--- deliantra/server/random_maps/treasure.C 2007/02/17 23:32:11 1.25 +++ deliantra/server/random_maps/treasure.C 2008/05/02 21:01:53 1.37 @@ -1,25 +1,24 @@ /* - * CrossFire, A Multiplayer game - * - * 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 + * 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 + * + * 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 2 of the License, or + * 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 + * 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 + * along with this program. If not, see . + * + * The authors can be reached via e-mail to */ /* placing treasure in maps, where appropriate. */ @@ -61,8 +60,8 @@ if (OUT_OF_REAL_MAP (m, x, y)) return 1; - int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; - return r; + m->at (x, y).update (); + return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; } /* place treasures in the map, given the @@ -121,7 +120,6 @@ /* all the treasure at one spot in the map. */ if (treasureoptions & CONCENTRATED) { - /* map_layout_style global, and is previously set */ switch (RP->map_layout_style) { @@ -139,18 +137,20 @@ if (layout[i][j] == 'C' || layout[i][j] == '>') { int tdiv = RP->symmetry_used; - object **doorlist; object *chest; if (tdiv == 3) tdiv = 2; /* this symmetry uses a divisor of 2 */ + /* don't put a chest on an exit. */ chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); + if (!chest) continue; /* if no chest was placed NEXT */ + if (treasureoptions & (DOORED | HIDDEN)) { - doorlist = find_doors_in_room (map, i, j, RP); + object **doorlist = find_doors_in_room (map, i, j, RP); lock_and_hide_doors (doorlist, map, treasureoptions, RP); free (doorlist); } @@ -159,6 +159,7 @@ } break; } + default: { int i, j, tries; @@ -172,13 +173,18 @@ i = rndm (RP->Xsize - 2) + 1; j = rndm (RP->Ysize - 2) + 1; find_enclosed_spot (map, &i, &j, RP); + if (wall_blocked (map, i, j)) i = -1; + tries++; } + chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); + if (!chest) return; + i = chest->x; j = chest->y; if (treasureoptions & (DOORED | HIDDEN)) @@ -206,7 +212,6 @@ /* 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 * place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) { @@ -252,7 +257,7 @@ } #endif { /* neither style_map no treasure list given */ - treasurelist *tlist = find_treasurelist ("chest"); + treasurelist *tlist = treasurelist::find ("chest"); the_chest->randomitems = tlist; the_chest->stats.hp = n_treasures; @@ -262,19 +267,18 @@ if (treasureoptions & TRAPPED) { maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); - object *the_trap; if (trap_map) { - the_trap = trap_map->pick_random_object (); + object *the_trap = trap_map->pick_random_object (); + the_trap->stats.Cha = 10 + RP->difficulty; the_trap->level = bc_random ((3 * RP->difficulty) / 2); + if (the_trap) { - object *new_trap; + object *new_trap = the_trap->arch->instance ();//TODO: why not clone? - new_trap = arch_to_object (the_trap->arch); - new_trap->copy_to (the_trap); new_trap->x = x; new_trap->y = y; insert_ob_in_ob (new_trap, the_chest); @@ -431,7 +435,7 @@ return 1; } - insert_ob_in_ob (the_key, the_keymaster); + insert_ob_in_ob (the_key, the_keymaster->head_ ()); return 1; } @@ -484,39 +488,29 @@ if (theMonsterToFind != NULL) return theMonsterToFind; } + return theMonsterToFind; } - /* sets up some data structures: the _recursive form does the real work. */ - object * find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) { - char **layout2; - int i, j; + Layout layout2 (RP); + + layout2->clear (); - theMonsterToFind = 0; - layout2 = (char **) calloc (sizeof (char *), RP->Xsize); /* allocate and copy the layout, converting C to 0. */ - for (i = 0; i < RP->Xsize; i++) - { - layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); - for (j = 0; j < RP->Ysize; j++) - { - if (wall_blocked (map, i, j)) - layout2[i][j] = '#'; - } - } + 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] = '#'; + + theMonsterToFind = 0; theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); - /* deallocate the temp. layout */ - for (i = 0; i < RP->Xsize; i++) - { - free (layout2[i]); - } - free (layout2); + layout2.free (); return theMonsterToFind; } @@ -660,7 +654,7 @@ } } /* give up and return the closest free spot. */ - i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); + i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); if (i != -1) { @@ -700,7 +694,7 @@ surround_by_doors (maptile *map, char **layout, int x, int y, int opts) { int i; - char *doors[2]; + const char *doors[2]; object **doorlist; int ndoors_made = 0; doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ @@ -749,7 +743,6 @@ return NULL; } - /* the workhorse routine, which finds the doors in a room */ void find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) @@ -773,6 +766,7 @@ if (door) { doorlist[*ndoors] = door; + if (*ndoors > 1022) /* eek! out of memory */ { LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); @@ -798,41 +792,27 @@ object ** find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) { - char **layout2; - object **doorlist; int i, j; int ndoors = 0; - doorlist = (object **) calloc (sizeof (int), 1024); + object **doorlist = (object **)calloc (sizeof (int), 1024); + + LayoutData layout2 (RP->Xsize, RP->Ysize); + layout2.clear (); - layout2 = (char **) calloc (sizeof (char *), RP->Xsize); /* allocate and copy the layout, converting C to 0. */ for (i = 0; i < RP->Xsize; i++) - { - layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); - for (j = 0; j < RP->Ysize; j++) - { - if (wall_blocked (map, i, j)) - layout2[i][j] = '#'; - } - } + for (j = 0; j < RP->Ysize; j++) + layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; /* setup num_free_spots and room_free_spots */ find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); - /* deallocate the temp. layout */ - for (i = 0; i < RP->Xsize; i++) - free (layout2[i]); - - free (layout2); return doorlist; } - - /* locks and/or hides all the doors in doorlist, or does nothing if opts doesn't say to lock/hide doors. */ - void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) { @@ -877,9 +857,12 @@ retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); + door->face = wallface->face; + if (!QUERY_FLAG (wallface, FLAG_REMOVED)) wallface->remove (); + wallface->destroy (); } }