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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.22 by root, Fri Jan 19 21:49:58 2007 UTC vs.
Revision 1.56 by root, Fri Jul 2 03:40:14 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
26 26
27#include <global.h> 27#include <global.h>
41#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 */
42 42
43#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 44#define PASS_DOORS 1
45 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 = rmg_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}
46 175
47/* 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
48 * and doors but not monsters. 177 * and doors but not monsters.
49 * This function is not map tile aware. 178 * This function is not map tile aware.
50 */ 179 */
52wall_blocked (maptile *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
53{ 182{
54 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 184 return 1;
56 185
186 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 188}
60 189
61/* place treasures in the map, given the 190/* place treasures in the map, given the
62map, (required) 191map, (required)
63layout, (required) 192layout, (required)
64treasure style (may be empty or NULL, or "none" to cause no treasure.) 193treasure style (may be empty or NULL, or "none" to cause no treasure.)
65treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
66*/ 195*/
67void 196void
68place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **layout, const char *treasure_style, int treasureoptions, random_map_params *RP)
69{ 198{
70 char styledirname[1024];
71 char stylefilepath[1024];
72 maptile *style_map = 0;
73 int num_treasures; 199 int num_treasures;
74 200
75 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
76 if (treasure_style) 202 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
78 return; 204 return;
79 205
80 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
81 treasureoptions = RANDOM () % (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
82 208
83 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
85 { 211 {
86 if (rndm (2)) 212 if (rmg_rndm (2))
87 treasureoptions -= 1; 213 treasureoptions -= 1;
88 else 214 else
89 treasureoptions -= 2; 215 treasureoptions -= 2;
90 } 216 }
91 217
92 /* pick the number of treasures */ 218 /* pick the number of treasures */
93 if (treasureoptions & SPARSE) 219 if (treasureoptions & SPARSE)
94 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);
95 else if (treasureoptions & RICH) 221 else if (treasureoptions & RICH)
96 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);
97 else 223 else
98 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);
99 225
100 if (num_treasures <= 0) 226 if (num_treasures <= 0)
101 return; 227 return;
102 228
103 /* get the style map */ 229 /* get the style map */
104 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
105 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 231
106 style_map = find_style (styledirname, treasure_style, -1); 232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
235 return;
236 }
107 237
108 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
109 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
110 { 240 {
111
112 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
113 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
114 { 243 {
115 case LAYOUT_ONION: 244 case LAYOUT_ONION:
116 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
124 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
125 { 254 {
126 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (layout[i][j] == 'C' || layout[i][j] == '>')
127 { 256 {
128 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
129 object **doorlist;
130 object *chest; 258 object *chest;
131 259
132 if (tdiv == 3) 260 if (tdiv == 3)
133 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
134 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
135 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
136 if (!chest) 266 if (!chest)
137 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
138 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
139 { 270 {
140 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j, RP);
141 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
142 free (doorlist); 273 free (doorlist);
143 } 274 }
144 } 275 }
145 } 276 }
146 } 277 }
147 break; 278 break;
148 } 279 }
280
149 default: 281 default:
150 { 282 {
151 int i, j, tries; 283 int i, j, tries;
152 object *chest; 284 object *chest;
153 object **doorlist; 285 object **doorlist;
154 286
155 i = j = -1; 287 i = j = -1;
156 tries = 0; 288 tries = 0;
157 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
158 { 290 {
159 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
160 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
161 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
294
162 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
163 i = -1; 296 i = -1;
297
164 tries++; 298 tries++;
165 } 299 }
300
166 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
167 if (!chest) 303 if (!chest)
168 return; 304 return;
305
169 i = chest->x; 306 i = chest->x;
170 j = chest->y; 307 j = chest->y;
171 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
172 { 309 {
173 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
181 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure layout */
182 int ti, i, j; 319 int ti, i, j;
183 320
184 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
185 { 322 {
186 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
187 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
188 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
189 } 326 }
190 } 327 }
191} 328}
192 329
193/* 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
194 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,
195 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 */
196 333static object *
197object *
198place_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)
199{ 335{
200 object *the_chest;
201 int i, xl, yl;
202
203 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
204 337
205 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
206 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
207 if (i == -1) 340 if (i == -1)
208 { 341 {
209 the_chest->destroy (); 342 the_chest->destroy ();
210 return NULL; 343 return NULL;
211 } 344 }
212 345
213 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
214 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
215 348
216 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
217 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
218 return 0; 351 return 0;
219 352
226 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
227 360
228 if (tlist != NULL) 361 if (tlist != NULL)
229 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
230 { /* use the treasure list */ 363 { /* use the treasure list */
231 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
232 365
233 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
234 } 367 }
235 else 368 else
236 { /* use the style map */ 369 { /* use the style map */
237 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
238 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
239 } 372 }
240#endif 373#endif
241 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
242 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
243 376
244 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
245 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
246 } 379 }
247 380
248 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
249 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
250 { 383 {
251 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
252 object *the_trap;
253 385
254 if (trap_map) 386 if (trap_map)
255 { 387 {
256 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
257 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
258 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
259 if (the_trap) 393 if (the_trap)
260 { 394 {
261 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
262 396
263 new_trap = arch_to_object (the_trap->arch);
264 new_trap->copy_to (the_trap);
265 new_trap->x = x; 397 new_trap->x = x;
266 new_trap->y = y; 398 new_trap->y = y;
267 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
268 } 400 }
269 } 401 }
270 } 402 }
271 403
272 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
273 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
274 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
275
276 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
277 { 408 {
278 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
279
280 sprintf (keybuf, "%d", (int) RANDOM ());
281 the_chest->slaying = keybuf;
282 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
283 } 411 }
284 412
285 /* actually place the chest. */ 413 /* actually place the chest. */
286 the_chest->x = xl; 414 the_chest->x = xl;
287 the_chest->y = yl; 415 the_chest->y = yl;
288 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
289 return the_chest; 417 return the_chest;
290} 418}
291 419
292
293/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
294 or walls */ 421static object *
295object *
296find_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)
297{ 423{
298 int i; 424 int i;
299 425
300 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
308 /* 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. */
309 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
310 { 436 {
311 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
312 438
313 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);
314 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
315 return the_monster; 441 return the_monster;
316 } 442 }
317 } 443 }
318 return NULL; 444 return NULL;
319} 445}
320 446
321
322
323/* places keys in the map, preferably in something alive.
324 keycode is the key's code,
325 door_flag is either PASS_DOORS or NO_PASS_DOORS.
326 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
327 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
328 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
329
330 The idea is that you call keyplace on x,y where a door is, and it'll make
331 sure a key is placed on both sides of the door.
332*/
333int
334keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
335{
336 int i, j;
337 int kx = 0, ky = 0;
338 object *the_keymaster; /* the monster that gets the key. */
339 object *the_key;
340
341 /* get a key and set its keycode */
342 the_key = get_archetype ("key2");
343 the_key->slaying = keycode;
344
345 if (door_flag == PASS_DOORS)
346 {
347 int tries = 0;
348
349 the_keymaster = 0;
350 while (tries < 15 && !the_keymaster)
351 {
352 i = (RANDOM () % (RP->Xsize - 2)) + 1;
353 j = (RANDOM () % (RP->Ysize - 2)) + 1;
354 tries++;
355 the_keymaster = find_closest_monster (map, i, j, RP);
356 }
357
358 /* if we don't find a good keymaster, drop the key on the ground. */
359 if (!the_keymaster)
360 {
361 int freeindex;
362
363 freeindex = -1;
364 for (tries = 0; tries < 15 && freeindex == -1; tries++)
365 {
366 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
367 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
368 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
369 }
370
371 // can freeindex ever be < 0?
372 if (freeindex >= 0)
373 {
374 kx += freearr_x [freeindex];
375 ky += freearr_y [freeindex];
376 }
377 }
378 }
379 else
380 { /* NO_PASS_DOORS --we have to work harder. */
381 /* don't try to keyplace if we're sitting on a blocked square and
382 NO_PASS_DOORS is set. */
383 if (n_keys == 1)
384 {
385 if (wall_blocked (map, x, y))
386 return 0;
387
388 the_keymaster = find_monster_in_room (map, x, y, RP);
389 if (!the_keymaster) /* if fail, find a spot to drop the key. */
390 find_spot_in_room (map, x, y, &kx, &ky, RP);
391 }
392 else
393 {
394 int sum = 0; /* count how many keys we actually place */
395
396 /* I'm lazy, so just try to place in all 4 directions. */
397 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
398 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
400 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
401
402 if (sum < 2) /* we might have made a disconnected map-place more keys. */
403 { /* diagonally this time. */
404 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
405 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
406 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
407 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 }
409
410 return 1;
411 }
412 }
413
414 if (!the_keymaster)
415 {
416 the_key->x = kx;
417 the_key->y = ky;
418 insert_ob_in_map (the_key, map, NULL, 0);
419 return 1;
420 }
421
422 insert_ob_in_ob (the_key, the_keymaster);
423 return 1;
424}
425
426
427
428/* 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. */
429 448
430object *theMonsterToFind; 449static object *theMonsterToFind;
431 450
432/* 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.
433 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 */
434 453static object *
435object *
436find_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)
437{ 455{
438 int i, j; 456 int i, j;
439 457
440 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
455 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
456 { 474 {
457 object *the_monster = GET_MAP_OB (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
458 476
459 /* check off this point */ 477 /* check off this point */
460 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);
461 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
462 { 480 {
463 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
464 return theMonsterToFind; 482 return theMonsterToFind;
465 } 483 }
466 } 484 }
467 485
468 /* 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 */
469 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
470 { 488 {
471 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);
472 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
473 return theMonsterToFind; 491 return theMonsterToFind;
474 } 492 }
493
475 return theMonsterToFind; 494 return theMonsterToFind;
476} 495}
477
478 496
479/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
480 real work. */ 498 real work. */
481 499static object *
482object *
483find_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)
484{ 501{
485 char **layout2; 502 Layout layout2 (map->width, map->height);
486 int i, j; 503
504 // find walls
505 for (int i = 0; i < layout2.w; i++)
506 for (int j = 0; j < layout2.h; j++)
507 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
487 508
488 theMonsterToFind = 0; 509 theMonsterToFind = 0;
489 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
490 /* allocate and copy the layout, converting C to 0. */
491 for (i = 0; i < RP->Xsize; i++)
492 {
493 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
494 for (j = 0; j < RP->Ysize; j++)
495 {
496 if (wall_blocked (map, i, j))
497 layout2[i][j] = '#';
498 }
499 }
500 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
501 511
502 /* deallocate the temp. layout */
503 for (i = 0; i < RP->Xsize; i++)
504 {
505 free (layout2[i]);
506 }
507 free (layout2);
508
509 return theMonsterToFind; 512 return theMonsterToFind;
510} 513}
511 514
512/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 515/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
513int *room_free_spots_x; 516static int *room_free_spots_x;
514int *room_free_spots_y; 517static int *room_free_spots_y;
515int number_of_free_spots_in_room; 518static int number_of_free_spots_in_room;
516 519
517/* the workhorse routine, which finds the free spots in a room: 520/* the workhorse routine, which finds the free spots in a room:
518a datastructure of free points is set up, and a position chosen from 521a datastructure of free points is set up, and a position chosen from
519that datastructure. */ 522that datastructure. */
520void 523static void
521find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 524find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
522{ 525{
523 int i, j; 526 int i, j;
524 527
525 /* bounds check x and y */ 528 /* bounds check x and y */
537 room_free_spots_x[number_of_free_spots_in_room] = x; 540 room_free_spots_x[number_of_free_spots_in_room] = x;
538 room_free_spots_y[number_of_free_spots_in_room] = y; 541 room_free_spots_y[number_of_free_spots_in_room] = y;
539 number_of_free_spots_in_room++; 542 number_of_free_spots_in_room++;
540 543
541 /* now search all the 8 squares around recursively for free spots,in random order */ 544 /* now search all the 8 squares around recursively for free spots,in random order */
542 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 545 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
543 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 546 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
544 547
545} 548}
546 549
547/* find a random non-blocked spot in this room to drop a key. */ 550/* find a random non-blocked spot in this room to drop a key. */
548void 551static void
549find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 552find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
550{ 553{
551 char **layout2; 554 char **layout2;
552 int i, j; 555 int i, j;
553 556
568 /* setup num_free_spots and room_free_spots */ 571 /* setup num_free_spots and room_free_spots */
569 find_spot_in_room_recursive (layout2, x, y, RP); 572 find_spot_in_room_recursive (layout2, x, y, RP);
570 573
571 if (number_of_free_spots_in_room > 0) 574 if (number_of_free_spots_in_room > 0)
572 { 575 {
573 i = RANDOM () % number_of_free_spots_in_room; 576 i = rmg_rndm (number_of_free_spots_in_room);
574 *kx = room_free_spots_x[i]; 577 *kx = room_free_spots_x[i];
575 *ky = room_free_spots_y[i]; 578 *ky = room_free_spots_y[i];
576 } 579 }
577 580
578 /* deallocate the temp. layout */ 581 /* deallocate the temp. layout */
586 589
587 590
588/* searches the map for a spot with walls around it. The more 591/* searches the map for a spot with walls around it. The more
589 walls the better, but it'll settle for 1 wall, or even 0, but 592 walls the better, but it'll settle for 1 wall, or even 0, but
590 it'll return 0 if no FREE spots are found.*/ 593 it'll return 0 if no FREE spots are found.*/
591void 594static void
592find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 595find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
593{ 596{
594 int x, y; 597 int x, y;
595 int i; 598 int i;
596 599
601 { 604 {
602 int lx, ly, sindex; 605 int lx, ly, sindex;
603 606
604 lx = x + freearr_x[i]; 607 lx = x + freearr_x[i];
605 ly = y + freearr_y[i]; 608 ly = y + freearr_y[i];
606 sindex = surround_flag3 (map, lx, ly, RP); 609 sindex = surround_flag3 (map, lx, ly);
607 /* if it's blocked on 3 sides, it's enclosed */ 610 /* if it's blocked on 3 sides, it's enclosed */
608 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 611 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
609 { 612 {
610 *cx = lx; 613 *cx = lx;
611 *cy = ly; 614 *cy = ly;
619 { 622 {
620 int lx, ly, sindex; 623 int lx, ly, sindex;
621 624
622 lx = x + freearr_x[i]; 625 lx = x + freearr_x[i];
623 ly = y + freearr_y[i]; 626 ly = y + freearr_y[i];
624 sindex = surround_flag3 (map, lx, ly, RP); 627 sindex = surround_flag3 (map, lx, ly);
625 /* if it's blocked on 3 sides, it's enclosed */ 628 /* if it's blocked on 3 sides, it's enclosed */
626 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 629 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
627 { 630 {
628 *cx = lx; 631 *cx = lx;
629 *cy = ly; 632 *cy = ly;
636 { 639 {
637 int lx, ly, sindex; 640 int lx, ly, sindex;
638 641
639 lx = x + freearr_x[i]; 642 lx = x + freearr_x[i];
640 ly = y + freearr_y[i]; 643 ly = y + freearr_y[i];
641 sindex = surround_flag3 (map, lx, ly, RP); 644 sindex = surround_flag3 (map, lx, ly);
642 /* if it's blocked on 3 sides, it's enclosed */ 645 /* if it's blocked on 3 sides, it's enclosed */
643 if (sindex) 646 if (sindex)
644 { 647 {
645 *cx = lx; 648 *cx = lx;
646 *cy = ly; 649 *cy = ly;
647 return; 650 return;
648 } 651 }
649 } 652 }
650 /* give up and return the closest free spot. */ 653 /* give up and return the closest free spot. */
651 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 654 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
652 655
653 if (i != -1) 656 if (i != -1)
654 { 657 {
655 *cx = x + freearr_x[i]; 658 *cx = x + freearr_x[i];
656 *cy = y + freearr_y[i]; 659 *cy = y + freearr_y[i];
661 *cx = -1; 664 *cx = -1;
662 *cy = -1; 665 *cy = -1;
663 } 666 }
664} 667}
665 668
666void 669static void
667remove_monsters (int x, int y, maptile *map) 670remove_monsters (int x, int y, maptile *map)
668{ 671{
669 object *tmp;
670
671 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 672 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
672 if (QUERY_FLAG (tmp, FLAG_ALIVE))
673 { 673 {
674 if (tmp->head) 674 object *next = tmp->above;
675 tmp = tmp->head; 675
676 tmp->remove (); 676 if (tmp->flag [FLAG_ALIVE])
677 tmp->destroy (); 677 tmp->head_ ()->destroy ();
678 tmp = GET_MAP_OB (map, x, y); 678
679 if (tmp == NULL) 679 tmp = next;
680 break;
681 }; 680 }
682} 681}
683 682
684/* surrounds the point x,y by doors, so as to enclose something, like 683/* surrounds the point x,y by doors, so as to enclose something, like
685 a chest. It only goes as far as the 8 squares surrounding, and 684 a chest. It only goes as far as the 8 squares surrounding, and
686 it'll remove any monsters it finds.*/ 685 it'll remove any monsters it finds.*/
687object ** 686static object **
688surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 687surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
689{ 688{
690 int i; 689 int i;
691 char *doors[2]; 690 const char *doors[2];
692 object **doorlist; 691 object **doorlist;
693 int ndoors_made = 0; 692 int ndoors_made = 0;
694 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 693 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
695 694
696 /* this is a list we pick from, for horizontal and vertical doors */ 695 /* this is a list we pick from, for horizontal and vertical doors */
722 } 721 }
723 722
724 return doorlist; 723 return doorlist;
725} 724}
726 725
727
728/* returns the first door in this square, or NULL if there isn't a door. */ 726/* returns the first door in this square, or NULL if there isn't a door. */
729object * 727static object *
730door_in_square (maptile *map, int x, int y) 728door_in_square (maptile *map, int x, int y)
731{ 729{
732 object *tmp;
733
734 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 730 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
735 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 731 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
736 return tmp; 732 return tmp;
733
737 return NULL; 734 return NULL;
738} 735}
739 736
740
741/* the workhorse routine, which finds the doors in a room */ 737/* the workhorse routine, which finds the doors in a room */
742void 738static void
743find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 739find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
744{ 740{
745 int i, j; 741 int i, j;
746 object *door; 742 object *door;
747 743
759 layout[x][y] = 1; 755 layout[x][y] = 1;
760 door = door_in_square (map, x, y); 756 door = door_in_square (map, x, y);
761 if (door) 757 if (door)
762 { 758 {
763 doorlist[*ndoors] = door; 759 doorlist[*ndoors] = door;
760
764 if (*ndoors > 1022) /* eek! out of memory */ 761 if (*ndoors > 1022) /* eek! out of memory */
765 { 762 {
766 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 763 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
767 return; 764 return;
768 } 765 }
771 } 768 }
772 } 769 }
773 else 770 else
774 { 771 {
775 layout[x][y] = 1; 772 layout[x][y] = 1;
773
776 /* now search all the 8 squares around recursively for free spots,in random order */ 774 /* now search all the 8 squares around recursively for free spots,in random order */
777 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 775 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
778 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 776 find_doors_in_room_recursive (layout, map,
777 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
778 doorlist, ndoors, RP);
779 } 779 }
780} 780}
781 781
782/* find a random non-blocked spot in this room to drop a key. */ 782/* find a random non-blocked spot in this room to drop a key. */
783object ** 783static object **
784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
785{ 785{
786 char **layout2;
787 object **doorlist;
788 int i, j; 786 int i, j;
789 int ndoors = 0; 787 int ndoors = 0;
790 788
791 doorlist = (object **) calloc (sizeof (int), 1024); 789 object **doorlist = (object **)calloc (sizeof (int), 1024);
792 790
793 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 791 Layout layout2 (RP->Xsize, RP->Ysize);
792 layout2.clear ();
793
794 /* allocate and copy the layout, converting C to 0. */ 794 /* allocate and copy the layout, converting C to 0. */
795 for (i = 0; i < RP->Xsize; i++) 795 for (i = 0; i < RP->Xsize; i++)
796 {
797 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
798 for (j = 0; j < RP->Ysize; j++) 796 for (j = 0; j < RP->Ysize; j++)
799 { 797 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
800 if (wall_blocked (map, i, j))
801 layout2[i][j] = '#';
802 }
803 }
804 798
805 /* setup num_free_spots and room_free_spots */ 799 /* setup num_free_spots and room_free_spots */
806 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 800 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
807 801
808 /* deallocate the temp. layout */
809 for (i = 0; i < RP->Xsize; i++)
810 free (layout2[i]);
811
812 free (layout2);
813 return doorlist; 802 return doorlist;
814} 803}
815
816
817 804
818/* locks and/or hides all the doors in doorlist, or does nothing if 805/* locks and/or hides all the doors in doorlist, or does nothing if
819 opts doesn't say to lock/hide doors. */ 806 opts doesn't say to lock/hide doors. */
820 807static void
821void
822lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 808lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
823{ 809{
824 object *door; 810 object *door;
825 int i; 811 int i;
826 812
827 /* lock the doors and hide the keys. */ 813 /* lock the doors and hide the keys. */
828 814
829 if (opts & DOORED) 815 if (opts & DOORED)
830 { 816 {
831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 817 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
832 { 818 {
833 object *new_door = get_archetype ("locked_door1"); 819 object *new_door = get_archetype (shstr_locked_door1);
834 char keybuf[1024];
835 820
836 door = doorlist[i]; 821 door = doorlist[i];
837 new_door->face = door->face; 822 new_door->face = door->face;
838 new_door->x = door->x; 823 new_door->x = door->x;
839 new_door->y = door->y; 824 new_door->y = door->y;
840 door->remove ();
841 door->destroy (); 825 door->destroy ();
842 doorlist[i] = new_door; 826 doorlist[i] = new_door;
843 insert_ob_in_map (new_door, map, NULL, 0); 827 insert_ob_in_map (new_door, map, NULL, 0);
844 sprintf (keybuf, "%d", (int) RANDOM ()); 828 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
845 new_door->slaying = keybuf;
846 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 829 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
847 } 830 }
848 } 831 }
849 832
850 /* change the faces of the doors and surrounding walls to hide them. */ 833 /* change the faces of the doors and surrounding walls to hide them. */
851 if (opts & HIDDEN) 834 if (opts & HIDDEN)
860 { 843 {
861 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 844 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
862 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 845 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
863 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 846 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
864 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 847 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
848
865 door->face = wallface->face; 849 door->face = wallface->face;
866 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 850
867 wallface->remove ();
868 wallface->destroy (); 851 wallface->destroy ();
869 } 852 }
870 } 853 }
871 } 854 }
872} 855}

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