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/cvs/deliantra/server/random_maps/decor.C
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Comparing deliantra/server/random_maps/decor.C (file contents):
Revision 1.18 by root, Fri Apr 11 21:09:53 2008 UTC vs.
Revision 1.21 by root, Sun May 4 14:12:37 2008 UTC

27 27
28#define NR_DECOR_OPTIONS 1 28#define NR_DECOR_OPTIONS 1
29 29
30/* 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. */
31 31
32int 32static int
33obj_count_in_map (maptile *map, int x, int y) 33obj_count_in_map (maptile *map, int x, int y)
34{ 34{
35 int count = 0; 35 int count = 0;
36 object *tmp; 36 object *tmp;
37 37
38 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 38 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
39 count++; 39 ++count;
40
40 return count; 41 return count;
41} 42}
42 43
43/* 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. */
44 45
54 if (!decor_map) 55 if (!decor_map)
55 return; 56 return;
56 57
57 /* pick a random option, only 1 option right now. */ 58 /* pick a random option, only 1 option right now. */
58 if (decor_option == 0) 59 if (decor_option == 0)
59 decor_option = rndm (NR_DECOR_OPTIONS) + 1; 60 decor_option = rmg_rndm (NR_DECOR_OPTIONS) + 1;
60 61
61 switch (decor_option) 62 switch (decor_option)
62 { 63 {
63 case 0: 64 case 0:
64 break; 65 break;
66
65 case 1: 67 case 1:
66 { /* random placement of decor objects. */ 68 { /* random placement of decor objects. */
67 int number_to_place = rndm (RP->Xsize * RP->Ysize / 5); 69 int number_to_place = rmg_rndm (RP->Xsize * RP->Ysize / 5);
68 int failures = 0; 70 int failures = 0;
69 object *new_decor_object;
70 71
71 while (failures < 100 && number_to_place > 0) 72 while (failures < 100 && number_to_place > 0)
72 { 73 {
73 int x, y; 74 coroapi::cede_to_tick ();
74 75
75 x = rndm (RP->Xsize - 2) + 1; 76 int x = rmg_rndm (RP->Xsize - 2) + 1;
76 y = rndm (RP->Ysize - 2) + 1; 77 int y = rmg_rndm (RP->Ysize - 2) + 1;
78
77 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2) 79 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2)
78 { /* empty */ 80 {
79 object *this_object;
80
81 new_decor_object = decor_map->pick_random_object (); 81 object *this_object = decor_map->pick_random_object (rmg_rndm)->clone ();
82 this_object = arch_to_object (new_decor_object->arch);
83 new_decor_object->copy_to (this_object);
84 this_object->x = x;
85 this_object->y = y;
86 /* it screws things up if decor can stop people */ 82 /* it screws things up if decor can stop people */
87 this_object->move_block = 0; 83 this_object->move_block = 0;
88 insert_ob_in_map (this_object, map, NULL, 0); 84 map->insert (this_object, x, y, 0, 0);
85
89 number_to_place--; 86 number_to_place--;
90 } 87 }
91 else 88 else
92 failures++; 89 failures++;
93 } 90 }
94 break; 91 break;
95 } 92 }
93
96 default: 94 default:
97 { /* place decor objects everywhere: tile the map. */ 95 { /* place decor objects everywhere: tile the map. */
98 int i, j; 96 int i, j;
99 97
100 for (i = 1; i < RP->Xsize - 1; i++) 98 for (i = 1; i < RP->Xsize - 1; i++)
101 for (j = 1; j < RP->Ysize - 1; j++) 99 for (j = 1; j < RP->Ysize - 1; j++)
102 { 100 {
103 if (maze[i][j] == 0) 101 if (maze[i][j] == 0)
104 { 102 {
105 object *new_decor_object, *this_object; 103 object *this_object = decor_map->pick_random_object (rmg_rndm)->clone ();
106 104
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; 105 this_object->x = i;
111 this_object->y = j; 106 this_object->y = j;
112 /* it screws things up if decor can stop people */ 107 /* it screws things up if decor can stop people */
113 this_object->move_block = 0; 108 this_object->move_block = 0;
109
114 insert_ob_in_map (this_object, map, NULL, 0); 110 insert_ob_in_map (this_object, map, NULL, 0);
115 } 111 }
116 } 112 }
117 break; 113 break;
118 } 114 }
119 } 115 }
120} 116}
117

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