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/cvs/deliantra/server/random_maps/decor.C
Revision: 1.20
Committed: Fri May 2 21:01:53 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.19: +10 -13 lines
Log Message:
remove all easy cases of copy_to, mostly replace by clone or instance

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <random_map.h>
26 #include <rproto.h>
27
28 #define NR_DECOR_OPTIONS 1
29
30 /* return a simple count of objects in the map at x,y. */
31
32 int
33 obj_count_in_map (maptile *map, int x, int y)
34 {
35 int count = 0;
36 object *tmp;
37
38 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
39 count++;
40
41 return count;
42 }
43
44 /* put the decor into the map. Right now, it's very primitive. */
45
46 void
47 put_decor (maptile *map, char **maze, char *decorstyle, int decor_option, random_map_params *RP)
48 {
49 maptile *decor_map;
50 char style_name[1024];
51
52 sprintf (style_name, "/styles/decorstyles");
53
54 decor_map = find_style (style_name, decorstyle, -1);
55 if (!decor_map)
56 return;
57
58 /* pick a random option, only 1 option right now. */
59 if (decor_option == 0)
60 decor_option = rndm (NR_DECOR_OPTIONS) + 1;
61
62 switch (decor_option)
63 {
64 case 0:
65 break;
66
67 case 1:
68 { /* random placement of decor objects. */
69 int number_to_place = rndm (RP->Xsize * RP->Ysize / 5);
70 int failures = 0;
71
72 while (failures < 100 && number_to_place > 0)
73 {
74 int x = rndm (RP->Xsize - 2) + 1;
75 int y = rndm (RP->Ysize - 2) + 1;
76
77 if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2)
78 {
79 object *this_object = decor_map->pick_random_object ()->clone ();
80
81 this_object->x = x;
82 this_object->y = y;
83 /* it screws things up if decor can stop people */
84 this_object->move_block = 0;
85
86 insert_ob_in_map (this_object, map, NULL, 0);
87 number_to_place--;
88 }
89 else
90 failures++;
91 }
92 break;
93 }
94
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 *this_object = decor_map->pick_random_object ()->clone ();
105
106 this_object->x = i;
107 this_object->y = j;
108 /* it screws things up if decor can stop people */
109 this_object->move_block = 0;
110
111 insert_ob_in_map (this_object, map, NULL, 0);
112 }
113 }
114 break;
115 }
116 }
117 }
118