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/cvs/deliantra/server/random_maps/decor.c
Revision: 1.1.1.1 (vendor branch)
Committed: Fri Feb 3 07:14:21 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_02_22, UPSTREAM_2006_02_03
Changes since 1.1: +0 -0 lines
Log Message:
initial import

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_decor_ =
3     * "$Id: decor.c,v 1.8 2005/11/16 08:16:08 mwedel Exp $";
4     */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29    
30     #include <global.h>
31     #include <random_map.h>
32     #include <rproto.h>
33    
34     #define NR_DECOR_OPTIONS 1
35    
36     /* return a simple count of objects in the map at x,y. */
37    
38     int obj_count_in_map(mapstruct *map,int x,int y) {
39     int count=0;
40     object *tmp;
41     for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above)
42     count++;
43     return count;
44     }
45     /* put the decor into the map. Right now, it's very primitive. */
46    
47     void put_decor(mapstruct *map,char **maze,char *decorstyle,int decor_option,RMParms *RP) {
48     mapstruct *decor_map;
49     char style_name[256];
50    
51     sprintf(style_name,"/styles/decorstyles");
52    
53     decor_map = find_style(style_name,decorstyle,-1);
54     if(decor_map == NULL) return;
55     /* pick a random option, only 1 option right now. */
56     if(decor_option==0) {
57     decor_option = RANDOM() % NR_DECOR_OPTIONS +1;
58     };
59     switch(decor_option) {
60     case 0: break;
61     case 1: /* random placement of decor objects. */
62     {
63     int number_to_place = RANDOM() % ( (RP->Xsize *RP->Ysize) / 5);
64     int failures=0;
65     object *new_decor_object;
66     while(failures < 100 && number_to_place > 0) {
67     int x,y;
68     x = RANDOM() % (RP->Xsize-2) +1;
69     y = RANDOM() % (RP->Ysize-2) +1;
70     if(maze[x][y]==0 && obj_count_in_map(map,x,y)<2) /* empty */
71     {
72     object *this_object;
73     new_decor_object = pick_random_object(decor_map);
74     this_object = arch_to_object(new_decor_object->arch);
75     copy_object(new_decor_object,this_object);
76     this_object->x = x;
77     this_object->y = y;
78     /* it screws things up if decor can stop people */
79     this_object->move_block = MOVE_BLOCK_DEFAULT;
80     insert_ob_in_map(this_object,map,NULL,0);
81     number_to_place--;
82     }
83     else failures++;
84     }
85     break;
86     default: /* place decor objects everywhere: tile the map. */
87     {
88     int i,j;
89     for(i=1;i<RP->Xsize-1;i++) for(j=1;j<RP->Ysize-1;j++) {
90     if(maze[i][j]==0) {
91     object *new_decor_object, *this_object;
92    
93     new_decor_object = pick_random_object(decor_map);
94     this_object = arch_to_object(new_decor_object->arch);
95     copy_object(new_decor_object,this_object);
96     this_object->x = i;
97     this_object->y = j;
98     /* it screws things up if decor can stop people */
99     this_object->move_block = MOVE_BLOCK_DEFAULT;
100     insert_ob_in_map(this_object,map,NULL,0);
101     }
102     }
103    
104     }
105     break;
106    
107     }
108     }
109     }