1 | /* |
1 | /* |
2 | * static char *rcsid_monster_c = |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * "$Id: monster.C,v 1.2 2006/08/29 08:01:36 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
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5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation, either version 3 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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20 | * |
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21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
4 | */ |
22 | */ |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
23 | |
29 | #include <global.h> |
24 | #include <global.h> |
30 | #include <random_map.h> |
25 | #include <random_map.h> |
31 | #include <rproto.h> |
26 | #include <rproto.h> |
32 | |
27 | |
33 | /* some monsters are multisquare, and these guys require special |
28 | /* some monsters are multisquare, and these guys require special |
34 | handling. */ |
29 | handling. */ |
35 | |
30 | |
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31 | void |
36 | void insert_multisquare_ob_in_map(object *new_obj,mapstruct *map) { |
32 | insert_multisquare_ob_in_map (object *new_obj, maptile *map) |
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33 | { |
37 | int x,y; |
34 | int x, y; |
38 | archetype *at; |
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39 | object *old_seg; |
35 | object *old_seg; |
40 | object *head; |
36 | object *head; |
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37 | |
41 | /* first insert the head */ |
38 | /* first insert the head */ |
42 | insert_ob_in_map(new_obj,map,new_obj,INS_NO_MERGE | INS_NO_WALK_ON); |
39 | insert_ob_in_map (new_obj, map, new_obj, INS_NO_MERGE | INS_NO_WALK_ON); |
43 | |
40 | |
44 | x = new_obj->x; |
41 | x = new_obj->x; |
45 | y = new_obj->y; |
42 | y = new_obj->y; |
46 | old_seg=new_obj; |
43 | old_seg = new_obj; |
47 | head = new_obj; |
44 | head = new_obj; |
48 | for(at=new_obj->arch->more;at!=NULL;at=at->more) { |
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49 | object *new_seg; |
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50 | new_seg = arch_to_object(at); |
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51 | new_seg->x = x + at->clone.x; |
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52 | new_seg->y = y + at->clone.y; |
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53 | new_seg->map = old_seg->map; |
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54 | insert_ob_in_map(new_seg,new_seg->map, new_seg,INS_NO_MERGE | INS_NO_WALK_ON); |
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55 | new_seg->head = head; |
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56 | old_seg->more = new_seg; |
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57 | old_seg = new_seg; |
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58 | } |
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59 | old_seg->more = NULL; |
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60 | |
45 | |
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46 | //TODO: use expand_tail + insert instead |
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47 | for (archetype *at = (archetype *)new_obj->arch->more; at; at = (archetype *)at->more) |
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48 | { |
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49 | object *new_seg; |
61 | |
50 | |
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51 | new_seg = arch_to_object (at); |
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52 | new_seg->x = x + at->x; |
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53 | new_seg->y = y + at->y; |
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54 | new_seg->map = old_seg->map; |
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55 | insert_ob_in_map (new_seg, new_seg->map, new_seg, INS_NO_MERGE | INS_NO_WALK_ON); |
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56 | new_seg->head = head; |
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57 | old_seg->more = new_seg; |
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58 | old_seg = new_seg; |
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59 | } |
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60 | |
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61 | old_seg->more = 0; |
62 | } |
62 | } |
63 | |
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64 | |
63 | |
65 | /* place some monsters into the map. */ |
64 | /* place some monsters into the map. */ |
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65 | void |
66 | void place_monsters(mapstruct *map, char *monsterstyle, int difficulty,RMParms *RP) { |
66 | place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP) |
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67 | { |
67 | char styledirname[256]; |
68 | char styledirname[1024]; |
68 | mapstruct *style_map=0; |
69 | maptile *style_map = 0; |
69 | int failed_placements; |
70 | int failed_placements; |
70 | sint64 exp_per_sq, total_experience; |
71 | sint64 exp_per_sq, total_experience; |
71 | int number_monsters=0; |
72 | int number_monsters = 0; |
72 | archetype *at; |
73 | archetype *at; |
73 | |
74 | |
74 | sprintf(styledirname,"%s","/styles/monsterstyles"); |
75 | sprintf (styledirname, "%s", "/styles/monsterstyles"); |
75 | style_map = find_style(styledirname,monsterstyle,difficulty); |
76 | style_map = find_style (styledirname, monsterstyle, difficulty); |
76 | if(style_map == 0) return; |
77 | if (!style_map) |
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78 | return; |
77 | |
79 | |
78 | /* fill up the map with random monsters from the monster style*/ |
80 | /* fill up the map with random monsters from the monster style */ |
79 | |
81 | |
80 | total_experience = 0; |
82 | total_experience = 0; |
81 | failed_placements = 0; |
83 | failed_placements = 0; |
82 | exp_per_sq = 0; |
84 | exp_per_sq = 0; |
83 | while(exp_per_sq <= level_exp(difficulty,1.0) && failed_placements < 100 |
85 | while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8) |
84 | && number_monsters < (RP->Xsize * RP->Ysize)/8) { |
86 | { |
85 | object *this_monster=pick_random_object(style_map); |
87 | object *this_monster = style_map->pick_random_object (); |
86 | int x,y,freeindex; |
88 | int x, y, freeindex; |
87 | if(this_monster == NULL) return; /* no monster?? */ |
89 | |
88 | x = RANDOM() % RP->Xsize; |
90 | if (this_monster == NULL) |
89 | y = RANDOM() % RP->Ysize; |
91 | return; /* no monster?? */ |
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92 | |
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93 | x = rndm (RP->Xsize); |
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94 | y = rndm (RP->Ysize); |
90 | freeindex = find_first_free_spot(this_monster,map,x,y); |
95 | freeindex = find_first_free_spot (this_monster, map, x, y); |
91 | if(freeindex!=-1) { |
96 | if (freeindex != -1) |
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97 | { |
92 | object *new_monster = arch_to_object(this_monster->arch); |
98 | object *new_monster = arch_to_object (this_monster->arch); |
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99 | |
93 | x += freearr_x[freeindex]; |
100 | x += freearr_x[freeindex]; |
94 | y += freearr_y[freeindex]; |
101 | y += freearr_y[freeindex]; |
95 | copy_object_with_inv(this_monster,new_monster); |
102 | copy_object_with_inv (this_monster, new_monster); |
96 | new_monster->x = x; |
103 | new_monster->x = x; |
97 | new_monster->y = y; |
104 | new_monster->y = y; |
98 | insert_multisquare_ob_in_map(new_monster,map); |
105 | insert_multisquare_ob_in_map (new_monster, map); |
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106 | |
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107 | if (new_monster->is_alive ()) |
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108 | { |
99 | total_experience+= this_monster->stats.exp; |
109 | total_experience += this_monster->stats.exp; |
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110 | |
100 | for(at = new_monster->arch; at != NULL; at = at->more) |
111 | for (at = new_monster->arch; at; at = (archetype *)at->more) |
101 | number_monsters++; |
112 | number_monsters++; |
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113 | |
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114 | assert (new_monster->stats.hp >= 0); |
102 | RP->total_map_hp+=new_monster->stats.hp; /* a global count */ |
115 | RP->total_map_hp += new_monster->stats.hp; /* a global count */ |
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116 | } |
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117 | else |
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118 | failed_placements++; |
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119 | } |
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120 | else |
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121 | failed_placements++; |
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122 | |
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123 | exp_per_sq = (sint64) (((double) 1000 * total_experience) / (map->width * map->height + 1)); |
103 | } |
124 | } |
104 | else { |
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105 | failed_placements++; |
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106 | } |
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107 | exp_per_sq=(sint64)(((double)1000*total_experience)/(MAP_WIDTH(map)*MAP_HEIGHT(map)+1)); |
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108 | } |
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109 | } |
125 | } |