--- 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)); - } }