forked from pbem-games/atlantis-dsnlab
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathnpc.cpp
147 lines (128 loc) · 3.85 KB
/
npc.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
// START A3HEADER
//
// This source file is part of the Atlantis PBM game program.
// Copyright (C) 1995-1999 Geoff Dunbar
//
// 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, in the file license.txt. If not, write
// to the Free Software Foundation, Inc., 59 Temple Place - Suite 330,
// Boston, MA 02111-1307, USA.
//
// See the Atlantis Project web page for details:
// http://www.prankster.com/project
//
// END A3HEADER
#include "game.h"
#include "rules.h"
void Game::CreateCityMons()
{
if( !Globals->CITY_MONSTERS_EXIST )
{
return;
}
forlist(®ions) {
ARegion * r = (ARegion *) elem;
if (r->type == R_NEXUS || r->IsStartingCity() || r->town)
{
CreateCityMon( r, 100 );
}
}
}
void Game::CreateWMons()
{
if( !Globals->WANDERING_MONSTERS_EXIST )
{
return;
}
GrowWMons( 50 );
}
void Game::CreateLMons()
{
if( !Globals->LAIR_MONSTERS_EXIST )
{
return;
}
GrowLMons( 50 );
}
void Game::GrowWMons(int rate)
{
//
// Now, go through each 8x8 block of the map, and make monsters if
// needed.
//
int level;
for( level = 0; level < regions.numLevels; level++ )
{
ARegionArray *pArr = regions.pRegionArrays[ level ];
int xsec;
for (xsec=0; xsec< pArr->x / 8; xsec++)
{
for (int ysec=0; ysec< pArr->y / 16; ysec++)
{
/* OK, we have a sector. Count mons, and wanted */
int mons=0;
int wanted=0;
for (int x=0; x<8; x++)
{
for (int y=0; y<16; y+=2)
{
ARegion *reg = pArr->GetRegion(x+xsec*8,y+ysec*16+x%2);
if (!reg->IsGuarded())
{
mons += reg->CountWMons();
wanted += TerrainDefs[reg->type].wmonfreq;
}
}
}
wanted /= 10;
wanted -= mons;
wanted = (wanted*rate + getrandom(100))/100;
if (wanted > 0)
{
for (int i=0; i< wanted;)
{
int m=getrandom(8);
int n=getrandom(8)*2+m%2;
ARegion *reg = pArr->GetRegion(m+xsec*8,n+ysec*16);
if (!reg->IsGuarded() && MakeWMon( reg ))
{
i++;
}
}
}
}
}
}
}
void Game::GrowLMons( int rate )
{
forlist(®ions) {
ARegion * r = (ARegion *) elem;
//
// Don't make lmons in guarded regions
//
if (r->IsGuarded()) continue;
forlist(&r->objects) {
Object * obj = (Object *) elem;
if (obj->units.Num()) continue;
int montype = ObjectDefs[obj->type].monster;
if (montype != -1)
{
if (getrandom(100) < rate)
{
MakeLMon( obj );
}
}
}
}
}