--- deliantra/server/random_maps/treasure.C 2007/01/17 12:36:31 1.19 +++ deliantra/server/random_maps/treasure.C 2007/01/27 00:56:48 1.23 @@ -1,5 +1,4 @@ /* -<<<<<<< treasure.C * CrossFire, A Multiplayer game * * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team @@ -22,30 +21,6 @@ * * The authors can be reached via e-mail at */ -======= - * CrossFire, A Multiplayer game for X-windows - * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2001 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen - * - * 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; if not, write to the Free Software - * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - * - * The authors can be reached via e-mail at - */ ->>>>>>> 1.18 /* placing treasure in maps, where appropriate. */ @@ -101,13 +76,14 @@ if (treasure_style) if (!strcmp (treasure_style, "none")) return; + if (treasureoptions <= 0) treasureoptions = RANDOM () % (2 * LAST_OPTION); /* filter out the mutually exclusive options */ if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) { - if (RANDOM () % 2) + if (rndm (2)) treasureoptions -= 1; else treasureoptions -= 2; @@ -129,6 +105,12 @@ sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); style_map = find_style (styledirname, treasure_style, -1); + if (!style_map) + { + LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); + return; + } + /* all the treasure at one spot in the map. */ if (treasureoptions & CONCENTRATED) { @@ -490,7 +472,7 @@ } /* now search all the 8 squares around recursively for a monster,in random order */ - for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) + for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) { theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); if (theMonsterToFind != NULL) @@ -563,7 +545,7 @@ number_of_free_spots_in_room++; /* now search all the 8 squares around recursively for free spots,in random order */ - for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) + for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); } @@ -687,13 +669,12 @@ } } - void remove_monsters (int x, int y, maptile *map) { object *tmp; - for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) + for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) if (QUERY_FLAG (tmp, FLAG_ALIVE)) { if (tmp->head) @@ -706,11 +687,9 @@ }; } - /* 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 ** surround_by_doors (maptile *map, char **layout, int x, int y, int opts) { @@ -737,18 +716,17 @@ { int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; - if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') + if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') { /* place a door */ - object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); + remove_monsters (x1, y1, map); - new_door->x = x + freearr_x[i]; - new_door->y = y + freearr_y[i]; - remove_monsters (new_door->x, new_door->y, map); - insert_ob_in_map (new_door, map, NULL, 0); + object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); + map->insert (new_door, x1, y1); doorlist[ndoors_made] = new_door; ndoors_made++; } } + return doorlist; } @@ -802,7 +780,7 @@ { layout[x][y] = 1; /* now search all the 8 squares around recursively for free spots,in random order */ - for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) + for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); } }