/* * static char *rcsid_monster_c = * "$Id: monster.C,v 1.3 2006/09/10 16:06:37 root Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ #include #include #include /* some monsters are multisquare, and these guys require special handling. */ void insert_multisquare_ob_in_map (object *new_obj, mapstruct *map) { int x, y; archetype *at; object *old_seg; object *head; /* first insert the head */ insert_ob_in_map (new_obj, map, new_obj, INS_NO_MERGE | INS_NO_WALK_ON); x = new_obj->x; y = new_obj->y; old_seg = new_obj; head = new_obj; for (at = new_obj->arch->more; at != NULL; at = at->more) { object *new_seg; new_seg = arch_to_object (at); new_seg->x = x + at->clone.x; new_seg->y = y + at->clone.y; new_seg->map = old_seg->map; insert_ob_in_map (new_seg, new_seg->map, new_seg, INS_NO_MERGE | INS_NO_WALK_ON); new_seg->head = head; old_seg->more = new_seg; old_seg = new_seg; } old_seg->more = NULL; } /* place some monsters into the map. */ void place_monsters (mapstruct *map, char *monsterstyle, int difficulty, RMParms * RP) { char styledirname[256]; mapstruct *style_map = 0; int failed_placements; sint64 exp_per_sq, total_experience; int number_monsters = 0; archetype *at; sprintf (styledirname, "%s", "/styles/monsterstyles"); style_map = find_style (styledirname, monsterstyle, difficulty); if (style_map == 0) return; /* fill up the map with random monsters from the monster style */ total_experience = 0; failed_placements = 0; exp_per_sq = 0; while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8) { object *this_monster = pick_random_object (style_map); int x, y, freeindex; if (this_monster == NULL) return; /* no monster?? */ x = RANDOM () % RP->Xsize; y = RANDOM () % RP->Ysize; freeindex = find_first_free_spot (this_monster, map, x, y); if (freeindex != -1) { object *new_monster = arch_to_object (this_monster->arch); x += freearr_x[freeindex]; y += freearr_y[freeindex]; copy_object_with_inv (this_monster, new_monster); new_monster->x = x; new_monster->y = y; insert_multisquare_ob_in_map (new_monster, map); total_experience += this_monster->stats.exp; for (at = new_monster->arch; at != NULL; at = at->more) number_monsters++; RP->total_map_hp += new_monster->stats.hp; /* a global count */ } else { failed_placements++; } exp_per_sq = (sint64) (((double) 1000 * total_experience) / (MAP_WIDTH (map) * MAP_HEIGHT (map) + 1)); } }