ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/decor.C
(Generate patch)

Comparing deliantra/server/random_maps/decor.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.18 by root, Fri Apr 11 21:09:53 2008 UTC

1/* 1/*
2 * static char *rcsid_decor_ = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: decor.C,v 1.1 2006/08/13 17:16:03 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
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
10 * the Free Software Foundation, either version 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
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
29 23
30#include <global.h> 24#include <global.h>
31#include <random_map.h> 25#include <random_map.h>
32#include <rproto.h> 26#include <rproto.h>
33 27
34#define NR_DECOR_OPTIONS 1 28#define NR_DECOR_OPTIONS 1
35 29
36/* return a simple count of objects in the map at x,y. */ 30/* return a simple count of objects in the map at x,y. */
37 31
32int
38int obj_count_in_map(mapstruct *map,int x,int y) { 33obj_count_in_map (maptile *map, int x, int y)
34{
39 int count=0; 35 int count = 0;
40 object *tmp; 36 object *tmp;
37
41 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 38 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
42 count++; 39 count++;
43 return count; 40 return count;
44} 41}
42
45/* put the decor into the map. Right now, it's very primitive. */ 43/* put the decor into the map. Right now, it's very primitive. */
46 44
45void
47void put_decor(mapstruct *map,char **maze,char *decorstyle,int decor_option,RMParms *RP) { 46put_decor (maptile *map, char **maze, char *decorstyle, int decor_option, random_map_params *RP)
47{
48 mapstruct *decor_map; 48 maptile *decor_map;
49 char style_name[256]; 49 char style_name[1024];
50 50
51 sprintf(style_name,"/styles/decorstyles"); 51 sprintf (style_name, "/styles/decorstyles");
52 52
53 decor_map = find_style(style_name,decorstyle,-1); 53 decor_map = find_style (style_name, decorstyle, -1);
54 if(decor_map == NULL) return; 54 if (!decor_map)
55 return;
56
55 /* pick a random option, only 1 option right now. */ 57 /* pick a random option, only 1 option right now. */
56 if(decor_option==0) 58 if (decor_option == 0)
57 decor_option = RANDOM() % NR_DECOR_OPTIONS +1; 59 decor_option = rndm (NR_DECOR_OPTIONS) + 1;
60
58 switch(decor_option) { 61 switch (decor_option)
59 case 0: break; 62 {
60 case 1: { /* random placement of decor objects. */ 63 case 0:
64 break;
65 case 1:
66 { /* random placement of decor objects. */
61 int number_to_place = RANDOM() % ( (RP->Xsize *RP->Ysize) / 5); 67 int number_to_place = rndm (RP->Xsize * RP->Ysize / 5);
62 int failures=0; 68 int failures = 0;
63 object *new_decor_object; 69 object *new_decor_object;
70
64 while(failures < 100 && number_to_place > 0) { 71 while (failures < 100 && number_to_place > 0)
72 {
65 int x,y; 73 int x, y;
74
66 x = RANDOM() % (RP->Xsize-2) +1; 75 x = rndm (RP->Xsize - 2) + 1;
67 y = RANDOM() % (RP->Ysize-2) +1; 76 y = rndm (RP->Ysize - 2) + 1;
68 if(maze[x][y]==0 && obj_count_in_map(map,x,y)<2) { /* empty */ 77 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2)
78 { /* empty */
69 object *this_object; 79 object *this_object;
80
70 new_decor_object = pick_random_object(decor_map); 81 new_decor_object = decor_map->pick_random_object ();
71 this_object = arch_to_object(new_decor_object->arch); 82 this_object = arch_to_object (new_decor_object->arch);
72 copy_object(new_decor_object,this_object); 83 new_decor_object->copy_to (this_object);
73 this_object->x = x; 84 this_object->x = x;
74 this_object->y = y; 85 this_object->y = y;
75 /* it screws things up if decor can stop people */ 86 /* it screws things up if decor can stop people */
76 this_object->move_block = MOVE_BLOCK_DEFAULT; 87 this_object->move_block = 0;
77 insert_ob_in_map(this_object,map,NULL,0); 88 insert_ob_in_map (this_object, map, NULL, 0);
78 number_to_place--; 89 number_to_place--;
90 }
91 else
92 failures++;
79 } 93 }
80 else 94 break;
81 failures++;
82 } 95 }
96 default:
97 { /* place decor objects everywhere: tile the map. */
98 int i, j;
99
100 for (i = 1; i < RP->Xsize - 1; i++)
101 for (j = 1; j < RP->Ysize - 1; j++)
102 {
103 if (maze[i][j] == 0)
104 {
105 object *new_decor_object, *this_object;
106
107 new_decor_object = decor_map->pick_random_object ();
108 this_object = arch_to_object (new_decor_object->arch);
109 new_decor_object->copy_to (this_object);
110 this_object->x = i;
111 this_object->y = j;
112 /* it screws things up if decor can stop people */
113 this_object->move_block = 0;
114 insert_ob_in_map (this_object, map, NULL, 0);
115 }
116 }
83 break; 117 break;
118 }
84 } 119 }
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} 120}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines