--- deliantra/server/random_maps/treasure.C 2008/07/24 20:35:37 1.41
+++ deliantra/server/random_maps/treasure.C 2010/07/02 15:03:57 1.57
@@ -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 **maze, 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 **maze, 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?
@@ -150,7 +161,6 @@
}
}
- LOG(llevError, "key %d,%d %p\n", the_keymaster ? the_keymaster->x : x, the_keymaster ? the_keymaster->y : y, the_keymaster+0);//D
if (the_keymaster)
the_keymaster->head_ ()->insert (the_key);
else
@@ -179,16 +189,13 @@
/* place treasures in the map, given the
map, (required)
-layout, (required)
+maze, (required)
treasure style (may be empty or NULL, or "none" to cause no treasure.)
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 **maze, 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. */
@@ -220,13 +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;
}
@@ -247,7 +252,7 @@
{
for (j = 0; j < RP->Ysize; j++)
{
- if (layout[i][j] == 'C' || layout[i][j] == '>')
+ if (maze[i][j] == 'C' || maze[i][j] == '>')
{
int tdiv = RP->symmetry_used;
object *chest;
@@ -302,7 +307,7 @@
j = chest->y;
if (treasureoptions & (DOORED | HIDDEN))
{
- doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
+ doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
lock_and_hide_doors (doorlist, map, treasureoptions, RP);
free (doorlist);
}
@@ -310,7 +315,7 @@
}
}
else
- { /* DIFFUSE treasure layout */
+ { /* DIFFUSE treasure maze */
int ti, i, j;
for (ti = 0; ti < num_treasures; ti++)
@@ -325,7 +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" */
@@ -358,7 +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 */
@@ -376,7 +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)
{
@@ -412,10 +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;
@@ -433,8 +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;
}
}
@@ -443,13 +446,12 @@
/* 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 *
-find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
+ it does a check-off on the maze, converting 0's to 1's */
+static object *
+find_monster_in_room_recursive (char **maze, maptile *map, int x, int y, random_map_params *RP)
{
int i, j;
@@ -462,19 +464,19 @@
return theMonsterToFind;
/* if the square is blocked or searched already, leave */
- if (layout[x][y] != 0)
+ if (maze[x][y] != 0)
return theMonsterToFind; /* might be NULL, that's fine. */
/* check the current square for a monster. If there is one,
set theMonsterToFind and return it. */
- layout[x][y] = 1;
+ maze[x][y] = 1;
if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
{
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;
@@ -484,7 +486,7 @@
/* now search all the 8 squares around recursively for a monster,in random order */
for (i = rmg_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);
+ theMonsterToFind = find_monster_in_room_recursive (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
if (theMonsterToFind != NULL)
return theMonsterToFind;
}
@@ -494,37 +496,32 @@
/* 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);
+ layout layout2 (map->width, map->height);
- layout2->clear ();
-
- /* 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
-find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
+static void
+find_spot_in_room_recursive (char **maze, int x, int y, random_map_params *RP)
{
int i, j;
@@ -533,25 +530,25 @@
return;
/* if the square is blocked or searched already, leave */
- if (layout[x][y] != 0)
+ if (maze[x][y] != 0)
return;
/* set the current square as checked, and add it to the list.
set theMonsterToFind and return it. */
/* check off this point */
- layout[x][y] = 1;
+ maze[x][y] = 1;
room_free_spots_x[number_of_free_spots_in_room] = x;
room_free_spots_y[number_of_free_spots_in_room] = y;
number_of_free_spots_in_room++;
/* now search all the 8 squares around recursively for free spots,in random order */
for (i = rmg_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);
+ find_spot_in_room_recursive (maze, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
}
/* 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;
@@ -562,7 +559,7 @@
room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
- /* allocate and copy the layout, converting C to 0. */
+ /* allocate and copy the maze, converting C to 0. */
for (i = 0; i < RP->Xsize; i++)
{
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
@@ -581,7 +578,7 @@
*ky = room_free_spots_y[i];
}
- /* deallocate the temp. layout */
+ /* deallocate the temp. maze */
for (i = 0; i < RP->Xsize; i++)
free (layout2[i]);
@@ -594,7 +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;
@@ -609,7 +606,7 @@
lx = x + freearr_x[i];
ly = y + freearr_y[i];
- sindex = surround_flag3 (map, lx, ly, RP);
+ sindex = surround_flag3 (map, lx, ly);
/* if it's blocked on 3 sides, it's enclosed */
if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
{
@@ -627,7 +624,7 @@
lx = x + freearr_x[i];
ly = y + freearr_y[i];
- sindex = surround_flag3 (map, lx, ly, RP);
+ sindex = surround_flag3 (map, lx, ly);
/* if it's blocked on 3 sides, it's enclosed */
if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
{
@@ -644,7 +641,7 @@
lx = x + freearr_x[i];
ly = y + freearr_y[i];
- sindex = surround_flag3 (map, lx, ly, RP);
+ sindex = surround_flag3 (map, lx, ly);
/* if it's blocked on 3 sides, it's enclosed */
if (sindex)
{
@@ -654,7 +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)
{
@@ -669,29 +666,25 @@
}
}
-void
+static void
remove_monsters (int x, int y, maptile *map)
{
- object *tmp;
+ for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
+ {
+ object *next = tmp->above;
+
+ if (tmp->flag [FLAG_ALIVE])
+ tmp->head_ ()->destroy ();
- for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
- if (QUERY_FLAG (tmp, FLAG_ALIVE))
- {
- if (tmp->head)
- tmp = tmp->head;
- tmp->remove ();
- tmp->destroy ();
- tmp = GET_MAP_OB (map, x, y);
- if (tmp == NULL)
- break;
- };
+ tmp = next;
+ }
}
/* 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)
+static object **
+surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
{
int i;
const char *doors[2];
@@ -716,7 +709,7 @@
{
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) && maze[x1][y1] == '>')
{ /* place a door */
remove_monsters (x1, y1, map);
@@ -730,22 +723,20 @@
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
-find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
+static void
+find_doors_in_room_recursive (char **maze, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
{
int i, j;
object *door;
@@ -755,13 +746,13 @@
return;
/* if the square is blocked or searched already, leave */
- if (layout[x][y] == 1)
+ if (maze[x][y] == 1)
return;
/* check off this point */
- if (layout[x][y] == '#')
+ if (maze[x][y] == '#')
{ /* there could be a door here */
- layout[x][y] = 1;
+ maze[x][y] = 1;
door = door_in_square (map, x, y);
if (door)
{
@@ -778,18 +769,18 @@
}
else
{
- layout[x][y] = 1;
+ maze[x][y] = 1;
/* now search all the 8 squares around recursively for free spots,in random order */
for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
- find_doors_in_room_recursive (layout, map,
+ find_doors_in_room_recursive (maze, map,
x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
doorlist, ndoors, RP);
}
}
/* 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;
@@ -797,10 +788,10 @@
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. */
+ /* allocate and copy the maze, converting C to 0. */
for (i = 0; i < RP->Xsize; i++)
for (j = 0; j < RP->Ysize; j++)
layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
@@ -813,7 +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;
@@ -823,7 +814,7 @@
if (opts & DOORED)
{
- for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
+ for (i = 0, door = doorlist[0]; doorlist[i]; i++)
{
object *new_door = get_archetype (shstr_locked_door1);
@@ -831,7 +822,6 @@
new_door->face = door->face;
new_door->x = door->x;
new_door->y = door->y;
- door->remove ();
door->destroy ();
doorlist[i] = new_door;
insert_ob_in_map (new_door, map, NULL, 0);
@@ -858,9 +848,6 @@
door->face = wallface->face;
- if (!QUERY_FLAG (wallface, FLAG_REMOVED))
- wallface->remove ();
-
wallface->destroy ();
}
}