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/cvs/deliantra/server/random_maps/monster.C
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Comparing deliantra/server/random_maps/monster.C (file contents):
Revision 1.15 by root, Sat Jan 27 12:45:04 2007 UTC vs.
Revision 1.18 by root, Tue Jun 5 13:05:02 2007 UTC

31 31
32void 32void
33insert_multisquare_ob_in_map (object *new_obj, maptile *map) 33insert_multisquare_ob_in_map (object *new_obj, maptile *map)
34{ 34{
35 int x, y; 35 int x, y;
36 archetype *at;
37 object *old_seg; 36 object *old_seg;
38 object *head; 37 object *head;
39 38
40 /* first insert the head */ 39 /* first insert the head */
41 insert_ob_in_map (new_obj, map, new_obj, INS_NO_MERGE | INS_NO_WALK_ON); 40 insert_ob_in_map (new_obj, map, new_obj, INS_NO_MERGE | INS_NO_WALK_ON);
43 x = new_obj->x; 42 x = new_obj->x;
44 y = new_obj->y; 43 y = new_obj->y;
45 old_seg = new_obj; 44 old_seg = new_obj;
46 head = new_obj; 45 head = new_obj;
47 46
48 for (at = new_obj->arch->more; at != NULL; at = at->more) 47 //TODO: use expand_tail + insert instead
48 for (archetype *at = (archetype *)new_obj->arch->more; at; at = (archetype *)at->more)
49 { 49 {
50 object *new_seg; 50 object *new_seg;
51 51
52 new_seg = arch_to_object (at); 52 new_seg = arch_to_object (at);
53 new_seg->x = x + at->clone.x; 53 new_seg->x = x + at->x;
54 new_seg->y = y + at->clone.y; 54 new_seg->y = y + at->y;
55 new_seg->map = old_seg->map; 55 new_seg->map = old_seg->map;
56 insert_ob_in_map (new_seg, new_seg->map, new_seg, INS_NO_MERGE | INS_NO_WALK_ON); 56 insert_ob_in_map (new_seg, new_seg->map, new_seg, INS_NO_MERGE | INS_NO_WALK_ON);
57 new_seg->head = head; 57 new_seg->head = head;
58 old_seg->more = new_seg; 58 old_seg->more = new_seg;
59 old_seg = new_seg; 59 old_seg = new_seg;
60 } 60 }
61 61
62 old_seg->more = NULL; 62 old_seg->more = 0;
63} 63}
64 64
65/* place some monsters into the map. */ 65/* place some monsters into the map. */
66void 66void
67place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP) 67place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP)
83 total_experience = 0; 83 total_experience = 0;
84 failed_placements = 0; 84 failed_placements = 0;
85 exp_per_sq = 0; 85 exp_per_sq = 0;
86 while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8) 86 while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8)
87 { 87 {
88 object *this_monster = pick_random_object (style_map); 88 object *this_monster = style_map->pick_random_object ();
89 int x, y, freeindex; 89 int x, y, freeindex;
90 90
91 if (this_monster == NULL) 91 if (this_monster == NULL)
92 return; /* no monster?? */ 92 return; /* no monster?? */
93 93
107 107
108 if (new_monster->is_alive ()) 108 if (new_monster->is_alive ())
109 { 109 {
110 total_experience += this_monster->stats.exp; 110 total_experience += this_monster->stats.exp;
111 111
112 for (at = new_monster->arch; at; at = at->more) 112 for (at = new_monster->arch; at; at = (archetype *)at->more)
113 number_monsters++; 113 number_monsters++;
114 114
115 assert (new_monster->stats.hp >= 0); 115 assert (new_monster->stats.hp >= 0);
116 RP->total_map_hp += new_monster->stats.hp; /* a global count */ 116 RP->total_map_hp += new_monster->stats.hp; /* a global count */
117 } 117 }

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