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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 1.23 by root, Fri Mar 26 00:59:21 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
27 28
28#define NR_DECOR_OPTIONS 1 29#define NR_DECOR_OPTIONS 1
29 30
30/* 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. */
31 32
32int 33static int
33obj_count_in_map (maptile *map, int x, int y) 34obj_count_in_map (maptile *map, int x, int y)
34{ 35{
35 int count = 0; 36 int count = 0;
36 object *tmp; 37 object *tmp;
37 38
38 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 39 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
39 count++; 40 ++count;
41
40 return count; 42 return count;
41} 43}
42 44
43/* 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. */
44 46
54 if (!decor_map) 56 if (!decor_map)
55 return; 57 return;
56 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 = rndm (NR_DECOR_OPTIONS) + 1; 61 decor_option = rmg_rndm (NR_DECOR_OPTIONS) + 1;
60 62
61 switch (decor_option) 63 switch (decor_option)
62 { 64 {
63 case 0: 65 case 0:
64 break; 66 break;
67
65 case 1: 68 case 1:
66 { /* random placement of decor objects. */ 69 { /* random placement of decor objects. */
67 int number_to_place = rndm (RP->Xsize * RP->Ysize / 5); 70 int number_to_place = rmg_rndm (RP->Xsize * RP->Ysize / 5);
68 int failures = 0; 71 int failures = 0;
69 object *new_decor_object;
70 72
71 while (failures < 100 && number_to_place > 0) 73 while (failures < 100 && number_to_place > 0)
72 { 74 {
73 int x, y; 75 coroapi::cede_to_tick ();
74 76
75 x = rndm (RP->Xsize - 2) + 1; 77 int x = rmg_rndm (RP->Xsize - 2) + 1;
76 y = rndm (RP->Ysize - 2) + 1; 78 int y = rmg_rndm (RP->Ysize - 2) + 1;
79
77 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2) 80 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2)
78 { /* empty */ 81 {
79 object *this_object;
80
81 new_decor_object = decor_map->pick_random_object (); 82 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 */ 83 /* it screws things up if decor can stop people */
87 this_object->move_block = 0; 84 this_object->move_block = 0;
88 insert_ob_in_map (this_object, map, NULL, 0); 85 map->insert (this_object, x, y, 0, 0);
86
89 number_to_place--; 87 number_to_place--;
90 } 88 }
91 else 89 else
92 failures++; 90 failures++;
93 } 91 }
94 break; 92 break;
95 } 93 }
94
96 default: 95 default:
97 { /* place decor objects everywhere: tile the map. */ 96 { /* place decor objects everywhere: tile the map. */
98 int i, j; 97 int i, j;
99 98
100 for (i = 1; i < RP->Xsize - 1; i++) 99 for (i = 1; i < RP->Xsize - 1; i++)
101 for (j = 1; j < RP->Ysize - 1; j++) 100 for (j = 1; j < RP->Ysize - 1; j++)
102 { 101 {
103 if (maze[i][j] == 0) 102 if (maze[i][j] == 0)
104 { 103 {
105 object *new_decor_object, *this_object; 104 object *this_object = decor_map->pick_random_object (rmg_rndm)->clone ();
106 105
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; 106 this_object->x = i;
111 this_object->y = j; 107 this_object->y = j;
112 /* it screws things up if decor can stop people */ 108 /* it screws things up if decor can stop people */
113 this_object->move_block = 0; 109 this_object->move_block = 0;
110
114 insert_ob_in_map (this_object, map, NULL, 0); 111 insert_ob_in_map (this_object, map, NULL, 0);
115 } 112 }
116 } 113 }
117 break; 114 break;
118 } 115 }
119 } 116 }
120} 117}
118

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