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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.5 by root, Thu Sep 14 21:16:12 2006 UTC vs.
Revision 1.43 by root, Mon Sep 29 09:04:51 2008 UTC

1
2/* 1/*
3 * static char *rcsid_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: treasure.C,v 1.5 2006/09/14 21:16:12 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
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
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 22 */
6 23
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29
30/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
31
32
33 25
34#include <global.h> 26#include <global.h>
35#include <random_map.h> 27#include <random_map.h>
36#include <rproto.h> 28#include <rproto.h>
37 29
48#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 */
49 41
50#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
51#define PASS_DOORS 1 43#define PASS_DOORS 1
52 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 (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51}
52
53static object *
54gen_key (const shstr &keycode)
55{
56 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key_random_map);
58 key->slaying = keycode;
59 return key;
60}
61
62/* places keys in the map, preferably in something alive.
63 keycode is the key's code,
64 door_flag is either PASS_DOORS or NO_PASS_DOORS.
65 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
66 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
67 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
68
69 The idea is that you call keyplace on x,y where a door is, and it'll make
70 sure a key is placed on both sides of the door.
71*/
72static int
73keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
74{
75 int i, j;
76 int kx = 0, ky = 0;
77 object *the_keymaster; /* the monster that gets the key. */
78 object *the_key = gen_key (keycode);
79
80 if (door_flag == PASS_DOORS)
81 {
82 int tries = 0;
83
84 the_keymaster = 0;
85 while (tries < 15 && !the_keymaster)
86 {
87 i = rmg_rndm (RP->Xsize - 2) + 1;
88 j = rmg_rndm (RP->Ysize - 2) + 1;
89 tries++;
90 the_keymaster = find_closest_monster (map, i, j, RP);
91 }
92
93 /* if we don't find a good keymaster, drop the key on the ground. */
94 if (!the_keymaster)
95 {
96 int freeindex;
97
98 freeindex = -1;
99 for (tries = 0; tries < 15 && freeindex == -1; tries++)
100 {
101 kx = rmg_rndm (RP->Xsize - 2) + 1;
102 ky = rmg_rndm (RP->Ysize - 2) + 1;
103 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
104 }
105
106 // can freeindex ever be < 0?
107 if (freeindex >= 0)
108 {
109 kx += freearr_x [freeindex];
110 ky += freearr_y [freeindex];
111 }
112 }
113 }
114 else
115 { /* NO_PASS_DOORS --we have to work harder. */
116 /* don't try to keyplace if we're sitting on a blocked square and
117 NO_PASS_DOORS is set. */
118 if (n_keys == 1)
119 {
120 if (wall_blocked (map, x, y))
121 {
122 the_key->destroy (true);
123 return 0;
124 }
125
126 the_keymaster = find_monster_in_room (map, x, y, RP);
127 if (!the_keymaster) /* if fail, find a spot to drop the key. */
128 find_spot_in_room (map, x, y, &kx, &ky, RP);
129 }
130 else
131 {
132 int sum = 0; /* count how many keys we actually place */
133
134 /* I'm lazy, so just try to place in all 4 directions. */
135 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
136 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
137 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
138 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
139
140 if (sum < 2) /* we might have made a disconnected map-place more keys. */
141 { /* diagonally this time. */
142 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
143 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
144 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
145 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
146 }
147
148 the_key->destroy (true);
149 return 1;
150 }
151 }
152
153 if (the_keymaster)
154 the_keymaster->head_ ()->insert (the_key);
155 else
156 {
157 the_key->x = kx;
158 the_key->y = ky;
159 insert_ob_in_map (the_key, map, NULL, 0);
160 }
161
162 return 1;
163}
53 164
54/* returns true if square x,y has P_NO_PASS set, which is true for walls 165/* returns true if square x,y has P_NO_PASS set, which is true for walls
55 * and doors but not monsters. 166 * and doors but not monsters.
56 * This function is not map tile aware. 167 * This function is not map tile aware.
57 */ 168 */
58
59int 169int
60wall_blocked (mapstruct *m, int x, int y) 170wall_blocked (maptile *m, int x, int y)
61{ 171{
62 int r;
63
64 if (OUT_OF_REAL_MAP (m, x, y)) 172 if (OUT_OF_REAL_MAP (m, x, y))
65 return 1; 173 return 1;
174
175 m->at (x, y).update ();
66 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 176 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
67 return r;
68} 177}
69 178
70/* place treasures in the map, given the 179/* place treasures in the map, given the
71map, (required) 180map, (required)
72layout, (required) 181layout, (required)
73treasure style (may be empty or NULL, or "none" to cause no treasure.) 182treasure style (may be empty or NULL, or "none" to cause no treasure.)
74treasureoptions (may be 0 for random choices or positive) 183treasureoptions (may be 0 for random choices or positive)
75*/ 184*/
76
77void 185void
78place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) 186place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
79{ 187{
80 char styledirname[256]; 188 char styledirname[1024];
81 char stylefilepath[256]; 189 char stylefilepath[1024];
82 mapstruct *style_map = 0; 190 maptile *style_map = 0;
83 int num_treasures; 191 int num_treasures;
84 192
85 /* bail out if treasure isn't wanted. */ 193 /* bail out if treasure isn't wanted. */
86 if (treasure_style) 194 if (treasure_style)
87 if (!strcmp (treasure_style, "none")) 195 if (!strcmp (treasure_style, "none"))
88 return; 196 return;
197
89 if (treasureoptions <= 0) 198 if (treasureoptions <= 0)
90 treasureoptions = RANDOM () % (2 * LAST_OPTION); 199 treasureoptions = rmg_rndm (2 * LAST_OPTION);
91 200
92 /* filter out the mutually exclusive options */ 201 /* filter out the mutually exclusive options */
93 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 202 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
94 { 203 {
95 if (RANDOM () % 2) 204 if (rmg_rndm (2))
96 treasureoptions -= 1; 205 treasureoptions -= 1;
97 else 206 else
98 treasureoptions -= 2; 207 treasureoptions -= 2;
99 } 208 }
100 209
101 /* pick the number of treasures */ 210 /* pick the number of treasures */
102 if (treasureoptions & SPARSE) 211 if (treasureoptions & SPARSE)
103 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 212 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
104 else if (treasureoptions & RICH) 213 else if (treasureoptions & RICH)
105 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 214 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
106 else 215 else
107 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 216 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
108 217
109 if (num_treasures <= 0) 218 if (num_treasures <= 0)
110 return; 219 return;
111 220
112 /* get the style map */ 221 /* get the style map */
113 sprintf (styledirname, "%s", "/styles/treasurestyles"); 222 sprintf (styledirname, "%s", "/styles/treasurestyles");
114 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 223 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
115 style_map = find_style (styledirname, treasure_style, -1); 224 style_map = find_style (styledirname, treasure_style, -1);
116 225
226 if (!style_map)
227 {
228 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
229 return;
230 }
231
117 /* all the treasure at one spot in the map. */ 232 /* all the treasure at one spot in the map. */
118 if (treasureoptions & CONCENTRATED) 233 if (treasureoptions & CONCENTRATED)
119 { 234 {
120
121 /* map_layout_style global, and is previously set */ 235 /* map_layout_style global, and is previously set */
122 switch (RP->map_layout_style) 236 switch (RP->map_layout_style)
123 { 237 {
124 case ONION_LAYOUT: 238 case LAYOUT_ONION:
125 case SPIRAL_LAYOUT: 239 case LAYOUT_SPIRAL:
126 case SQUARE_SPIRAL_LAYOUT: 240 case LAYOUT_SQUARE_SPIRAL:
127 { 241 {
128 int i, j; 242 int i, j;
129 243
130 /* search the onion for C's or '>', and put treasure there. */ 244 /* search the onion for C's or '>', and put treasure there. */
131 for (i = 0; i < RP->Xsize; i++) 245 for (i = 0; i < RP->Xsize; i++)
132 { 246 {
133 for (j = 0; j < RP->Ysize; j++) 247 for (j = 0; j < RP->Ysize; j++)
134 { 248 {
135 if (layout[i][j] == 'C' || layout[i][j] == '>') 249 if (layout[i][j] == 'C' || layout[i][j] == '>')
136 { 250 {
137 int tdiv = RP->symmetry_used; 251 int tdiv = RP->symmetry_used;
138 object **doorlist;
139 object *chest; 252 object *chest;
140 253
141 if (tdiv == 3) 254 if (tdiv == 3)
142 tdiv = 2; /* this symmetry uses a divisor of 2 */ 255 tdiv = 2; /* this symmetry uses a divisor of 2 */
256
143 /* don't put a chest on an exit. */ 257 /* don't put a chest on an exit. */
144 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 258 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
259
145 if (!chest) 260 if (!chest)
146 continue; /* if no chest was placed NEXT */ 261 continue; /* if no chest was placed NEXT */
262
147 if (treasureoptions & (DOORED | HIDDEN)) 263 if (treasureoptions & (DOORED | HIDDEN))
148 { 264 {
149 doorlist = find_doors_in_room (map, i, j, RP); 265 object **doorlist = find_doors_in_room (map, i, j, RP);
150 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 266 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
151 free (doorlist); 267 free (doorlist);
152 } 268 }
153 } 269 }
154 } 270 }
155 } 271 }
156 break; 272 break;
157 } 273 }
274
158 default: 275 default:
159 { 276 {
160 int i, j, tries; 277 int i, j, tries;
161 object *chest; 278 object *chest;
162 object **doorlist; 279 object **doorlist;
163 280
164 i = j = -1; 281 i = j = -1;
165 tries = 0; 282 tries = 0;
166 while (i == -1 && tries < 100) 283 while (i == -1 && tries < 100)
167 { 284 {
168 i = RANDOM () % (RP->Xsize - 2) + 1; 285 i = rmg_rndm (RP->Xsize - 2) + 1;
169 j = RANDOM () % (RP->Ysize - 2) + 1; 286 j = rmg_rndm (RP->Ysize - 2) + 1;
170 find_enclosed_spot (map, &i, &j, RP); 287 find_enclosed_spot (map, &i, &j, RP);
288
171 if (wall_blocked (map, i, j)) 289 if (wall_blocked (map, i, j))
172 i = -1; 290 i = -1;
291
173 tries++; 292 tries++;
174 } 293 }
294
175 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 295 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
296
176 if (!chest) 297 if (!chest)
177 return; 298 return;
299
178 i = chest->x; 300 i = chest->x;
179 j = chest->y; 301 j = chest->y;
180 if (treasureoptions & (DOORED | HIDDEN)) 302 if (treasureoptions & (DOORED | HIDDEN))
181 { 303 {
182 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 304 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
183 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 305 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
184 free (doorlist); 306 free (doorlist);
185 } 307 }
186 } 308 }
187 } 309 }
188 } 310 }
189 else 311 else
190 { /* DIFFUSE treasure layout */ 312 { /* DIFFUSE treasure layout */
191 int ti, i, j; 313 int ti, i, j;
192 314
193 for (ti = 0; ti < num_treasures; ti++) 315 for (ti = 0; ti < num_treasures; ti++)
194 { 316 {
195 i = RANDOM () % (RP->Xsize - 2) + 1; 317 i = rmg_rndm (RP->Xsize - 2) + 1;
196 j = RANDOM () % (RP->Ysize - 2) + 1; 318 j = rmg_rndm (RP->Ysize - 2) + 1;
197 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 319 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
198 } 320 }
199 } 321 }
200} 322}
201
202
203 323
204/* put a chest into the map, near x and y, with the treasure style 324/* put a chest into the map, near x and y, with the treasure style
205 determined (may be null, or may be a treasure list from lib/treasures, 325 determined (may be null, or may be a treasure list from lib/treasures,
206 if the global variable "treasurestyle" is set to that treasure list's name */ 326 if the global variable "treasurestyle" is set to that treasure list's name */
207
208object * 327object *
209place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) 328place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
210{ 329{
211 object *the_chest;
212 int i, xl, yl;
213
214 the_chest = get_archetype ("chest"); /* was "chest_2" */ 330 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
215 331
216 /* first, find a place to put the chest. */ 332 /* first, find a place to put the chest. */
217 i = find_first_free_spot (the_chest, map, x, y); 333 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
218 if (i == -1) 334 if (i == -1)
219 { 335 {
220 free_object (the_chest); 336 the_chest->destroy (true);
221 return NULL; 337 return NULL;
222 } 338 }
339
223 xl = x + freearr_x[i]; 340 int xl = x + freearr_x[i];
224 yl = y + freearr_y[i]; 341 int yl = y + freearr_y[i];
225 342
226 /* if the placement is blocked, return a fail. */ 343 /* if the placement is blocked, return a fail. */
227 if (wall_blocked (map, xl, yl)) 344 if (wall_blocked (map, xl, yl))
228 return 0; 345 return 0;
229
230 346
231 /* put the treasures in the chest. */ 347 /* put the treasures in the chest. */
232 /* if(style_map) { */ 348 /* if(style_map) { */
233#if 0 /* don't use treasure style maps for now! */ 349#if 0 /* don't use treasure style maps for now! */
234 int ti; 350 int ti;
237 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 353 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
238 354
239 if (tlist != NULL) 355 if (tlist != NULL)
240 for (ti = 0; ti < n_treasures; ti++) 356 for (ti = 0; ti < n_treasures; ti++)
241 { /* use the treasure list */ 357 { /* use the treasure list */
242 object *new_treasure = pick_random_object (style_map); 358 object *new_treasure = style_map->pick_random_object (rmg_rndm);
243 359
244 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 360 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
245 } 361 }
246 else 362 else
247 { /* use the style map */ 363 { /* use the style map */
248 the_chest->randomitems = tlist; 364 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 365 the_chest->stats.hp = n_treasures;
250 } 366 }
251#endif 367#endif
252 else
253 { /* neither style_map no treasure list given */ 368 { /* neither style_map no treasure list given */
254 treasurelist *tlist = find_treasurelist ("chest"); 369 treasurelist *tlist = treasurelist::find ("chest");
255 370
256 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
257 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
258 } 373 }
259 374
260 /* stick a trap in the chest if required */ 375 /* stick a trap in the chest if required */
261 if (treasureoptions & TRAPPED) 376 if (treasureoptions & TRAPPED)
262 { 377 {
263 mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); 378 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
264 object *the_trap;
265 379
266 if (trap_map) 380 if (trap_map)
267 { 381 {
268 the_trap = pick_random_object (trap_map); 382 object *the_trap = trap_map->pick_random_object (rmg_rndm);
383
269 the_trap->stats.Cha = 10 + RP->difficulty; 384 the_trap->stats.Cha = 10 + RP->difficulty;
270 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 385 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
386
271 if (the_trap) 387 if (the_trap)
272 { 388 {
273 object *new_trap; 389 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
274 390
275 new_trap = arch_to_object (the_trap->arch);
276 copy_object (new_trap, the_trap);
277 new_trap->x = x; 391 new_trap->x = x;
278 new_trap->y = y; 392 new_trap->y = y;
279 insert_ob_in_ob (new_trap, the_chest); 393 insert_ob_in_ob (new_trap, the_chest);
280 } 394 }
281 } 395 }
282 } 396 }
283 397
284 /* set the chest lock code, and call the keyplacer routine with 398 /* set the chest lock code, and call the keyplacer routine with
285 the lockcode. It's not worth bothering to lock the chest if 399 the lockcode. It's not worth bothering to lock the chest if
286 there's only 1 treasure.... */ 400 there's only 1 treasure.... */
287
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 401 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 402 {
290 char keybuf[256]; 403 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
291
292 sprintf (keybuf, "%d", (int) RANDOM ());
293 the_chest->slaying = keybuf;
294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 404 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
295 } 405 }
296 406
297 /* actually place the chest. */ 407 /* actually place the chest. */
298 the_chest->x = xl; 408 the_chest->x = xl;
299 the_chest->y = yl; 409 the_chest->y = yl;
303 413
304 414
305/* finds the closest monster and returns him, regardless of doors 415/* finds the closest monster and returns him, regardless of doors
306 or walls */ 416 or walls */
307object * 417object *
308find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) 418find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
309{ 419{
310 int i; 420 int i;
311 421
312 for (i = 0; i < SIZEOFFREE; i++) 422 for (i = 0; i < SIZEOFFREE; i++)
313 { 423 {
318 /* boundscheck */ 428 /* boundscheck */
319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 429 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
320 /* don't bother searching this square unless the map says life exists. */ 430 /* don't bother searching this square unless the map says life exists. */
321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 431 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 { 432 {
323 object *the_monster = get_map_ob (map, lx, ly); 433 object *the_monster = GET_MAP_OB (map, lx, ly);
324 434
325 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 435 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 436 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
327 return the_monster; 437 return the_monster;
328 } 438 }
329 } 439 }
330 return NULL; 440 return NULL;
331} 441}
332 442
333
334
335/* places keys in the map, preferably in something alive.
336 keycode is the key's code,
337 door_flag is either PASS_DOORS or NO_PASS_DOORS.
338 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
339 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
341
342 The idea is that you call keyplace on x,y where a door is, and it'll make
343 sure a key is placed on both sides of the door.
344*/
345
346int
347keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP)
348{
349 int i, j;
350 int kx, ky;
351 object *the_keymaster; /* the monster that gets the key. */
352 object *the_key;
353
354 /* get a key and set its keycode */
355 the_key = get_archetype ("key2");
356 the_key->slaying = keycode;
357
358 if (door_flag == PASS_DOORS)
359 {
360 int tries = 0;
361
362 the_keymaster = NULL;
363 while (tries < 15 && the_keymaster == NULL)
364 {
365 i = (RANDOM () % (RP->Xsize - 2)) + 1;
366 j = (RANDOM () % (RP->Ysize - 2)) + 1;
367 tries++;
368 the_keymaster = find_closest_monster (map, i, j, RP);
369 }
370 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (the_keymaster == NULL)
372 {
373 int freeindex;
374
375 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 {
378 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
379 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
380 freeindex = find_first_free_spot (the_key, map, kx, ky);
381 }
382 if (freeindex != -1)
383 {
384 kx += freearr_x[freeindex];
385 ky += freearr_y[freeindex];
386 }
387 }
388 }
389 else
390 { /* NO_PASS_DOORS --we have to work harder. */
391 /* don't try to keyplace if we're sitting on a blocked square and
392 NO_PASS_DOORS is set. */
393 if (n_keys == 1)
394 {
395 if (wall_blocked (map, x, y))
396 return 0;
397 the_keymaster = find_monster_in_room (map, x, y, RP);
398 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
399 find_spot_in_room (map, x, y, &kx, &ky, RP);
400 }
401 else
402 {
403 int sum = 0; /* count how many keys we actually place */
404
405 /* I'm lazy, so just try to place in all 4 directions. */
406 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
407 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
408 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
409 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 if (sum < 2) /* we might have made a disconnected map-place more keys. */
411 { /* diagnoally this time. */
412 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
413 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
414 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
415 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
416 }
417 return 1;
418 }
419 }
420
421 if (the_keymaster == NULL)
422 {
423 the_key->x = kx;
424 the_key->y = ky;
425 insert_ob_in_map (the_key, map, NULL, 0);
426 return 1;
427 }
428
429 insert_ob_in_ob (the_key, the_keymaster);
430 return 1;
431}
432
433
434
435/* both find_monster_in_room routines need to have access to this. */ 443/* both find_monster_in_room routines need to have access to this. */
436 444
437object *theMonsterToFind; 445object *theMonsterToFind;
438 446
439/* a recursive routine which will return a monster, eventually,if there is one. 447/* a recursive routine which will return a monster, eventually,if there is one.
440 it does a check-off on the layout, converting 0's to 1's */ 448 it does a check-off on the layout, converting 0's to 1's */
441 449
442object * 450object *
443find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) 451find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
444{ 452{
445 int i, j; 453 int i, j;
446 454
447 /* if we've found a monster already, leave */ 455 /* if we've found a monster already, leave */
448 if (theMonsterToFind != NULL) 456 if (theMonsterToFind != NULL)
459 /* check the current square for a monster. If there is one, 467 /* check the current square for a monster. If there is one,
460 set theMonsterToFind and return it. */ 468 set theMonsterToFind and return it. */
461 layout[x][y] = 1; 469 layout[x][y] = 1;
462 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 470 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
463 { 471 {
464 object *the_monster = get_map_ob (map, x, y); 472 object *the_monster = GET_MAP_OB (map, x, y);
465 473
466 /* check off this point */ 474 /* check off this point */
467 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 475 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
468 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 476 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
469 { 477 {
471 return theMonsterToFind; 479 return theMonsterToFind;
472 } 480 }
473 } 481 }
474 482
475 /* now search all the 8 squares around recursively for a monster,in random order */ 483 /* now search all the 8 squares around recursively for a monster,in random order */
476 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 484 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
477 { 485 {
478 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 486 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
479 if (theMonsterToFind != NULL) 487 if (theMonsterToFind != NULL)
480 return theMonsterToFind; 488 return theMonsterToFind;
481 } 489 }
490
482 return theMonsterToFind; 491 return theMonsterToFind;
483} 492}
484
485 493
486/* sets up some data structures: the _recursive form does the 494/* sets up some data structures: the _recursive form does the
487 real work. */ 495 real work. */
488
489object * 496object *
490find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) 497find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
491{ 498{
492 char **layout2; 499 Layout layout2 (RP);
493 int i, j; 500
501 layout2->clear ();
502
503 /* allocate and copy the layout, converting C to 0. */
504 for (int i = 0; i < layout2->w; i++)
505 for (int j = 0; j < layout2->h; j++)
506 if (wall_blocked (map, i, j))
507 layout2[i][j] = '#';
494 508
495 theMonsterToFind = 0; 509 theMonsterToFind = 0;
496 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
497 /* allocate and copy the layout, converting C to 0. */
498 for (i = 0; i < RP->Xsize; i++)
499 {
500 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
501 for (j = 0; j < RP->Ysize; j++)
502 {
503 if (wall_blocked (map, i, j))
504 layout2[i][j] = '#';
505 }
506 }
507 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
508 511
509 /* deallocate the temp. layout */ 512 layout2.free ();
510 for (i = 0; i < RP->Xsize; i++)
511 {
512 free (layout2[i]);
513 }
514 free (layout2);
515 513
516 return theMonsterToFind; 514 return theMonsterToFind;
517} 515}
518
519
520
521 516
522/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 517/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
523int *room_free_spots_x; 518int *room_free_spots_x;
524int *room_free_spots_y; 519int *room_free_spots_y;
525int number_of_free_spots_in_room; 520int number_of_free_spots_in_room;
526 521
527/* the workhorse routine, which finds the free spots in a room: 522/* the workhorse routine, which finds the free spots in a room:
528a datastructure of free points is set up, and a position chosen from 523a datastructure of free points is set up, and a position chosen from
529that datastructure. */ 524that datastructure. */
530
531void 525void
532find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) 526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
533{ 527{
534 int i, j; 528 int i, j;
535 529
536 /* bounds check x and y */ 530 /* bounds check x and y */
537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
546 /* check off this point */ 540 /* check off this point */
547 layout[x][y] = 1; 541 layout[x][y] = 1;
548 room_free_spots_x[number_of_free_spots_in_room] = x; 542 room_free_spots_x[number_of_free_spots_in_room] = x;
549 room_free_spots_y[number_of_free_spots_in_room] = y; 543 room_free_spots_y[number_of_free_spots_in_room] = y;
550 number_of_free_spots_in_room++; 544 number_of_free_spots_in_room++;
545
551 /* now search all the 8 squares around recursively for free spots,in random order */ 546 /* now search all the 8 squares around recursively for free spots,in random order */
552 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 547 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
553 {
554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
555 }
556 549
557} 550}
558 551
559/* find a random non-blocked spot in this room to drop a key. */ 552/* find a random non-blocked spot in this room to drop a key. */
560void 553void
561find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) 554find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
562{ 555{
563 char **layout2; 556 char **layout2;
564 int i, j; 557 int i, j;
565 558
566 number_of_free_spots_in_room = 0; 559 number_of_free_spots_in_room = 0;
571 /* allocate and copy the layout, converting C to 0. */ 564 /* allocate and copy the layout, converting C to 0. */
572 for (i = 0; i < RP->Xsize; i++) 565 for (i = 0; i < RP->Xsize; i++)
573 { 566 {
574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 567 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
575 for (j = 0; j < RP->Ysize; j++) 568 for (j = 0; j < RP->Ysize; j++)
576 {
577 if (wall_blocked (map, i, j)) 569 if (wall_blocked (map, i, j))
578 layout2[i][j] = '#'; 570 layout2[i][j] = '#';
579 }
580 } 571 }
581 572
582 /* setup num_free_spots and room_free_spots */ 573 /* setup num_free_spots and room_free_spots */
583 find_spot_in_room_recursive (layout2, x, y, RP); 574 find_spot_in_room_recursive (layout2, x, y, RP);
584 575
585 if (number_of_free_spots_in_room > 0) 576 if (number_of_free_spots_in_room > 0)
586 { 577 {
587 i = RANDOM () % number_of_free_spots_in_room; 578 i = rmg_rndm (number_of_free_spots_in_room);
588 *kx = room_free_spots_x[i]; 579 *kx = room_free_spots_x[i];
589 *ky = room_free_spots_y[i]; 580 *ky = room_free_spots_y[i];
590 } 581 }
591 582
592 /* deallocate the temp. layout */ 583 /* deallocate the temp. layout */
593 for (i = 0; i < RP->Xsize; i++) 584 for (i = 0; i < RP->Xsize; i++)
594 {
595 free (layout2[i]); 585 free (layout2[i]);
596 } 586
597 free (layout2); 587 free (layout2);
598 free (room_free_spots_x); 588 free (room_free_spots_x);
599 free (room_free_spots_y); 589 free (room_free_spots_y);
600} 590}
601 591
602 592
603/* searches the map for a spot with walls around it. The more 593/* searches the map for a spot with walls around it. The more
604 walls the better, but it'll settle for 1 wall, or even 0, but 594 walls the better, but it'll settle for 1 wall, or even 0, but
605 it'll return 0 if no FREE spots are found.*/ 595 it'll return 0 if no FREE spots are found.*/
606
607void 596void
608find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) 597find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
609{ 598{
610 int x, y; 599 int x, y;
611 int i; 600 int i;
612 601
613 x = *cx; 602 x = *cx;
662 *cy = ly; 651 *cy = ly;
663 return; 652 return;
664 } 653 }
665 } 654 }
666 /* give up and return the closest free spot. */ 655 /* give up and return the closest free spot. */
667 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 656 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
668 if (i != -1 && i <= SIZEOFFREE1) 657
658 if (i != -1)
669 { 659 {
670 *cx = x + freearr_x[i]; 660 *cx = x + freearr_x[i];
671 *cy = y + freearr_y[i]; 661 *cy = y + freearr_y[i];
672 return; 662 }
663 else
673 } 664 {
674 /* indicate failure */ 665 /* indicate failure */
666 *cx = -1;
675 *cx = *cy = -1; 667 *cy = -1;
668 }
676} 669}
677
678 670
679void 671void
680remove_monsters (int x, int y, mapstruct *map) 672remove_monsters (int x, int y, maptile *map)
681{ 673{
682 object *tmp; 674 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
683
684 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above)
685 if (QUERY_FLAG (tmp, FLAG_ALIVE))
686 { 675 {
687 if (tmp->head) 676 object *next = tmp->above;
688 tmp = tmp->head; 677
689 remove_ob (tmp); 678 if (tmp->flag [FLAG_ALIVE])
690 free_object (tmp); 679 tmp->head_ ()->destroy (true);
691 tmp = get_map_ob (map, x, y); 680
692 if (tmp == NULL) 681 tmp = next;
693 break;
694 }; 682 }
695} 683}
696
697 684
698/* surrounds the point x,y by doors, so as to enclose something, like 685/* surrounds the point x,y by doors, so as to enclose something, like
699 a chest. It only goes as far as the 8 squares surrounding, and 686 a chest. It only goes as far as the 8 squares surrounding, and
700 it'll remove any monsters it finds.*/ 687 it'll remove any monsters it finds.*/
701
702object ** 688object **
703surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) 689surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
704{ 690{
705 int i; 691 int i;
706 char *doors[2]; 692 const char *doors[2];
707 object **doorlist; 693 object **doorlist;
708 int ndoors_made = 0; 694 int ndoors_made = 0;
709 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 695 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
710 696
711 /* this is a list we pick from, for horizontal and vertical doors */ 697 /* this is a list we pick from, for horizontal and vertical doors */
723 /* place doors in all the 8 adjacent unblocked squares. */ 709 /* place doors in all the 8 adjacent unblocked squares. */
724 for (i = 1; i < 9; i++) 710 for (i = 1; i < 9; i++)
725 { 711 {
726 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 712 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
727 713
728 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 714 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
729 { /* place a door */ 715 { /* place a door */
716 remove_monsters (x1, y1, map);
717
730 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 718 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
731 719 map->insert (new_door, x1, y1);
732 new_door->x = x + freearr_x[i];
733 new_door->y = y + freearr_y[i];
734 remove_monsters (new_door->x, new_door->y, map);
735 insert_ob_in_map (new_door, map, NULL, 0);
736 doorlist[ndoors_made] = new_door; 720 doorlist[ndoors_made] = new_door;
737 ndoors_made++; 721 ndoors_made++;
738 } 722 }
739 } 723 }
724
740 return doorlist; 725 return doorlist;
741} 726}
742 727
743 728
744/* returns the first door in this square, or NULL if there isn't a door. */ 729/* returns the first door in this square, or NULL if there isn't a door. */
745object * 730object *
746door_in_square (mapstruct *map, int x, int y) 731door_in_square (maptile *map, int x, int y)
747{ 732{
748 object *tmp; 733 object *tmp;
749 734
750 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 735 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
751 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 736 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
752 return tmp; 737 return tmp;
753 return NULL; 738 return NULL;
754} 739}
755 740
756
757/* the workhorse routine, which finds the doors in a room */ 741/* the workhorse routine, which finds the doors in a room */
758void 742void
759find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 743find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
760{ 744{
761 int i, j; 745 int i, j;
762 object *door; 746 object *door;
763 747
764 /* bounds check x and y */ 748 /* bounds check x and y */
772 /* check off this point */ 756 /* check off this point */
773 if (layout[x][y] == '#') 757 if (layout[x][y] == '#')
774 { /* there could be a door here */ 758 { /* there could be a door here */
775 layout[x][y] = 1; 759 layout[x][y] = 1;
776 door = door_in_square (map, x, y); 760 door = door_in_square (map, x, y);
777 if (door != NULL) 761 if (door)
778 { 762 {
779 doorlist[*ndoors] = door; 763 doorlist[*ndoors] = door;
764
780 if (*ndoors > 254) /* eek! out of memory */ 765 if (*ndoors > 1022) /* eek! out of memory */
781 { 766 {
782 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 767 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
783 return; 768 return;
784 } 769 }
770
785 *ndoors = *ndoors + 1; 771 *ndoors = *ndoors + 1;
786 } 772 }
787 } 773 }
788 else 774 else
789 { 775 {
790 layout[x][y] = 1; 776 layout[x][y] = 1;
777
791 /* now search all the 8 squares around recursively for free spots,in random order */ 778 /* now search all the 8 squares around recursively for free spots,in random order */
792 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 779 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
793 { 780 find_doors_in_room_recursive (layout, map,
794 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 781 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
795 } 782 doorlist, ndoors, RP);
796 } 783 }
797} 784}
798 785
799/* find a random non-blocked spot in this room to drop a key. */ 786/* find a random non-blocked spot in this room to drop a key. */
800object ** 787object **
801find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) 788find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
802{ 789{
803 char **layout2;
804 object **doorlist;
805 int i, j; 790 int i, j;
806 int ndoors = 0; 791 int ndoors = 0;
807 792
808 doorlist = (object **) calloc (sizeof (int), 256); 793 object **doorlist = (object **)calloc (sizeof (int), 1024);
809 794
795 LayoutData layout2 (RP->Xsize, RP->Ysize);
796 layout2.clear ();
810 797
811 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
812 /* allocate and copy the layout, converting C to 0. */ 798 /* allocate and copy the layout, converting C to 0. */
813 for (i = 0; i < RP->Xsize; i++) 799 for (i = 0; i < RP->Xsize; i++)
814 {
815 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
816 for (j = 0; j < RP->Ysize; j++) 800 for (j = 0; j < RP->Ysize; j++)
817 { 801 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
818 if (wall_blocked (map, i, j))
819 layout2[i][j] = '#';
820 }
821 }
822 802
823 /* setup num_free_spots and room_free_spots */ 803 /* setup num_free_spots and room_free_spots */
824 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 804 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
825 805
826 /* deallocate the temp. layout */
827 for (i = 0; i < RP->Xsize; i++)
828 {
829 free (layout2[i]);
830 }
831 free (layout2);
832 return doorlist; 806 return doorlist;
833} 807}
834
835
836 808
837/* locks and/or hides all the doors in doorlist, or does nothing if 809/* locks and/or hides all the doors in doorlist, or does nothing if
838 opts doesn't say to lock/hide doors. */ 810 opts doesn't say to lock/hide doors. */
839
840void 811void
841lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) 812lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
842{ 813{
843 object *door; 814 object *door;
844 int i; 815 int i;
845 816
846 /* lock the doors and hide the keys. */ 817 /* lock the doors and hide the keys. */
847 818
848 if (opts & DOORED) 819 if (opts & DOORED)
849 { 820 {
850 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 821 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
851 { 822 {
852 object *new_door = get_archetype ("locked_door1"); 823 object *new_door = get_archetype (shstr_locked_door1);
853 char keybuf[256];
854 824
855 door = doorlist[i]; 825 door = doorlist[i];
856 new_door->face = door->face; 826 new_door->face = door->face;
857 new_door->x = door->x; 827 new_door->x = door->x;
858 new_door->y = door->y; 828 new_door->y = door->y;
859 remove_ob (door); 829 door->destroy (true);
860 free_object (door);
861 doorlist[i] = new_door; 830 doorlist[i] = new_door;
862 insert_ob_in_map (new_door, map, NULL, 0); 831 insert_ob_in_map (new_door, map, NULL, 0);
863 sprintf (keybuf, "%d", (int) RANDOM ()); 832 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
864 new_door->slaying = keybuf;
865 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 833 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
866 } 834 }
867 } 835 }
868 836
869 /* change the faces of the doors and surrounding walls to hide them. */ 837 /* change the faces of the doors and surrounding walls to hide them. */
870 if (opts & HIDDEN) 838 if (opts & HIDDEN)
879 { 847 {
880 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 848 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
881 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 849 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
882 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 850 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
883 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 851 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
852
884 door->face = wallface->face; 853 door->face = wallface->face;
885 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 854
886 remove_ob (wallface); 855 wallface->destroy (true);
887 free_object (wallface);
888 } 856 }
889 } 857 }
890 } 858 }
891} 859}

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