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/* |
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* CrossFire, A Multiplayer game |
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* |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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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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* |
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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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* |
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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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* |
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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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* |
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* The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
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|
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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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|
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/* some monsters are multisquare, and these guys require special |
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handling. */ |
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|
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void |
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insert_multisquare_ob_in_map (object *new_obj, maptile *map) |
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{ |
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int x, y; |
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archetype *at; |
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object *old_seg; |
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object *head; |
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|
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/* first insert the head */ |
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insert_ob_in_map (new_obj, map, new_obj, INS_NO_MERGE | INS_NO_WALK_ON); |
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|
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x = new_obj->x; |
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y = new_obj->y; |
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old_seg = new_obj; |
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head = new_obj; |
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|
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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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|
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new_seg = arch_to_object (at); |
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new_seg->x = x + at->x; |
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new_seg->y = y + at->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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|
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old_seg->more = NULL; |
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} |
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|
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/* place some monsters into the map. */ |
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void |
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place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP) |
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{ |
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char styledirname[1024]; |
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maptile *style_map = 0; |
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int failed_placements; |
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sint64 exp_per_sq, total_experience; |
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int number_monsters = 0; |
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archetype *at; |
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|
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sprintf (styledirname, "%s", "/styles/monsterstyles"); |
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style_map = find_style (styledirname, monsterstyle, difficulty); |
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if (!style_map) |
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return; |
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|
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/* fill up the map with random monsters from the monster style */ |
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|
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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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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 = style_map->pick_random_object (); |
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int x, y, freeindex; |
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|
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if (this_monster == NULL) |
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return; /* no monster?? */ |
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|
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x = rndm (RP->Xsize); |
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y = rndm (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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|
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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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|
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if (new_monster->is_alive ()) |
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{ |
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total_experience += this_monster->stats.exp; |
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|
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for (at = new_monster->arch; at; at = at->more) |
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number_monsters++; |
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|
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assert (new_monster->stats.hp >= 0); |
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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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failed_placements++; |
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} |
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else |
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failed_placements++; |
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|
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exp_per_sq = (sint64) (((double) 1000 * total_experience) / (map->width * map->height + 1)); |
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} |
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} |