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Comparing deliantra/server/random_maps/decor.C (file contents):
Revision 1.7 by root, Sat Dec 30 18:45:28 2006 UTC vs.
Revision 1.31 by root, Tue Jan 3 11:25:33 2012 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23
24 24
25#include <global.h> 25#include <global.h>
26#include <random_map.h> 26#include <rmg.h>
27#include <rproto.h> 27#include <rproto.h>
28 28
29#define NR_DECOR_OPTIONS 1 29#define NR_DECOR_OPTIONS 1
30 30
31/* 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. */
32 32
33int 33static int
34obj_count_in_map (maptile *map, int x, int y) 34obj_count_in_map (maptile *map, int x, int y)
35{ 35{
36 int count = 0; 36 int count = 0;
37 object *tmp;
38 37
39 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)
40 count++; 39 ++count;
40
41 return count; 41 return count;
42} 42}
43 43
44/* 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. */
45 45
46void 46void
47put_decor (maptile *map, char **maze, char *decorstyle, int decor_option, random_map_params * RP) 47put_decor (maptile *map, layout &maze, const char *decorstyle, int decor_option, random_map_params *RP)
48{ 48{
49 maptile *decor_map; 49 maptile *decor_map = find_style ("/styles/decorstyles", decorstyle, RP->difficulty);
50 char style_name[256]; 50 if (!decor_map)
51 return;
51 52
52 sprintf (style_name, "/styles/decorstyles");
53
54 decor_map = find_style (style_name, decorstyle, -1);
55 if (decor_map == NULL)
56 return;
57 /* pick a random option, only 1 option right now. */ 53 /* pick a random option, only 1 option right now. */
58 if (decor_option == 0) 54 if (decor_option == 0)
59 decor_option = RANDOM () % NR_DECOR_OPTIONS + 1; 55 decor_option = rmg_rndm (NR_DECOR_OPTIONS) + 1;
56
60 switch (decor_option) 57 switch (decor_option)
61 { 58 {
62 case 0: 59 case 0:
60 break;
61
62 case 1:
63 { /* random placement of decor objects. */
64 int number_to_place = rmg_rndm (RP->Xsize * RP->Ysize / 5);
65 int failures = 0;
66
67 while (failures < 100 && number_to_place > 0)
68 {
69 //coroapi::cede_to_tick ();
70
71 int x = rmg_rndm (RP->Xsize - 2) + 1;
72 int y = rmg_rndm (RP->Ysize - 2) + 1;
73
74 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2)
75 {
76 object *this_object = decor_map->pick_random_object (rmg_rndm)->clone ();
77 /* it screws things up if decor can stop people */
78 this_object->move_block = 0;
79 map->insert (this_object, x, y, 0, 0);
80
81 number_to_place--;
82 }
83 else
84 failures++;
85 }
63 break; 86 break;
64 case 1: 87 }
65 { /* random placement of decor objects. */
66 int number_to_place = RANDOM () % ((RP->Xsize * RP->Ysize) / 5);
67 int failures = 0;
68 object *new_decor_object;
69 88
70 while (failures < 100 && number_to_place > 0) 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++)
71 { 94 {
72 int x, y; 95 if (maze[i][j] == 0)
96 {
97 object *this_object = decor_map->pick_random_object (rmg_rndm)->clone ();
73 98
74 x = RANDOM () % (RP->Xsize - 2) + 1;
75 y = RANDOM () % (RP->Ysize - 2) + 1;
76 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2)
77 { /* empty */
78 object *this_object; 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;
79 103
80 new_decor_object = pick_random_object (decor_map);
81 this_object = arch_to_object (new_decor_object->arch);
82 new_decor_object->copy_to (this_object);
83 this_object->x = x;
84 this_object->y = y;
85 /* it screws things up if decor can stop people */
86 this_object->move_block = MOVE_BLOCK_DEFAULT;
87 insert_ob_in_map (this_object, map, NULL, 0); 104 insert_ob_in_map (this_object, map, 0, 0);
88 number_to_place--;
89 } 105 }
90 else
91 failures++;
92 } 106 }
93 break;
94 }
95 default:
96 { /* place decor objects everywhere: tile the map. */
97 int i, j;
98 107
99 for (i = 1; i < RP->Xsize - 1; i++)
100 for (j = 1; j < RP->Ysize - 1; j++)
101 {
102 if (maze[i][j] == 0)
103 {
104 object *new_decor_object, *this_object;
105
106 new_decor_object = pick_random_object (decor_map);
107 this_object = arch_to_object (new_decor_object->arch);
108 new_decor_object->copy_to (this_object);
109 this_object->x = i;
110 this_object->y = j;
111 /* it screws things up if decor can stop people */
112 this_object->move_block = MOVE_BLOCK_DEFAULT;
113 insert_ob_in_map (this_object, map, NULL, 0);
114 }
115 }
116 break; 108 break;
117 } 109 }
118 } 110 }
119} 111}
112

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