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/cvs/deliantra/server/random_maps/monster.C
Revision: 1.23
Committed: Sun May 4 08:25:33 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.22: +2 -6 lines
Log Message:
rewrite objetc_create_clone to deep_clone and fix randfom map generator bug

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
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>
22 */
23
24 #include <global.h>
25 #include <random_map.h>
26 #include <rproto.h>
27
28 /* place some monsters into the map. */
29 void
30 place_monsters (maptile *map, char *monsterstyle, int difficulty, random_map_params *RP)
31 {
32 char styledirname[1024];
33 maptile *style_map = 0;
34 int failed_placements;
35 sint64 exp_per_sq, total_experience;
36 int number_monsters = 0;
37 archetype *at;
38
39 sprintf (styledirname, "%s", "/styles/monsterstyles");
40 style_map = find_style (styledirname, monsterstyle, difficulty);
41 if (!style_map)
42 return;
43
44 /* fill up the map with random monsters from the monster style */
45
46 total_experience = 0;
47 failed_placements = 0;
48 exp_per_sq = 0;
49 while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8)
50 {
51 object *this_monster = style_map->pick_random_object ();
52 int x, y, freeindex;
53
54 if (this_monster == NULL)
55 return; /* no monster?? */
56
57 x = rndm (RP->Xsize);
58 y = rndm (RP->Ysize);
59 freeindex = find_first_free_spot (this_monster, map, x, y);
60 if (freeindex != -1)
61 {
62 object *new_monster = this_monster->deep_clone ();
63 x += freearr_x[freeindex];
64 y += freearr_y[freeindex];
65 map->insert (new_monster, x, y, 0, INS_NO_MERGE | INS_NO_WALK_ON);
66
67 if (new_monster->is_alive ())
68 {
69 total_experience += this_monster->stats.exp;
70
71 for (at = new_monster->arch; at; at = (archetype *)at->more)
72 number_monsters++;
73
74 assert (new_monster->stats.hp >= 0);
75 RP->total_map_hp += new_monster->stats.hp; /* a global count */
76 }
77 else
78 failed_placements++;
79 }
80 else
81 failed_placements++;
82
83 exp_per_sq = (sint64) (((double) 1000 * total_experience) / (map->width * map->height + 1));
84 }
85 }