/*
* 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
*/
/* 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 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;
m->at (x, y).update ();
return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
}
/* place treasures in the map, given the
map, (required)
layout, (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)
{
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 = rndm (2 * LAST_OPTION);
/* filter out the mutually exclusive options */
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;
/* get the style map */
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)
{
/* 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;
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);
}
}
}
}
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 */
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;
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)
{
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;
/* put the treasures in the chest. */
/* if(style_map) { */
#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; 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;
}
#endif
{ /* 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)
{
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[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);
return the_chest;
}
/* finds the closest monster and returns him, regardless of doors
or walls */
object *
find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
{
int i;
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.
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 (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 = keycode;
if (door_flag == PASS_DOORS)
{
int tries = 0;
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) /* 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;
}
insert_ob_in_ob (the_key, the_keymaster);
return 1;
}
/* 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 */
object *
find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
{
int i, j;
/* if we've found a monster already, leave */
if (theMonsterToFind != NULL)
return theMonsterToFind;
/* bounds check x and y */
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. */
/* 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;
}
}
/* now search all the 8 squares around recursively for a monster,in random order */
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;
}
/* 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;
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] = '#';
}
}
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);
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;
/* 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)
{
int i, j;
/* bounds check x and y */
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;
/* 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;
number_of_free_spots_in_room++;
/* now search all the 8 squares around recursively for free spots,in random order */
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 (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);
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] = '#';
}
/* 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];
}
/* deallocate the temp. layout */
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 (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;
}
}
/* 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;
}
}
/* 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;
}
}
/* give up and return the closest free spot. */
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, maptile *map)
{
object *tmp;
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 (maptile *map, char **layout, int x, int y, int opts)
{
int i;
const char *doors[2];
object **doorlist;
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";
}
/* 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 */
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 (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;
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)
{
int i, j;
object *door;
/* bounds check x and y */
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;
/* 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)
{
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;
}
}
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 (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);
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] = '#';
}
}
/* 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)
{
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[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))
wallface->remove ();
wallface->destroy ();
}
}
}
}