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Comparing deliantra/server/random_maps/decor.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.31 by root, Tue Jan 3 11:25:33 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
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
30#include <global.h> 25#include <global.h>
31#include <random_map.h> 26#include <rmg.h>
32#include <rproto.h> 27#include <rproto.h>
33 28
34#define NR_DECOR_OPTIONS 1 29#define NR_DECOR_OPTIONS 1
35 30
36/* 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. */
37 32
33static int
38int obj_count_in_map(mapstruct *map,int x,int y) { 34obj_count_in_map (maptile *map, int x, int y)
35{
39 int count=0; 36 int count = 0;
40 object *tmp; 37
41 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 38 for (object *tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
42 count++; 39 ++count;
40
43 return count; 41 return count;
44} 42}
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
47void put_decor(mapstruct *map,char **maze,char *decorstyle,int decor_option,RMParms *RP) { 46void
48 mapstruct *decor_map; 47put_decor (maptile *map, layout &maze, const char *decorstyle, int decor_option, random_map_params *RP)
49 char style_name[256]; 48{
49 maptile *decor_map = find_style ("/styles/decorstyles", decorstyle, RP->difficulty);
50 if (!decor_map)
51 return;
50 52
51 sprintf(style_name,"/styles/decorstyles"); 53 /* pick a random option, only 1 option right now. */
54 if (decor_option == 0)
55 decor_option = rmg_rndm (NR_DECOR_OPTIONS) + 1;
52 56
53 decor_map = find_style(style_name,decorstyle,-1);
54 if(decor_map == NULL) return;
55 /* pick a random option, only 1 option right now. */
56 if(decor_option==0)
57 decor_option = RANDOM() % NR_DECOR_OPTIONS +1;
58 switch(decor_option) { 57 switch (decor_option)
59 case 0: break; 58 {
60 case 1: { /* random placement of decor objects. */ 59 case 0:
60 break;
61
62 case 1:
63 { /* random placement of decor objects. */
61 int number_to_place = RANDOM() % ( (RP->Xsize *RP->Ysize) / 5); 64 int number_to_place = rmg_rndm (RP->Xsize * RP->Ysize / 5);
62 int failures=0; 65 int failures = 0;
63 object *new_decor_object; 66
64 while(failures < 100 && number_to_place > 0) { 67 while (failures < 100 && number_to_place > 0)
65 int x,y; 68 {
66 x = RANDOM() % (RP->Xsize-2) +1; 69 //coroapi::cede_to_tick ();
67 y = RANDOM() % (RP->Ysize-2) +1; 70
71 int x = rmg_rndm (RP->Xsize - 2) + 1;
72 int y = rmg_rndm (RP->Ysize - 2) + 1;
73
68 if(maze[x][y]==0 && obj_count_in_map(map,x,y)<2) { /* empty */ 74 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2)
69 object *this_object; 75 {
70 new_decor_object = pick_random_object(decor_map); 76 object *this_object = decor_map->pick_random_object (rmg_rndm)->clone ();
71 this_object = arch_to_object(new_decor_object->arch);
72 copy_object(new_decor_object,this_object);
73 this_object->x = x;
74 this_object->y = y;
75 /* it screws things up if decor can stop people */ 77 /* it screws things up if decor can stop people */
76 this_object->move_block = MOVE_BLOCK_DEFAULT; 78 this_object->move_block = 0;
77 insert_ob_in_map(this_object,map,NULL,0); 79 map->insert (this_object, x, y, 0, 0);
80
78 number_to_place--; 81 number_to_place--;
82 }
83 else
84 failures++;
79 } 85 }
80 else 86 break;
81 failures++;
82 } 87 }
88
89 default:
90 {
91 /* place decor objects everywhere: tile the map. */
92 for (int i = 1; i < RP->Xsize - 1; i++)
93 for (int j = 1; j < RP->Ysize - 1; j++)
94 {
95 if (maze[i][j] == 0)
96 {
97 object *this_object = decor_map->pick_random_object (rmg_rndm)->clone ();
98
99 this_object->x = i;
100 this_object->y = j;
101 /* it screws things up if decor can stop people */
102 this_object->move_block = 0;
103
104 insert_ob_in_map (this_object, map, 0, 0);
105 }
106 }
107
83 break; 108 break;
109 }
84 } 110 }
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} 111}
112

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