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/cvs/deliantra/server/random_maps/monster.C
Revision: 1.4
Committed: Thu Sep 14 22:34:02 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.3: +1 -7 lines
Log Message:
indent

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <random_map.h>
26 #include <rproto.h>
27
28 /* some monsters are multisquare, and these guys require special
29 handling. */
30
31 void
32 insert_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. */
66 void
67 place_monsters (mapstruct *map, char *monsterstyle, int difficulty, RMParms * RP)
68 {
69 char styledirname[256];
70 mapstruct *style_map = 0;
71 int failed_placements;
72 sint64 exp_per_sq, total_experience;
73 int number_monsters = 0;
74 archetype *at;
75
76 sprintf (styledirname, "%s", "/styles/monsterstyles");
77 style_map = find_style (styledirname, monsterstyle, difficulty);
78 if (style_map == 0)
79 return;
80
81 /* fill up the map with random monsters from the monster style */
82
83 total_experience = 0;
84 failed_placements = 0;
85 exp_per_sq = 0;
86 while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8)
87 {
88 object *this_monster = pick_random_object (style_map);
89 int x, y, freeindex;
90
91 if (this_monster == NULL)
92 return; /* no monster?? */
93 x = RANDOM () % RP->Xsize;
94 y = RANDOM () % RP->Ysize;
95 freeindex = find_first_free_spot (this_monster, map, x, y);
96 if (freeindex != -1)
97 {
98 object *new_monster = arch_to_object (this_monster->arch);
99
100 x += freearr_x[freeindex];
101 y += freearr_y[freeindex];
102 copy_object_with_inv (this_monster, new_monster);
103 new_monster->x = x;
104 new_monster->y = y;
105 insert_multisquare_ob_in_map (new_monster, map);
106 total_experience += this_monster->stats.exp;
107 for (at = new_monster->arch; at != NULL; at = at->more)
108 number_monsters++;
109 RP->total_map_hp += new_monster->stats.hp; /* a global count */
110 }
111 else
112 {
113 failed_placements++;
114 }
115 exp_per_sq = (sint64) (((double) 1000 * total_experience) / (MAP_WIDTH (map) * MAP_HEIGHT (map) + 1));
116 }
117 }