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Comparing deliantra/server/random_maps/decor.C (file contents):
Revision 1.4 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.12 by root, Sat Jan 27 00:56:48 2007 UTC

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

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