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elmex |
1.1 |
/* |
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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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root |
1.4 |
The authors can be reached via e-mail at <crossfire@schmorp.de> |
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elmex |
1.1 |
*/ |
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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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root |
1.2 |
handling. */ |
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elmex |
1.1 |
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root |
1.3 |
void |
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root |
1.5 |
insert_multisquare_ob_in_map (object *new_obj, maptile *map) |
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root |
1.3 |
{ |
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int x, y; |
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elmex |
1.1 |
archetype *at; |
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object *old_seg; |
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object *head; |
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root |
1.3 |
|
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elmex |
1.1 |
/* first insert the head */ |
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root |
1.3 |
insert_ob_in_map (new_obj, map, new_obj, INS_NO_MERGE | INS_NO_WALK_ON); |
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elmex |
1.1 |
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x = new_obj->x; |
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y = new_obj->y; |
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root |
1.3 |
old_seg = new_obj; |
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elmex |
1.1 |
head = new_obj; |
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root |
1.3 |
for (at = new_obj->arch->more; at != NULL; at = at->more) |
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{ |
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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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elmex |
1.1 |
old_seg->more = NULL; |
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} |
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root |
1.3 |
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elmex |
1.1 |
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/* place some monsters into the map. */ |
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root |
1.3 |
void |
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root |
1.5 |
place_monsters (maptile *map, char *monsterstyle, int difficulty, RMParms * RP) |
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root |
1.3 |
{ |
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elmex |
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char styledirname[256]; |
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root |
1.5 |
maptile *style_map = 0; |
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elmex |
1.1 |
int failed_placements; |
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sint64 exp_per_sq, total_experience; |
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root |
1.3 |
int number_monsters = 0; |
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elmex |
1.1 |
archetype *at; |
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root |
1.3 |
sprintf (styledirname, "%s", "/styles/monsterstyles"); |
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style_map = find_style (styledirname, monsterstyle, difficulty); |
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if (style_map == 0) |
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return; |
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elmex |
1.1 |
|
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root |
1.3 |
/* fill up the map with random monsters from the monster style */ |
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elmex |
1.1 |
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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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root |
1.3 |
while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8) |
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{ |
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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) |
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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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{ |
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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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{ |
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failed_placements++; |
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} |
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root |
1.6 |
exp_per_sq = (sint64) (((double) 1000 * total_experience) / (map->width * map->height + 1)); |
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elmex |
1.1 |
} |
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} |