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Comparing deliantra/server/random_maps/decor.C (file contents):
Revision 1.6 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.19 by root, Mon Apr 14 22:41:17 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23
24 23
25#include <global.h> 24#include <global.h>
26#include <random_map.h> 25#include <random_map.h>
27#include <rproto.h> 26#include <rproto.h>
28 27
34obj_count_in_map (maptile *map, int x, int y) 33obj_count_in_map (maptile *map, int x, int y)
35{ 34{
36 int count = 0; 35 int count = 0;
37 object *tmp; 36 object *tmp;
38 37
39 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 38 for (tmp = GET_MAP_OB (map, x, y); 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, RMParms * RP) 47put_decor (maptile *map, char **maze, char *decorstyle, int decor_option, random_map_params *RP)
48{ 48{
49 maptile *decor_map; 49 maptile *decor_map;
50 char style_name[256]; 50 char style_name[1024];
51 51
52 sprintf (style_name, "/styles/decorstyles"); 52 sprintf (style_name, "/styles/decorstyles");
53 53
54 decor_map = find_style (style_name, decorstyle, -1); 54 decor_map = find_style (style_name, decorstyle, -1);
55 if (decor_map == NULL) 55 if (!decor_map)
56 return; 56 return;
57
57 /* pick a random option, only 1 option right now. */ 58 /* pick a random option, only 1 option right now. */
58 if (decor_option == 0) 59 if (decor_option == 0)
59 decor_option = RANDOM () % NR_DECOR_OPTIONS + 1; 60 decor_option = rndm (NR_DECOR_OPTIONS) + 1;
61
60 switch (decor_option) 62 switch (decor_option)
61 { 63 {
62 case 0: 64 case 0:
65 break;
66 case 1:
67 { /* random placement of decor objects. */
68 int number_to_place = rndm (RP->Xsize * RP->Ysize / 5);
69 int failures = 0;
70 object *new_decor_object;
71
72 while (failures < 100 && number_to_place > 0)
73 {
74 int x, y;
75
76 x = rndm (RP->Xsize - 2) + 1;
77 y = rndm (RP->Ysize - 2) + 1;
78 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2)
79 { /* empty */
80 object *this_object;
81
82 new_decor_object = decor_map->pick_random_object ();
83 this_object = arch_to_object (new_decor_object->arch);
84 new_decor_object->copy_to (this_object);
85 this_object->x = x;
86 this_object->y = y;
87 /* it screws things up if decor can stop people */
88 this_object->move_block = 0;
89 insert_ob_in_map (this_object, map, NULL, 0);
90 number_to_place--;
91 }
92 else
93 failures++;
94 }
63 break; 95 break;
64 case 1: 96 }
65 { /* random placement of decor objects. */ 97 default:
66 int number_to_place = RANDOM () % ((RP->Xsize * RP->Ysize) / 5); 98 { /* place decor objects everywhere: tile the map. */
67 int failures = 0; 99 int i, j;
68 object *new_decor_object;
69 100
70 while (failures < 100 && number_to_place > 0) 101 for (i = 1; i < RP->Xsize - 1; i++)
102 for (j = 1; j < RP->Ysize - 1; j++)
71 { 103 {
72 int x, y; 104 if (maze[i][j] == 0)
105 {
106 object *new_decor_object, *this_object;
73 107
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;
79
80 new_decor_object = pick_random_object (decor_map); 108 new_decor_object = decor_map->pick_random_object ();
81 this_object = arch_to_object (new_decor_object->arch); 109 this_object = arch_to_object (new_decor_object->arch);
82 new_decor_object->copy_to (this_object); 110 new_decor_object->copy_to (this_object);
83 this_object->x = x; 111 this_object->x = i;
84 this_object->y = y; 112 this_object->y = j;
85 /* it screws things up if decor can stop people */ 113 /* it screws things up if decor can stop people */
86 this_object->move_block = MOVE_BLOCK_DEFAULT; 114 this_object->move_block = 0;
87 insert_ob_in_map (this_object, map, NULL, 0); 115 insert_ob_in_map (this_object, map, NULL, 0);
88 number_to_place--;
89 } 116 }
90 else
91 failures++;
92 } 117 }
93 break; 118 break;
94 } 119 }
95 default:
96 { /* place decor objects everywhere: tile the map. */
97 int i, j;
98
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;
117 }
118 } 120 }
119} 121}

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