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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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> |
25 | #include <random_map.h> |
26 | #include <rmg.h> |
26 | #include <rproto.h> |
27 | #include <rproto.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 | |
32 | int |
33 | static int |
33 | obj_count_in_map (maptile *map, int x, int y) |
34 | obj_count_in_map (maptile *map, int x, int y) |
34 | { |
35 | { |
35 | int count = 0; |
36 | int count = 0; |
36 | object *tmp; |
|
|
37 | |
37 | |
38 | 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) |
39 | count++; |
39 | ++count; |
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|
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 | |
45 | void |
46 | void |
46 | put_decor (maptile *map, char **maze, char *decorstyle, int decor_option, random_map_params *RP) |
47 | put_decor (maptile *map, layout &maze, const char *decorstyle, int decor_option, random_map_params *RP) |
47 | { |
48 | { |
48 | maptile *decor_map; |
49 | maptile *decor_map = find_style ("/styles/decorstyles", decorstyle, RP->difficulty); |
49 | char style_name[1024]; |
|
|
50 | |
|
|
51 | sprintf (style_name, "/styles/decorstyles"); |
|
|
52 | |
|
|
53 | decor_map = find_style (style_name, decorstyle, -1); |
|
|
54 | if (!decor_map) |
50 | if (!decor_map) |
55 | return; |
51 | return; |
56 | |
52 | |
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 = rndm (NR_DECOR_OPTIONS) + 1; |
55 | decor_option = rmg_rndm (NR_DECOR_OPTIONS) + 1; |
60 | |
56 | |
61 | switch (decor_option) |
57 | switch (decor_option) |
62 | { |
58 | { |
63 | case 0: |
59 | case 0: |
64 | break; |
60 | break; |
|
|
61 | |
65 | case 1: |
62 | case 1: |
66 | { /* random placement of decor objects. */ |
63 | { /* random placement of decor objects. */ |
67 | int number_to_place = rndm (RP->Xsize * RP->Ysize / 5); |
64 | int number_to_place = rmg_rndm (RP->Xsize * RP->Ysize / 5); |
68 | int failures = 0; |
65 | int failures = 0; |
69 | object *new_decor_object; |
|
|
70 | |
66 | |
71 | while (failures < 100 && number_to_place > 0) |
67 | while (failures < 100 && number_to_place > 0) |
72 | { |
68 | { |
73 | int x, y; |
69 | //coroapi::cede_to_tick (); |
74 | |
70 | |
75 | x = rndm (RP->Xsize - 2) + 1; |
71 | int x = rmg_rndm (RP->Xsize - 2) + 1; |
76 | y = rndm (RP->Ysize - 2) + 1; |
72 | int y = rmg_rndm (RP->Ysize - 2) + 1; |
|
|
73 | |
77 | 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) |
78 | { /* empty */ |
75 | { |
79 | object *this_object; |
|
|
80 | |
|
|
81 | new_decor_object = decor_map->pick_random_object (); |
76 | 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 */ |
77 | /* it screws things up if decor can stop people */ |
87 | this_object->move_block = 0; |
78 | this_object->move_block = 0; |
88 | insert_ob_in_map (this_object, map, NULL, 0); |
79 | map->insert (this_object, x, y, 0, 0); |
|
|
80 | |
89 | number_to_place--; |
81 | number_to_place--; |
90 | } |
82 | } |
91 | else |
83 | else |
92 | failures++; |
84 | failures++; |
93 | } |
85 | } |
94 | break; |
86 | break; |
95 | } |
87 | } |
|
|
88 | |
96 | default: |
89 | default: |
|
|
90 | { |
97 | { /* place decor objects everywhere: tile the map. */ |
91 | /* place decor objects everywhere: tile the map. */ |
98 | int i, j; |
|
|
99 | |
|
|
100 | for (i = 1; i < RP->Xsize - 1; i++) |
92 | for (int i = 1; i < RP->Xsize - 1; i++) |
101 | for (j = 1; j < RP->Ysize - 1; j++) |
93 | for (int j = 1; j < RP->Ysize - 1; j++) |
102 | { |
94 | { |
103 | if (maze[i][j] == 0) |
95 | if (maze[i][j] == 0) |
104 | { |
96 | { |
105 | object *new_decor_object, *this_object; |
97 | object *this_object = decor_map->pick_random_object (rmg_rndm)->clone (); |
106 | |
98 | |
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; |
99 | this_object->x = i; |
111 | this_object->y = j; |
100 | this_object->y = j; |
112 | /* it screws things up if decor can stop people */ |
101 | /* it screws things up if decor can stop people */ |
113 | this_object->move_block = 0; |
102 | this_object->move_block = 0; |
|
|
103 | |
114 | insert_ob_in_map (this_object, map, NULL, 0); |
104 | insert_ob_in_map (this_object, map, 0, 0); |
115 | } |
105 | } |
116 | } |
106 | } |
|
|
107 | |
117 | break; |
108 | break; |
118 | } |
109 | } |
119 | } |
110 | } |
120 | } |
111 | } |
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112 | |