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/cvs/deliantra/server/random_maps/monster.C
Revision: 1.17
Committed: Mon Jun 4 13:04:00 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.16: +2 -2 lines
Log Message:
- archetype is now a subclass of object.
- store archetypes in an object_vector.
- use a different startegy for archetype loading
  (reloading is MOST CERTAINLY broken).

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.12 * CrossFire, A Multiplayer game
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     #include <global.h>
26     #include <random_map.h>
27     #include <rproto.h>
28    
29     /* some monsters are multisquare, and these guys require special
30 root 1.2 handling. */
31 elmex 1.1
32 root 1.3 void
33 root 1.5 insert_multisquare_ob_in_map (object *new_obj, maptile *map)
34 root 1.3 {
35     int x, y;
36 elmex 1.1 archetype *at;
37     object *old_seg;
38     object *head;
39 root 1.3
40 elmex 1.1 /* first insert the head */
41 root 1.3 insert_ob_in_map (new_obj, map, new_obj, INS_NO_MERGE | INS_NO_WALK_ON);
42 elmex 1.1
43     x = new_obj->x;
44     y = new_obj->y;
45 root 1.3 old_seg = new_obj;
46 elmex 1.1 head = new_obj;
47 root 1.8
48 root 1.3 for (at = new_obj->arch->more; at != NULL; at = at->more)
49     {
50     object *new_seg;
51    
52     new_seg = arch_to_object (at);
53 root 1.17 new_seg->x = x + at->x;
54     new_seg->y = y + at->y;
55 root 1.3 new_seg->map = old_seg->map;
56     insert_ob_in_map (new_seg, new_seg->map, new_seg, INS_NO_MERGE | INS_NO_WALK_ON);
57     new_seg->head = head;
58     old_seg->more = new_seg;
59     old_seg = new_seg;
60     }
61 root 1.8
62 elmex 1.1 old_seg->more = NULL;
63     }
64 root 1.3
65 elmex 1.1 /* place some monsters into the map. */
66 root 1.3 void
67 root 1.9 place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP)
68 root 1.3 {
69 root 1.10 char styledirname[1024];
70 root 1.5 maptile *style_map = 0;
71 elmex 1.1 int failed_placements;
72     sint64 exp_per_sq, total_experience;
73 root 1.3 int number_monsters = 0;
74 elmex 1.1 archetype *at;
75    
76 root 1.3 sprintf (styledirname, "%s", "/styles/monsterstyles");
77     style_map = find_style (styledirname, monsterstyle, difficulty);
78 root 1.13 if (!style_map)
79 root 1.3 return;
80 elmex 1.1
81 root 1.3 /* fill up the map with random monsters from the monster style */
82 elmex 1.1
83     total_experience = 0;
84     failed_placements = 0;
85     exp_per_sq = 0;
86 root 1.3 while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8)
87     {
88 root 1.16 object *this_monster = style_map->pick_random_object ();
89 root 1.3 int x, y, freeindex;
90    
91     if (this_monster == NULL)
92     return; /* no monster?? */
93 root 1.12
94 root 1.14 x = rndm (RP->Xsize);
95     y = rndm (RP->Ysize);
96 root 1.3 freeindex = find_first_free_spot (this_monster, map, x, y);
97     if (freeindex != -1)
98     {
99     object *new_monster = arch_to_object (this_monster->arch);
100    
101     x += freearr_x[freeindex];
102     y += freearr_y[freeindex];
103     copy_object_with_inv (this_monster, new_monster);
104     new_monster->x = x;
105     new_monster->y = y;
106     insert_multisquare_ob_in_map (new_monster, map);
107 root 1.12
108 root 1.15 if (new_monster->is_alive ())
109     {
110     total_experience += this_monster->stats.exp;
111 root 1.12
112 root 1.15 for (at = new_monster->arch; at; at = at->more)
113     number_monsters++;
114    
115     assert (new_monster->stats.hp >= 0);
116     RP->total_map_hp += new_monster->stats.hp; /* a global count */
117     }
118     else
119     failed_placements++;
120 root 1.3 }
121     else
122 root 1.8 failed_placements++;
123    
124 root 1.6 exp_per_sq = (sint64) (((double) 1000 * total_experience) / (map->width * map->height + 1));
125 elmex 1.1 }
126     }