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Comparing deliantra/server/random_maps/monster.C (file contents):
Revision 1.4 by root, Thu Sep 14 22:34:02 2006 UTC vs.
Revision 1.27 by root, Fri Mar 26 01:04:44 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <random_map.h> 26#include <random_map.h>
26#include <rproto.h> 27#include <rproto.h>
27 28
28/* some monsters are multisquare, and these guys require special
29 handling. */
30
31void
32insert_multisquare_ob_in_map (object *new_obj, mapstruct *map)
33{
34 int x, y;
35 archetype *at;
36 object *old_seg;
37 object *head;
38
39 /* first insert the head */
40 insert_ob_in_map (new_obj, map, new_obj, INS_NO_MERGE | INS_NO_WALK_ON);
41
42 x = new_obj->x;
43 y = new_obj->y;
44 old_seg = new_obj;
45 head = new_obj;
46 for (at = new_obj->arch->more; at != NULL; at = at->more)
47 {
48 object *new_seg;
49
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
61
62}
63
64
65/* place some monsters into the map. */ 29/* place some monsters into the map. */
66void 30void
67place_monsters (mapstruct *map, char *monsterstyle, int difficulty, RMParms * RP) 31place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP)
68{ 32{
69 char styledirname[256]; 33 char styledirname[1024];
70 mapstruct *style_map = 0; 34 maptile *style_map = 0;
71 int failed_placements; 35 int failed_placements;
72 sint64 exp_per_sq, total_experience; 36 sint64 exp_per_sq, total_experience;
73 int number_monsters = 0; 37 int number_monsters = 0;
74 archetype *at; 38 archetype *at;
75 39
76 sprintf (styledirname, "%s", "/styles/monsterstyles"); 40 sprintf (styledirname, "%s", "/styles/monsterstyles");
77 style_map = find_style (styledirname, monsterstyle, difficulty); 41 style_map = find_style (styledirname, monsterstyle, difficulty);
78 if (style_map == 0) 42 if (!style_map)
79 return; 43 return;
80 44
81 /* fill up the map with random monsters from the monster style */ 45 /* fill up the map with random monsters from the monster style */
82 46
83 total_experience = 0; 47 total_experience = 0;
84 failed_placements = 0; 48 failed_placements = 0;
85 exp_per_sq = 0; 49 exp_per_sq = 0;
86 while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8) 50 while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8)
87 { 51 {
88 object *this_monster = pick_random_object (style_map); 52 object *this_monster = style_map->pick_random_object (rmg_rndm);
89 int x, y, freeindex; 53 int x, y, freeindex;
90 54
91 if (this_monster == NULL) 55 if (this_monster == NULL)
92 return; /* no monster?? */ 56 return; /* no monster?? */
93 x = RANDOM () % RP->Xsize; 57
94 y = RANDOM () % RP->Ysize; 58 x = rmg_rndm (RP->Xsize);
59 y = rmg_rndm (RP->Ysize);
95 freeindex = find_first_free_spot (this_monster, map, x, y); 60 freeindex = find_first_free_spot (this_monster, map, x, y);
96 if (freeindex != -1) 61 if (freeindex != -1)
97 { 62 {
98 object *new_monster = arch_to_object (this_monster->arch); 63 object *new_monster = this_monster->deep_clone ();
99
100 x += freearr_x[freeindex]; 64 x += freearr_x[freeindex];
101 y += freearr_y[freeindex]; 65 y += freearr_y[freeindex];
102 copy_object_with_inv (this_monster, new_monster); 66 map->insert (new_monster, x, y, 0, INS_NO_MERGE | INS_NO_WALK_ON);
103 new_monster->x = x; 67
104 new_monster->y = y; 68 if (new_monster->is_alive ())
105 insert_multisquare_ob_in_map (new_monster, map); 69 {
106 total_experience += this_monster->stats.exp; 70 total_experience += this_monster->stats.exp;
71
107 for (at = new_monster->arch; at != NULL; at = at->more) 72 for (at = new_monster->arch; at; at = (archetype *)at->more)
108 number_monsters++; 73 number_monsters++;
74
75 assert (new_monster->stats.hp >= 0);
109 RP->total_map_hp += new_monster->stats.hp; /* a global count */ 76 RP->total_map_hp += new_monster->stats.hp; /* a global count */
77 }
78 else
79 failed_placements++;
110 } 80 }
111 else 81 else
112 {
113 failed_placements++; 82 failed_placements++;
114 } 83
115 exp_per_sq = (sint64) (((double) 1000 * total_experience) / (MAP_WIDTH (map) * MAP_HEIGHT (map) + 1)); 84 exp_per_sq = (sint64) (((double) 1000 * total_experience) / (map->width * map->height + 1));
116 } 85 }
117} 86}

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