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Comparing deliantra/server/random_maps/monster.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.16 by root, Sat Feb 17 23:32:11 2007 UTC

1/* 1/*
2 * static char *rcsid_monster_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: monster.C,v 1.2 2006/08/29 08:01:36 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>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29#include <global.h> 25#include <global.h>
30#include <random_map.h> 26#include <random_map.h>
31#include <rproto.h> 27#include <rproto.h>
32 28
33/* some monsters are multisquare, and these guys require special 29/* some monsters are multisquare, and these guys require special
34 handling. */ 30 handling. */
35 31
32void
36void insert_multisquare_ob_in_map(object *new_obj,mapstruct *map) { 33insert_multisquare_ob_in_map (object *new_obj, maptile *map)
34{
37 int x,y; 35 int x, y;
38 archetype *at; 36 archetype *at;
39 object *old_seg; 37 object *old_seg;
40 object *head; 38 object *head;
39
41 /* first insert the head */ 40 /* first insert the head */
42 insert_ob_in_map(new_obj,map,new_obj,INS_NO_MERGE | INS_NO_WALK_ON); 41 insert_ob_in_map (new_obj, map, new_obj, INS_NO_MERGE | INS_NO_WALK_ON);
43 42
44 x = new_obj->x; 43 x = new_obj->x;
45 y = new_obj->y; 44 y = new_obj->y;
46 old_seg=new_obj; 45 old_seg = new_obj;
47 head = new_obj; 46 head = new_obj;
47
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 object *new_seg; 50 object *new_seg;
51
50 new_seg = arch_to_object(at); 52 new_seg = arch_to_object (at);
51 new_seg->x = x + at->clone.x; 53 new_seg->x = x + at->clone.x;
52 new_seg->y = y + at->clone.y; 54 new_seg->y = y + at->clone.y;
53 new_seg->map = old_seg->map; 55 new_seg->map = old_seg->map;
54 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);
55 new_seg->head = head; 57 new_seg->head = head;
56 old_seg->more = new_seg; 58 old_seg->more = new_seg;
57 old_seg = new_seg; 59 old_seg = new_seg;
58 } 60 }
61
59 old_seg->more = NULL; 62 old_seg->more = NULL;
60
61
62} 63}
63
64 64
65/* place some monsters into the map. */ 65/* place some monsters into the map. */
66void
66void place_monsters(mapstruct *map, char *monsterstyle, int difficulty,RMParms *RP) { 67place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP)
68{
67 char styledirname[256]; 69 char styledirname[1024];
68 mapstruct *style_map=0; 70 maptile *style_map = 0;
69 int failed_placements; 71 int failed_placements;
70 sint64 exp_per_sq, total_experience; 72 sint64 exp_per_sq, total_experience;
71 int number_monsters=0; 73 int number_monsters = 0;
72 archetype *at; 74 archetype *at;
73 75
74 sprintf(styledirname,"%s","/styles/monsterstyles"); 76 sprintf (styledirname, "%s", "/styles/monsterstyles");
75 style_map = find_style(styledirname,monsterstyle,difficulty); 77 style_map = find_style (styledirname, monsterstyle, difficulty);
76 if(style_map == 0) return; 78 if (!style_map)
79 return;
77 80
78 /* fill up the map with random monsters from the monster style*/ 81 /* fill up the map with random monsters from the monster style */
79 82
80 total_experience = 0; 83 total_experience = 0;
81 failed_placements = 0; 84 failed_placements = 0;
82 exp_per_sq = 0; 85 exp_per_sq = 0;
83 while(exp_per_sq <= level_exp(difficulty,1.0) && failed_placements < 100 86 while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8)
84 && number_monsters < (RP->Xsize * RP->Ysize)/8) { 87 {
85 object *this_monster=pick_random_object(style_map); 88 object *this_monster = style_map->pick_random_object ();
86 int x,y,freeindex; 89 int x, y, freeindex;
87 if(this_monster == NULL) return; /* no monster?? */ 90
88 x = RANDOM() % RP->Xsize; 91 if (this_monster == NULL)
89 y = RANDOM() % RP->Ysize; 92 return; /* no monster?? */
93
94 x = rndm (RP->Xsize);
95 y = rndm (RP->Ysize);
90 freeindex = find_first_free_spot(this_monster,map,x,y); 96 freeindex = find_first_free_spot (this_monster, map, x, y);
91 if(freeindex!=-1) { 97 if (freeindex != -1)
98 {
92 object *new_monster = arch_to_object(this_monster->arch); 99 object *new_monster = arch_to_object (this_monster->arch);
100
93 x += freearr_x[freeindex]; 101 x += freearr_x[freeindex];
94 y += freearr_y[freeindex]; 102 y += freearr_y[freeindex];
95 copy_object_with_inv(this_monster,new_monster); 103 copy_object_with_inv (this_monster, new_monster);
96 new_monster->x = x; 104 new_monster->x = x;
97 new_monster->y = y; 105 new_monster->y = y;
98 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 {
99 total_experience+= this_monster->stats.exp; 110 total_experience += this_monster->stats.exp;
111
100 for(at = new_monster->arch; at != NULL; at = at->more) 112 for (at = new_monster->arch; at; at = at->more)
101 number_monsters++; 113 number_monsters++;
114
115 assert (new_monster->stats.hp >= 0);
102 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++;
120 }
121 else
122 failed_placements++;
123
124 exp_per_sq = (sint64) (((double) 1000 * total_experience) / (map->width * map->height + 1));
103 } 125 }
104 else {
105 failed_placements++;
106 }
107 exp_per_sq=(sint64)(((double)1000*total_experience)/(MAP_WIDTH(map)*MAP_HEIGHT(map)+1));
108 }
109} 126}

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