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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.19 by root, Wed Jan 17 12:36:31 2007 UTC vs.
Revision 1.52 by root, Sun Apr 11 00:34:06 2010 UTC

1/* 1/*
2<<<<<<< treasure.C 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * CrossFire, A Multiplayer game
4 *
5 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
6 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
7 * Copyright (C) 1992 Frank Tore Johansen
8 *
9 * This program is free software; you can redistribute it and/or modify
10 * it under the terms of the GNU General Public License as published by
11 * the Free Software Foundation; either version 2 of the License, or
12 * (at your option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the GNU General Public License
20 * along with this program; if not, write to the Free Software
21 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22 *
23 * The authors can be reached via e-mail at <crossfire@schmorp.de>
24 */
25=======
26 * CrossFire, A Multiplayer game for X-windows
27 * 3 *
28 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
29 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
30 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
31 * 7 *
32 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
33 * 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
34 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
35 * (at your option) any later version. 11 * option) any later version.
36 * 12 *
37 * 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,
38 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
39 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
40 * GNU General Public License for more details. 16 * GNU General Public License for more details.
41 * 17 *
42 * 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
43 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
44 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
45 * 21 *
46 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
47 */ 23 */
48>>>>>>> 1.18
49 24
50/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
51 26
52#include <global.h> 27#include <global.h>
53#include <random_map.h> 28#include <random_map.h>
66#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 */
67 42
68#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
69#define PASS_DOORS 1 44#define PASS_DOORS 1
70 45
46static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP);
47static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP);
48static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP);
54static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts);
55
56/* a macro to get a strongly centered random distribution,
57 from 0 to x, centered at x/2 */
58static int
59bc_random (int x)
60{
61 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
62}
63
64static object *
65gen_key (const shstr &keycode)
66{
67 /* get a key and set its keycode */
68 object *key = archetype::get (shstr_key_random_map);
69 key->slaying = keycode;
70 return key;
71}
72
73/* places keys in the map, preferably in something alive.
74 keycode is the key's code,
75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
76 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
77 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
79
80 The idea is that you call keyplace on x,y where a door is, and it'll make
81 sure a key is placed on both sides of the door.
82*/
83static int
84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
85{
86 int i, j;
87 int kx = 0, ky = 0;
88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
90
91 if (door_flag == PASS_DOORS)
92 {
93 int tries = 0;
94
95 the_keymaster = 0;
96 while (tries < 15 && !the_keymaster)
97 {
98 i = rmg_rndm (RP->Xsize - 2) + 1;
99 j = rmg_rndm (RP->Ysize - 2) + 1;
100 tries++;
101 the_keymaster = find_closest_monster (map, i, j, RP);
102 }
103
104 /* if we don't find a good keymaster, drop the key on the ground. */
105 if (!the_keymaster)
106 {
107 int freeindex;
108
109 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 {
112 kx = rmg_rndm (RP->Xsize - 2) + 1;
113 ky = rmg_rndm (RP->Ysize - 2) + 1;
114 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
115 }
116
117 // can freeindex ever be < 0?
118 if (freeindex >= 0)
119 {
120 kx += freearr_x [freeindex];
121 ky += freearr_y [freeindex];
122 }
123 }
124 }
125 else
126 { /* NO_PASS_DOORS --we have to work harder. */
127 /* don't try to keyplace if we're sitting on a blocked square and
128 NO_PASS_DOORS is set. */
129 if (n_keys == 1)
130 {
131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
134 return 0;
135 }
136
137 the_keymaster = find_monster_in_room (map, x, y, RP);
138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
139 find_spot_in_room (map, x, y, &kx, &ky, RP);
140 }
141 else
142 {
143 int sum = 0; /* count how many keys we actually place */
144
145 /* I'm lazy, so just try to place in all 4 directions. */
146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150
151 if (sum < 2) /* we might have made a disconnected map-place more keys. */
152 { /* diagonally this time. */
153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
157 }
158
159 the_key->destroy ();
160 return 1;
161 }
162 }
163
164 if (the_keymaster)
165 the_keymaster->head_ ()->insert (the_key);
166 else
167 {
168 the_key->x = kx;
169 the_key->y = ky;
170 insert_ob_in_map (the_key, map, NULL, 0);
171 }
172
173 return 1;
174}
71 175
72/* 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
73 * and doors but not monsters. 177 * and doors but not monsters.
74 * This function is not map tile aware. 178 * This function is not map tile aware.
75 */ 179 */
77wall_blocked (maptile *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
78{ 182{
79 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
80 return 1; 184 return 1;
81 185
186 m->at (x, y).update ();
82 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
83 return r;
84} 188}
85 189
86/* place treasures in the map, given the 190/* place treasures in the map, given the
87map, (required) 191map, (required)
88layout, (required) 192layout, (required)
90treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
91*/ 195*/
92void 196void
93place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
94{ 198{
95 char styledirname[1024];
96 char stylefilepath[1024];
97 maptile *style_map = 0;
98 int num_treasures; 199 int num_treasures;
99 200
100 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
101 if (treasure_style) 202 if (treasure_style)
102 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
103 return; 204 return;
205
104 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
105 treasureoptions = RANDOM () % (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
106 208
107 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
108 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
109 { 211 {
110 if (RANDOM () % 2) 212 if (rmg_rndm (2))
111 treasureoptions -= 1; 213 treasureoptions -= 1;
112 else 214 else
113 treasureoptions -= 2; 215 treasureoptions -= 2;
114 } 216 }
115 217
116 /* pick the number of treasures */ 218 /* pick the number of treasures */
117 if (treasureoptions & SPARSE) 219 if (treasureoptions & SPARSE)
118 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 220 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
119 else if (treasureoptions & RICH) 221 else if (treasureoptions & RICH)
120 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 222 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
121 else 223 else
122 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 224 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
123 225
124 if (num_treasures <= 0) 226 if (num_treasures <= 0)
125 return; 227 return;
126 228
127 /* get the style map */ 229 /* get the style map */
128 sprintf (styledirname, "%s", "/styles/treasurestyles");
129 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
130 style_map = find_style (styledirname, treasure_style, -1); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, -1);
231
232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
235 return;
236 }
131 237
132 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
133 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
134 { 240 {
135
136 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
137 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
138 { 243 {
139 case LAYOUT_ONION: 244 case LAYOUT_ONION:
140 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
148 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
149 { 254 {
150 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (layout[i][j] == 'C' || layout[i][j] == '>')
151 { 256 {
152 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
153 object **doorlist;
154 object *chest; 258 object *chest;
155 259
156 if (tdiv == 3) 260 if (tdiv == 3)
157 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
158 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
159 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 264 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
265
160 if (!chest) 266 if (!chest)
161 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
162 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
163 { 270 {
164 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j, RP);
165 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
166 free (doorlist); 273 free (doorlist);
167 } 274 }
168 } 275 }
169 } 276 }
170 } 277 }
171 break; 278 break;
172 } 279 }
280
173 default: 281 default:
174 { 282 {
175 int i, j, tries; 283 int i, j, tries;
176 object *chest; 284 object *chest;
177 object **doorlist; 285 object **doorlist;
178 286
179 i = j = -1; 287 i = j = -1;
180 tries = 0; 288 tries = 0;
181 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
182 { 290 {
183 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
184 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
185 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
294
186 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
187 i = -1; 296 i = -1;
297
188 tries++; 298 tries++;
189 } 299 }
300
190 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 301 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
302
191 if (!chest) 303 if (!chest)
192 return; 304 return;
305
193 i = chest->x; 306 i = chest->x;
194 j = chest->y; 307 j = chest->y;
195 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
196 { 309 {
197 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
205 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure layout */
206 int ti, i, j; 319 int ti, i, j;
207 320
208 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
209 { 322 {
210 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
211 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
212 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
213 } 326 }
214 } 327 }
215} 328}
216 329
217/* put a chest into the map, near x and y, with the treasure style 330/* put a chest into the map, near x and y, with the treasure style
218 determined (may be null, or may be a treasure list from lib/treasures, 331 determined (may be null, or may be a treasure list from lib/treasures,
219 if the global variable "treasurestyle" is set to that treasure list's name */ 332 if the global variable "treasurestyle" is set to that treasure list's name */
220 333static object *
221object *
222place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
223{ 335{
224 object *the_chest;
225 int i, xl, yl;
226
227 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
228 337
229 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
230 i = find_first_free_spot (the_chest, map, x, y); 339 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
231 if (i == -1) 340 if (i == -1)
232 { 341 {
233 the_chest->destroy (); 342 the_chest->destroy ();
234 return NULL; 343 return NULL;
235 } 344 }
236 345
237 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
238 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
239 348
240 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
241 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
242 return 0; 351 return 0;
243 352
250 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
251 360
252 if (tlist != NULL) 361 if (tlist != NULL)
253 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
254 { /* use the treasure list */ 363 { /* use the treasure list */
255 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
256 365
257 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
258 } 367 }
259 else 368 else
260 { /* use the style map */ 369 { /* use the style map */
261 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
262 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
263 } 372 }
264#endif 373#endif
265 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
266 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
267 376
268 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
269 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
270 } 379 }
271 380
272 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
273 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
274 { 383 {
275 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
276 object *the_trap;
277 385
278 if (trap_map) 386 if (trap_map)
279 { 387 {
280 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
281 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
282 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
283 if (the_trap) 393 if (the_trap)
284 { 394 {
285 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
286 396
287 new_trap = arch_to_object (the_trap->arch);
288 new_trap->copy_to (the_trap);
289 new_trap->x = x; 397 new_trap->x = x;
290 new_trap->y = y; 398 new_trap->y = y;
291 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
292 } 400 }
293 } 401 }
294 } 402 }
295 403
296 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
297 the lockcode. It's not worth bothering to lock the chest if 405 the lockcode. It's not worth bothering to lock the chest if
298 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
299
300 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
301 { 408 {
302 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
303
304 sprintf (keybuf, "%d", (int) RANDOM ());
305 the_chest->slaying = keybuf;
306 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
307 } 411 }
308 412
309 /* actually place the chest. */ 413 /* actually place the chest. */
310 the_chest->x = xl; 414 the_chest->x = xl;
311 the_chest->y = yl; 415 the_chest->y = yl;
312 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
313 return the_chest; 417 return the_chest;
314} 418}
315 419
316
317/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
318 or walls */ 421static object *
319object *
320find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
321{ 423{
322 int i; 424 int i;
323 425
324 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
332 /* don't bother searching this square unless the map says life exists. */ 434 /* don't bother searching this square unless the map says life exists. */
333 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
334 { 436 {
335 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
336 438
337 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 439 for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above);
338 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
339 return the_monster; 441 return the_monster;
340 } 442 }
341 } 443 }
342 return NULL; 444 return NULL;
343} 445}
344 446
345
346
347/* places keys in the map, preferably in something alive.
348 keycode is the key's code,
349 door_flag is either PASS_DOORS or NO_PASS_DOORS.
350 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
351 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
352 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
353
354 The idea is that you call keyplace on x,y where a door is, and it'll make
355 sure a key is placed on both sides of the door.
356*/
357int
358keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
359{
360 int i, j;
361 int kx = 0, ky = 0;
362 object *the_keymaster; /* the monster that gets the key. */
363 object *the_key;
364
365 /* get a key and set its keycode */
366 the_key = get_archetype ("key2");
367 the_key->slaying = keycode;
368
369 if (door_flag == PASS_DOORS)
370 {
371 int tries = 0;
372
373 the_keymaster = 0;
374 while (tries < 15 && !the_keymaster)
375 {
376 i = (RANDOM () % (RP->Xsize - 2)) + 1;
377 j = (RANDOM () % (RP->Ysize - 2)) + 1;
378 tries++;
379 the_keymaster = find_closest_monster (map, i, j, RP);
380 }
381
382 /* if we don't find a good keymaster, drop the key on the ground. */
383 if (!the_keymaster)
384 {
385 int freeindex;
386
387 freeindex = -1;
388 for (tries = 0; tries < 15 && freeindex == -1; tries++)
389 {
390 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
391 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
392 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
393 }
394
395 // can freeindex ever be < 0?
396 if (freeindex >= 0)
397 {
398 kx += freearr_x [freeindex];
399 ky += freearr_y [freeindex];
400 }
401 }
402 }
403 else
404 { /* NO_PASS_DOORS --we have to work harder. */
405 /* don't try to keyplace if we're sitting on a blocked square and
406 NO_PASS_DOORS is set. */
407 if (n_keys == 1)
408 {
409 if (wall_blocked (map, x, y))
410 return 0;
411
412 the_keymaster = find_monster_in_room (map, x, y, RP);
413 if (!the_keymaster) /* if fail, find a spot to drop the key. */
414 find_spot_in_room (map, x, y, &kx, &ky, RP);
415 }
416 else
417 {
418 int sum = 0; /* count how many keys we actually place */
419
420 /* I'm lazy, so just try to place in all 4 directions. */
421 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
422 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
423 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
424 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
425
426 if (sum < 2) /* we might have made a disconnected map-place more keys. */
427 { /* diagonally this time. */
428 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
429 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
430 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
431 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
432 }
433
434 return 1;
435 }
436 }
437
438 if (!the_keymaster)
439 {
440 the_key->x = kx;
441 the_key->y = ky;
442 insert_ob_in_map (the_key, map, NULL, 0);
443 return 1;
444 }
445
446 insert_ob_in_ob (the_key, the_keymaster);
447 return 1;
448}
449
450
451
452/* both find_monster_in_room routines need to have access to this. */ 447/* both find_monster_in_room routines need to have access to this. */
453 448
454object *theMonsterToFind; 449static object *theMonsterToFind;
455 450
456/* a recursive routine which will return a monster, eventually,if there is one. 451/* a recursive routine which will return a monster, eventually,if there is one.
457 it does a check-off on the layout, converting 0's to 1's */ 452 it does a check-off on the layout, converting 0's to 1's */
458 453static object *
459object *
460find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 454find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
461{ 455{
462 int i, j; 456 int i, j;
463 457
464 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
479 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
480 { 474 {
481 object *the_monster = GET_MAP_OB (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
482 476
483 /* check off this point */ 477 /* check off this point */
484 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 478 for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
485 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
486 { 480 {
487 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
488 return theMonsterToFind; 482 return theMonsterToFind;
489 } 483 }
490 } 484 }
491 485
492 /* now search all the 8 squares around recursively for a monster,in random order */ 486 /* now search all the 8 squares around recursively for a monster,in random order */
493 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
494 { 488 {
495 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 489 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
496 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
497 return theMonsterToFind; 491 return theMonsterToFind;
498 } 492 }
493
499 return theMonsterToFind; 494 return theMonsterToFind;
500} 495}
501
502 496
503/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
504 real work. */ 498 real work. */
505 499static object *
506object *
507find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
508{ 501{
509 char **layout2; 502 Layout layout2 (RP);
510 int i, j; 503
504 layout2->clear ();
505
506 /* allocate and copy the layout, converting C to 0. */
507 for (int i = 0; i < layout2->w; i++)
508 for (int j = 0; j < layout2->h; j++)
509 if (wall_blocked (map, i, j))
510 layout2[i][j] = '#';
511 511
512 theMonsterToFind = 0; 512 theMonsterToFind = 0;
513 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
514 /* allocate and copy the layout, converting C to 0. */
515 for (i = 0; i < RP->Xsize; i++)
516 {
517 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
518 for (j = 0; j < RP->Ysize; j++)
519 {
520 if (wall_blocked (map, i, j))
521 layout2[i][j] = '#';
522 }
523 }
524 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
525 514
526 /* deallocate the temp. layout */ 515 layout2.free ();
527 for (i = 0; i < RP->Xsize; i++)
528 {
529 free (layout2[i]);
530 }
531 free (layout2);
532 516
533 return theMonsterToFind; 517 return theMonsterToFind;
534} 518}
535 519
536/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 520/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
537int *room_free_spots_x; 521static int *room_free_spots_x;
538int *room_free_spots_y; 522static int *room_free_spots_y;
539int number_of_free_spots_in_room; 523static int number_of_free_spots_in_room;
540 524
541/* the workhorse routine, which finds the free spots in a room: 525/* the workhorse routine, which finds the free spots in a room:
542a datastructure of free points is set up, and a position chosen from 526a datastructure of free points is set up, and a position chosen from
543that datastructure. */ 527that datastructure. */
544void 528static void
545find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 529find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
546{ 530{
547 int i, j; 531 int i, j;
548 532
549 /* bounds check x and y */ 533 /* bounds check x and y */
561 room_free_spots_x[number_of_free_spots_in_room] = x; 545 room_free_spots_x[number_of_free_spots_in_room] = x;
562 room_free_spots_y[number_of_free_spots_in_room] = y; 546 room_free_spots_y[number_of_free_spots_in_room] = y;
563 number_of_free_spots_in_room++; 547 number_of_free_spots_in_room++;
564 548
565 /* now search all the 8 squares around recursively for free spots,in random order */ 549 /* now search all the 8 squares around recursively for free spots,in random order */
566 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 550 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
567 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 551 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
568 552
569} 553}
570 554
571/* find a random non-blocked spot in this room to drop a key. */ 555/* find a random non-blocked spot in this room to drop a key. */
572void 556static void
573find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 557find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
574{ 558{
575 char **layout2; 559 char **layout2;
576 int i, j; 560 int i, j;
577 561
592 /* setup num_free_spots and room_free_spots */ 576 /* setup num_free_spots and room_free_spots */
593 find_spot_in_room_recursive (layout2, x, y, RP); 577 find_spot_in_room_recursive (layout2, x, y, RP);
594 578
595 if (number_of_free_spots_in_room > 0) 579 if (number_of_free_spots_in_room > 0)
596 { 580 {
597 i = RANDOM () % number_of_free_spots_in_room; 581 i = rmg_rndm (number_of_free_spots_in_room);
598 *kx = room_free_spots_x[i]; 582 *kx = room_free_spots_x[i];
599 *ky = room_free_spots_y[i]; 583 *ky = room_free_spots_y[i];
600 } 584 }
601 585
602 /* deallocate the temp. layout */ 586 /* deallocate the temp. layout */
610 594
611 595
612/* searches the map for a spot with walls around it. The more 596/* searches the map for a spot with walls around it. The more
613 walls the better, but it'll settle for 1 wall, or even 0, but 597 walls the better, but it'll settle for 1 wall, or even 0, but
614 it'll return 0 if no FREE spots are found.*/ 598 it'll return 0 if no FREE spots are found.*/
615void 599static void
616find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
617{ 601{
618 int x, y; 602 int x, y;
619 int i; 603 int i;
620 604
670 *cy = ly; 654 *cy = ly;
671 return; 655 return;
672 } 656 }
673 } 657 }
674 /* give up and return the closest free spot. */ 658 /* give up and return the closest free spot. */
675 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 659 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
676 660
677 if (i != -1) 661 if (i != -1)
678 { 662 {
679 *cx = x + freearr_x[i]; 663 *cx = x + freearr_x[i];
680 *cy = y + freearr_y[i]; 664 *cy = y + freearr_y[i];
685 *cx = -1; 669 *cx = -1;
686 *cy = -1; 670 *cy = -1;
687 } 671 }
688} 672}
689 673
690 674static void
691void
692remove_monsters (int x, int y, maptile *map) 675remove_monsters (int x, int y, maptile *map)
693{ 676{
694 object *tmp; 677 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
695
696 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
697 if (QUERY_FLAG (tmp, FLAG_ALIVE))
698 { 678 {
699 if (tmp->head) 679 object *next = tmp->above;
700 tmp = tmp->head; 680
701 tmp->remove (); 681 if (tmp->flag [FLAG_ALIVE])
702 tmp->destroy (); 682 tmp->head_ ()->destroy ();
703 tmp = GET_MAP_OB (map, x, y); 683
704 if (tmp == NULL) 684 tmp = next;
705 break;
706 }; 685 }
707} 686}
708
709 687
710/* surrounds the point x,y by doors, so as to enclose something, like 688/* surrounds the point x,y by doors, so as to enclose something, like
711 a chest. It only goes as far as the 8 squares surrounding, and 689 a chest. It only goes as far as the 8 squares surrounding, and
712 it'll remove any monsters it finds.*/ 690 it'll remove any monsters it finds.*/
713 691static object **
714object **
715surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 692surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
716{ 693{
717 int i; 694 int i;
718 char *doors[2]; 695 const char *doors[2];
719 object **doorlist; 696 object **doorlist;
720 int ndoors_made = 0; 697 int ndoors_made = 0;
721 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 698 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
722 699
723 /* this is a list we pick from, for horizontal and vertical doors */ 700 /* this is a list we pick from, for horizontal and vertical doors */
735 /* place doors in all the 8 adjacent unblocked squares. */ 712 /* place doors in all the 8 adjacent unblocked squares. */
736 for (i = 1; i < 9; i++) 713 for (i = 1; i < 9; i++)
737 { 714 {
738 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 715 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
739 716
740 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 717 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
741 { /* place a door */ 718 { /* place a door */
719 remove_monsters (x1, y1, map);
720
742 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 721 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
743 722 map->insert (new_door, x1, y1);
744 new_door->x = x + freearr_x[i];
745 new_door->y = y + freearr_y[i];
746 remove_monsters (new_door->x, new_door->y, map);
747 insert_ob_in_map (new_door, map, NULL, 0);
748 doorlist[ndoors_made] = new_door; 723 doorlist[ndoors_made] = new_door;
749 ndoors_made++; 724 ndoors_made++;
750 } 725 }
751 } 726 }
727
752 return doorlist; 728 return doorlist;
753} 729}
754 730
755
756/* returns the first door in this square, or NULL if there isn't a door. */ 731/* returns the first door in this square, or NULL if there isn't a door. */
757object * 732static object *
758door_in_square (maptile *map, int x, int y) 733door_in_square (maptile *map, int x, int y)
759{ 734{
760 object *tmp;
761
762 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 735 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
763 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 736 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
764 return tmp; 737 return tmp;
738
765 return NULL; 739 return NULL;
766} 740}
767 741
768
769/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
770void 743static void
771find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 744find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
772{ 745{
773 int i, j; 746 int i, j;
774 object *door; 747 object *door;
775 748
787 layout[x][y] = 1; 760 layout[x][y] = 1;
788 door = door_in_square (map, x, y); 761 door = door_in_square (map, x, y);
789 if (door) 762 if (door)
790 { 763 {
791 doorlist[*ndoors] = door; 764 doorlist[*ndoors] = door;
765
792 if (*ndoors > 1022) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
793 { 767 {
794 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 768 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
795 return; 769 return;
796 } 770 }
799 } 773 }
800 } 774 }
801 else 775 else
802 { 776 {
803 layout[x][y] = 1; 777 layout[x][y] = 1;
778
804 /* now search all the 8 squares around recursively for free spots,in random order */ 779 /* now search all the 8 squares around recursively for free spots,in random order */
805 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 780 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
806 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 781 find_doors_in_room_recursive (layout, map,
782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
783 doorlist, ndoors, RP);
807 } 784 }
808} 785}
809 786
810/* find a random non-blocked spot in this room to drop a key. */ 787/* find a random non-blocked spot in this room to drop a key. */
811object ** 788static object **
812find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 789find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
813{ 790{
814 char **layout2;
815 object **doorlist;
816 int i, j; 791 int i, j;
817 int ndoors = 0; 792 int ndoors = 0;
818 793
819 doorlist = (object **) calloc (sizeof (int), 1024); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
820 795
821 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
798
822 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
823 for (i = 0; i < RP->Xsize; i++) 800 for (i = 0; i < RP->Xsize; i++)
824 {
825 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
826 for (j = 0; j < RP->Ysize; j++) 801 for (j = 0; j < RP->Ysize; j++)
827 { 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
828 if (wall_blocked (map, i, j))
829 layout2[i][j] = '#';
830 }
831 }
832 803
833 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
834 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 805 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
835 806
836 /* deallocate the temp. layout */
837 for (i = 0; i < RP->Xsize; i++)
838 free (layout2[i]);
839
840 free (layout2);
841 return doorlist; 807 return doorlist;
842} 808}
843
844
845 809
846/* locks and/or hides all the doors in doorlist, or does nothing if 810/* locks and/or hides all the doors in doorlist, or does nothing if
847 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
848 812static void
849void
850lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 813lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
851{ 814{
852 object *door; 815 object *door;
853 int i; 816 int i;
854 817
855 /* lock the doors and hide the keys. */ 818 /* lock the doors and hide the keys. */
856 819
857 if (opts & DOORED) 820 if (opts & DOORED)
858 { 821 {
859 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 822 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
860 { 823 {
861 object *new_door = get_archetype ("locked_door1"); 824 object *new_door = get_archetype (shstr_locked_door1);
862 char keybuf[1024];
863 825
864 door = doorlist[i]; 826 door = doorlist[i];
865 new_door->face = door->face; 827 new_door->face = door->face;
866 new_door->x = door->x; 828 new_door->x = door->x;
867 new_door->y = door->y; 829 new_door->y = door->y;
868 door->remove ();
869 door->destroy (); 830 door->destroy ();
870 doorlist[i] = new_door; 831 doorlist[i] = new_door;
871 insert_ob_in_map (new_door, map, NULL, 0); 832 insert_ob_in_map (new_door, map, NULL, 0);
872 sprintf (keybuf, "%d", (int) RANDOM ()); 833 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
873 new_door->slaying = keybuf;
874 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 834 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
875 } 835 }
876 } 836 }
877 837
878 /* change the faces of the doors and surrounding walls to hide them. */ 838 /* change the faces of the doors and surrounding walls to hide them. */
879 if (opts & HIDDEN) 839 if (opts & HIDDEN)
888 { 848 {
889 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 849 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
890 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 850 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
891 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 851 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
892 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 852 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
853
893 door->face = wallface->face; 854 door->face = wallface->face;
894 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 855
895 wallface->remove ();
896 wallface->destroy (); 856 wallface->destroy ();
897 } 857 }
898 } 858 }
899 } 859 }
900} 860}

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