--- deliantra/server/random_maps/treasure.C 2008/09/29 09:04:51 1.43
+++ deliantra/server/random_maps/treasure.C 2010/07/01 01:22:44 1.55
@@ -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
@@ -100,7 +111,7 @@
{
kx = rmg_rndm (RP->Xsize - 2) + 1;
ky = rmg_rndm (RP->Ysize - 2) + 1;
- freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
+ freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
}
// can freeindex ever be < 0?
@@ -119,7 +130,7 @@
{
if (wall_blocked (map, x, y))
{
- the_key->destroy (true);
+ the_key->destroy ();
return 0;
}
@@ -145,7 +156,7 @@
keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
}
- the_key->destroy (true);
+ the_key->destroy ();
return 1;
}
}
@@ -183,11 +194,8 @@
treasureoptions (may be 0 for random choices or positive)
*/
void
-place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
+place_treasure (maptile *map, char **layout, const 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. */
@@ -219,13 +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, RP->difficulty);
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;
}
@@ -324,7 +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" */
@@ -333,7 +339,7 @@
int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
if (i == -1)
{
- the_chest->destroy (true);
+ the_chest->destroy ();
return NULL;
}
@@ -357,7 +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 */
@@ -375,7 +381,7 @@
/* stick a trap in the chest if required */
if (treasureoptions & TRAPPED)
{
- maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
+ maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
if (trap_map)
{
@@ -411,10 +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;
@@ -432,8 +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;
}
}
@@ -442,12 +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;
@@ -472,8 +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;
@@ -493,36 +496,31 @@
/* 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);
-
- layout2->clear ();
+ Layout layout2 (map->width, map->height);
- /* allocate and copy the layout, converting C to 0. */
- for (int i = 0; i < layout2->w; i++)
- for (int j = 0; j < layout2->h; j++)
- if (wall_blocked (map, i, j))
- layout2[i][j] = '#';
+ // find walls
+ for (int i = 0; i < layout2.w; i++)
+ for (int j = 0; j < layout2.h; j++)
+ layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
theMonsterToFind = 0;
theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
- layout2.free ();
-
return theMonsterToFind;
}
/* 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;
@@ -550,7 +548,7 @@
}
/* 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;
@@ -593,7 +591,7 @@
/* 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;
@@ -653,7 +651,7 @@
}
}
/* give up and return the closest free spot. */
- i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
+ i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
if (i != -1)
{
@@ -668,7 +666,7 @@
}
}
-void
+static void
remove_monsters (int x, int y, maptile *map)
{
for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
@@ -676,7 +674,7 @@
object *next = tmp->above;
if (tmp->flag [FLAG_ALIVE])
- tmp->head_ ()->destroy (true);
+ tmp->head_ ()->destroy ();
tmp = next;
}
@@ -685,7 +683,7 @@
/* 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;
@@ -725,21 +723,19 @@
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;
@@ -784,7 +780,7 @@
}
/* 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;
@@ -792,7 +788,7 @@
object **doorlist = (object **)calloc (sizeof (int), 1024);
- LayoutData layout2 (RP->Xsize, RP->Ysize);
+ Layout layout2 (RP->Xsize, RP->Ysize);
layout2.clear ();
/* allocate and copy the layout, converting C to 0. */
@@ -808,7 +804,7 @@
/* 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;
@@ -826,7 +822,7 @@
new_door->face = door->face;
new_door->x = door->x;
new_door->y = door->y;
- door->destroy (true);
+ door->destroy ();
doorlist[i] = new_door;
insert_ob_in_map (new_door, map, NULL, 0);
new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
@@ -852,7 +848,7 @@
door->face = wallface->face;
- wallface->destroy (true);
+ wallface->destroy ();
}
}
}