1 | |
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2 | /* |
1 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
4 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * This program 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 |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | 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, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | 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 |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <random_map.h> |
26 | #include <random_map.h> |
27 | #include <rproto.h> |
27 | #include <rproto.h> |
28 | |
28 | |
… | |
… | |
64 | |
64 | |
65 | /* place some monsters into the map. */ |
65 | /* place some monsters into the map. */ |
66 | void |
66 | void |
67 | place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP) |
67 | place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP) |
68 | { |
68 | { |
69 | char styledirname[256]; |
69 | char styledirname[1024]; |
70 | maptile *style_map = 0; |
70 | maptile *style_map = 0; |
71 | int failed_placements; |
71 | int failed_placements; |
72 | sint64 exp_per_sq, total_experience; |
72 | sint64 exp_per_sq, total_experience; |
73 | int number_monsters = 0; |
73 | int number_monsters = 0; |
74 | archetype *at; |
74 | archetype *at; |
75 | |
75 | |
76 | sprintf (styledirname, "%s", "/styles/monsterstyles"); |
76 | sprintf (styledirname, "%s", "/styles/monsterstyles"); |
77 | style_map = find_style (styledirname, monsterstyle, difficulty); |
77 | style_map = find_style (styledirname, monsterstyle, difficulty); |
78 | if (style_map == 0) |
78 | if (!style_map) |
79 | return; |
79 | return; |
80 | |
80 | |
81 | /* fill up the map with random monsters from the monster style */ |
81 | /* fill up the map with random monsters from the monster style */ |
82 | |
82 | |
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 | x = RANDOM () % RP->Xsize; |
93 | |
94 | y = RANDOM () % RP->Ysize; |
94 | x = rndm (RP->Xsize); |
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95 | y = rndm (RP->Ysize); |
95 | freeindex = find_first_free_spot (this_monster, map, x, y); |
96 | freeindex = find_first_free_spot (this_monster, map, x, y); |
96 | if (freeindex != -1) |
97 | if (freeindex != -1) |
97 | { |
98 | { |
98 | object *new_monster = arch_to_object (this_monster->arch); |
99 | object *new_monster = arch_to_object (this_monster->arch); |
99 | |
100 | |
… | |
… | |
101 | y += freearr_y[freeindex]; |
102 | y += freearr_y[freeindex]; |
102 | copy_object_with_inv (this_monster, new_monster); |
103 | copy_object_with_inv (this_monster, new_monster); |
103 | new_monster->x = x; |
104 | new_monster->x = x; |
104 | new_monster->y = y; |
105 | new_monster->y = y; |
105 | insert_multisquare_ob_in_map (new_monster, map); |
106 | insert_multisquare_ob_in_map (new_monster, map); |
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107 | |
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108 | if (new_monster->is_alive ()) |
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109 | { |
106 | total_experience += this_monster->stats.exp; |
110 | total_experience += this_monster->stats.exp; |
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111 | |
107 | for (at = new_monster->arch; at != NULL; at = at->more) |
112 | for (at = new_monster->arch; at; at = at->more) |
108 | number_monsters++; |
113 | number_monsters++; |
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114 | |
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115 | assert (new_monster->stats.hp >= 0); |
109 | RP->total_map_hp += new_monster->stats.hp; /* a global count */ |
116 | RP->total_map_hp += new_monster->stats.hp; /* a global count */ |
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117 | } |
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118 | else |
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119 | failed_placements++; |
110 | } |
120 | } |
111 | else |
121 | else |
112 | failed_placements++; |
122 | failed_placements++; |
113 | |
123 | |
114 | exp_per_sq = (sint64) (((double) 1000 * total_experience) / (map->width * map->height + 1)); |
124 | exp_per_sq = (sint64) (((double) 1000 * total_experience) / (map->width * map->height + 1)); |