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Comparing deliantra/server/random_maps/monster.C (file contents):
Revision 1.10 by root, Sun Dec 31 20:46:17 2006 UTC vs.
Revision 1.17 by root, Mon Jun 4 13:04:00 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
4 3 *
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
48 for (at = new_obj->arch->more; at != NULL; at = at->more) 48 for (at = new_obj->arch->more; at != NULL; at = 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;
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);
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);
107
108 if (new_monster->is_alive ())
109 {
106 total_experience += this_monster->stats.exp; 110 total_experience += this_monster->stats.exp;
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++;
114
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 */
117 }
118 else
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));

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