server-1.12/random_maps/decor.c

144 lines
4.5 KiB
C

/*
* static char *rcsid_decor_ =
* "$Id: decor.c 11578 2009-02-23 22:02:27Z lalo $";
*/
/*
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
*/
/**
* @file
* Those functions handle the decor in the random maps.
*/
#include <global.h>
#include <random_map.h>
#include <rproto.h>
/** Number of decor styles that can be chosen if none specified. */
#define NR_DECOR_OPTIONS 1
/**
* Count objects at a spot.
* @param map
* map we want to check
* @param x
* @param y
* coordinates
* @return
* 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.
* @param map
* map to add decor to.
* @param maze
* layout of the map, as was generated.
* @param decorstyle
* style to use. Can be NULL.
* @param decor_option
* how to place decor:
* - 0 means no decor.
* - 1 means to place randomly decor.
* - other means to fill the map with decor.
* @param RP
* parameters of the random map.
*/
void put_decor(mapstruct *map, char **maze, char *decorstyle, int decor_option, RMParms *RP) {
mapstruct *decor_map;
char style_name[256];
snprintf(style_name, sizeof(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; i < RP->Xsize-1; i++)
for (j = 1; j < RP->Ysize-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;
}
}
}