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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.22 by root, Fri Jan 19 21:49:58 2007 UTC vs.
Revision 1.33 by root, Fri Apr 11 21:09:53 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 */
104 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
105 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
106 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
107 119
108 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
109 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
110 { 122 {
111 123
124 for (j = 0; j < RP->Ysize; j++) 136 for (j = 0; j < RP->Ysize; j++)
125 { 137 {
126 if (layout[i][j] == 'C' || layout[i][j] == '>') 138 if (layout[i][j] == 'C' || layout[i][j] == '>')
127 { 139 {
128 int tdiv = RP->symmetry_used; 140 int tdiv = RP->symmetry_used;
129 object **doorlist;
130 object *chest; 141 object *chest;
131 142
132 if (tdiv == 3) 143 if (tdiv == 3)
133 tdiv = 2; /* this symmetry uses a divisor of 2 */ 144 tdiv = 2; /* this symmetry uses a divisor of 2 */
134 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
135 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
136 if (!chest) 148 if (!chest)
137 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
138 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
139 { 152 {
140 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
141 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
142 free (doorlist); 155 free (doorlist);
143 } 156 }
144 } 157 }
145 } 158 }
154 167
155 i = j = -1; 168 i = j = -1;
156 tries = 0; 169 tries = 0;
157 while (i == -1 && tries < 100) 170 while (i == -1 && tries < 100)
158 { 171 {
159 i = RANDOM () % (RP->Xsize - 2) + 1; 172 i = rndm (RP->Xsize - 2) + 1;
160 j = RANDOM () % (RP->Ysize - 2) + 1; 173 j = rndm (RP->Ysize - 2) + 1;
161 find_enclosed_spot (map, &i, &j, RP); 174 find_enclosed_spot (map, &i, &j, RP);
162 if (wall_blocked (map, i, j)) 175 if (wall_blocked (map, i, j))
163 i = -1; 176 i = -1;
164 tries++; 177 tries++;
165 } 178 }
181 { /* DIFFUSE treasure layout */ 194 { /* DIFFUSE treasure layout */
182 int ti, i, j; 195 int ti, i, j;
183 196
184 for (ti = 0; ti < num_treasures; ti++) 197 for (ti = 0; ti < num_treasures; ti++)
185 { 198 {
186 i = RANDOM () % (RP->Xsize - 2) + 1; 199 i = rndm (RP->Xsize - 2) + 1;
187 j = RANDOM () % (RP->Ysize - 2) + 1; 200 j = rndm (RP->Ysize - 2) + 1;
188 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 201 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
189 } 202 }
190 } 203 }
191} 204}
192 205
226 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 239 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
227 240
228 if (tlist != NULL) 241 if (tlist != NULL)
229 for (ti = 0; ti < n_treasures; ti++) 242 for (ti = 0; ti < n_treasures; ti++)
230 { /* use the treasure list */ 243 { /* use the treasure list */
231 object *new_treasure = pick_random_object (style_map); 244 object *new_treasure = style_map->pick_random_object ();
232 245
233 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 246 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
234 } 247 }
235 else 248 else
236 { /* use the style map */ 249 { /* use the style map */
237 the_chest->randomitems = tlist; 250 the_chest->randomitems = tlist;
238 the_chest->stats.hp = n_treasures; 251 the_chest->stats.hp = n_treasures;
239 } 252 }
240#endif 253#endif
241 { /* neither style_map no treasure list given */ 254 { /* neither style_map no treasure list given */
242 treasurelist *tlist = find_treasurelist ("chest"); 255 treasurelist *tlist = treasurelist::find ("chest");
243 256
244 the_chest->randomitems = tlist; 257 the_chest->randomitems = tlist;
245 the_chest->stats.hp = n_treasures; 258 the_chest->stats.hp = n_treasures;
246 } 259 }
247 260
251 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
252 object *the_trap; 265 object *the_trap;
253 266
254 if (trap_map) 267 if (trap_map)
255 { 268 {
256 the_trap = pick_random_object (trap_map); 269 the_trap = trap_map->pick_random_object ();
257 the_trap->stats.Cha = 10 + RP->difficulty; 270 the_trap->stats.Cha = 10 + RP->difficulty;
258 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 271 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
259 if (the_trap) 272 if (the_trap)
260 { 273 {
261 object *new_trap; 274 object *new_trap;
262 275
263 new_trap = arch_to_object (the_trap->arch); 276 new_trap = arch_to_object (the_trap->arch);
270 } 283 }
271 284
272 /* set the chest lock code, and call the keyplacer routine with 285 /* set the chest lock code, and call the keyplacer routine with
273 the lockcode. It's not worth bothering to lock the chest if 286 the lockcode. It's not worth bothering to lock the chest if
274 there's only 1 treasure.... */ 287 there's only 1 treasure.... */
275
276 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
277 { 289 {
278 char keybuf[1024]; 290 char keybuf[1024];
279 291
280 sprintf (keybuf, "%d", (int) RANDOM ()); 292 sprintf (keybuf, "%d", rndm (1000000000));
281 the_chest->slaying = keybuf; 293 the_chest->slaying = keybuf;
282 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
283 } 295 }
284 296
285 /* actually place the chest. */ 297 /* actually place the chest. */
347 int tries = 0; 359 int tries = 0;
348 360
349 the_keymaster = 0; 361 the_keymaster = 0;
350 while (tries < 15 && !the_keymaster) 362 while (tries < 15 && !the_keymaster)
351 { 363 {
352 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rndm (RP->Xsize - 2) + 1;
353 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rndm (RP->Ysize - 2) + 1;
354 tries++; 366 tries++;
355 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
356 } 368 }
357 369
358 /* if we don't find a good keymaster, drop the key on the ground. */ 370 /* if we don't find a good keymaster, drop the key on the ground. */
361 int freeindex; 373 int freeindex;
362 374
363 freeindex = -1; 375 freeindex = -1;
364 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
365 { 377 {
366 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rndm (RP->Xsize - 2) + 1;
367 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rndm (RP->Ysize - 2) + 1;
368 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
369 } 381 }
370 382
371 // can freeindex ever be < 0? 383 // can freeindex ever be < 0?
372 if (freeindex >= 0) 384 if (freeindex >= 0)
417 the_key->y = ky; 429 the_key->y = ky;
418 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
419 return 1; 431 return 1;
420 } 432 }
421 433
422 insert_ob_in_ob (the_key, the_keymaster); 434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
423 return 1; 435 return 1;
424} 436}
425 437
426 438
427 439
490 /* allocate and copy the layout, converting C to 0. */ 502 /* allocate and copy the layout, converting C to 0. */
491 for (i = 0; i < RP->Xsize; i++) 503 for (i = 0; i < RP->Xsize; i++)
492 { 504 {
493 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 505 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
494 for (j = 0; j < RP->Ysize; j++) 506 for (j = 0; j < RP->Ysize; j++)
495 {
496 if (wall_blocked (map, i, j)) 507 if (wall_blocked (map, i, j))
497 layout2[i][j] = '#'; 508 layout2[i][j] = '#';
498 }
499 } 509 }
510
500 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
501 512
502 /* deallocate the temp. layout */ 513 /* deallocate the temp. layout */
503 for (i = 0; i < RP->Xsize; i++) 514 for (i = 0; i < RP->Xsize; i++)
504 {
505 free (layout2[i]); 515 free (layout2[i]);
506 } 516
507 free (layout2); 517 free (layout2);
508 518
509 return theMonsterToFind; 519 return theMonsterToFind;
510} 520}
511 521
568 /* setup num_free_spots and room_free_spots */ 578 /* setup num_free_spots and room_free_spots */
569 find_spot_in_room_recursive (layout2, x, y, RP); 579 find_spot_in_room_recursive (layout2, x, y, RP);
570 580
571 if (number_of_free_spots_in_room > 0) 581 if (number_of_free_spots_in_room > 0)
572 { 582 {
573 i = RANDOM () % number_of_free_spots_in_room; 583 i = rndm (number_of_free_spots_in_room);
574 *kx = room_free_spots_x[i]; 584 *kx = room_free_spots_x[i];
575 *ky = room_free_spots_y[i]; 585 *ky = room_free_spots_y[i];
576 } 586 }
577 587
578 /* deallocate the temp. layout */ 588 /* deallocate the temp. layout */
646 *cy = ly; 656 *cy = ly;
647 return; 657 return;
648 } 658 }
649 } 659 }
650 /* give up and return the closest free spot. */ 660 /* give up and return the closest free spot. */
651 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 661 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
652 662
653 if (i != -1) 663 if (i != -1)
654 { 664 {
655 *cx = x + freearr_x[i]; 665 *cx = x + freearr_x[i];
656 *cy = y + freearr_y[i]; 666 *cy = y + freearr_y[i];
686 it'll remove any monsters it finds.*/ 696 it'll remove any monsters it finds.*/
687object ** 697object **
688surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 698surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
689{ 699{
690 int i; 700 int i;
691 char *doors[2]; 701 const char *doors[2];
692 object **doorlist; 702 object **doorlist;
693 int ndoors_made = 0; 703 int ndoors_made = 0;
694 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 704 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
695 705
696 /* this is a list we pick from, for horizontal and vertical doors */ 706 /* this is a list we pick from, for horizontal and vertical doors */
734 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 744 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
735 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
736 return tmp; 746 return tmp;
737 return NULL; 747 return NULL;
738} 748}
739
740 749
741/* the workhorse routine, which finds the doors in a room */ 750/* the workhorse routine, which finds the doors in a room */
742void 751void
743find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 752find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
744{ 753{
759 layout[x][y] = 1; 768 layout[x][y] = 1;
760 door = door_in_square (map, x, y); 769 door = door_in_square (map, x, y);
761 if (door) 770 if (door)
762 { 771 {
763 doorlist[*ndoors] = door; 772 doorlist[*ndoors] = door;
773
764 if (*ndoors > 1022) /* eek! out of memory */ 774 if (*ndoors > 1022) /* eek! out of memory */
765 { 775 {
766 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
767 return; 777 return;
768 } 778 }
771 } 781 }
772 } 782 }
773 else 783 else
774 { 784 {
775 layout[x][y] = 1; 785 layout[x][y] = 1;
786
776 /* now search all the 8 squares around recursively for free spots,in random order */ 787 /* now search all the 8 squares around recursively for free spots,in random order */
777 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 788 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
778 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 789 find_doors_in_room_recursive (layout, map,
790 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
791 doorlist, ndoors, RP);
779 } 792 }
780} 793}
781 794
782/* find a random non-blocked spot in this room to drop a key. */ 795/* find a random non-blocked spot in this room to drop a key. */
783object ** 796object **
784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 797find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
785{ 798{
786 char **layout2;
787 object **doorlist;
788 int i, j; 799 int i, j;
789 int ndoors = 0; 800 int ndoors = 0;
790 801
791 doorlist = (object **) calloc (sizeof (int), 1024); 802 object **doorlist = (object **) calloc (sizeof (int), 1024);
792 803
793 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 804 MazeData layout2 (RP->Xsize, RP->Ysize);
805
794 /* allocate and copy the layout, converting C to 0. */ 806 /* allocate and copy the layout, converting C to 0. */
795 for (i = 0; i < RP->Xsize; i++) 807 for (i = 0; i < RP->Xsize; i++)
796 {
797 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
798 for (j = 0; j < RP->Ysize; j++) 808 for (j = 0; j < RP->Ysize; j++)
799 {
800 if (wall_blocked (map, i, j)) 809 if (wall_blocked (map, i, j))
801 layout2[i][j] = '#'; 810 layout2[i][j] = '#';
802 }
803 }
804 811
805 /* setup num_free_spots and room_free_spots */ 812 /* setup num_free_spots and room_free_spots */
806 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 813 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
807 814
808 /* deallocate the temp. layout */
809 for (i = 0; i < RP->Xsize; i++)
810 free (layout2[i]);
811
812 free (layout2);
813 return doorlist; 815 return doorlist;
814} 816}
815
816
817 817
818/* locks and/or hides all the doors in doorlist, or does nothing if 818/* locks and/or hides all the doors in doorlist, or does nothing if
819 opts doesn't say to lock/hide doors. */ 819 opts doesn't say to lock/hide doors. */
820
821void 820void
822lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 821lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
823{ 822{
824 object *door; 823 object *door;
825 int i; 824 int i;
839 new_door->y = door->y; 838 new_door->y = door->y;
840 door->remove (); 839 door->remove ();
841 door->destroy (); 840 door->destroy ();
842 doorlist[i] = new_door; 841 doorlist[i] = new_door;
843 insert_ob_in_map (new_door, map, NULL, 0); 842 insert_ob_in_map (new_door, map, NULL, 0);
844 sprintf (keybuf, "%d", (int) RANDOM ()); 843 sprintf (keybuf, "%d", rndm (1000000000));
845 new_door->slaying = keybuf; 844 new_door->slaying = keybuf;
846 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 845 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
847 } 846 }
848 } 847 }
849 848

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