/*
* This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
*
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Crossfire TRT is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
#include
#include
#include
/* some monsters are multisquare, and these guys require special
handling. */
void
insert_multisquare_ob_in_map (object *new_obj, maptile *map)
{
int x, y;
object *old_seg;
object *head;
/* first insert the head */
insert_ob_in_map (new_obj, map, new_obj, INS_NO_MERGE | INS_NO_WALK_ON);
x = new_obj->x;
y = new_obj->y;
old_seg = new_obj;
head = new_obj;
//TODO: use expand_tail + insert instead
for (archetype *at = (archetype *)new_obj->arch->more; at; at = (archetype *)at->more)
{
object *new_seg;
new_seg = arch_to_object (at);
new_seg->x = x + at->x;
new_seg->y = y + at->y;
new_seg->map = old_seg->map;
insert_ob_in_map (new_seg, new_seg->map, new_seg, INS_NO_MERGE | INS_NO_WALK_ON);
new_seg->head = head;
old_seg->more = new_seg;
old_seg = new_seg;
}
old_seg->more = 0;
}
/* place some monsters into the map. */
void
place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP)
{
char styledirname[1024];
maptile *style_map = 0;
int failed_placements;
sint64 exp_per_sq, total_experience;
int number_monsters = 0;
archetype *at;
sprintf (styledirname, "%s", "/styles/monsterstyles");
style_map = find_style (styledirname, monsterstyle, difficulty);
if (!style_map)
return;
/* fill up the map with random monsters from the monster style */
total_experience = 0;
failed_placements = 0;
exp_per_sq = 0;
while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8)
{
object *this_monster = style_map->pick_random_object ();
int x, y, freeindex;
if (this_monster == NULL)
return; /* no monster?? */
x = rndm (RP->Xsize);
y = rndm (RP->Ysize);
freeindex = find_first_free_spot (this_monster, map, x, y);
if (freeindex != -1)
{
object *new_monster = arch_to_object (this_monster->arch);
x += freearr_x[freeindex];
y += freearr_y[freeindex];
copy_object_with_inv (this_monster, new_monster);
new_monster->x = x;
new_monster->y = y;
insert_multisquare_ob_in_map (new_monster, map);
if (new_monster->is_alive ())
{
total_experience += this_monster->stats.exp;
for (at = new_monster->arch; at; at = (archetype *)at->more)
number_monsters++;
assert (new_monster->stats.hp >= 0);
RP->total_map_hp += new_monster->stats.hp; /* a global count */
}
else
failed_placements++;
}
else
failed_placements++;
exp_per_sq = (sint64) (((double) 1000 * total_experience) / (map->width * map->height + 1));
}
}