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/cvs/deliantra/server/random_maps/decor.C
Revision: 1.12
Committed: Sat Jan 27 00:56:48 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.11: +3 -1 lines
Log Message:
proactive

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25
26 #include <global.h>
27 #include <random_map.h>
28 #include <rproto.h>
29
30 #define NR_DECOR_OPTIONS 1
31
32 /* return a simple count of objects in the map at x,y. */
33
34 int
35 obj_count_in_map (maptile *map, int x, int y)
36 {
37 int count = 0;
38 object *tmp;
39
40 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
41 count++;
42 return count;
43 }
44
45 /* put the decor into the map. Right now, it's very primitive. */
46
47 void
48 put_decor (maptile *map, char **maze, char *decorstyle, int decor_option, random_map_params *RP)
49 {
50 maptile *decor_map;
51 char style_name[1024];
52
53 sprintf (style_name, "/styles/decorstyles");
54
55 decor_map = find_style (style_name, decorstyle, -1);
56 if (!decor_map)
57 return;
58
59 /* pick a random option, only 1 option right now. */
60 if (decor_option == 0)
61 decor_option = RANDOM () % NR_DECOR_OPTIONS + 1;
62
63 switch (decor_option)
64 {
65 case 0:
66 break;
67 case 1:
68 { /* random placement of decor objects. */
69 int number_to_place = RANDOM () % ((RP->Xsize * RP->Ysize) / 5);
70 int failures = 0;
71 object *new_decor_object;
72
73 while (failures < 100 && number_to_place > 0)
74 {
75 int x, y;
76
77 x = RANDOM () % (RP->Xsize - 2) + 1;
78 y = RANDOM () % (RP->Ysize - 2) + 1;
79 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2)
80 { /* empty */
81 object *this_object;
82
83 new_decor_object = pick_random_object (decor_map);
84 this_object = arch_to_object (new_decor_object->arch);
85 new_decor_object->copy_to (this_object);
86 this_object->x = x;
87 this_object->y = y;
88 /* it screws things up if decor can stop people */
89 this_object->move_block = MOVE_BLOCK_DEFAULT;
90 insert_ob_in_map (this_object, map, NULL, 0);
91 number_to_place--;
92 }
93 else
94 failures++;
95 }
96 break;
97 }
98 default:
99 { /* place decor objects everywhere: tile the map. */
100 int i, j;
101
102 for (i = 1; i < RP->Xsize - 1; i++)
103 for (j = 1; j < RP->Ysize - 1; j++)
104 {
105 if (maze[i][j] == 0)
106 {
107 object *new_decor_object, *this_object;
108
109 new_decor_object = pick_random_object (decor_map);
110 this_object = arch_to_object (new_decor_object->arch);
111 new_decor_object->copy_to (this_object);
112 this_object->x = i;
113 this_object->y = j;
114 /* it screws things up if decor can stop people */
115 this_object->move_block = MOVE_BLOCK_DEFAULT;
116 insert_ob_in_map (this_object, map, NULL, 0);
117 }
118 }
119 break;
120 }
121 }
122 }