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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2013 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
* @file
* Monster placement for random maps.
*/
#include "global.h"
#include <stdlib.h>
#include "random_map.h"
#include "rproto.h"
/**
* Place some monsters into the map. Their experience is linked to difficulty to insert a
* suitable number of critters.
* @param map
* where to put monsters on.
* @param monsterstyle
* style. Can be NULL, in which case a random one is used.
* @param difficulty
* how difficult the monsters should be, and how many there should be.
* @param RP
* random map parameters.
*/
void place_monsters(mapstruct *map, char *monsterstyle, int difficulty, RMParms *RP)
{
mapstruct *style_map = NULL;
int failed_placements;
int64_t exp_per_sq, total_experience;
int number_monsters = 0;
archetype *at;
const char *styledirname = "/styles/monsterstyles";
style_map = find_style(styledirname, monsterstyle, difficulty);
if (style_map == NULL) {
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 = object_find_first_free_spot(this_monster, map, x, y);
if (freeindex != -1) {
object *new_monster = object_create_arch(this_monster->arch);
object_copy_with_inv(this_monster, new_monster);
x += freearr_x[freeindex];
y += freearr_y[freeindex];
object_insert_in_map_at(new_monster, map, NULL, INS_NO_MERGE|INS_NO_WALK_ON, x, y);
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 = ((double)1000*total_experience)/(MAP_WIDTH(map)*MAP_HEIGHT(map)+1);
}
}
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