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/cvs/deliantra/server/random_maps/monster.c
Revision: 1.2
Committed: Sun Aug 13 17:16:03 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.1: +1 -1 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
1 /*
2 * static char *rcsid_monster_c =
3 * "$Id$";
4 */
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
29 #include <global.h>
30 #include <random_map.h>
31 #include <rproto.h>
32
33 /* some monsters are multisquare, and these guys require special
34 handling. */
35
36 void insert_multisquare_ob_in_map(object *new_obj,mapstruct *map) {
37 int x,y;
38 archetype *at;
39 object *old_seg;
40 object *head;
41 /* first insert the head */
42 insert_ob_in_map(new_obj,map,new_obj,INS_NO_MERGE | INS_NO_WALK_ON);
43
44 x = new_obj->x;
45 y = new_obj->y;
46 old_seg=new_obj;
47 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
61
62 }
63
64
65 /* place some monsters into the map. */
66 void place_monsters(mapstruct *map, char *monsterstyle, int difficulty,RMParms *RP) {
67 char styledirname[256];
68 mapstruct *style_map=0;
69 int failed_placements;
70 sint64 exp_per_sq, total_experience;
71 int number_monsters=0;
72 archetype *at;
73
74 sprintf(styledirname,"%s","/styles/monsterstyles");
75 style_map = find_style(styledirname,monsterstyle,difficulty);
76 if(style_map == 0) return;
77
78 /* fill up the map with random monsters from the monster style*/
79
80 total_experience = 0;
81 failed_placements = 0;
82 exp_per_sq = 0;
83 while(exp_per_sq <= level_exp(difficulty,1.0) && failed_placements < 100
84 && number_monsters < (RP->Xsize * RP->Ysize)/8) {
85 object *this_monster=pick_random_object(style_map);
86 int x,y,freeindex;
87 if(this_monster == NULL) return; /* no monster?? */
88 x = RANDOM() % RP->Xsize;
89 y = RANDOM() % RP->Ysize;
90 freeindex = find_first_free_spot(this_monster,map,x,y);
91 if(freeindex!=-1) {
92 object *new_monster = arch_to_object(this_monster->arch);
93 x += freearr_x[freeindex];
94 y += freearr_y[freeindex];
95 copy_object_with_inv(this_monster,new_monster);
96 new_monster->x = x;
97 new_monster->y = y;
98 insert_multisquare_ob_in_map(new_monster,map);
99 total_experience+= this_monster->stats.exp;
100 for(at = new_monster->arch; at != NULL; at = at->more)
101 number_monsters++;
102 RP->total_map_hp+=new_monster->stats.hp; /* a global count */
103 }
104 else {
105 failed_placements++;
106 }
107 exp_per_sq=((double)1000*total_experience)/(MAP_WIDTH(map)*MAP_HEIGHT(map)+1);
108 }
109 }