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/cvs/deliantra/server/random_maps/decor.C
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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 1.8 by root, Sun Dec 31 19:02:23 2006 UTC

1
1/* 2/*
2 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
3 4
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
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, char **maze, char *decorstyle, int decor_option, random_map_params *RP)
48{ 49{
49 maptile *decor_map; 50 maptile *decor_map;
50 char style_name[256]; 51 char style_name[256];
51 52
52 sprintf (style_name, "/styles/decorstyles"); 53 sprintf (style_name, "/styles/decorstyles");
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 = RANDOM () % NR_DECOR_OPTIONS + 1;
60 switch (decor_option) 61 switch (decor_option)
61 { 62 {
62 case 0: 63 case 0:
64 break;
65 case 1:
66 { /* random placement of decor objects. */
67 int number_to_place = RANDOM () % ((RP->Xsize * RP->Ysize) / 5);
68 int failures = 0;
69 object *new_decor_object;
70
71 while (failures < 100 && number_to_place > 0)
72 {
73 int x, y;
74
75 x = RANDOM () % (RP->Xsize - 2) + 1;
76 y = RANDOM () % (RP->Ysize - 2) + 1;
77 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2)
78 { /* empty */
79 object *this_object;
80
81 new_decor_object = pick_random_object (decor_map);
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 */
87 this_object->move_block = MOVE_BLOCK_DEFAULT;
88 insert_ob_in_map (this_object, map, NULL, 0);
89 number_to_place--;
90 }
91 else
92 failures++;
93 }
63 break; 94 break;
64 case 1: 95 }
65 { /* random placement of decor objects. */ 96 default:
66 int number_to_place = RANDOM () % ((RP->Xsize * RP->Ysize) / 5); 97 { /* place decor objects everywhere: tile the map. */
67 int failures = 0; 98 int i, j;
68 object *new_decor_object;
69 99
70 while (failures < 100 && number_to_place > 0) 100 for (i = 1; i < RP->Xsize - 1; i++)
101 for (j = 1; j < RP->Ysize - 1; j++)
71 { 102 {
72 int x, y; 103 if (maze[i][j] == 0)
73 104 {
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; 105 object *new_decor_object, *this_object;
79 106
80 new_decor_object = pick_random_object (decor_map); 107 new_decor_object = pick_random_object (decor_map);
81 this_object = arch_to_object (new_decor_object->arch); 108 this_object = arch_to_object (new_decor_object->arch);
82 new_decor_object->copy_to (this_object); 109 new_decor_object->copy_to (this_object);
83 this_object->x = x; 110 this_object->x = i;
84 this_object->y = y; 111 this_object->y = j;
85 /* it screws things up if decor can stop people */ 112 /* it screws things up if decor can stop people */
86 this_object->move_block = MOVE_BLOCK_DEFAULT; 113 this_object->move_block = MOVE_BLOCK_DEFAULT;
87 insert_ob_in_map (this_object, map, NULL, 0); 114 insert_ob_in_map (this_object, map, NULL, 0);
88 number_to_place--;
89 } 115 }
90 else
91 failures++;
92 } 116 }
93 break; 117 break;
94 } 118 }
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 } 119 }
119} 120}

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