/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify it under
* the terms of the Affero GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the Affero GNU General Public License
* and the GNU General Public License along with this program. If not, see
* .
*
* The authors can be reached via e-mail to
*/
#include
#include
#include
#define NR_DECOR_OPTIONS 1
/* return a simple count of objects in the map at x,y. */
static int
obj_count_in_map (maptile *map, int x, int y)
{
int count = 0;
for (object *tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
++count;
return count;
}
/* put the decor into the map. Right now, it's very primitive. */
void
put_decor (maptile *map, layout &maze, const char *decorstyle, int decor_option, random_map_params *RP)
{
maptile *decor_map = find_style ("/styles/decorstyles", decorstyle, RP->difficulty);
if (!decor_map)
return;
/* pick a random option, only 1 option right now. */
if (decor_option == 0)
decor_option = rmg_rndm (NR_DECOR_OPTIONS) + 1;
switch (decor_option)
{
case 0:
break;
case 1:
{ /* random placement of decor objects. */
int number_to_place = rmg_rndm (RP->Xsize * RP->Ysize / 5);
int failures = 0;
while (failures < 100 && number_to_place > 0)
{
//coroapi::cede_to_tick ();
int x = rmg_rndm (RP->Xsize - 2) + 1;
int y = rmg_rndm (RP->Ysize - 2) + 1;
if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2)
{
object *this_object = decor_map->pick_random_object (rmg_rndm)->clone ();
/* it screws things up if decor can stop people */
this_object->move_block = 0;
map->insert (this_object, x, y, 0, 0);
number_to_place--;
}
else
failures++;
}
break;
}
default:
{
/* place decor objects everywhere: tile the map. */
for (int i = 1; i < RP->Xsize - 1; i++)
for (int j = 1; j < RP->Ysize - 1; j++)
{
if (maze[i][j] == 0)
{
object *this_object = decor_map->pick_random_object (rmg_rndm)->clone ();
this_object->x = i;
this_object->y = j;
/* it screws things up if decor can stop people */
this_object->move_block = 0;
insert_ob_in_map (this_object, map, 0, 0);
}
}
break;
}
}
}