/* * static char *rcsid_decor_ = * "$Id: decor.c,v 1.1 2006/02/03 07:14:21 root Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 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 GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ #include #include #include #define NR_DECOR_OPTIONS 1 /* return a simple count of objects in the map at x,y. */ int obj_count_in_map(mapstruct *map,int x,int y) { int count=0; object *tmp; for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) count++; return count; } /* put the decor into the map. Right now, it's very primitive. */ void put_decor(mapstruct *map,char **maze,char *decorstyle,int decor_option,RMParms *RP) { mapstruct *decor_map; char style_name[256]; sprintf(style_name,"/styles/decorstyles"); decor_map = find_style(style_name,decorstyle,-1); if(decor_map == NULL) return; /* pick a random option, only 1 option right now. */ if(decor_option==0) { decor_option = RANDOM() % NR_DECOR_OPTIONS +1; }; switch(decor_option) { case 0: break; case 1: /* random placement of decor objects. */ { int number_to_place = RANDOM() % ( (RP->Xsize *RP->Ysize) / 5); int failures=0; object *new_decor_object; while(failures < 100 && number_to_place > 0) { int x,y; x = RANDOM() % (RP->Xsize-2) +1; y = RANDOM() % (RP->Ysize-2) +1; if(maze[x][y]==0 && obj_count_in_map(map,x,y)<2) /* empty */ { object *this_object; new_decor_object = pick_random_object(decor_map); this_object = arch_to_object(new_decor_object->arch); copy_object(new_decor_object,this_object); this_object->x = x; this_object->y = y; /* it screws things up if decor can stop people */ this_object->move_block = MOVE_BLOCK_DEFAULT; insert_ob_in_map(this_object,map,NULL,0); number_to_place--; } else failures++; } break; default: /* place decor objects everywhere: tile the map. */ { int i,j; for(i=1;iXsize-1;i++) for(j=1;jYsize-1;j++) { if(maze[i][j]==0) { object *new_decor_object, *this_object; new_decor_object = pick_random_object(decor_map); this_object = arch_to_object(new_decor_object->arch); copy_object(new_decor_object,this_object); this_object->x = i; this_object->y = j; /* it screws things up if decor can stop people */ this_object->move_block = MOVE_BLOCK_DEFAULT; insert_ob_in_map(this_object,map,NULL,0); } } } break; } } }