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