--- deliantra/server/random_maps/monster.C 2006/08/13 17:16:03 1.1
+++ deliantra/server/random_maps/monster.C 2008/05/04 14:12:37 1.24
@@ -1,109 +1,85 @@
/*
- * static char *rcsid_monster_c =
- * "$Id: monster.C,v 1.1 2006/08/13 17:16:03 elmex Exp $";
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Deliantra 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 3 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, see .
+ *
+ * The authors can be reached via e-mail to
*/
-/*
- 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
-*/
-
#include
#include
#include
-/* some monsters are multisquare, and these guys require special
- handling. */
-
-void insert_multisquare_ob_in_map(object *new_obj,mapstruct *map) {
- int x,y;
- archetype *at;
- object *old_seg;
- object *head;
- /* first insert the head */
- insert_ob_in_map(new_obj,map,new_obj,INS_NO_MERGE | INS_NO_WALK_ON);
-
- x = new_obj->x;
- y = new_obj->y;
- old_seg=new_obj;
- head = new_obj;
- for(at=new_obj->arch->more;at!=NULL;at=at->more) {
- object *new_seg;
- new_seg = arch_to_object(at);
- new_seg->x = x + at->clone.x;
- new_seg->y = y + at->clone.y;
- new_seg->map = old_seg->map;
- insert_ob_in_map(new_seg,new_seg->map, new_seg,INS_NO_MERGE | INS_NO_WALK_ON);
- new_seg->head = head;
- old_seg->more = new_seg;
- old_seg = new_seg;
- }
- old_seg->more = NULL;
-
-
-}
-
-
/* place some monsters into the map. */
-void place_monsters(mapstruct *map, char *monsterstyle, int difficulty,RMParms *RP) {
- char styledirname[256];
- mapstruct *style_map=0;
+void
+place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP)
+{
+ char styledirname[1024];
+ maptile *style_map = 0;
int failed_placements;
sint64 exp_per_sq, total_experience;
- int number_monsters=0;
+ int number_monsters = 0;
archetype *at;
- sprintf(styledirname,"%s","/styles/monsterstyles");
- style_map = find_style(styledirname,monsterstyle,difficulty);
- if(style_map == 0) return;
+ sprintf (styledirname, "%s", "/styles/monsterstyles");
+ style_map = find_style (styledirname, monsterstyle, difficulty);
+ if (!style_map)
+ return;
- /* fill up the map with random monsters from the monster style*/
+ /* fill up the map with random monsters from the monster style */
total_experience = 0;
failed_placements = 0;
exp_per_sq = 0;
- while(exp_per_sq <= level_exp(difficulty,1.0) && failed_placements < 100
- && number_monsters < (RP->Xsize * RP->Ysize)/8) {
- object *this_monster=pick_random_object(style_map);
- int x,y,freeindex;
- if(this_monster == NULL) return; /* no monster?? */
- x = RANDOM() % RP->Xsize;
- y = RANDOM() % RP->Ysize;
- freeindex = find_first_free_spot(this_monster,map,x,y);
- if(freeindex!=-1) {
- object *new_monster = arch_to_object(this_monster->arch);
- x += freearr_x[freeindex];
- y += freearr_y[freeindex];
- copy_object_with_inv(this_monster,new_monster);
- new_monster->x = x;
- new_monster->y = y;
- insert_multisquare_ob_in_map(new_monster,map);
- total_experience+= this_monster->stats.exp;
- for(at = new_monster->arch; at != NULL; at = at->more)
- number_monsters++;
- RP->total_map_hp+=new_monster->stats.hp; /* a global count */
- }
- else {
- failed_placements++;
+ while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8)
+ {
+ object *this_monster = style_map->pick_random_object (rmg_rndm);
+ int x, y, freeindex;
+
+ if (this_monster == NULL)
+ return; /* no monster?? */
+
+ x = rmg_rndm (RP->Xsize);
+ y = rmg_rndm (RP->Ysize);
+ freeindex = find_first_free_spot (this_monster, map, x, y);
+ if (freeindex != -1)
+ {
+ object *new_monster = this_monster->deep_clone ();
+ x += freearr_x[freeindex];
+ y += freearr_y[freeindex];
+ map->insert (new_monster, x, y, 0, INS_NO_MERGE | INS_NO_WALK_ON);
+
+ if (new_monster->is_alive ())
+ {
+ total_experience += this_monster->stats.exp;
+
+ for (at = new_monster->arch; at; at = (archetype *)at->more)
+ number_monsters++;
+
+ assert (new_monster->stats.hp >= 0);
+ RP->total_map_hp += new_monster->stats.hp; /* a global count */
+ }
+ else
+ failed_placements++;
+ }
+ else
+ failed_placements++;
+
+ exp_per_sq = (sint64) (((double) 1000 * total_experience) / (map->width * map->height + 1));
}
- exp_per_sq=(sint64)(((double)1000*total_experience)/(MAP_WIDTH(map)*MAP_HEIGHT(map)+1));
- }
}