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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 1.21 by root, Fri Apr 11 21:09:53 2008 UTC

1/* 1/*
2 * static char *rcsid_monster_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: monster.C,v 1.2 2006/08/29 08:01:36 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
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
10 * the Free Software Foundation, either version 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
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 23
29#include <global.h> 24#include <global.h>
30#include <random_map.h> 25#include <random_map.h>
31#include <rproto.h> 26#include <rproto.h>
32 27
33/* some monsters are multisquare, and these guys require special 28/* some monsters are multisquare, and these guys require special
34 handling. */ 29 handling. */
35 30
31void
36void insert_multisquare_ob_in_map(object *new_obj,mapstruct *map) { 32insert_multisquare_ob_in_map (object *new_obj, maptile *map)
33{
37 int x,y; 34 int x, y;
38 archetype *at;
39 object *old_seg; 35 object *old_seg;
40 object *head; 36 object *head;
37
41 /* first insert the head */ 38 /* first insert the head */
42 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 40
44 x = new_obj->x; 41 x = new_obj->x;
45 y = new_obj->y; 42 y = new_obj->y;
46 old_seg=new_obj; 43 old_seg = new_obj;
47 head = new_obj; 44 head = new_obj;
48 for(at=new_obj->arch->more;at!=NULL;at=at->more) {
49 object *new_seg;
50 new_seg = arch_to_object(at);
51 new_seg->x = x + at->clone.x;
52 new_seg->y = y + at->clone.y;
53 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);
55 new_seg->head = head;
56 old_seg->more = new_seg;
57 old_seg = new_seg;
58 }
59 old_seg->more = NULL;
60 45
46 //TODO: use expand_tail + insert instead
47 for (archetype *at = (archetype *)new_obj->arch->more; at; at = (archetype *)at->more)
48 {
49 object *new_seg;
61 50
51 new_seg = arch_to_object (at);
52 new_seg->x = x + at->x;
53 new_seg->y = y + at->y;
54 new_seg->map = old_seg->map;
55 insert_ob_in_map (new_seg, new_seg->map, new_seg, INS_NO_MERGE | INS_NO_WALK_ON);
56 new_seg->head = head;
57 old_seg->more = new_seg;
58 old_seg = new_seg;
59 }
60
61 old_seg->more = 0;
62} 62}
63
64 63
65/* place some monsters into the map. */ 64/* place some monsters into the map. */
65void
66void place_monsters(mapstruct *map, char *monsterstyle, int difficulty,RMParms *RP) { 66place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP)
67{
67 char styledirname[256]; 68 char styledirname[1024];
68 mapstruct *style_map=0; 69 maptile *style_map = 0;
69 int failed_placements; 70 int failed_placements;
70 sint64 exp_per_sq, total_experience; 71 sint64 exp_per_sq, total_experience;
71 int number_monsters=0; 72 int number_monsters = 0;
72 archetype *at; 73 archetype *at;
73 74
74 sprintf(styledirname,"%s","/styles/monsterstyles"); 75 sprintf (styledirname, "%s", "/styles/monsterstyles");
75 style_map = find_style(styledirname,monsterstyle,difficulty); 76 style_map = find_style (styledirname, monsterstyle, difficulty);
76 if(style_map == 0) return; 77 if (!style_map)
78 return;
77 79
78 /* fill up the map with random monsters from the monster style*/ 80 /* fill up the map with random monsters from the monster style */
79 81
80 total_experience = 0; 82 total_experience = 0;
81 failed_placements = 0; 83 failed_placements = 0;
82 exp_per_sq = 0; 84 exp_per_sq = 0;
83 while(exp_per_sq <= level_exp(difficulty,1.0) && failed_placements < 100 85 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) { 86 {
85 object *this_monster=pick_random_object(style_map); 87 object *this_monster = style_map->pick_random_object ();
86 int x,y,freeindex; 88 int x, y, freeindex;
87 if(this_monster == NULL) return; /* no monster?? */ 89
88 x = RANDOM() % RP->Xsize; 90 if (this_monster == NULL)
89 y = RANDOM() % RP->Ysize; 91 return; /* no monster?? */
92
93 x = rndm (RP->Xsize);
94 y = rndm (RP->Ysize);
90 freeindex = find_first_free_spot(this_monster,map,x,y); 95 freeindex = find_first_free_spot (this_monster, map, x, y);
91 if(freeindex!=-1) { 96 if (freeindex != -1)
97 {
92 object *new_monster = arch_to_object(this_monster->arch); 98 object *new_monster = arch_to_object (this_monster->arch);
99
93 x += freearr_x[freeindex]; 100 x += freearr_x[freeindex];
94 y += freearr_y[freeindex]; 101 y += freearr_y[freeindex];
95 copy_object_with_inv(this_monster,new_monster); 102 copy_object_with_inv (this_monster, new_monster);
96 new_monster->x = x; 103 new_monster->x = x;
97 new_monster->y = y; 104 new_monster->y = y;
98 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 {
99 total_experience+= this_monster->stats.exp; 109 total_experience += this_monster->stats.exp;
110
100 for(at = new_monster->arch; at != NULL; at = at->more) 111 for (at = new_monster->arch; at; at = (archetype *)at->more)
101 number_monsters++; 112 number_monsters++;
113
114 assert (new_monster->stats.hp >= 0);
102 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++;
119 }
120 else
121 failed_placements++;
122
123 exp_per_sq = (sint64) (((double) 1000 * total_experience) / (map->width * map->height + 1));
103 } 124 }
104 else {
105 failed_placements++;
106 }
107 exp_per_sq=(sint64)(((double)1000*total_experience)/(MAP_WIDTH(map)*MAP_HEIGHT(map)+1));
108 }
109} 125}

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