… | |
… | |
32 | |
32 | |
33 | static int |
33 | static int |
34 | obj_count_in_map (maptile *map, int x, int y) |
34 | obj_count_in_map (maptile *map, int x, int y) |
35 | { |
35 | { |
36 | int count = 0; |
36 | int count = 0; |
37 | object *tmp; |
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38 | |
37 | |
39 | for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) |
38 | for (object *tmp = map->at (x, y).bot; tmp; tmp = tmp->above) |
40 | ++count; |
39 | ++count; |
41 | |
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 | |
47 | void |
46 | void |
48 | put_decor (maptile *map, char **maze, char *decorstyle, int decor_option, random_map_params *RP) |
47 | put_decor (maptile *map, char **maze, char *decorstyle, int decor_option, random_map_params *RP) |
49 | { |
48 | { |
50 | maptile *decor_map; |
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51 | char style_name[1024]; |
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52 | |
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53 | sprintf (style_name, "/styles/decorstyles"); |
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54 | |
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55 | decor_map = find_style (style_name, decorstyle, RP->difficulty); |
49 | maptile *decor_map = find_style ("/styles/decorstyles", decorstyle, RP->difficulty); |
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) |
… | |
… | |
70 | int number_to_place = rmg_rndm (RP->Xsize * RP->Ysize / 5); |
64 | int number_to_place = rmg_rndm (RP->Xsize * RP->Ysize / 5); |
71 | int failures = 0; |
65 | int failures = 0; |
72 | |
66 | |
73 | while (failures < 100 && number_to_place > 0) |
67 | while (failures < 100 && number_to_place > 0) |
74 | { |
68 | { |
75 | coroapi::cede_to_tick (); |
69 | //coroapi::cede_to_tick (); |
76 | |
70 | |
77 | int x = rmg_rndm (RP->Xsize - 2) + 1; |
71 | int x = rmg_rndm (RP->Xsize - 2) + 1; |
78 | int y = rmg_rndm (RP->Ysize - 2) + 1; |
72 | int y = rmg_rndm (RP->Ysize - 2) + 1; |
79 | |
73 | |
80 | 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) |
… | |
… | |
91 | } |
85 | } |
92 | break; |
86 | break; |
93 | } |
87 | } |
94 | |
88 | |
95 | default: |
89 | default: |
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|
90 | { |
96 | { /* place decor objects everywhere: tile the map. */ |
91 | /* place decor objects everywhere: tile the map. */ |
97 | int i, j; |
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98 | |
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99 | for (i = 1; i < RP->Xsize - 1; i++) |
92 | for (int i = 1; i < RP->Xsize - 1; i++) |
100 | for (j = 1; j < RP->Ysize - 1; j++) |
93 | for (int j = 1; j < RP->Ysize - 1; j++) |
101 | { |
94 | { |
102 | if (maze[i][j] == 0) |
95 | if (maze[i][j] == 0) |
103 | { |
96 | { |
104 | object *this_object = decor_map->pick_random_object (rmg_rndm)->clone (); |
97 | object *this_object = decor_map->pick_random_object (rmg_rndm)->clone (); |
105 | |
98 | |
106 | this_object->x = i; |
99 | this_object->x = i; |
107 | this_object->y = j; |
100 | this_object->y = j; |
108 | /* it screws things up if decor can stop people */ |
101 | /* it screws things up if decor can stop people */ |
109 | this_object->move_block = 0; |
102 | this_object->move_block = 0; |
110 | |
103 | |
111 | insert_ob_in_map (this_object, map, NULL, 0); |
104 | insert_ob_in_map (this_object, map, 0, 0); |
112 | } |
105 | } |
113 | } |
106 | } |
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|
107 | |
114 | break; |
108 | break; |
115 | } |
109 | } |
116 | } |
110 | } |
117 | } |
111 | } |
118 | |
112 | |