--- deliantra/server/random_maps/treasure.C 2008/05/08 11:39:24 1.39 +++ deliantra/server/random_maps/treasure.C 2010/04/11 00:34:06 1.52 @@ -1,22 +1,23 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team - * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team - * Copyright (©) 1992,2007 Frank Tore Johansen + * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2001 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen * - * Deliantra 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 3 of the License, or - * (at your option) any later version. + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 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. If not, see . + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . * * The authors can be reached via e-mail to */ @@ -42,6 +43,16 @@ #define NO_PASS_DOORS 0 #define PASS_DOORS 1 +static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP); +static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP); +static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP); +static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP); +static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); +static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP); +static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); +static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP); +static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts); + /* a macro to get a strongly centered random distribution, from 0 to x, centered at x/2 */ static int @@ -54,14 +65,8 @@ gen_key (const shstr &keycode) { /* get a key and set its keycode */ - object *key = archetype::get (shstr_key2); - + object *key = archetype::get (shstr_key_random_map); key->slaying = keycode; - key->stats.food = 100; - key->speed_left = -1.f; - key->flag [FLAG_IS_USED_UP] = true; - key->set_speed (1.f / 300.f); - return key; } @@ -81,6 +86,7 @@ int i, j; int kx = 0, ky = 0; object *the_keymaster; /* the monster that gets the key. */ + object *the_key = gen_key (keycode); if (door_flag == PASS_DOORS) { @@ -105,7 +111,7 @@ { kx = rmg_rndm (RP->Xsize - 2) + 1; ky = rmg_rndm (RP->Ysize - 2) + 1; - freeindex = find_free_spot (gen_key (keycode), map, kx, ky, 1, SIZEOFFREE1 + 1); + freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); } // can freeindex ever be < 0? @@ -123,7 +129,10 @@ if (n_keys == 1) { if (wall_blocked (map, x, y)) - return 0; + { + the_key->destroy (); + return 0; + } the_keymaster = find_monster_in_room (map, x, y, RP); if (!the_keymaster) /* if fail, find a spot to drop the key. */ @@ -147,12 +156,11 @@ keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); } + the_key->destroy (); return 1; } } - object *the_key = gen_key (keycode); - if (the_keymaster) the_keymaster->head_ ()->insert (the_key); else @@ -188,9 +196,6 @@ void place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) { - char styledirname[1024]; - char stylefilepath[1024]; - maptile *style_map = 0; int num_treasures; /* bail out if treasure isn't wanted. */ @@ -222,13 +227,11 @@ return; /* get the style map */ - sprintf (styledirname, "%s", "/styles/treasurestyles"); - sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); - style_map = find_style (styledirname, treasure_style, -1); + maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, -1); if (!style_map) { - LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); + LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style); return; } @@ -327,7 +330,7 @@ /* put a chest into the map, near x and y, with the treasure style determined (may be null, or may be a treasure list from lib/treasures, if the global variable "treasurestyle" is set to that treasure list's name */ -object * +static object * place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) { object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ @@ -360,7 +363,7 @@ { /* use the treasure list */ object *new_treasure = style_map->pick_random_object (rmg_rndm); - insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); + insert_ob_in_ob (new_treasure->arch->instance (), the_chest); } else { /* use the style map */ @@ -414,10 +417,8 @@ return the_chest; } - -/* finds the closest monster and returns him, regardless of doors - or walls */ -object * +/* finds the closest monster and returns him, regardless of doors or walls */ +static object * find_closest_monster (maptile *map, int x, int y, random_map_params *RP) { int i; @@ -435,8 +436,8 @@ { object *the_monster = GET_MAP_OB (map, lx, ly); - for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); - if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) + for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above); + if (the_monster && the_monster->flag [FLAG_MONSTER]) return the_monster; } } @@ -445,12 +446,11 @@ /* both find_monster_in_room routines need to have access to this. */ -object *theMonsterToFind; +static object *theMonsterToFind; /* a recursive routine which will return a monster, eventually,if there is one. it does a check-off on the layout, converting 0's to 1's */ - -object * +static object * find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) { int i, j; @@ -475,8 +475,8 @@ object *the_monster = GET_MAP_OB (map, x, y); /* check off this point */ - for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); - if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) + for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above); + if (the_monster && the_monster->flag [FLAG_ALIVE]) { theMonsterToFind = the_monster; return theMonsterToFind; @@ -496,7 +496,7 @@ /* sets up some data structures: the _recursive form does the real work. */ -object * +static object * find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) { Layout layout2 (RP); @@ -518,14 +518,14 @@ } /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ -int *room_free_spots_x; -int *room_free_spots_y; -int number_of_free_spots_in_room; +static int *room_free_spots_x; +static int *room_free_spots_y; +static int number_of_free_spots_in_room; /* the workhorse routine, which finds the free spots in a room: a datastructure of free points is set up, and a position chosen from that datastructure. */ -void +static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) { int i, j; @@ -553,7 +553,7 @@ } /* find a random non-blocked spot in this room to drop a key. */ -void +static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) { char **layout2; @@ -596,7 +596,7 @@ /* searches the map for a spot with walls around it. The more walls the better, but it'll settle for 1 wall, or even 0, but it'll return 0 if no FREE spots are found.*/ -void +static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) { int x, y; @@ -671,28 +671,24 @@ } } -void +static void remove_monsters (int x, int y, maptile *map) { - object *tmp; + for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) + { + object *next = tmp->above; - for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) - if (QUERY_FLAG (tmp, FLAG_ALIVE)) - { - if (tmp->head) - tmp = tmp->head; - tmp->remove (); - tmp->destroy (); - tmp = GET_MAP_OB (map, x, y); - if (tmp == NULL) - break; - }; + if (tmp->flag [FLAG_ALIVE]) + tmp->head_ ()->destroy (); + + tmp = next; + } } /* surrounds the point x,y by doors, so as to enclose something, like a chest. It only goes as far as the 8 squares surrounding, and it'll remove any monsters it finds.*/ -object ** +static object ** surround_by_doors (maptile *map, char **layout, int x, int y, int opts) { int i; @@ -732,21 +728,19 @@ return doorlist; } - /* returns the first door in this square, or NULL if there isn't a door. */ -object * +static object * door_in_square (maptile *map, int x, int y) { - object *tmp; - - for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) + for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) return tmp; + return NULL; } /* the workhorse routine, which finds the doors in a room */ -void +static void find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) { int i, j; @@ -791,7 +785,7 @@ } /* find a random non-blocked spot in this room to drop a key. */ -object ** +static object ** find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) { int i, j; @@ -815,7 +809,7 @@ /* locks and/or hides all the doors in doorlist, or does nothing if opts doesn't say to lock/hide doors. */ -void +static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) { object *door; @@ -825,15 +819,14 @@ if (opts & DOORED) { - for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) + for (i = 0, door = doorlist[0]; doorlist[i]; i++) { - object *new_door = get_archetype ("locked_door1"); + object *new_door = get_archetype (shstr_locked_door1); door = doorlist[i]; new_door->face = door->face; new_door->x = door->x; new_door->y = door->y; - door->remove (); door->destroy (); doorlist[i] = new_door; insert_ob_in_map (new_door, map, NULL, 0); @@ -860,9 +853,6 @@ door->face = wallface->face; - if (!QUERY_FLAG (wallface, FLAG_REMOVED)) - wallface->remove (); - wallface->destroy (); } }