… | |
… | |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
… | |
… | |
40 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
41 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
41 | |
42 | |
42 | #define NO_PASS_DOORS 0 |
43 | #define NO_PASS_DOORS 0 |
43 | #define PASS_DOORS 1 |
44 | #define PASS_DOORS 1 |
44 | |
45 | |
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46 | static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP); |
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47 | static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP); |
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48 | static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP); |
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49 | static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP); |
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50 | static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); |
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51 | static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP); |
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52 | static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); |
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53 | static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP); |
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54 | static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts); |
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55 | |
45 | /* a macro to get a strongly centered random distribution, |
56 | /* a macro to get a strongly centered random distribution, |
46 | from 0 to x, centered at x/2 */ |
57 | from 0 to x, centered at x/2 */ |
47 | static int |
58 | static int |
48 | bc_random (int x) |
59 | bc_random (int x) |
49 | { |
60 | { |
50 | return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; |
61 | return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; |
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62 | } |
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63 | |
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64 | static object * |
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65 | gen_key (const shstr &keycode) |
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66 | { |
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67 | /* get a key and set its keycode */ |
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68 | object *key = archetype::get (shstr_key_random_map); |
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69 | key->slaying = keycode; |
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70 | return key; |
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71 | } |
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72 | |
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73 | /* places keys in the map, preferably in something alive. |
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74 | keycode is the key's code, |
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75 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
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76 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
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77 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
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78 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
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79 | |
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80 | The idea is that you call keyplace on x,y where a door is, and it'll make |
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81 | sure a key is placed on both sides of the door. |
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82 | */ |
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83 | static int |
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84 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) |
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85 | { |
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86 | int i, j; |
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87 | int kx = 0, ky = 0; |
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88 | object *the_keymaster; /* the monster that gets the key. */ |
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89 | object *the_key = gen_key (keycode); |
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90 | |
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91 | if (door_flag == PASS_DOORS) |
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92 | { |
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93 | int tries = 0; |
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94 | |
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95 | the_keymaster = 0; |
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96 | while (tries < 15 && !the_keymaster) |
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97 | { |
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98 | i = rmg_rndm (RP->Xsize - 2) + 1; |
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99 | j = rmg_rndm (RP->Ysize - 2) + 1; |
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100 | tries++; |
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101 | the_keymaster = find_closest_monster (map, i, j, RP); |
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102 | } |
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103 | |
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104 | /* if we don't find a good keymaster, drop the key on the ground. */ |
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105 | if (!the_keymaster) |
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106 | { |
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107 | int freeindex; |
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108 | |
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109 | freeindex = -1; |
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110 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
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111 | { |
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112 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
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113 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
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114 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
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115 | } |
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116 | |
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117 | // can freeindex ever be < 0? |
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118 | if (freeindex >= 0) |
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119 | { |
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120 | kx += freearr_x [freeindex]; |
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121 | ky += freearr_y [freeindex]; |
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122 | } |
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123 | } |
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124 | } |
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125 | else |
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126 | { /* NO_PASS_DOORS --we have to work harder. */ |
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127 | /* don't try to keyplace if we're sitting on a blocked square and |
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128 | NO_PASS_DOORS is set. */ |
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129 | if (n_keys == 1) |
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130 | { |
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131 | if (wall_blocked (map, x, y)) |
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132 | { |
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133 | the_key->destroy (); |
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134 | return 0; |
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135 | } |
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136 | |
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137 | the_keymaster = find_monster_in_room (map, x, y, RP); |
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138 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
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139 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
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140 | } |
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141 | else |
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142 | { |
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143 | int sum = 0; /* count how many keys we actually place */ |
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144 | |
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145 | /* I'm lazy, so just try to place in all 4 directions. */ |
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146 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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147 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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148 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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149 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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150 | |
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151 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
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152 | { /* diagonally this time. */ |
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153 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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154 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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155 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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156 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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157 | } |
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158 | |
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159 | the_key->destroy (); |
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160 | return 1; |
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161 | } |
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162 | } |
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163 | |
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164 | if (the_keymaster) |
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165 | the_keymaster->head_ ()->insert (the_key); |
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166 | else |
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167 | { |
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168 | the_key->x = kx; |
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169 | the_key->y = ky; |
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170 | insert_ob_in_map (the_key, map, NULL, 0); |
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171 | } |
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172 | |
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173 | return 1; |
51 | } |
174 | } |
52 | |
175 | |
53 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
176 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
54 | * and doors but not monsters. |
177 | * and doors but not monsters. |
55 | * This function is not map tile aware. |
178 | * This function is not map tile aware. |
… | |
… | |
286 | /* set the chest lock code, and call the keyplacer routine with |
409 | /* set the chest lock code, and call the keyplacer routine with |
287 | the lockcode. It's not worth bothering to lock the chest if |
410 | the lockcode. It's not worth bothering to lock the chest if |
288 | there's only 1 treasure.... */ |
411 | there's only 1 treasure.... */ |
289 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
412 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
290 | { |
413 | { |
291 | char keybuf[1024]; |
414 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
292 | |
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293 | sprintf (keybuf, "%d", rmg_rndm (1000000000)); |
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294 | the_chest->slaying = keybuf; |
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295 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
415 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); |
296 | } |
416 | } |
297 | |
417 | |
298 | /* actually place the chest. */ |
418 | /* actually place the chest. */ |
299 | the_chest->x = xl; |
419 | the_chest->x = xl; |
300 | the_chest->y = yl; |
420 | the_chest->y = yl; |
301 | insert_ob_in_map (the_chest, map, NULL, 0); |
421 | insert_ob_in_map (the_chest, map, NULL, 0); |
302 | return the_chest; |
422 | return the_chest; |
303 | } |
423 | } |
304 | |
424 | |
305 | |
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306 | /* finds the closest monster and returns him, regardless of doors |
425 | /* finds the closest monster and returns him, regardless of doors or walls */ |
307 | or walls */ |
426 | static object * |
308 | object * |
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309 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
427 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
310 | { |
428 | { |
311 | int i; |
429 | int i; |
312 | |
430 | |
313 | for (i = 0; i < SIZEOFFREE; i++) |
431 | for (i = 0; i < SIZEOFFREE; i++) |
… | |
… | |
329 | } |
447 | } |
330 | } |
448 | } |
331 | return NULL; |
449 | return NULL; |
332 | } |
450 | } |
333 | |
451 | |
334 | |
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335 | |
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336 | /* places keys in the map, preferably in something alive. |
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337 | keycode is the key's code, |
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338 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
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339 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
|
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340 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
|
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341 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
|
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342 | |
|
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343 | The idea is that you call keyplace on x,y where a door is, and it'll make |
|
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344 | sure a key is placed on both sides of the door. |
|
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345 | */ |
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346 | int |
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347 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
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348 | { |
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349 | int i, j; |
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350 | int kx = 0, ky = 0; |
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351 | object *the_keymaster; /* the monster that gets the key. */ |
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352 | |
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353 | /* get a key and set its keycode */ |
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354 | object *the_key = archetype::get (shstr_key2); |
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355 | the_key->slaying = keycode; |
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356 | |
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357 | if (door_flag == PASS_DOORS) |
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358 | { |
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359 | int tries = 0; |
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360 | |
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361 | the_keymaster = 0; |
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362 | while (tries < 15 && !the_keymaster) |
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363 | { |
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364 | i = rmg_rndm (RP->Xsize - 2) + 1; |
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365 | j = rmg_rndm (RP->Ysize - 2) + 1; |
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366 | tries++; |
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367 | the_keymaster = find_closest_monster (map, i, j, RP); |
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368 | } |
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369 | |
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370 | /* if we don't find a good keymaster, drop the key on the ground. */ |
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371 | if (!the_keymaster) |
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372 | { |
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373 | int freeindex; |
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374 | |
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375 | freeindex = -1; |
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376 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
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377 | { |
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378 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
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379 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
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380 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
|
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381 | } |
|
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382 | |
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383 | // can freeindex ever be < 0? |
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384 | if (freeindex >= 0) |
|
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385 | { |
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386 | kx += freearr_x [freeindex]; |
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387 | ky += freearr_y [freeindex]; |
|
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388 | } |
|
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389 | } |
|
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390 | } |
|
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391 | else |
|
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392 | { /* NO_PASS_DOORS --we have to work harder. */ |
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393 | /* don't try to keyplace if we're sitting on a blocked square and |
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394 | NO_PASS_DOORS is set. */ |
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395 | if (n_keys == 1) |
|
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396 | { |
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397 | if (wall_blocked (map, x, y)) |
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398 | return 0; |
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399 | |
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400 | the_keymaster = find_monster_in_room (map, x, y, RP); |
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401 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
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402 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
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403 | } |
|
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404 | else |
|
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405 | { |
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406 | int sum = 0; /* count how many keys we actually place */ |
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407 | |
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408 | /* I'm lazy, so just try to place in all 4 directions. */ |
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409 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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410 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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411 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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412 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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413 | |
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414 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
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415 | { /* diagonally this time. */ |
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416 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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417 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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418 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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419 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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420 | } |
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421 | |
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422 | return 1; |
|
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423 | } |
|
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424 | } |
|
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425 | |
|
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426 | if (!the_keymaster) |
|
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427 | { |
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428 | the_key->x = kx; |
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429 | the_key->y = ky; |
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430 | insert_ob_in_map (the_key, map, NULL, 0); |
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431 | return 1; |
|
|
432 | } |
|
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433 | |
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434 | insert_ob_in_ob (the_key, the_keymaster->head_ ()); |
|
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435 | return 1; |
|
|
436 | } |
|
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437 | |
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438 | |
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439 | |
|
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440 | /* both find_monster_in_room routines need to have access to this. */ |
452 | /* both find_monster_in_room routines need to have access to this. */ |
441 | |
453 | |
442 | object *theMonsterToFind; |
454 | static object *theMonsterToFind; |
443 | |
455 | |
444 | /* a recursive routine which will return a monster, eventually,if there is one. |
456 | /* a recursive routine which will return a monster, eventually,if there is one. |
445 | it does a check-off on the layout, converting 0's to 1's */ |
457 | it does a check-off on the layout, converting 0's to 1's */ |
446 | |
458 | static object * |
447 | object * |
|
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448 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
459 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
449 | { |
460 | { |
450 | int i, j; |
461 | int i, j; |
451 | |
462 | |
452 | /* if we've found a monster already, leave */ |
463 | /* if we've found a monster already, leave */ |
… | |
… | |
510 | |
521 | |
511 | return theMonsterToFind; |
522 | return theMonsterToFind; |
512 | } |
523 | } |
513 | |
524 | |
514 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
525 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
515 | int *room_free_spots_x; |
526 | static int *room_free_spots_x; |
516 | int *room_free_spots_y; |
527 | static int *room_free_spots_y; |
517 | int number_of_free_spots_in_room; |
528 | static int number_of_free_spots_in_room; |
518 | |
529 | |
519 | /* the workhorse routine, which finds the free spots in a room: |
530 | /* the workhorse routine, which finds the free spots in a room: |
520 | a datastructure of free points is set up, and a position chosen from |
531 | a datastructure of free points is set up, and a position chosen from |
521 | that datastructure. */ |
532 | that datastructure. */ |
522 | void |
533 | static void |
523 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
534 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
524 | { |
535 | { |
525 | int i, j; |
536 | int i, j; |
526 | |
537 | |
527 | /* bounds check x and y */ |
538 | /* bounds check x and y */ |
… | |
… | |
545 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
556 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
546 | |
557 | |
547 | } |
558 | } |
548 | |
559 | |
549 | /* find a random non-blocked spot in this room to drop a key. */ |
560 | /* find a random non-blocked spot in this room to drop a key. */ |
550 | void |
561 | static void |
551 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
562 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
552 | { |
563 | { |
553 | char **layout2; |
564 | char **layout2; |
554 | int i, j; |
565 | int i, j; |
555 | |
566 | |
… | |
… | |
588 | |
599 | |
589 | |
600 | |
590 | /* searches the map for a spot with walls around it. The more |
601 | /* searches the map for a spot with walls around it. The more |
591 | walls the better, but it'll settle for 1 wall, or even 0, but |
602 | walls the better, but it'll settle for 1 wall, or even 0, but |
592 | it'll return 0 if no FREE spots are found.*/ |
603 | it'll return 0 if no FREE spots are found.*/ |
593 | void |
604 | static void |
594 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
605 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
595 | { |
606 | { |
596 | int x, y; |
607 | int x, y; |
597 | int i; |
608 | int i; |
598 | |
609 | |
… | |
… | |
666 | } |
677 | } |
667 | |
678 | |
668 | void |
679 | void |
669 | remove_monsters (int x, int y, maptile *map) |
680 | remove_monsters (int x, int y, maptile *map) |
670 | { |
681 | { |
671 | object *tmp; |
|
|
672 | |
|
|
673 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
682 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
674 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
675 | { |
683 | { |
676 | if (tmp->head) |
684 | object *next = tmp->above; |
677 | tmp = tmp->head; |
685 | |
678 | tmp->remove (); |
686 | if (tmp->flag [FLAG_ALIVE]) |
679 | tmp->destroy (); |
687 | tmp->head_ ()->destroy (); |
680 | tmp = GET_MAP_OB (map, x, y); |
688 | |
681 | if (tmp == NULL) |
689 | tmp = next; |
682 | break; |
|
|
683 | }; |
690 | } |
684 | } |
691 | } |
685 | |
692 | |
686 | /* surrounds the point x,y by doors, so as to enclose something, like |
693 | /* surrounds the point x,y by doors, so as to enclose something, like |
687 | a chest. It only goes as far as the 8 squares surrounding, and |
694 | a chest. It only goes as far as the 8 squares surrounding, and |
688 | it'll remove any monsters it finds.*/ |
695 | it'll remove any monsters it finds.*/ |
689 | object ** |
696 | static object ** |
690 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
697 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
691 | { |
698 | { |
692 | int i; |
699 | int i; |
693 | const char *doors[2]; |
700 | const char *doors[2]; |
694 | object **doorlist; |
701 | object **doorlist; |
… | |
… | |
724 | } |
731 | } |
725 | |
732 | |
726 | return doorlist; |
733 | return doorlist; |
727 | } |
734 | } |
728 | |
735 | |
729 | |
|
|
730 | /* returns the first door in this square, or NULL if there isn't a door. */ |
736 | /* returns the first door in this square, or NULL if there isn't a door. */ |
731 | object * |
737 | static object * |
732 | door_in_square (maptile *map, int x, int y) |
738 | door_in_square (maptile *map, int x, int y) |
733 | { |
739 | { |
734 | object *tmp; |
|
|
735 | |
|
|
736 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
740 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
737 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
741 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
738 | return tmp; |
742 | return tmp; |
|
|
743 | |
739 | return NULL; |
744 | return NULL; |
740 | } |
745 | } |
741 | |
746 | |
742 | /* the workhorse routine, which finds the doors in a room */ |
747 | /* the workhorse routine, which finds the doors in a room */ |
743 | void |
748 | static void |
744 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
749 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
745 | { |
750 | { |
746 | int i, j; |
751 | int i, j; |
747 | object *door; |
752 | object *door; |
748 | |
753 | |
… | |
… | |
783 | doorlist, ndoors, RP); |
788 | doorlist, ndoors, RP); |
784 | } |
789 | } |
785 | } |
790 | } |
786 | |
791 | |
787 | /* find a random non-blocked spot in this room to drop a key. */ |
792 | /* find a random non-blocked spot in this room to drop a key. */ |
788 | object ** |
793 | static object ** |
789 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
794 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
790 | { |
795 | { |
791 | int i, j; |
796 | int i, j; |
792 | int ndoors = 0; |
797 | int ndoors = 0; |
793 | |
798 | |
… | |
… | |
807 | return doorlist; |
812 | return doorlist; |
808 | } |
813 | } |
809 | |
814 | |
810 | /* locks and/or hides all the doors in doorlist, or does nothing if |
815 | /* locks and/or hides all the doors in doorlist, or does nothing if |
811 | opts doesn't say to lock/hide doors. */ |
816 | opts doesn't say to lock/hide doors. */ |
812 | void |
817 | static void |
813 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
818 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
814 | { |
819 | { |
815 | object *door; |
820 | object *door; |
816 | int i; |
821 | int i; |
817 | |
822 | |
818 | /* lock the doors and hide the keys. */ |
823 | /* lock the doors and hide the keys. */ |
819 | |
824 | |
820 | if (opts & DOORED) |
825 | if (opts & DOORED) |
821 | { |
826 | { |
822 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
827 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
823 | { |
828 | { |
824 | object *new_door = get_archetype ("locked_door1"); |
829 | object *new_door = get_archetype (shstr_locked_door1); |
825 | char keybuf[1024]; |
|
|
826 | |
830 | |
827 | door = doorlist[i]; |
831 | door = doorlist[i]; |
828 | new_door->face = door->face; |
832 | new_door->face = door->face; |
829 | new_door->x = door->x; |
833 | new_door->x = door->x; |
830 | new_door->y = door->y; |
834 | new_door->y = door->y; |
831 | door->remove (); |
|
|
832 | door->destroy (); |
835 | door->destroy (); |
833 | doorlist[i] = new_door; |
836 | doorlist[i] = new_door; |
834 | insert_ob_in_map (new_door, map, NULL, 0); |
837 | insert_ob_in_map (new_door, map, NULL, 0); |
835 | sprintf (keybuf, "%d", rmg_rndm (1000000000)); |
838 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
836 | new_door->slaying = keybuf; |
|
|
837 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
839 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); |
838 | } |
840 | } |
839 | } |
841 | } |
840 | |
842 | |
841 | /* change the faces of the doors and surrounding walls to hide them. */ |
843 | /* change the faces of the doors and surrounding walls to hide them. */ |
842 | if (opts & HIDDEN) |
844 | if (opts & HIDDEN) |
… | |
… | |
854 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
856 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
855 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
857 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
856 | |
858 | |
857 | door->face = wallface->face; |
859 | door->face = wallface->face; |
858 | |
860 | |
859 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
|
|
860 | wallface->remove (); |
|
|
861 | |
|
|
862 | wallface->destroy (); |
861 | wallface->destroy (); |
863 | } |
862 | } |
864 | } |
863 | } |
865 | } |
864 | } |
866 | } |
865 | } |