--- deliantra/server/random_maps/treasure.C 2008/09/29 10:32:50 1.44 +++ deliantra/server/random_maps/treasure.C 2009/11/06 12:49:19 1.46 @@ -5,18 +5,19 @@ * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 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 @@ -411,10 +422,8 @@ 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; @@ -442,12 +451,11 @@ /* 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; @@ -515,14 +523,14 @@ } /* 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; @@ -550,7 +558,7 @@ } /* 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 +601,7 @@ /* 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; @@ -685,7 +693,7 @@ /* 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 +733,19 @@ 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 +790,7 @@ } /* 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; @@ -808,7 +814,7 @@ /* 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;