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/cvs/deliantra/server/random_maps/treasure.C
(Generate patch)

Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.35 by root, Mon Apr 14 22:41:17 2008 UTC vs.
Revision 1.42 by root, Thu Sep 25 04:35:50 2008 UTC

45/* a macro to get a strongly centered random distribution, 45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 46 from 0 to x, centered at x/2 */
47static int 47static int
48bc_random (int x) 48bc_random (int x)
49{ 49{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3; 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 ();
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 ();
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;
51} 163}
52 164
53/* 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
54 * and doors but not monsters. 166 * and doors but not monsters.
55 * This function is not map tile aware. 167 * This function is not map tile aware.
82 if (treasure_style) 194 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 195 if (!strcmp (treasure_style, "none"))
84 return; 196 return;
85 197
86 if (treasureoptions <= 0) 198 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION); 199 treasureoptions = rmg_rndm (2 * LAST_OPTION);
88 200
89 /* filter out the mutually exclusive options */ 201 /* filter out the mutually exclusive options */
90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 202 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
91 { 203 {
92 if (rndm (2)) 204 if (rmg_rndm (2))
93 treasureoptions -= 1; 205 treasureoptions -= 1;
94 else 206 else
95 treasureoptions -= 2; 207 treasureoptions -= 2;
96 } 208 }
97 209
157 } 269 }
158 } 270 }
159 } 271 }
160 break; 272 break;
161 } 273 }
274
162 default: 275 default:
163 { 276 {
164 int i, j, tries; 277 int i, j, tries;
165 object *chest; 278 object *chest;
166 object **doorlist; 279 object **doorlist;
167 280
168 i = j = -1; 281 i = j = -1;
169 tries = 0; 282 tries = 0;
170 while (i == -1 && tries < 100) 283 while (i == -1 && tries < 100)
171 { 284 {
172 i = rndm (RP->Xsize - 2) + 1; 285 i = rmg_rndm (RP->Xsize - 2) + 1;
173 j = rndm (RP->Ysize - 2) + 1; 286 j = rmg_rndm (RP->Ysize - 2) + 1;
174 find_enclosed_spot (map, &i, &j, RP); 287 find_enclosed_spot (map, &i, &j, RP);
175 288
176 if (wall_blocked (map, i, j)) 289 if (wall_blocked (map, i, j))
177 i = -1; 290 i = -1;
178 291
199 { /* DIFFUSE treasure layout */ 312 { /* DIFFUSE treasure layout */
200 int ti, i, j; 313 int ti, i, j;
201 314
202 for (ti = 0; ti < num_treasures; ti++) 315 for (ti = 0; ti < num_treasures; ti++)
203 { 316 {
204 i = rndm (RP->Xsize - 2) + 1; 317 i = rmg_rndm (RP->Xsize - 2) + 1;
205 j = rndm (RP->Ysize - 2) + 1; 318 j = rmg_rndm (RP->Ysize - 2) + 1;
206 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 319 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
207 } 320 }
208 } 321 }
209} 322}
210 323
212 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,
213 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 */
214object * 327object *
215place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 328place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
216{ 329{
217 object *the_chest;
218 int i, xl, yl;
219
220 the_chest = get_archetype ("chest"); /* was "chest_2" */ 330 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
221 331
222 /* first, find a place to put the chest. */ 332 /* first, find a place to put the chest. */
223 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
224 if (i == -1) 334 if (i == -1)
225 { 335 {
226 the_chest->destroy (); 336 the_chest->destroy ();
227 return NULL; 337 return NULL;
228 } 338 }
229 339
230 xl = x + freearr_x[i]; 340 int xl = x + freearr_x[i];
231 yl = y + freearr_y[i]; 341 int yl = y + freearr_y[i];
232 342
233 /* if the placement is blocked, return a fail. */ 343 /* if the placement is blocked, return a fail. */
234 if (wall_blocked (map, xl, yl)) 344 if (wall_blocked (map, xl, yl))
235 return 0; 345 return 0;
236 346
243 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 353 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
244 354
245 if (tlist != NULL) 355 if (tlist != NULL)
246 for (ti = 0; ti < n_treasures; ti++) 356 for (ti = 0; ti < n_treasures; ti++)
247 { /* use the treasure list */ 357 { /* use the treasure list */
248 object *new_treasure = style_map->pick_random_object (); 358 object *new_treasure = style_map->pick_random_object (rmg_rndm);
249 359
250 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);
251 } 361 }
252 else 362 else
253 { /* use the style map */ 363 { /* use the style map */
264 374
265 /* stick a trap in the chest if required */ 375 /* stick a trap in the chest if required */
266 if (treasureoptions & TRAPPED) 376 if (treasureoptions & TRAPPED)
267 { 377 {
268 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 378 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
269 object *the_trap;
270 379
271 if (trap_map) 380 if (trap_map)
272 { 381 {
273 the_trap = trap_map->pick_random_object (); 382 object *the_trap = trap_map->pick_random_object (rmg_rndm);
383
274 the_trap->stats.Cha = 10 + RP->difficulty; 384 the_trap->stats.Cha = 10 + RP->difficulty;
275 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 385 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
386
276 if (the_trap) 387 if (the_trap)
277 { 388 {
278 object *new_trap; 389 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
279 390
280 new_trap = arch_to_object (the_trap->arch);
281 new_trap->copy_to (the_trap);
282 new_trap->x = x; 391 new_trap->x = x;
283 new_trap->y = y; 392 new_trap->y = y;
284 insert_ob_in_ob (new_trap, the_chest); 393 insert_ob_in_ob (new_trap, the_chest);
285 } 394 }
286 } 395 }
289 /* set the chest lock code, and call the keyplacer routine with 398 /* set the chest lock code, and call the keyplacer routine with
290 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
291 there's only 1 treasure.... */ 400 there's only 1 treasure.... */
292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 401 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
293 { 402 {
294 char keybuf[1024]; 403 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
295
296 sprintf (keybuf, "%d", rndm (1000000000));
297 the_chest->slaying = keybuf;
298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 404 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
299 } 405 }
300 406
301 /* actually place the chest. */ 407 /* actually place the chest. */
302 the_chest->x = xl; 408 the_chest->x = xl;
303 the_chest->y = yl; 409 the_chest->y = yl;
332 } 438 }
333 } 439 }
334 return NULL; 440 return NULL;
335} 441}
336 442
337
338
339/* places keys in the map, preferably in something alive.
340 keycode is the key's code,
341 door_flag is either PASS_DOORS or NO_PASS_DOORS.
342 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
343 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
344 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
345
346 The idea is that you call keyplace on x,y where a door is, and it'll make
347 sure a key is placed on both sides of the door.
348*/
349int
350keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
351{
352 int i, j;
353 int kx = 0, ky = 0;
354 object *the_keymaster; /* the monster that gets the key. */
355 object *the_key;
356
357 /* get a key and set its keycode */
358 the_key = get_archetype ("key2");
359 the_key->slaying = keycode;
360
361 if (door_flag == PASS_DOORS)
362 {
363 int tries = 0;
364
365 the_keymaster = 0;
366 while (tries < 15 && !the_keymaster)
367 {
368 i = rndm (RP->Xsize - 2) + 1;
369 j = rndm (RP->Ysize - 2) + 1;
370 tries++;
371 the_keymaster = find_closest_monster (map, i, j, RP);
372 }
373
374 /* if we don't find a good keymaster, drop the key on the ground. */
375 if (!the_keymaster)
376 {
377 int freeindex;
378
379 freeindex = -1;
380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
381 {
382 kx = rndm (RP->Xsize - 2) + 1;
383 ky = rndm (RP->Ysize - 2) + 1;
384 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
385 }
386
387 // can freeindex ever be < 0?
388 if (freeindex >= 0)
389 {
390 kx += freearr_x [freeindex];
391 ky += freearr_y [freeindex];
392 }
393 }
394 }
395 else
396 { /* NO_PASS_DOORS --we have to work harder. */
397 /* don't try to keyplace if we're sitting on a blocked square and
398 NO_PASS_DOORS is set. */
399 if (n_keys == 1)
400 {
401 if (wall_blocked (map, x, y))
402 return 0;
403
404 the_keymaster = find_monster_in_room (map, x, y, RP);
405 if (!the_keymaster) /* if fail, find a spot to drop the key. */
406 find_spot_in_room (map, x, y, &kx, &ky, RP);
407 }
408 else
409 {
410 int sum = 0; /* count how many keys we actually place */
411
412 /* I'm lazy, so just try to place in all 4 directions. */
413 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
414 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
415 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
416 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
417
418 if (sum < 2) /* we might have made a disconnected map-place more keys. */
419 { /* diagonally this time. */
420 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
421 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
422 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
423 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
424 }
425
426 return 1;
427 }
428 }
429
430 if (!the_keymaster)
431 {
432 the_key->x = kx;
433 the_key->y = ky;
434 insert_ob_in_map (the_key, map, NULL, 0);
435 return 1;
436 }
437
438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
439 return 1;
440}
441
442
443
444/* 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. */
445 444
446object *theMonsterToFind; 445object *theMonsterToFind;
447 446
448/* 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.
480 return theMonsterToFind; 479 return theMonsterToFind;
481 } 480 }
482 } 481 }
483 482
484 /* 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 */
485 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 484 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
486 { 485 {
487 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);
488 if (theMonsterToFind != NULL) 487 if (theMonsterToFind != NULL)
489 return theMonsterToFind; 488 return theMonsterToFind;
490 } 489 }
490
491 return theMonsterToFind; 491 return theMonsterToFind;
492} 492}
493
494 493
495/* sets up some data structures: the _recursive form does the 494/* sets up some data structures: the _recursive form does the
496 real work. */ 495 real work. */
497
498object * 496object *
499find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 497find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
500{ 498{
501 char **layout2; 499 Layout layout2 (RP);
502 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] = '#';
503 508
504 theMonsterToFind = 0; 509 theMonsterToFind = 0;
505 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
506 /* allocate and copy the layout, converting C to 0. */
507 for (i = 0; i < RP->Xsize; i++)
508 {
509 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
510 for (j = 0; j < RP->Ysize; j++)
511 if (wall_blocked (map, i, j))
512 layout2[i][j] = '#';
513 }
514
515 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
516 511
517 /* deallocate the temp. layout */ 512 layout2.free ();
518 for (i = 0; i < RP->Xsize; i++)
519 free (layout2[i]);
520
521 free (layout2);
522 513
523 return theMonsterToFind; 514 return theMonsterToFind;
524} 515}
525 516
526/* 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 */
551 room_free_spots_x[number_of_free_spots_in_room] = x; 542 room_free_spots_x[number_of_free_spots_in_room] = x;
552 room_free_spots_y[number_of_free_spots_in_room] = y; 543 room_free_spots_y[number_of_free_spots_in_room] = y;
553 number_of_free_spots_in_room++; 544 number_of_free_spots_in_room++;
554 545
555 /* 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 */
556 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 547 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
557 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);
558 549
559} 550}
560 551
561/* 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. */
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 = rndm (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 */
660 *cy = ly; 651 *cy = ly;
661 return; 652 return;
662 } 653 }
663 } 654 }
664 /* give up and return the closest free spot. */ 655 /* give up and return the closest free spot. */
665 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); 656 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
666 657
667 if (i != -1) 658 if (i != -1)
668 { 659 {
669 *cx = x + freearr_x[i]; 660 *cx = x + freearr_x[i];
670 *cy = y + freearr_y[i]; 661 *cy = y + freearr_y[i];
787 else 778 else
788 { 779 {
789 layout[x][y] = 1; 780 layout[x][y] = 1;
790 781
791 /* now search all the 8 squares around recursively for free spots,in random order */ 782 /* now search all the 8 squares around recursively for free spots,in random order */
792 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 783 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
793 find_doors_in_room_recursive (layout, map, 784 find_doors_in_room_recursive (layout, map,
794 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 785 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
795 doorlist, ndoors, RP); 786 doorlist, ndoors, RP);
796 } 787 }
797} 788}
803 int i, j; 794 int i, j;
804 int ndoors = 0; 795 int ndoors = 0;
805 796
806 object **doorlist = (object **)calloc (sizeof (int), 1024); 797 object **doorlist = (object **)calloc (sizeof (int), 1024);
807 798
808 MazeData layout2 (RP->Xsize, RP->Ysize); 799 LayoutData layout2 (RP->Xsize, RP->Ysize);
800 layout2.clear ();
809 801
810 /* allocate and copy the layout, converting C to 0. */ 802 /* allocate and copy the layout, converting C to 0. */
811 for (i = 0; i < RP->Xsize; i++) 803 for (i = 0; i < RP->Xsize; i++)
812 for (j = 0; j < RP->Ysize; j++) 804 for (j = 0; j < RP->Ysize; j++)
813 if (wall_blocked (map, i, j)) 805 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
814 layout2[i][j] = '#';
815 806
816 /* setup num_free_spots and room_free_spots */ 807 /* setup num_free_spots and room_free_spots */
817 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 808 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
818 809
819 return doorlist; 810 return doorlist;
831 822
832 if (opts & DOORED) 823 if (opts & DOORED)
833 { 824 {
834 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 825 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
835 { 826 {
836 object *new_door = get_archetype ("locked_door1"); 827 object *new_door = get_archetype (shstr_locked_door1);
837 char keybuf[1024];
838 828
839 door = doorlist[i]; 829 door = doorlist[i];
840 new_door->face = door->face; 830 new_door->face = door->face;
841 new_door->x = door->x; 831 new_door->x = door->x;
842 new_door->y = door->y; 832 new_door->y = door->y;
843 door->remove (); 833 door->remove ();
844 door->destroy (); 834 door->destroy ();
845 doorlist[i] = new_door; 835 doorlist[i] = new_door;
846 insert_ob_in_map (new_door, map, NULL, 0); 836 insert_ob_in_map (new_door, map, NULL, 0);
847 sprintf (keybuf, "%d", rndm (1000000000)); 837 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
848 new_door->slaying = keybuf;
849 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 838 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
850 } 839 }
851 } 840 }
852 841
853 /* change the faces of the doors and surrounding walls to hide them. */ 842 /* change the faces of the doors and surrounding walls to hide them. */
854 if (opts & HIDDEN) 843 if (opts & HIDDEN)
863 { 852 {
864 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 853 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
865 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
866 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 855 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
867 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
857
868 door->face = wallface->face; 858 door->face = wallface->face;
859
869 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 860 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
870 wallface->remove (); 861 wallface->remove ();
862
871 wallface->destroy (); 863 wallface->destroy ();
872 } 864 }
873 } 865 }
874 } 866 }
875} 867}

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