144 lines
4.5 KiB
C
144 lines
4.5 KiB
C
/*
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* static char *rcsid_decor_ =
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* "$Id: decor.c 11578 2009-02-23 22:02:27Z lalo $";
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*/
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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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/**
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* @file
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* Those functions handle the decor in the random maps.
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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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/** Number of decor styles that can be chosen if none specified. */
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#define NR_DECOR_OPTIONS 1
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/**
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* Count objects at a spot.
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* @param map
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* map we want to check
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* @param x
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* @param y
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* coordinates
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* @return
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* count of objects in the map at x,y.
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*/
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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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count++;
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return count;
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}
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/**
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* Put the decor into the map. Right now, it's very primitive.
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* @param map
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* map to add decor to.
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* @param maze
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* layout of the map, as was generated.
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* @param decorstyle
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* style to use. Can be NULL.
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* @param decor_option
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* how to place decor:
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* - 0 means no decor.
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* - 1 means to place randomly decor.
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* - other means to fill the map with decor.
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* @param RP
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* parameters of the random map.
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*/
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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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snprintf(style_name, sizeof(style_name), "/styles/decorstyles");
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decor_map = find_style(style_name, decorstyle, -1);
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if (decor_map == NULL)
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return;
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/* pick a random option, only 1 option right now. */
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if (decor_option == 0)
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decor_option = RANDOM()%NR_DECOR_OPTIONS+1;
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switch (decor_option) {
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case 0:
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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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} 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++)
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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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}
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break;
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}
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}
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}
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