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elmex |
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/* |
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* static char *rcsid_monster_c = |
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root |
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* "$Id: monster.C,v 1.1 2006-08-13 17:16:03 elmex Exp $"; |
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elmex |
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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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#include <global.h> |
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#include <random_map.h> |
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#include <rproto.h> |
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/* some monsters are multisquare, and these guys require special |
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handling. */ |
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void insert_multisquare_ob_in_map(object *new_obj,mapstruct *map) { |
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int x,y; |
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archetype *at; |
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object *old_seg; |
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object *head; |
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/* first insert the head */ |
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insert_ob_in_map(new_obj,map,new_obj,INS_NO_MERGE | INS_NO_WALK_ON); |
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x = new_obj->x; |
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y = new_obj->y; |
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old_seg=new_obj; |
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head = new_obj; |
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for(at=new_obj->arch->more;at!=NULL;at=at->more) { |
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object *new_seg; |
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new_seg = arch_to_object(at); |
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new_seg->x = x + at->clone.x; |
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new_seg->y = y + at->clone.y; |
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new_seg->map = old_seg->map; |
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insert_ob_in_map(new_seg,new_seg->map, new_seg,INS_NO_MERGE | INS_NO_WALK_ON); |
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new_seg->head = head; |
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old_seg->more = new_seg; |
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old_seg = new_seg; |
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} |
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old_seg->more = NULL; |
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} |
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/* place some monsters into the map. */ |
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void place_monsters(mapstruct *map, char *monsterstyle, int difficulty,RMParms *RP) { |
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char styledirname[256]; |
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mapstruct *style_map=0; |
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int failed_placements; |
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sint64 exp_per_sq, total_experience; |
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int number_monsters=0; |
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archetype *at; |
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sprintf(styledirname,"%s","/styles/monsterstyles"); |
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style_map = find_style(styledirname,monsterstyle,difficulty); |
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if(style_map == 0) return; |
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/* fill up the map with random monsters from the monster style*/ |
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total_experience = 0; |
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failed_placements = 0; |
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exp_per_sq = 0; |
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while(exp_per_sq <= level_exp(difficulty,1.0) && failed_placements < 100 |
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&& number_monsters < (RP->Xsize * RP->Ysize)/8) { |
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object *this_monster=pick_random_object(style_map); |
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int x,y,freeindex; |
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if(this_monster == NULL) return; /* no monster?? */ |
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x = RANDOM() % RP->Xsize; |
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y = RANDOM() % RP->Ysize; |
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freeindex = find_first_free_spot(this_monster,map,x,y); |
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if(freeindex!=-1) { |
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object *new_monster = arch_to_object(this_monster->arch); |
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x += freearr_x[freeindex]; |
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y += freearr_y[freeindex]; |
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copy_object_with_inv(this_monster,new_monster); |
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new_monster->x = x; |
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new_monster->y = y; |
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insert_multisquare_ob_in_map(new_monster,map); |
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total_experience+= this_monster->stats.exp; |
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for(at = new_monster->arch; at != NULL; at = at->more) |
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number_monsters++; |
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RP->total_map_hp+=new_monster->stats.hp; /* a global count */ |
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} |
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else { |
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failed_placements++; |
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elmex |
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} |
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exp_per_sq=(sint64)(((double)1000*total_experience)/(MAP_WIDTH(map)*MAP_HEIGHT(map)+1)); |
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} |
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} |