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Comparing deliantra/server/random_maps/monster.C (file contents):
Revision 1.20 by root, Thu Nov 8 19:43:25 2007 UTC vs.
Revision 1.23 by root, Sun May 4 08:25:33 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
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
28/* some monsters are multisquare, and these guys require special
29 handling. */
30
31void
32insert_multisquare_ob_in_map (object *new_obj, maptile *map)
33{
34 int x, y;
35 object *old_seg;
36 object *head;
37
38 /* first insert the head */
39 insert_ob_in_map (new_obj, map, new_obj, INS_NO_MERGE | INS_NO_WALK_ON);
40
41 x = new_obj->x;
42 y = new_obj->y;
43 old_seg = new_obj;
44 head = new_obj;
45
46 //TODO: use expand_tail + insert instead
47 for (archetype *at = (archetype *)new_obj->arch->more; at; at = (archetype *)at->more)
48 {
49 object *new_seg;
50
51 new_seg = arch_to_object (at);
52 new_seg->x = x + at->x;
53 new_seg->y = y + at->y;
54 new_seg->map = old_seg->map;
55 insert_ob_in_map (new_seg, new_seg->map, new_seg, INS_NO_MERGE | INS_NO_WALK_ON);
56 new_seg->head = head;
57 old_seg->more = new_seg;
58 old_seg = new_seg;
59 }
60
61 old_seg->more = 0;
62}
63 27
64/* place some monsters into the map. */ 28/* place some monsters into the map. */
65void 29void
66place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP) 30place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP)
67{ 31{
93 x = rndm (RP->Xsize); 57 x = rndm (RP->Xsize);
94 y = rndm (RP->Ysize); 58 y = rndm (RP->Ysize);
95 freeindex = find_first_free_spot (this_monster, map, x, y); 59 freeindex = find_first_free_spot (this_monster, map, x, y);
96 if (freeindex != -1) 60 if (freeindex != -1)
97 { 61 {
98 object *new_monster = arch_to_object (this_monster->arch); 62 object *new_monster = this_monster->deep_clone ();
99
100 x += freearr_x[freeindex]; 63 x += freearr_x[freeindex];
101 y += freearr_y[freeindex]; 64 y += freearr_y[freeindex];
102 copy_object_with_inv (this_monster, new_monster); 65 map->insert (new_monster, x, y, 0, INS_NO_MERGE | INS_NO_WALK_ON);
103 new_monster->x = x;
104 new_monster->y = y;
105 insert_multisquare_ob_in_map (new_monster, map);
106 66
107 if (new_monster->is_alive ()) 67 if (new_monster->is_alive ())
108 { 68 {
109 total_experience += this_monster->stats.exp; 69 total_experience += this_monster->stats.exp;
110 70

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