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/cvs/deliantra/server/random_maps/monster.C
Revision: 1.8
Committed: Sun Dec 31 17:17:23 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +4 -6 lines
Log Message:
many minor changes everywhere, random maps crash sometimes but design is in place

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <random_map.h>
26 #include <rproto.h>
27
28 /* some monsters are multisquare, and these guys require special
29 handling. */
30
31 void
32 insert_multisquare_ob_in_map (object *new_obj, maptile *map)
33 {
34 int x, y;
35 archetype *at;
36 object *old_seg;
37 object *head;
38
39 /* first insert the head */
40 insert_ob_in_map (new_obj, map, new_obj, INS_NO_MERGE | INS_NO_WALK_ON);
41
42 x = new_obj->x;
43 y = new_obj->y;
44 old_seg = new_obj;
45 head = new_obj;
46
47 for (at = new_obj->arch->more; at != NULL; at = at->more)
48 {
49 object *new_seg;
50
51 new_seg = arch_to_object (at);
52 new_seg->x = x + at->clone.x;
53 new_seg->y = y + at->clone.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 = NULL;
62 }
63
64 /* place some monsters into the map. */
65 void
66 place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params * RP)
67 {
68 char styledirname[256];
69 maptile *style_map = 0;
70 int failed_placements;
71 sint64 exp_per_sq, total_experience;
72 int number_monsters = 0;
73 archetype *at;
74
75 sprintf (styledirname, "%s", "/styles/monsterstyles");
76 style_map = find_style (styledirname, monsterstyle, difficulty);
77 if (style_map == 0)
78 return;
79
80 /* fill up the map with random monsters from the monster style */
81
82 total_experience = 0;
83 failed_placements = 0;
84 exp_per_sq = 0;
85 while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8)
86 {
87 object *this_monster = pick_random_object (style_map);
88 int x, y, freeindex;
89
90 if (this_monster == NULL)
91 return; /* no monster?? */
92 x = RANDOM () % RP->Xsize;
93 y = RANDOM () % RP->Ysize;
94 freeindex = find_first_free_spot (this_monster, map, x, y);
95 if (freeindex != -1)
96 {
97 object *new_monster = arch_to_object (this_monster->arch);
98
99 x += freearr_x[freeindex];
100 y += freearr_y[freeindex];
101 copy_object_with_inv (this_monster, new_monster);
102 new_monster->x = x;
103 new_monster->y = y;
104 insert_multisquare_ob_in_map (new_monster, map);
105 total_experience += this_monster->stats.exp;
106 for (at = new_monster->arch; at != NULL; at = at->more)
107 number_monsters++;
108 RP->total_map_hp += new_monster->stats.hp; /* a global count */
109 }
110 else
111 failed_placements++;
112
113 exp_per_sq = (sint64) (((double) 1000 * total_experience) / (map->width * map->height + 1));
114 }
115 }