--- deliantra/server/random_maps/treasure.C 2006/08/13 17:16:03 1.1
+++ deliantra/server/random_maps/treasure.C 2007/07/01 05:00:19 1.30
@@ -1,67 +1,67 @@
/*
- * static char *rcsid_treasure_c =
- * "$Id: treasure.C,v 1.1 2006/08/13 17:16:03 elmex Exp $";
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ *
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Crossfire TRT 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.
+ *
+ * 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 .
+ *
+ * The authors can be reached via e-mail to
*/
-/*
- CrossFire, A Multiplayer game for X-windows
-
- 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 crossfire-devel@real-time.com
-*/
-
/* placing treasure in maps, where appropriate. */
-
-
#include
#include
#include
/* some defines for various options which can be set. */
-#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
-#define HIDDEN 2 /* doors to treasure are hidden. */
-#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
-#define DOORED 8 /* treasure has doors around it. */
-#define TRAPPED 16 /* trap dropped in same location as chest. */
-#define SPARSE 32 /* 1/2 as much treasure as default */
-#define RICH 64 /* 2x as much treasure as default */
-#define FILLED 128 /* Fill/tile the entire map with treasure */
-#define LAST_OPTION 64 /* set this to the last real option, for random */
+#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
+#define HIDDEN 2 /* doors to treasure are hidden. */
+#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
+#define DOORED 8 /* treasure has doors around it. */
+#define TRAPPED 16 /* trap dropped in same location as chest. */
+#define SPARSE 32 /* 1/2 as much treasure as default */
+#define RICH 64 /* 2x as much treasure as default */
+#define FILLED 128 /* Fill/tile the entire map with treasure */
+#define LAST_OPTION 64 /* set this to the last real option, for random */
#define NO_PASS_DOORS 0
#define PASS_DOORS 1
+/* a macro to get a strongly centered random distribution,
+ from 0 to x, centered at x/2 */
+static int
+bc_random (int x)
+{
+ return (rndm (x) + rndm (x) + rndm (x)) / 3;
+}
/* returns true if square x,y has P_NO_PASS set, which is true for walls
* and doors but not monsters.
* This function is not map tile aware.
*/
+int
+wall_blocked (maptile *m, int x, int y)
+{
+ if (OUT_OF_REAL_MAP (m, x, y))
+ return 1;
-int wall_blocked(mapstruct *m, int x, int y) {
- int r;
-
- if(OUT_OF_REAL_MAP(m,x,y))
- return 1;
- 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
@@ -70,330 +70,419 @@
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(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) {
- char styledirname[256];
- char stylefilepath[256];
- mapstruct *style_map=0;
+void
+place_treasure (maptile *map, char **layout, 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. */
- if(treasure_style) if(!strcmp(treasure_style,"none")) return;
- if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION);
+ if (treasure_style)
+ if (!strcmp (treasure_style, "none"))
+ return;
+
+ if (treasureoptions <= 0)
+ treasureoptions = rndm (2 * LAST_OPTION);
/* filter out the mutually exclusive options */
- if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) {
- if(RANDOM()%2) treasureoptions -=1;
- else treasureoptions-=2;}
+ if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
+ {
+ if (rndm (2))
+ treasureoptions -= 1;
+ else
+ treasureoptions -= 2;
+ }
/* pick the number of treasures */
- if(treasureoptions & SPARSE)
- num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1);
- else if(treasureoptions & RICH)
- num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1);
- else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1);
-
- if(num_treasures <= 0 ) return;
+ if (treasureoptions & SPARSE)
+ num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
+ else if (treasureoptions & RICH)
+ num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
+ else
+ num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
+
+ if (num_treasures <= 0)
+ 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);
+ sprintf (styledirname, "%s", "/styles/treasurestyles");
+ 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) {
+ if (treasureoptions & CONCENTRATED)
+ {
- /* map_layout_style global, and is previously set */
- switch(RP->map_layout_style) {
- case ONION_LAYOUT:
- case SPIRAL_LAYOUT:
- case SQUARE_SPIRAL_LAYOUT:
- {
- int i,j;
- /* search the onion for C's or '>', and put treasure there. */
- for(i=0;iXsize;i++) {
- for(j=0;jYsize;j++) {
- if(layout[i][j]=='C' || layout[i][j]=='>') {
- int tdiv = RP->symmetry_used;
- object **doorlist;
+ /* map_layout_style global, and is previously set */
+ switch (RP->map_layout_style)
+ {
+ case LAYOUT_ONION:
+ case LAYOUT_SPIRAL:
+ case LAYOUT_SQUARE_SPIRAL:
+ {
+ int i, j;
+
+ /* search the onion for C's or '>', and put treasure there. */
+ for (i = 0; i < RP->Xsize; i++)
+ {
+ for (j = 0; j < RP->Ysize; j++)
+ {
+ 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);
+ lock_and_hide_doors (doorlist, map, treasureoptions, RP);
+ free (doorlist);
+ }
+ }
+ }
+ }
+ break;
+ }
+ default:
+ {
+ int i, j, tries;
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);
- lock_and_hide_doors(doorlist,map,treasureoptions,RP);
- free(doorlist);
- }
+ object **doorlist;
+
+ i = j = -1;
+ tries = 0;
+ while (i == -1 && tries < 100)
+ {
+ 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))
+ {
+ doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
+ lock_and_hide_doors (doorlist, map, treasureoptions, RP);
+ free (doorlist);
+ }
}
- }
}
- break;
- }
- default:
- {
- int i,j,tries;
- object *chest;
- object **doorlist;
- i=j=-1;tries=0;
- while(i==-1&&tries<100) {
- i = RANDOM()%(RP->Xsize-2)+1;
- j = RANDOM()%(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)) {
- doorlist=surround_by_doors(map,layout,i,j,treasureoptions);
- lock_and_hide_doors(doorlist,map,treasureoptions,RP);
- free(doorlist);
- }
- }
}
- }
- else { /* DIFFUSE treasure layout */
- int ti,i,j;
- for(ti=0;tiXsize-2)+1;
- j = RANDOM()%(RP->Ysize-2)+1;
- place_chest(treasureoptions,i,j,map,style_map,1,RP);
+ else
+ { /* DIFFUSE treasure layout */
+ int ti, i, j;
+
+ for (ti = 0; ti < num_treasures; ti++)
+ {
+ i = rndm (RP->Xsize - 2) + 1;
+ j = rndm (RP->Ysize - 2) + 1;
+ place_chest (treasureoptions, i, j, map, style_map, 1, RP);
+ }
}
- }
}
-
-
/* 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 */
+ 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,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) {
+object *
+place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
+{
object *the_chest;
- int i,xl,yl;
+ int i, xl, yl;
- the_chest = get_archetype("chest"); /* was "chest_2" */
+ the_chest = get_archetype ("chest"); /* was "chest_2" */
/* first, find a place to put the chest. */
- i = find_first_free_spot(the_chest,map,x,y);
- if (i == -1) {
- free_object(the_chest);
- return NULL;
- }
- xl = x + freearr_x[i]; yl = y + freearr_y[i];
+ i = find_first_free_spot (the_chest, map, x, y);
+ if (i == -1)
+ {
+ the_chest->destroy ();
+ return NULL;
+ }
+
+ xl = x + freearr_x[i];
+ yl = y + freearr_y[i];
/* if the placement is blocked, return a fail. */
- if(wall_blocked(map,xl,yl)) return 0;
-
-
+ if (wall_blocked (map, xl, yl))
+ return 0;
+
/* put the treasures in the chest. */
/* if(style_map) { */
-#if 0 /* don't use treasure style maps for now! */
+#if 0 /* don't use treasure style maps for now! */
int ti;
+
/* if treasurestyle lists a treasure list, use it. */
- treasurelist *tlist=find_treasurelist(RP->treasurestyle);
- if(tlist!=NULL)
- for(ti=0;tiarch),the_chest);
+ treasurelist *tlist = find_treasurelist (RP->treasurestyle);
+
+ if (tlist != NULL)
+ for (ti = 0; ti < n_treasures; ti++)
+ { /* use the treasure list */
+ object *new_treasure = style_map->pick_random_object ();
+
+ insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
+ }
+ else
+ { /* use the style map */
+ the_chest->randomitems = tlist;
+ the_chest->stats.hp = n_treasures;
}
- else { /* use the style map */
- the_chest->randomitems=tlist;
- the_chest->stats.hp = n_treasures;
- }
#endif
- else { /* neither style_map no treasure list given */
- treasurelist *tlist=find_treasurelist("chest");
- the_chest->randomitems=tlist;
+ { /* neither style_map no treasure list given */
+ treasurelist *tlist = treasurelist::find ("chest");
+
+ the_chest->randomitems = tlist;
the_chest->stats.hp = n_treasures;
}
/* stick a trap in the chest if required */
- if(treasureoptions & TRAPPED) {
- mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1);
- object *the_trap;
- if(trap_map) {
- the_trap= pick_random_object(trap_map);
- the_trap->stats.Cha = 10+RP->difficulty;
- the_trap->level = BC_RANDOM((3*RP->difficulty)/2);
- if(the_trap) {
- object *new_trap;
- new_trap = arch_to_object(the_trap->arch);
- copy_object(new_trap,the_trap);
- new_trap->x = x;
- new_trap->y = y;
- insert_ob_in_ob(new_trap,the_chest);
- }
+ 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 ();
+ the_trap->stats.Cha = 10 + RP->difficulty;
+ the_trap->level = bc_random ((3 * RP->difficulty) / 2);
+ if (the_trap)
+ {
+ object *new_trap;
+
+ 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);
+ }
+ }
}
- }
/* set the chest lock code, and call the keyplacer routine with
the lockcode. It's not worth bothering to lock the chest if
- there's only 1 treasure....*/
-
- if((treasureoptions & KEYREQUIRED)&&n_treasures>1) {
- char keybuf[256];
- sprintf(keybuf,"%d",(int)RANDOM());
- the_chest->slaying = add_string(keybuf);
- keyplace(map,x,y,keybuf,PASS_DOORS,1,RP);
- }
+ there's only 1 treasure.... */
+ if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
+ {
+ char keybuf[1024];
+
+ sprintf (keybuf, "%d", rndm (1000000000));
+ the_chest->slaying = keybuf;
+ keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
+ }
/* actually place the chest. */
- the_chest->x = xl; the_chest->y = yl;
- insert_ob_in_map(the_chest,map,NULL,0);
+ the_chest->x = xl;
+ the_chest->y = yl;
+ insert_ob_in_map (the_chest, map, NULL, 0);
return the_chest;
}
/* finds the closest monster and returns him, regardless of doors
- or walls */
-object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) {
+ or walls */
+object *
+find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
+{
int i;
- for(i=0;i= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
- /* don't bother searching this square unless the map says life exists.*/
- if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) {
- 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))
- return the_monster;
- }
- }
+
+ for (i = 0; i < SIZEOFFREE; i++)
+ {
+ int lx, ly;
+
+ lx = x + freearr_x[i];
+ ly = y + freearr_y[i];
+ /* boundscheck */
+ if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
+ /* don't bother searching this square unless the map says life exists. */
+ if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
+ {
+ 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))
+ return the_monster;
+ }
+ }
return NULL;
}
-
+
/* places keys in the map, preferably in something alive.
- keycode is the key's code,
- door_flag is either PASS_DOORS or NO_PASS_DOORS.
- NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
- if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
- it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
+ keycode is the key's code,
+ door_flag is either PASS_DOORS or NO_PASS_DOORS.
+ NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
+ if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
+ it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
- The idea is that you call keyplace on x,y where a door is, and it'll make
- sure a key is placed on both sides of the door.
+ The idea is that you call keyplace on x,y where a door is, and it'll make
+ sure a key is placed on both sides of the door.
*/
-
-int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) {
- int i,j;
- int kx,ky;
- object *the_keymaster; /* the monster that gets the key. */
+int
+keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
+{
+ int i, j;
+ int kx = 0, ky = 0;
+ object *the_keymaster; /* the monster that gets the key. */
object *the_key;
/* get a key and set its keycode */
- the_key = get_archetype("key2");
- the_key->slaying = add_string(keycode);
+ the_key = get_archetype ("key2");
+ the_key->slaying = keycode;
+ if (door_flag == PASS_DOORS)
+ {
+ int tries = 0;
- if(door_flag==PASS_DOORS) {
- int tries=0;
- the_keymaster=NULL;
- while(tries<15&&the_keymaster==NULL) {
- i = (RANDOM()%(RP->Xsize-2))+1;
- j = (RANDOM()%(RP->Ysize-2))+1;
- tries++;
- the_keymaster=find_closest_monster(map,i,j,RP);
- }
- /* if we don't find a good keymaster, drop the key on the ground. */
- if(the_keymaster==NULL) {
- int freeindex;
-
- freeindex = -1;
- for(tries = 0; tries < 15 && freeindex == -1; tries++) {
- kx = (RANDOM()%(RP->Xsize-2))+1;
- ky = (RANDOM()%(RP->Ysize-2))+1;
- freeindex = find_first_free_spot(the_key,map,kx,ky);
- }
- if(freeindex != -1) {
- kx += freearr_x[freeindex];
- ky += freearr_y[freeindex];
- }
+ the_keymaster = 0;
+ while (tries < 15 && !the_keymaster)
+ {
+ i = rndm (RP->Xsize - 2) + 1;
+ j = rndm (RP->Ysize - 2) + 1;
+ tries++;
+ the_keymaster = find_closest_monster (map, i, j, RP);
+ }
+
+ /* if we don't find a good keymaster, drop the key on the ground. */
+ if (!the_keymaster)
+ {
+ int freeindex;
+
+ freeindex = -1;
+ for (tries = 0; tries < 15 && freeindex == -1; tries++)
+ {
+ kx = rndm (RP->Xsize - 2) + 1;
+ ky = rndm (RP->Ysize - 2) + 1;
+ freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
+ }
+
+ // can freeindex ever be < 0?
+ if (freeindex >= 0)
+ {
+ kx += freearr_x [freeindex];
+ ky += freearr_y [freeindex];
+ }
+ }
}
- }
- else { /* NO_PASS_DOORS --we have to work harder.*/
- /* don't try to keyplace if we're sitting on a blocked square and
- NO_PASS_DOORS is set. */
- if(n_keys==1) {
- if(wall_blocked(map,x,y)) return 0;
- the_keymaster=find_monster_in_room(map,x,y,RP);
- if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */
- find_spot_in_room(map,x,y,&kx,&ky,RP);
- }
- else {
- int sum=0; /* count how many keys we actually place */
- /* I'm lazy, so just try to place in all 4 directions. */
- sum +=keyplace(map,x+1,y,keycode,NO_PASS_DOORS,1,RP);
- sum +=keyplace(map,x,y+1,keycode,NO_PASS_DOORS,1,RP);
- sum +=keyplace(map,x-1,y,keycode,NO_PASS_DOORS,1,RP);
- sum +=keyplace(map,x,y-1,keycode,NO_PASS_DOORS,1,RP);
- if(sum < 2) /* we might have made a disconnected map-place more keys. */
- { /* diagnoally this time. */
- keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP);
- keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP);
- keyplace(map,x-1,y+1,keycode,NO_PASS_DOORS,1,RP);
- keyplace(map,x-1,y-1,keycode,NO_PASS_DOORS,1,RP);
+ else
+ { /* NO_PASS_DOORS --we have to work harder. */
+ /* don't try to keyplace if we're sitting on a blocked square and
+ NO_PASS_DOORS is set. */
+ if (n_keys == 1)
+ {
+ if (wall_blocked (map, x, y))
+ return 0;
+
+ the_keymaster = find_monster_in_room (map, x, y, RP);
+ if (!the_keymaster) /* if fail, find a spot to drop the key. */
+ find_spot_in_room (map, x, y, &kx, &ky, RP);
}
+ else
+ {
+ int sum = 0; /* count how many keys we actually place */
+
+ /* I'm lazy, so just try to place in all 4 directions. */
+ sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
+ sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
+ sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
+ sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
+
+ if (sum < 2) /* we might have made a disconnected map-place more keys. */
+ { /* diagonally this time. */
+ keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
+ keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
+ keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
+ keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
+ }
+
+ return 1;
+ }
+ }
+
+ if (!the_keymaster)
+ {
+ the_key->x = kx;
+ the_key->y = ky;
+ insert_ob_in_map (the_key, map, NULL, 0);
return 1;
- }
- }
+ }
- if(the_keymaster==NULL) {
- the_key->x = kx;
- the_key->y = ky;
- insert_ob_in_map(the_key,map,NULL,0);
- return 1;
- }
-
- insert_ob_in_ob(the_key,the_keymaster);
+ insert_ob_in_ob (the_key, the_keymaster);
return 1;
-}
+}
-/* both find_monster_in_room routines need to have access to this. */
+/* both find_monster_in_room routines need to have access to this. */
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 */
+ 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)
+{
+ int i, j;
-object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) {
- int i,j;
/* if we've found a monster already, leave */
- if(theMonsterToFind!=NULL) return theMonsterToFind;
+ if (theMonsterToFind != NULL)
+ return theMonsterToFind;
/* bounds check x and y */
- if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind;
+ if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
+ return theMonsterToFind;
/* if the square is blocked or searched already, leave */
- if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/
+ if (layout[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;
- 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)) {
- theMonsterToFind=the_monster;
- return theMonsterToFind;
+ layout[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))
+ {
+ theMonsterToFind = the_monster;
+ return theMonsterToFind;
+ }
}
- }
-
+
/* 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++) {
- theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP);
- if(theMonsterToFind!=NULL) return theMonsterToFind;
- }
+ 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)
+ return theMonsterToFind;
+ }
return theMonsterToFind;
}
@@ -401,329 +490,397 @@
/* sets up some data structures: the _recursive form does the
real work. */
-object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) {
+object *
+find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
+{
char **layout2;
- int i,j;
- theMonsterToFind=0;
- layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
+ int i, j;
+
+ theMonsterToFind = 0;
+ layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
/* allocate and copy the layout, converting C to 0. */
- for(i=0;iXsize;i++) {
- layout2[i]=(char *)calloc(sizeof(char),RP->Ysize);
- for(j=0;jYsize;j++) {
- if(wall_blocked(map,i,j)) layout2[i][j] = '#';
+ 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] = '#';
+ }
}
- }
- theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP);
-
+ theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
+
/* deallocate the temp. layout */
- for(i=0;iXsize;i++) {
- free(layout2[i]);
- }
- free(layout2);
+ for (i = 0; i < RP->Xsize; i++)
+ {
+ free (layout2[i]);
+ }
+ free (layout2);
return theMonsterToFind;
}
-
-
-
-/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
+/* 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;
+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,RMParms *RP) {
- int i,j;
+void
+find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
+{
+ int i, j;
/* bounds check x and y */
- if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return;
+ if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
+ return;
/* if the square is blocked or searched already, leave */
- if(layout[x][y]!=0) return;
+ if (layout[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;
- room_free_spots_x[number_of_free_spots_in_room]=x;
- room_free_spots_y[number_of_free_spots_in_room]=y;
+ layout[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=RANDOM()%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);
- }
+ 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);
}
/* find a random non-blocked spot in this room to drop a key. */
-void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) {
+void
+find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
+{
char **layout2;
- int i,j;
- number_of_free_spots_in_room=0;
- room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize);
- room_free_spots_y = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize);
+ int i, j;
+
+ number_of_free_spots_in_room = 0;
+ room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
+ room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
- layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
+ layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
/* allocate and copy the layout, converting C to 0. */
- for(i=0;iXsize;i++) {
- layout2[i]=(char *)calloc(sizeof(char),RP->Ysize);
- for(j=0;jYsize;j++) {
- if(wall_blocked(map,i,j)) layout2[i][j] = '#';
+ 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] = '#';
+ }
+
+ /* setup num_free_spots and room_free_spots */
+ find_spot_in_room_recursive (layout2, x, y, RP);
+
+ if (number_of_free_spots_in_room > 0)
+ {
+ i = rndm (number_of_free_spots_in_room);
+ *kx = room_free_spots_x[i];
+ *ky = room_free_spots_y[i];
}
- }
-
- /* setup num_free_spots and room_free_spots */
- find_spot_in_room_recursive(layout2,x,y,RP);
-
- if(number_of_free_spots_in_room > 0) {
- i = RANDOM()%number_of_free_spots_in_room;
- *kx = room_free_spots_x[i];
- *ky = room_free_spots_y[i];
- }
/* deallocate the temp. layout */
- for(i=0;iXsize;i++) {
- free(layout2[i]);
- }
- free(layout2);
- free(room_free_spots_x);
- free(room_free_spots_y);
+ for (i = 0; i < RP->Xsize; i++)
+ free (layout2[i]);
+
+ free (layout2);
+ free (room_free_spots_x);
+ free (room_free_spots_y);
}
/* 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 find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) {
- int x,y;
+ 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
+find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
+{
+ int x, y;
int i;
- x = *cx;y=*cy;
- for(i=0;i<=SIZEOFFREE1;i++) {
- int lx,ly,sindex;
- lx = x +freearr_x[i];
- ly = y +freearr_y[i];
- sindex = surround_flag3(map,lx,ly,RP);
- /* if it's blocked on 3 sides, it's enclosed */
- if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) {
- *cx= lx;*cy= ly;
- return;
+ x = *cx;
+ y = *cy;
+
+ for (i = 0; i <= SIZEOFFREE1; i++)
+ {
+ int lx, ly, sindex;
+
+ lx = x + freearr_x[i];
+ ly = y + freearr_y[i];
+ sindex = surround_flag3 (map, lx, ly, RP);
+ /* if it's blocked on 3 sides, it's enclosed */
+ if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
+ {
+ *cx = lx;
+ *cy = ly;
+ return;
+ }
}
- }
/* OK, if we got here, we're obviously someplace where there's no enclosed
spots--try to find someplace which is 2x enclosed. */
- for(i=0;i<=SIZEOFFREE1;i++) {
- int lx,ly,sindex;
- lx = x +freearr_x[i];
- ly = y +freearr_y[i];
- sindex = surround_flag3(map,lx,ly,RP);
- /* if it's blocked on 3 sides, it's enclosed */
- if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) {
- *cx= lx;*cy= ly;
- return;
+ for (i = 0; i <= SIZEOFFREE1; i++)
+ {
+ int lx, ly, sindex;
+
+ lx = x + freearr_x[i];
+ ly = y + freearr_y[i];
+ sindex = surround_flag3 (map, lx, ly, RP);
+ /* if it's blocked on 3 sides, it's enclosed */
+ if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
+ {
+ *cx = lx;
+ *cy = ly;
+ return;
+ }
}
- }
/* settle for one surround point */
- for(i=0;i<=SIZEOFFREE1;i++) {
- int lx,ly,sindex;
- lx = x +freearr_x[i];
- ly = y +freearr_y[i];
- sindex = surround_flag3(map,lx,ly,RP);
- /* if it's blocked on 3 sides, it's enclosed */
- if(sindex) {
- *cx= lx;*cy= ly;
- return;
+ for (i = 0; i <= SIZEOFFREE1; i++)
+ {
+ int lx, ly, sindex;
+
+ lx = x + freearr_x[i];
+ ly = y + freearr_y[i];
+ sindex = surround_flag3 (map, lx, ly, RP);
+ /* if it's blocked on 3 sides, it's enclosed */
+ if (sindex)
+ {
+ *cx = lx;
+ *cy = ly;
+ return;
+ }
}
- }
/* give up and return the closest free spot. */
- i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y);
- if(i!=-1&&i<=SIZEOFFREE1) {
- *cx = x +freearr_x[i];
- *cy = y +freearr_y[i];
- return;
- }
- /* indicate failure */
- *cx=*cy=-1;
-}
+ i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
+ if (i != -1)
+ {
+ *cx = x + freearr_x[i];
+ *cy = y + freearr_y[i];
+ }
+ else
+ {
+ /* indicate failure */
+ *cx = -1;
+ *cy = -1;
+ }
+}
-void remove_monsters(int x,int y,mapstruct *map) {
+void
+remove_monsters (int x, int y, maptile *map)
+{
object *tmp;
- for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above)
- if(QUERY_FLAG(tmp,FLAG_ALIVE)) {
- if(tmp->head) tmp=tmp->head;
- remove_ob(tmp);
- free_object(tmp);
- tmp=get_map_ob(map,x,y);
- if(tmp==NULL) break;
- };
+ 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;
+ };
}
-
/* 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(mapstruct *map,char **layout,int x,int y,int opts) {
+ 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)
+{
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 */
+ int ndoors_made = 0;
+ doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
/* this is a list we pick from, for horizontal and vertical doors */
- if(opts&DOORED) {
- doors[0]="locked_door2";
- doors[1]="locked_door1";
- }
- else {
- doors[0]="door_1";
- doors[1]="door_2";
- }
+ if (opts & DOORED)
+ {
+ doors[0] = "locked_door2";
+ doors[1] = "locked_door1";
+ }
+ else
+ {
+ doors[0] = "door_1";
+ doors[1] = "door_2";
+ }
/* place doors in all the 8 adjacent unblocked squares. */
- for(i=1;i<9;i++) {
- int x1 = x + freearr_x[i], y1 = y+freearr_y[i];
-
- 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]);
- 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);
- doorlist[ndoors_made]=new_door;
- ndoors_made++;
+ for (i = 1; i < 9; i++)
+ {
+ int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
+
+ if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
+ { /* place a door */
+ remove_monsters (x1, y1, map);
+
+ 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;
}
/* returns the first door in this square, or NULL if there isn't a door. */
-object *door_in_square(mapstruct *map,int x,int y) {
+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)
- if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp;
+
+ for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; 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,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) {
- int i,j;
+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;
object *door;
/* bounds check x and y */
- if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return;
+ if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
+ return;
/* if the square is blocked or searched already, leave */
- if(layout[x][y]==1) return;
+ if (layout[x][y] == 1)
+ return;
/* check off this point */
- if(layout[x][y]=='#') { /* there could be a door here */
- layout[x][y]=1;
- door=door_in_square(map,x,y);
- if(door!=NULL) {
- doorlist[*ndoors]=door;
- if(*ndoors>254) /* eek! out of memory */
+ if (layout[x][y] == '#')
+ { /* there could be a door here */
+ layout[x][y] = 1;
+ door = door_in_square (map, x, y);
+ if (door)
{
- LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
- return;
+ doorlist[*ndoors] = door;
+ if (*ndoors > 1022) /* eek! out of memory */
+ {
+ LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
+ return;
+ }
+
+ *ndoors = *ndoors + 1;
}
- *ndoors=*ndoors+1;
}
- }
- else {
- 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++) {
- find_doors_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],doorlist,ndoors,RP);
+ else
+ {
+ layout[x][y] = 1;
+
+ /* now search all the 8 squares around recursively for free spots,in random order */
+ for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
+ find_doors_in_room_recursive (layout, 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** find_doors_in_room(mapstruct *map,int x,int y,RMParms *RP) {
+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;
+ int i, j;
+ int ndoors = 0;
- doorlist = (object **)calloc(sizeof(int),256);
+ doorlist = (object **) calloc (sizeof (int), 1024);
-
- layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
+ layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
/* allocate and copy the layout, converting C to 0. */
- for(i=0;iXsize;i++) {
- layout2[i]=(char *)calloc(sizeof(char),RP->Ysize);
- for(j=0;jYsize;j++) {
- if(wall_blocked(map,i,j)) layout2[i][j] = '#';
+ 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] = '#';
+ }
}
- }
-
- /* setup num_free_spots and room_free_spots */
- find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP);
+
+ /* 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;iXsize;i++) {
- free(layout2[i]);
- }
- free(layout2);
+ 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. */
+ opts doesn't say to lock/hide doors. */
-void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) {
+void
+lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
+{
object *door;
int i;
+
/* lock the doors and hide the keys. */
-
- if(opts & DOORED) {
- for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) {
- object *new_door=get_archetype("locked_door1");
- char keybuf[256];
- door=doorlist[i];
- new_door->face = door->face;
- new_door->x = door->x;
- new_door->y = door->y;
- remove_ob(door);
- free_object(door);
- doorlist[i]=new_door;
- insert_ob_in_map(new_door,map,NULL,0);
- sprintf(keybuf,"%d",(int)RANDOM());
- new_door->slaying = add_string(keybuf);
- keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP);
+
+ if (opts & DOORED)
+ {
+ for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
+ {
+ object *new_door = get_archetype ("locked_door1");
+ char keybuf[1024];
+
+ door = doorlist[i];
+ 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);
+ sprintf (keybuf, "%d", rndm (1000000000));
+ new_door->slaying = keybuf;
+ keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
+ }
}
- }
/* change the faces of the doors and surrounding walls to hide them. */
- if(opts & HIDDEN) {
- for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) {
- object *wallface;
- door=doorlist[i];
- wallface=retrofit_joined_wall(map,door->x,door->y,1,RP);
- if(wallface!=NULL) {
- retrofit_joined_wall(map,door->x-1,door->y,0,RP);
- 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)) remove_ob(wallface);
- free_object(wallface);
- }
+ if (opts & HIDDEN)
+ {
+ for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
+ {
+ object *wallface;
+
+ door = doorlist[i];
+ wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
+ if (wallface != NULL)
+ {
+ retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
+ 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 ();
+ }
+ }
}
- }
}