adopt github pull request #286 - rndmonst()
Eliminate the cache that was supporting rndmonst() and pick a random monster in a single pass through mons[] via "weighted reservoir sampling", a term I'm not familiar with. It had a couple of bugs: if the first monster examined happened to be given a weighting of 0, rn2() would divide by 0. I didn't try to figure out how to trigger that. But the second one was easy to trigger: if all eligible monsters were extinct or genocided, it would issue a warning even though the situation isn't impossible. Aside from fixing those, the rest is mostly as-is. I included a bit of formatting in decl.c, moved some declarations to not require C99, and changed a couple of macros to not hide and duplicate a call to level_difficulty(). Fixes #286
This commit is contained in:
@@ -201,4 +201,13 @@ struct monst {
|
||||
#define is_obj_mappear(mon,otyp) (M_AP_TYPE(mon) == M_AP_OBJECT \
|
||||
&& (mon)->mappearance == (otyp))
|
||||
|
||||
/* Get the maximum difficulty monsters that can currently be generated,
|
||||
given the current level difficulty and the hero's level. */
|
||||
#define monmax_difficulty(levdif) (((levdif) + u.ulevel) / 2)
|
||||
#define monmin_difficulty(levdif) ((levdif) / 6)
|
||||
|
||||
/* Macros for whether a type of monster is too strong for a specific level. */
|
||||
#define montoostrong(monindx, lev) (mons[monindx].difficulty > lev)
|
||||
#define montooweak(monindx, lev) (mons[monindx].difficulty < lev)
|
||||
|
||||
#endif /* MONST_H */
|
||||
|
||||
Reference in New Issue
Block a user