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Comparing deliantra/server/random_maps/monster.C (file contents):
Revision 1.12 by root, Mon Jan 15 15:54:19 2007 UTC vs.
Revision 1.23 by root, Sun May 4 08:25:33 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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
29/* some monsters are multisquare, and these guys require special
30 handling. */
31
32void
33insert_multisquare_ob_in_map (object *new_obj, maptile *map)
34{
35 int x, y;
36 archetype *at;
37 object *old_seg;
38 object *head;
39
40 /* first insert the head */
41 insert_ob_in_map (new_obj, map, new_obj, INS_NO_MERGE | INS_NO_WALK_ON);
42
43 x = new_obj->x;
44 y = new_obj->y;
45 old_seg = new_obj;
46 head = new_obj;
47
48 for (at = new_obj->arch->more; at != NULL; at = at->more)
49 {
50 object *new_seg;
51
52 new_seg = arch_to_object (at);
53 new_seg->x = x + at->clone.x;
54 new_seg->y = y + at->clone.y;
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);
57 new_seg->head = head;
58 old_seg->more = new_seg;
59 old_seg = new_seg;
60 }
61
62 old_seg->more = NULL;
63}
64 27
65/* place some monsters into the map. */ 28/* place some monsters into the map. */
66void 29void
67place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP) 30place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP)
68{ 31{
73 int number_monsters = 0; 36 int number_monsters = 0;
74 archetype *at; 37 archetype *at;
75 38
76 sprintf (styledirname, "%s", "/styles/monsterstyles"); 39 sprintf (styledirname, "%s", "/styles/monsterstyles");
77 style_map = find_style (styledirname, monsterstyle, difficulty); 40 style_map = find_style (styledirname, monsterstyle, difficulty);
78 if (style_map == 0) 41 if (!style_map)
79 return; 42 return;
80 43
81 /* fill up the map with random monsters from the monster style */ 44 /* fill up the map with random monsters from the monster style */
82 45
83 total_experience = 0; 46 total_experience = 0;
84 failed_placements = 0; 47 failed_placements = 0;
85 exp_per_sq = 0; 48 exp_per_sq = 0;
86 while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8) 49 while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8)
87 { 50 {
88 object *this_monster = pick_random_object (style_map); 51 object *this_monster = style_map->pick_random_object ();
89 int x, y, freeindex; 52 int x, y, freeindex;
90 53
91 if (this_monster == NULL) 54 if (this_monster == NULL)
92 return; /* no monster?? */ 55 return; /* no monster?? */
93 56
94 x = RANDOM () % RP->Xsize; 57 x = rndm (RP->Xsize);
95 y = RANDOM () % RP->Ysize; 58 y = rndm (RP->Ysize);
96 freeindex = find_first_free_spot (this_monster, map, x, y); 59 freeindex = find_first_free_spot (this_monster, map, x, y);
97 if (freeindex != -1) 60 if (freeindex != -1)
98 { 61 {
99 object *new_monster = arch_to_object (this_monster->arch); 62 object *new_monster = this_monster->deep_clone ();
100
101 x += freearr_x[freeindex]; 63 x += freearr_x[freeindex];
102 y += freearr_y[freeindex]; 64 y += freearr_y[freeindex];
103 copy_object_with_inv (this_monster, new_monster); 65 map->insert (new_monster, x, y, 0, INS_NO_MERGE | INS_NO_WALK_ON);
104 new_monster->x = x;
105 new_monster->y = y;
106 insert_multisquare_ob_in_map (new_monster, map);
107 total_experience += this_monster->stats.exp;
108 66
109 for (at = new_monster->arch; at; at = at->more) 67 if (new_monster->is_alive ())
110 number_monsters++; 68 {
69 total_experience += this_monster->stats.exp;
111 70
71 for (at = new_monster->arch; at; at = (archetype *)at->more)
72 number_monsters++;
73
74 assert (new_monster->stats.hp >= 0);
112 RP->total_map_hp += new_monster->stats.hp; /* a global count */ 75 RP->total_map_hp += new_monster->stats.hp; /* a global count */
76 }
77 else
78 failed_placements++;
113 } 79 }
114 else 80 else
115 failed_placements++; 81 failed_placements++;
116 82
117 exp_per_sq = (sint64) (((double) 1000 * total_experience) / (map->width * map->height + 1)); 83 exp_per_sq = (sint64) (((double) 1000 * total_experience) / (map->width * map->height + 1));

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