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Comparing deliantra/server/random_maps/monster.C (file contents):
Revision 1.3 by root, Sun Sep 10 16:06:37 2006 UTC vs.
Revision 1.17 by root, Mon Jun 4 13:04:00 2007 UTC

1
2/* 1/*
3 * static char *rcsid_monster_c = 2 * CrossFire, A Multiplayer game
4 * "$Id: monster.C,v 1.3 2006/09/10 16:06:37 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
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
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
5 */ 23 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30#include <global.h> 25#include <global.h>
31#include <random_map.h> 26#include <random_map.h>
32#include <rproto.h> 27#include <rproto.h>
33 28
34/* some monsters are multisquare, and these guys require special 29/* some monsters are multisquare, and these guys require special
35 handling. */ 30 handling. */
36 31
37void 32void
38insert_multisquare_ob_in_map (object *new_obj, mapstruct *map) 33insert_multisquare_ob_in_map (object *new_obj, maptile *map)
39{ 34{
40 int x, y; 35 int x, y;
41 archetype *at; 36 archetype *at;
42 object *old_seg; 37 object *old_seg;
43 object *head; 38 object *head;
47 42
48 x = new_obj->x; 43 x = new_obj->x;
49 y = new_obj->y; 44 y = new_obj->y;
50 old_seg = new_obj; 45 old_seg = new_obj;
51 head = new_obj; 46 head = new_obj;
47
52 for (at = new_obj->arch->more; at != NULL; at = at->more) 48 for (at = new_obj->arch->more; at != NULL; at = at->more)
53 { 49 {
54 object *new_seg; 50 object *new_seg;
55 51
56 new_seg = arch_to_object (at); 52 new_seg = arch_to_object (at);
57 new_seg->x = x + at->clone.x; 53 new_seg->x = x + at->x;
58 new_seg->y = y + at->clone.y; 54 new_seg->y = y + at->y;
59 new_seg->map = old_seg->map; 55 new_seg->map = old_seg->map;
60 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);
61 new_seg->head = head; 57 new_seg->head = head;
62 old_seg->more = new_seg; 58 old_seg->more = new_seg;
63 old_seg = new_seg; 59 old_seg = new_seg;
64 } 60 }
61
65 old_seg->more = NULL; 62 old_seg->more = NULL;
66
67
68} 63}
69
70 64
71/* place some monsters into the map. */ 65/* place some monsters into the map. */
72void 66void
73place_monsters (mapstruct *map, char *monsterstyle, int difficulty, RMParms * RP) 67place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP)
74{ 68{
75 char styledirname[256]; 69 char styledirname[1024];
76 mapstruct *style_map = 0; 70 maptile *style_map = 0;
77 int failed_placements; 71 int failed_placements;
78 sint64 exp_per_sq, total_experience; 72 sint64 exp_per_sq, total_experience;
79 int number_monsters = 0; 73 int number_monsters = 0;
80 archetype *at; 74 archetype *at;
81 75
82 sprintf (styledirname, "%s", "/styles/monsterstyles"); 76 sprintf (styledirname, "%s", "/styles/monsterstyles");
83 style_map = find_style (styledirname, monsterstyle, difficulty); 77 style_map = find_style (styledirname, monsterstyle, difficulty);
84 if (style_map == 0) 78 if (!style_map)
85 return; 79 return;
86 80
87 /* fill up the map with random monsters from the monster style */ 81 /* fill up the map with random monsters from the monster style */
88 82
89 total_experience = 0; 83 total_experience = 0;
90 failed_placements = 0; 84 failed_placements = 0;
91 exp_per_sq = 0; 85 exp_per_sq = 0;
92 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)
93 { 87 {
94 object *this_monster = pick_random_object (style_map); 88 object *this_monster = style_map->pick_random_object ();
95 int x, y, freeindex; 89 int x, y, freeindex;
96 90
97 if (this_monster == NULL) 91 if (this_monster == NULL)
98 return; /* no monster?? */ 92 return; /* no monster?? */
99 x = RANDOM () % RP->Xsize; 93
100 y = RANDOM () % RP->Ysize; 94 x = rndm (RP->Xsize);
95 y = rndm (RP->Ysize);
101 freeindex = find_first_free_spot (this_monster, map, x, y); 96 freeindex = find_first_free_spot (this_monster, map, x, y);
102 if (freeindex != -1) 97 if (freeindex != -1)
103 { 98 {
104 object *new_monster = arch_to_object (this_monster->arch); 99 object *new_monster = arch_to_object (this_monster->arch);
105 100
107 y += freearr_y[freeindex]; 102 y += freearr_y[freeindex];
108 copy_object_with_inv (this_monster, new_monster); 103 copy_object_with_inv (this_monster, new_monster);
109 new_monster->x = x; 104 new_monster->x = x;
110 new_monster->y = y; 105 new_monster->y = y;
111 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 {
112 total_experience += this_monster->stats.exp; 110 total_experience += this_monster->stats.exp;
111
113 for (at = new_monster->arch; at != NULL; at = at->more) 112 for (at = new_monster->arch; at; at = at->more)
114 number_monsters++; 113 number_monsters++;
114
115 assert (new_monster->stats.hp >= 0);
115 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++;
116 } 120 }
117 else 121 else
118 {
119 failed_placements++; 122 failed_placements++;
120 } 123
121 exp_per_sq = (sint64) (((double) 1000 * total_experience) / (MAP_WIDTH (map) * MAP_HEIGHT (map) + 1)); 124 exp_per_sq = (sint64) (((double) 1000 * total_experience) / (map->width * map->height + 1));
122 } 125 }
123} 126}

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