#define NR_DECOR_OPTIONS 1
31 30
32/* return a simple count of objects in the map at x,y. */ 31/* return a simple count of objects in the map at x,y. */
33 32
34int 33static int
35obj_count_in_map (maptile *map, int x, int y) 34obj_count_in_map (maptile *map, int x, int y)
36{ 35{
37 int count = 0; 36 int count = 0;
38 object *tmp;
39 37
40 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 38 for (object *tmp = map->at (x, y).bot; 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
47void 46void
48put_decor (maptile *map, char **maze, char *decorstyle, int decor_option, random_map_params *RP) 47put_decor (maptile *map, layout &maze, const char *decorstyle, int decor_option, random_map_params *RP)
49{ 48{
50 maptile *decor_map; 49 maptile *decor_map = find_style ("/styles/decorstyles", decorstyle, RP->difficulty);
51 char style_name[1024];
52
53 sprintf (style_name, "/styles/decorstyles");
54
55 decor_map = find_style (style_name, decorstyle, -1);
56 if (!decor_map) 50 if (!decor_map)
57 return; 51 return;
58 52
59 /* pick a random option, only 1 option right now. */ 53 /* pick a random option, only 1 option right now. */
60 if (decor_option == 0) 54 if (decor_option == 0)
61 decor_option = RANDOM () % NR_DECOR_OPTIONS + 1; 55 decor_option = rmg_rndm (NR_DECOR_OPTIONS) + 1;
62 56
63 switch (decor_option) 57 switch (decor_option)
64 { 58 {
65 case 0: 59 case 0:
66 break; 60 break;
61
67 case 1: 62 case 1:
68 { /* random placement of decor objects. */ 63 { /* random placement of decor objects. */
69 int number_to_place = RANDOM () % ((RP->Xsize * RP->Ysize) / 5); 64 int number_to_place = rmg_rndm (RP->Xsize * RP->Ysize / 5);
70 int failures = 0; 65 int failures = 0;
71 object *new_decor_object;
72 66
73 while (failures < 100 && number_to_place > 0) 67 while (failures < 100 && number_to_place > 0)
74 { 68 {
75 int x, y; 69 //coroapi::cede_to_tick ();
76 70
77 x = RANDOM () % (RP->Xsize - 2) + 1; 71 int x = rmg_rndm (RP->Xsize - 2) + 1;
78 y = RANDOM () % (RP->Ysize - 2) + 1; 72 int y = rmg_rndm (RP->Ysize - 2) + 1;
73
79 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2) 74 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2)
80 { /* empty */ 75 {
81 object *this_object; 76 object *this_object = decor_map->pick_random_object (rmg_rndm)->clone ();
77 /* it screws things up if decor can stop people */
78 this_object->move_block = 0;
79 map->insert (this_object, x, y, 0, 0);
82 80
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--; 81 number_to_place--;
92 } 82 }
93 else 83 else
94 failures++; 84 failures++;
95 } 85 }
96 break; 86 break;
97 } 87 }
88
98 default: 89 default:
90 {
99 { /* place decor objects everywhere: tile the map. */ 91 /* place decor objects everywhere: tile the map. */
100 int i, j;
101
102 for (i = 1; i < RP->Xsize - 1; i++) 92 for (int i = 1; i < RP->Xsize - 1; i++)
103 for (j = 1; j < RP->Ysize - 1; j++) 93 for (int j = 1; j < RP->Ysize - 1; j++)
104 { 94 {
105 if (maze[i][j] == 0) 95 if (maze[i][j] == 0)
106 { 96 {
107 object *new_decor_object, *this_object; 97 object *this_object = decor_map->pick_random_object (rmg_rndm)->clone ();
108 98
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; 99 this_object->x = i;
113 this_object->y = j; 100 this_object->y = j;
114 /* it screws things up if decor can stop people */ 101 /* it screws things up if decor can stop people */
115 this_object->move_block = MOVE_BLOCK_DEFAULT; 102 this_object->move_block = 0;
103
116 insert_ob_in_map (this_object, map, NULL, 0); 104 insert_ob_in_map (this_object, map, 0, 0);
117 } 105 }
118 } 106 }
107
119 break; 108 break;
120 } 109 }
121 } 110 }
122} 111}
112

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