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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.23 by root, Sat Jan 27 00:56:48 2007 UTC vs.
Revision 1.35 by root, Mon Apr 14 22:41:17 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
26 25
27#include <global.h> 26#include <global.h>
41#define LAST_OPTION 64 /* set this to the last real option, for random */ 40#define LAST_OPTION 64 /* set this to the last real option, for random */
42 41
43#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 43#define PASS_DOORS 1
45 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3;
51}
46 52
47/* returns true if square x,y has P_NO_PASS set, which is true for walls 53/* returns true if square x,y has P_NO_PASS set, which is true for walls
48 * and doors but not monsters. 54 * and doors but not monsters.
49 * This function is not map tile aware. 55 * This function is not map tile aware.
50 */ 56 */
52wall_blocked (maptile *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
53{ 59{
54 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 61 return 1;
56 62
63 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 65}
60 66
61/* place treasures in the map, given the 67/* place treasures in the map, given the
62map, (required) 68map, (required)
63layout, (required) 69layout, (required)
76 if (treasure_style) 82 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
78 return; 84 return;
79 85
80 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
81 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
82 88
83 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
85 { 91 {
86 if (rndm (2)) 92 if (rndm (2))
89 treasureoptions -= 2; 95 treasureoptions -= 2;
90 } 96 }
91 97
92 /* pick the number of treasures */ 98 /* pick the number of treasures */
93 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
94 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 100 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
95 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
96 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 102 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
97 else 103 else
98 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 104 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
99 105
100 if (num_treasures <= 0) 106 if (num_treasures <= 0)
101 return; 107 return;
102 108
103 /* get the style map */ 109 /* get the style map */
112 } 118 }
113 119
114 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
115 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
116 { 122 {
117
118 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
119 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
120 { 125 {
121 case LAYOUT_ONION: 126 case LAYOUT_ONION:
122 case LAYOUT_SPIRAL: 127 case LAYOUT_SPIRAL:
130 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
131 { 136 {
132 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
133 { 138 {
134 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
135 object **doorlist;
136 object *chest; 140 object *chest;
137 141
138 if (tdiv == 3) 142 if (tdiv == 3)
139 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
140 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
141 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147
142 if (!chest) 148 if (!chest)
143 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
144 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
145 { 152 {
146 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
147 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
148 free (doorlist); 155 free (doorlist);
149 } 156 }
150 } 157 }
151 } 158 }
160 167
161 i = j = -1; 168 i = j = -1;
162 tries = 0; 169 tries = 0;
163 while (i == -1 && tries < 100) 170 while (i == -1 && tries < 100)
164 { 171 {
165 i = RANDOM () % (RP->Xsize - 2) + 1; 172 i = rndm (RP->Xsize - 2) + 1;
166 j = RANDOM () % (RP->Ysize - 2) + 1; 173 j = rndm (RP->Ysize - 2) + 1;
167 find_enclosed_spot (map, &i, &j, RP); 174 find_enclosed_spot (map, &i, &j, RP);
175
168 if (wall_blocked (map, i, j)) 176 if (wall_blocked (map, i, j))
169 i = -1; 177 i = -1;
178
170 tries++; 179 tries++;
171 } 180 }
181
172 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 182 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
183
173 if (!chest) 184 if (!chest)
174 return; 185 return;
186
175 i = chest->x; 187 i = chest->x;
176 j = chest->y; 188 j = chest->y;
177 if (treasureoptions & (DOORED | HIDDEN)) 189 if (treasureoptions & (DOORED | HIDDEN))
178 { 190 {
179 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 191 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
187 { /* DIFFUSE treasure layout */ 199 { /* DIFFUSE treasure layout */
188 int ti, i, j; 200 int ti, i, j;
189 201
190 for (ti = 0; ti < num_treasures; ti++) 202 for (ti = 0; ti < num_treasures; ti++)
191 { 203 {
192 i = RANDOM () % (RP->Xsize - 2) + 1; 204 i = rndm (RP->Xsize - 2) + 1;
193 j = RANDOM () % (RP->Ysize - 2) + 1; 205 j = rndm (RP->Ysize - 2) + 1;
194 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 206 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
195 } 207 }
196 } 208 }
197} 209}
198 210
199/* put a chest into the map, near x and y, with the treasure style 211/* put a chest into the map, near x and y, with the treasure style
200 determined (may be null, or may be a treasure list from lib/treasures, 212 determined (may be null, or may be a treasure list from lib/treasures,
201 if the global variable "treasurestyle" is set to that treasure list's name */ 213 if the global variable "treasurestyle" is set to that treasure list's name */
202
203object * 214object *
204place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 215place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
205{ 216{
206 object *the_chest; 217 object *the_chest;
207 int i, xl, yl; 218 int i, xl, yl;
232 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 243 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
233 244
234 if (tlist != NULL) 245 if (tlist != NULL)
235 for (ti = 0; ti < n_treasures; ti++) 246 for (ti = 0; ti < n_treasures; ti++)
236 { /* use the treasure list */ 247 { /* use the treasure list */
237 object *new_treasure = pick_random_object (style_map); 248 object *new_treasure = style_map->pick_random_object ();
238 249
239 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 250 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
240 } 251 }
241 else 252 else
242 { /* use the style map */ 253 { /* use the style map */
243 the_chest->randomitems = tlist; 254 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 255 the_chest->stats.hp = n_treasures;
245 } 256 }
246#endif 257#endif
247 { /* neither style_map no treasure list given */ 258 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 259 treasurelist *tlist = treasurelist::find ("chest");
249 260
250 the_chest->randomitems = tlist; 261 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 262 the_chest->stats.hp = n_treasures;
252 } 263 }
253 264
257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 268 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
258 object *the_trap; 269 object *the_trap;
259 270
260 if (trap_map) 271 if (trap_map)
261 { 272 {
262 the_trap = pick_random_object (trap_map); 273 the_trap = trap_map->pick_random_object ();
263 the_trap->stats.Cha = 10 + RP->difficulty; 274 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 275 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
265 if (the_trap) 276 if (the_trap)
266 { 277 {
267 object *new_trap; 278 object *new_trap;
268 279
269 new_trap = arch_to_object (the_trap->arch); 280 new_trap = arch_to_object (the_trap->arch);
276 } 287 }
277 288
278 /* set the chest lock code, and call the keyplacer routine with 289 /* set the chest lock code, and call the keyplacer routine with
279 the lockcode. It's not worth bothering to lock the chest if 290 the lockcode. It's not worth bothering to lock the chest if
280 there's only 1 treasure.... */ 291 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 293 {
284 char keybuf[1024]; 294 char keybuf[1024];
285 295
286 sprintf (keybuf, "%d", (int) RANDOM ()); 296 sprintf (keybuf, "%d", rndm (1000000000));
287 the_chest->slaying = keybuf; 297 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
289 } 299 }
290 300
291 /* actually place the chest. */ 301 /* actually place the chest. */
353 int tries = 0; 363 int tries = 0;
354 364
355 the_keymaster = 0; 365 the_keymaster = 0;
356 while (tries < 15 && !the_keymaster) 366 while (tries < 15 && !the_keymaster)
357 { 367 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1; 368 i = rndm (RP->Xsize - 2) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1; 369 j = rndm (RP->Ysize - 2) + 1;
360 tries++; 370 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP); 371 the_keymaster = find_closest_monster (map, i, j, RP);
362 } 372 }
363 373
364 /* if we don't find a good keymaster, drop the key on the ground. */ 374 /* if we don't find a good keymaster, drop the key on the ground. */
367 int freeindex; 377 int freeindex;
368 378
369 freeindex = -1; 379 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++) 380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 { 381 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 382 kx = rndm (RP->Xsize - 2) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 383 ky = rndm (RP->Ysize - 2) + 1;
374 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 384 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
375 } 385 }
376 386
377 // can freeindex ever be < 0? 387 // can freeindex ever be < 0?
378 if (freeindex >= 0) 388 if (freeindex >= 0)
423 the_key->y = ky; 433 the_key->y = ky;
424 insert_ob_in_map (the_key, map, NULL, 0); 434 insert_ob_in_map (the_key, map, NULL, 0);
425 return 1; 435 return 1;
426 } 436 }
427 437
428 insert_ob_in_ob (the_key, the_keymaster); 438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
429 return 1; 439 return 1;
430} 440}
431 441
432 442
433 443
496 /* allocate and copy the layout, converting C to 0. */ 506 /* allocate and copy the layout, converting C to 0. */
497 for (i = 0; i < RP->Xsize; i++) 507 for (i = 0; i < RP->Xsize; i++)
498 { 508 {
499 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 509 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
500 for (j = 0; j < RP->Ysize; j++) 510 for (j = 0; j < RP->Ysize; j++)
501 {
502 if (wall_blocked (map, i, j)) 511 if (wall_blocked (map, i, j))
503 layout2[i][j] = '#'; 512 layout2[i][j] = '#';
504 }
505 } 513 }
514
506 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 515 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
507 516
508 /* deallocate the temp. layout */ 517 /* deallocate the temp. layout */
509 for (i = 0; i < RP->Xsize; i++) 518 for (i = 0; i < RP->Xsize; i++)
510 {
511 free (layout2[i]); 519 free (layout2[i]);
512 } 520
513 free (layout2); 521 free (layout2);
514 522
515 return theMonsterToFind; 523 return theMonsterToFind;
516} 524}
517 525
574 /* setup num_free_spots and room_free_spots */ 582 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 583 find_spot_in_room_recursive (layout2, x, y, RP);
576 584
577 if (number_of_free_spots_in_room > 0) 585 if (number_of_free_spots_in_room > 0)
578 { 586 {
579 i = RANDOM () % number_of_free_spots_in_room; 587 i = rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i]; 588 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i]; 589 *ky = room_free_spots_y[i];
582 } 590 }
583 591
584 /* deallocate the temp. layout */ 592 /* deallocate the temp. layout */
652 *cy = ly; 660 *cy = ly;
653 return; 661 return;
654 } 662 }
655 } 663 }
656 /* give up and return the closest free spot. */ 664 /* give up and return the closest free spot. */
657 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 665 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
658 666
659 if (i != -1) 667 if (i != -1)
660 { 668 {
661 *cx = x + freearr_x[i]; 669 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 670 *cy = y + freearr_y[i];
692 it'll remove any monsters it finds.*/ 700 it'll remove any monsters it finds.*/
693object ** 701object **
694surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 702surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695{ 703{
696 int i; 704 int i;
697 char *doors[2]; 705 const char *doors[2];
698 object **doorlist; 706 object **doorlist;
699 int ndoors_made = 0; 707 int ndoors_made = 0;
700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 708 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
701 709
702 /* this is a list we pick from, for horizontal and vertical doors */ 710 /* this is a list we pick from, for horizontal and vertical doors */
740 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 748 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
742 return tmp; 750 return tmp;
743 return NULL; 751 return NULL;
744} 752}
745
746 753
747/* the workhorse routine, which finds the doors in a room */ 754/* the workhorse routine, which finds the doors in a room */
748void 755void
749find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 756find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
750{ 757{
765 layout[x][y] = 1; 772 layout[x][y] = 1;
766 door = door_in_square (map, x, y); 773 door = door_in_square (map, x, y);
767 if (door) 774 if (door)
768 { 775 {
769 doorlist[*ndoors] = door; 776 doorlist[*ndoors] = door;
777
770 if (*ndoors > 1022) /* eek! out of memory */ 778 if (*ndoors > 1022) /* eek! out of memory */
771 { 779 {
772 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 780 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
773 return; 781 return;
774 } 782 }
777 } 785 }
778 } 786 }
779 else 787 else
780 { 788 {
781 layout[x][y] = 1; 789 layout[x][y] = 1;
790
782 /* now search all the 8 squares around recursively for free spots,in random order */ 791 /* now search all the 8 squares around recursively for free spots,in random order */
783 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 792 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
784 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 793 find_doors_in_room_recursive (layout, map,
794 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
795 doorlist, ndoors, RP);
785 } 796 }
786} 797}
787 798
788/* find a random non-blocked spot in this room to drop a key. */ 799/* find a random non-blocked spot in this room to drop a key. */
789object ** 800object **
790find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 801find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
791{ 802{
792 char **layout2;
793 object **doorlist;
794 int i, j; 803 int i, j;
795 int ndoors = 0; 804 int ndoors = 0;
796 805
797 doorlist = (object **) calloc (sizeof (int), 1024); 806 object **doorlist = (object **)calloc (sizeof (int), 1024);
798 807
799 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 808 MazeData layout2 (RP->Xsize, RP->Ysize);
809
800 /* allocate and copy the layout, converting C to 0. */ 810 /* allocate and copy the layout, converting C to 0. */
801 for (i = 0; i < RP->Xsize; i++) 811 for (i = 0; i < RP->Xsize; i++)
802 {
803 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
804 for (j = 0; j < RP->Ysize; j++) 812 for (j = 0; j < RP->Ysize; j++)
805 {
806 if (wall_blocked (map, i, j)) 813 if (wall_blocked (map, i, j))
807 layout2[i][j] = '#'; 814 layout2[i][j] = '#';
808 }
809 }
810 815
811 /* setup num_free_spots and room_free_spots */ 816 /* setup num_free_spots and room_free_spots */
812 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 817 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
813 818
814 /* deallocate the temp. layout */
815 for (i = 0; i < RP->Xsize; i++)
816 free (layout2[i]);
817
818 free (layout2);
819 return doorlist; 819 return doorlist;
820} 820}
821
822
823 821
824/* locks and/or hides all the doors in doorlist, or does nothing if 822/* locks and/or hides all the doors in doorlist, or does nothing if
825 opts doesn't say to lock/hide doors. */ 823 opts doesn't say to lock/hide doors. */
826
827void 824void
828lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 825lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
829{ 826{
830 object *door; 827 object *door;
831 int i; 828 int i;
845 new_door->y = door->y; 842 new_door->y = door->y;
846 door->remove (); 843 door->remove ();
847 door->destroy (); 844 door->destroy ();
848 doorlist[i] = new_door; 845 doorlist[i] = new_door;
849 insert_ob_in_map (new_door, map, NULL, 0); 846 insert_ob_in_map (new_door, map, NULL, 0);
850 sprintf (keybuf, "%d", (int) RANDOM ()); 847 sprintf (keybuf, "%d", rndm (1000000000));
851 new_door->slaying = keybuf; 848 new_door->slaying = keybuf;
852 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 849 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
853 } 850 }
854 } 851 }
855 852

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