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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 1.20 by root, Thu Nov 8 19:43:25 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 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, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <random_map.h> 25#include <random_map.h>
27#include <rproto.h> 26#include <rproto.h>
28 27
31 30
32void 31void
33insert_multisquare_ob_in_map (object *new_obj, maptile *map) 32insert_multisquare_ob_in_map (object *new_obj, maptile *map)
34{ 33{
35 int x, y; 34 int x, y;
36 archetype *at;
37 object *old_seg; 35 object *old_seg;
38 object *head; 36 object *head;
39 37
40 /* first insert the head */ 38 /* first insert the head */
41 insert_ob_in_map (new_obj, map, new_obj, INS_NO_MERGE | INS_NO_WALK_ON); 39 insert_ob_in_map (new_obj, map, new_obj, INS_NO_MERGE | INS_NO_WALK_ON);
43 x = new_obj->x; 41 x = new_obj->x;
44 y = new_obj->y; 42 y = new_obj->y;
45 old_seg = new_obj; 43 old_seg = new_obj;
46 head = new_obj; 44 head = new_obj;
47 45
48 for (at = new_obj->arch->more; at != NULL; at = at->more) 46 //TODO: use expand_tail + insert instead
47 for (archetype *at = (archetype *)new_obj->arch->more; at; at = (archetype *)at->more)
49 { 48 {
50 object *new_seg; 49 object *new_seg;
51 50
52 new_seg = arch_to_object (at); 51 new_seg = arch_to_object (at);
53 new_seg->x = x + at->clone.x; 52 new_seg->x = x + at->x;
54 new_seg->y = y + at->clone.y; 53 new_seg->y = y + at->y;
55 new_seg->map = old_seg->map; 54 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); 55 insert_ob_in_map (new_seg, new_seg->map, new_seg, INS_NO_MERGE | INS_NO_WALK_ON);
57 new_seg->head = head; 56 new_seg->head = head;
58 old_seg->more = new_seg; 57 old_seg->more = new_seg;
59 old_seg = new_seg; 58 old_seg = new_seg;
60 } 59 }
61 60
62 old_seg->more = NULL; 61 old_seg->more = 0;
63} 62}
64 63
65/* place some monsters into the map. */ 64/* place some monsters into the map. */
66void 65void
67place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP) 66place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP)
73 int number_monsters = 0; 72 int number_monsters = 0;
74 archetype *at; 73 archetype *at;
75 74
76 sprintf (styledirname, "%s", "/styles/monsterstyles"); 75 sprintf (styledirname, "%s", "/styles/monsterstyles");
77 style_map = find_style (styledirname, monsterstyle, difficulty); 76 style_map = find_style (styledirname, monsterstyle, difficulty);
78 if (style_map == 0) 77 if (!style_map)
79 return; 78 return;
80 79
81 /* fill up the map with random monsters from the monster style */ 80 /* fill up the map with random monsters from the monster style */
82 81
83 total_experience = 0; 82 total_experience = 0;
84 failed_placements = 0; 83 failed_placements = 0;
85 exp_per_sq = 0; 84 exp_per_sq = 0;
86 while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8) 85 while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8)
87 { 86 {
88 object *this_monster = pick_random_object (style_map); 87 object *this_monster = style_map->pick_random_object ();
89 int x, y, freeindex; 88 int x, y, freeindex;
90 89
91 if (this_monster == NULL) 90 if (this_monster == NULL)
92 return; /* no monster?? */ 91 return; /* no monster?? */
93 x = RANDOM () % RP->Xsize; 92
94 y = RANDOM () % RP->Ysize; 93 x = rndm (RP->Xsize);
94 y = rndm (RP->Ysize);
95 freeindex = find_first_free_spot (this_monster, map, x, y); 95 freeindex = find_first_free_spot (this_monster, map, x, y);
96 if (freeindex != -1) 96 if (freeindex != -1)
97 { 97 {
98 object *new_monster = arch_to_object (this_monster->arch); 98 object *new_monster = arch_to_object (this_monster->arch);
99 99
101 y += freearr_y[freeindex]; 101 y += freearr_y[freeindex];
102 copy_object_with_inv (this_monster, new_monster); 102 copy_object_with_inv (this_monster, new_monster);
103 new_monster->x = x; 103 new_monster->x = x;
104 new_monster->y = y; 104 new_monster->y = y;
105 insert_multisquare_ob_in_map (new_monster, map); 105 insert_multisquare_ob_in_map (new_monster, map);
106
107 if (new_monster->is_alive ())
108 {
106 total_experience += this_monster->stats.exp; 109 total_experience += this_monster->stats.exp;
110
107 for (at = new_monster->arch; at != NULL; at = at->more) 111 for (at = new_monster->arch; at; at = (archetype *)at->more)
108 number_monsters++; 112 number_monsters++;
113
114 assert (new_monster->stats.hp >= 0);
109 RP->total_map_hp += new_monster->stats.hp; /* a global count */ 115 RP->total_map_hp += new_monster->stats.hp; /* a global count */
116 }
117 else
118 failed_placements++;
110 } 119 }
111 else 120 else
112 failed_placements++; 121 failed_placements++;
113 122
114 exp_per_sq = (sint64) (((double) 1000 * total_experience) / (map->width * map->height + 1)); 123 exp_per_sq = (sint64) (((double) 1000 * total_experience) / (map->width * map->height + 1));

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