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 | |
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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 | |
33 | 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 = 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; |
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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 | |
46 | void |
46 | void |
47 | put_decor (maptile *map, char **maze, char *decorstyle, int decor_option, RMParms * RP) |
47 | put_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) |
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51 | return; |
51 | |
52 | |
52 | sprintf (style_name, "/styles/decorstyles"); |
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53 | |
|
|
54 | decor_map = find_style (style_name, decorstyle, -1); |
|
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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; |
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56 | |
60 | switch (decor_option) |
57 | switch (decor_option) |
61 | { |
58 | { |
62 | case 0: |
59 | case 0: |
|
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60 | break; |
|
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61 | |
|
|
62 | case 1: |
|
|
63 | { /* random placement of decor objects. */ |
|
|
64 | int number_to_place = rmg_rndm (RP->Xsize * RP->Ysize / 5); |
|
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65 | int failures = 0; |
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66 | |
|
|
67 | while (failures < 100 && number_to_place > 0) |
|
|
68 | { |
|
|
69 | //coroapi::cede_to_tick (); |
|
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70 | |
|
|
71 | int x = rmg_rndm (RP->Xsize - 2) + 1; |
|
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72 | int y = rmg_rndm (RP->Ysize - 2) + 1; |
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73 | |
|
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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 (); |
|
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77 | /* it screws things up if decor can stop people */ |
|
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78 | this_object->move_block = 0; |
|
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79 | map->insert (this_object, x, y, 0, 0); |
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80 | |
|
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81 | number_to_place--; |
|
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82 | } |
|
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83 | else |
|
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84 | failures++; |
|
|
85 | } |
63 | break; |
86 | break; |
64 | case 1: |
87 | } |
65 | { /* random placement of decor objects. */ |
|
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66 | int number_to_place = RANDOM () % ((RP->Xsize * RP->Ysize) / 5); |
|
|
67 | int failures = 0; |
|
|
68 | object *new_decor_object; |
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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++) |
|
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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); |
|
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81 | this_object = arch_to_object (new_decor_object->arch); |
|
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82 | new_decor_object->copy_to (this_object); |
|
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83 | this_object->x = x; |
|
|
84 | this_object->y = y; |
|
|
85 | /* it screws things up if decor can stop people */ |
|
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86 | this_object->move_block = MOVE_BLOCK_DEFAULT; |
|
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87 | insert_ob_in_map (this_object, map, NULL, 0); |
104 | insert_ob_in_map (this_object, map, 0, 0); |
88 | number_to_place--; |
|
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89 | } |
105 | } |
90 | else |
|
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91 | failures++; |
|
|
92 | } |
106 | } |
93 | break; |
|
|
94 | } |
|
|
95 | default: |
|
|
96 | { /* place decor objects everywhere: tile the map. */ |
|
|
97 | int i, j; |
|
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98 | |
107 | |
99 | for (i = 1; i < RP->Xsize - 1; i++) |
|
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100 | for (j = 1; j < RP->Ysize - 1; j++) |
|
|
101 | { |
|
|
102 | if (maze[i][j] == 0) |
|
|
103 | { |
|
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104 | object *new_decor_object, *this_object; |
|
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105 | |
|
|
106 | new_decor_object = pick_random_object (decor_map); |
|
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107 | this_object = arch_to_object (new_decor_object->arch); |
|
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108 | new_decor_object->copy_to (this_object); |
|
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109 | this_object->x = i; |
|
|
110 | this_object->y = j; |
|
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111 | /* it screws things up if decor can stop people */ |
|
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112 | this_object->move_block = MOVE_BLOCK_DEFAULT; |
|
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113 | insert_ob_in_map (this_object, map, NULL, 0); |
|
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114 | } |
|
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115 | } |
|
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116 | break; |
108 | break; |
117 | } |
109 | } |
118 | } |
110 | } |
119 | } |
111 | } |
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112 | |