--- 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 (); } } }