ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/decor.C
(Generate patch)

Comparing deliantra/server/random_maps/decor.C (file contents):
Revision 1.7 by root, Sat Dec 30 18:45:28 2006 UTC vs.
Revision 1.34 by root, Sat Nov 17 23:40:02 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23
24 25
25#include <global.h> 26#include <global.h>
26#include <random_map.h> 27#include <rmg.h>
27#include <rproto.h> 28#include <rproto.h>
28 29
29#define NR_DECOR_OPTIONS 1 30#define NR_DECOR_OPTIONS 1
30 31
31/* return a simple count of objects in the map at x,y. */ 32/* return a simple count of objects in the map at x,y. */
32 33
33int 34static int
34obj_count_in_map (maptile *map, int x, int y) 35obj_count_in_map (maptile *map, int x, int y)
35{ 36{
36 int count = 0; 37 int count = 0;
37 object *tmp;
38 38
39 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 39 for (object *tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
40 count++; 40 ++count;
41
41 return count; 42 return count;
42} 43}
43 44
44/* put the decor into the map. Right now, it's very primitive. */ 45/* put the decor into the map. Right now, it's very primitive. */
45 46
46void 47void
47put_decor (maptile *map, char **maze, char *decorstyle, int decor_option, random_map_params * RP) 48put_decor (maptile *map, layout &maze, const char *decorstyle, int decor_option, random_map_params *RP)
48{ 49{
49 maptile *decor_map; 50 maptile *decor_map = find_style ("/styles/decorstyles", decorstyle, RP->difficulty);
50 char style_name[256]; 51 if (!decor_map)
52 return;
51 53
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. */ 54 /* pick a random option, only 1 option right now. */
58 if (decor_option == 0) 55 if (decor_option == 0)
59 decor_option = RANDOM () % NR_DECOR_OPTIONS + 1; 56 decor_option = rmg_rndm (NR_DECOR_OPTIONS) + 1;
57
60 switch (decor_option) 58 switch (decor_option)
61 { 59 {
62 case 0: 60 case 0:
61 break;
62
63 case 1:
64 { /* random placement of decor objects. */
65 int number_to_place = rmg_rndm (RP->Xsize * RP->Ysize / 5);
66 int failures = 0;
67
68 while (failures < 100 && number_to_place > 0)
69 {
70 //coroapi::cede_to_tick ();
71
72 int x = rmg_rndm (RP->Xsize - 2) + 1;
73 int y = rmg_rndm (RP->Ysize - 2) + 1;
74
75 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2)
76 {
77 object *this_object = decor_map->pick_random_object (rmg_rndm)->clone ();
78 /* it screws things up if decor can stop people */
79 this_object->move_block = 0;
80 map->insert (this_object, x, y, 0, 0);
81
82 number_to_place--;
83 }
84 else
85 failures++;
86 }
63 break; 87 break;
64 case 1: 88 }
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 89
70 while (failures < 100 && number_to_place > 0) 90 default:
91 {
92 /* place decor objects everywhere: tile the map. */
93 for (int i = 1; i < RP->Xsize - 1; i++)
94 for (int j = 1; j < RP->Ysize - 1; j++)
71 { 95 {
72 int x, y; 96 if (maze[i][j] == 0)
97 {
98 object *this_object = decor_map->pick_random_object (rmg_rndm)->clone ();
73 99
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; 100 this_object->x = i;
101 this_object->y = j;
102 /* it screws things up if decor can stop people */
103 this_object->move_block = 0;
79 104
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); 105 insert_ob_in_map (this_object, map, 0, 0);
88 number_to_place--;
89 } 106 }
90 else
91 failures++;
92 } 107 }
93 break;
94 }
95 default:
96 { /* place decor objects everywhere: tile the map. */
97 int i, j;
98 108
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; 109 break;
117 } 110 }
118 } 111 }
119} 112}
113

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines