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root |
1.1 |
/* |
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* static char *rcsid_decor_ = |
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elmex |
1.1.1.2 |
* "$Id: decor.c,v 1.9 2006/02/25 19:46:12 qal21 Exp $"; |
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root |
1.1 |
*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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#include <global.h> |
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#include <random_map.h> |
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#include <rproto.h> |
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#define NR_DECOR_OPTIONS 1 |
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/* return a simple count of objects in the map at x,y. */ |
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int obj_count_in_map(mapstruct *map,int x,int y) { |
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int count=0; |
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object *tmp; |
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for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) |
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elmex |
1.1.1.2 |
count++; |
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root |
1.1 |
return count; |
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} |
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/* put the decor into the map. Right now, it's very primitive. */ |
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void put_decor(mapstruct *map,char **maze,char *decorstyle,int decor_option,RMParms *RP) { |
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mapstruct *decor_map; |
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char style_name[256]; |
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sprintf(style_name,"/styles/decorstyles"); |
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decor_map = find_style(style_name,decorstyle,-1); |
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if(decor_map == NULL) return; |
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/* pick a random option, only 1 option right now. */ |
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elmex |
1.1.1.2 |
if(decor_option==0) |
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decor_option = RANDOM() % NR_DECOR_OPTIONS +1; |
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root |
1.1 |
switch(decor_option) { |
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elmex |
1.1.1.2 |
case 0: break; |
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case 1: { /* random placement of decor objects. */ |
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int number_to_place = RANDOM() % ( (RP->Xsize *RP->Ysize) / 5); |
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int failures=0; |
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object *new_decor_object; |
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while(failures < 100 && number_to_place > 0) { |
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int x,y; |
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x = RANDOM() % (RP->Xsize-2) +1; |
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y = RANDOM() % (RP->Ysize-2) +1; |
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if(maze[x][y]==0 && obj_count_in_map(map,x,y)<2) { /* empty */ |
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object *this_object; |
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new_decor_object = pick_random_object(decor_map); |
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this_object = arch_to_object(new_decor_object->arch); |
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copy_object(new_decor_object,this_object); |
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this_object->x = x; |
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this_object->y = y; |
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/* it screws things up if decor can stop people */ |
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this_object->move_block = MOVE_BLOCK_DEFAULT; |
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insert_ob_in_map(this_object,map,NULL,0); |
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number_to_place--; |
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} |
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else |
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failures++; |
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} |
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break; |
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} |
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default: { /* place decor objects everywhere: tile the map. */ |
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int i,j; |
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for(i=1;i<RP->Xsize-1;i++) for(j=1;j<RP->Ysize-1;j++) { |
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if(maze[i][j]==0) { |
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object *new_decor_object, *this_object; |
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new_decor_object = pick_random_object(decor_map); |
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this_object = arch_to_object(new_decor_object->arch); |
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copy_object(new_decor_object,this_object); |
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this_object->x = i; |
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this_object->y = j; |
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/* it screws things up if decor can stop people */ |
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this_object->move_block = MOVE_BLOCK_DEFAULT; |
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insert_ob_in_map(this_object,map,NULL,0); |
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} |
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root |
1.1 |
} |
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break; |
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elmex |
1.1.1.2 |
} |
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root |
1.1 |
} |
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} |