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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.5 by root, Thu Sep 14 21:16:12 2006 UTC vs.
Revision 1.33 by root, Fri Apr 11 21:09:53 2008 UTC

1
2/* 1/*
3 * static char *rcsid_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: treasure.C,v 1.5 2006/09/14 21:16:12 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 22 */
6 23
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29
30/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
31
32
33 25
34#include <global.h> 26#include <global.h>
35#include <random_map.h> 27#include <random_map.h>
36#include <rproto.h> 28#include <rproto.h>
37 29
48#define LAST_OPTION 64 /* set this to the last real option, for random */ 40#define LAST_OPTION 64 /* set this to the last real option, for random */
49 41
50#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
51#define PASS_DOORS 1 43#define PASS_DOORS 1
52 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3;
51}
53 52
54/* returns true if square x,y has P_NO_PASS set, which is true for walls 53/* returns true if square x,y has P_NO_PASS set, which is true for walls
55 * and doors but not monsters. 54 * and doors but not monsters.
56 * This function is not map tile aware. 55 * This function is not map tile aware.
57 */ 56 */
58
59int 57int
60wall_blocked (mapstruct *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
61{ 59{
62 int r;
63
64 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
65 return 1; 61 return 1;
62
63 m->at (x, y).update ();
66 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
67 return r;
68} 65}
69 66
70/* place treasures in the map, given the 67/* place treasures in the map, given the
71map, (required) 68map, (required)
72layout, (required) 69layout, (required)
73treasure style (may be empty or NULL, or "none" to cause no treasure.) 70treasure style (may be empty or NULL, or "none" to cause no treasure.)
74treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
75*/ 72*/
76
77void 73void
78place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) 74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
79{ 75{
80 char styledirname[256]; 76 char styledirname[1024];
81 char stylefilepath[256]; 77 char stylefilepath[1024];
82 mapstruct *style_map = 0; 78 maptile *style_map = 0;
83 int num_treasures; 79 int num_treasures;
84 80
85 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
86 if (treasure_style) 82 if (treasure_style)
87 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
88 return; 84 return;
85
89 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
90 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
91 88
92 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
93 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
94 { 91 {
95 if (RANDOM () % 2) 92 if (rndm (2))
96 treasureoptions -= 1; 93 treasureoptions -= 1;
97 else 94 else
98 treasureoptions -= 2; 95 treasureoptions -= 2;
99 } 96 }
100 97
101 /* pick the number of treasures */ 98 /* pick the number of treasures */
102 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
103 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 100 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
104 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
105 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 102 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
106 else 103 else
107 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 104 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
108 105
109 if (num_treasures <= 0) 106 if (num_treasures <= 0)
110 return; 107 return;
111 108
112 /* get the style map */ 109 /* get the style map */
113 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
114 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
115 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
116 113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
119
117 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
118 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
119 { 122 {
120 123
121 /* map_layout_style global, and is previously set */ 124 /* map_layout_style global, and is previously set */
122 switch (RP->map_layout_style) 125 switch (RP->map_layout_style)
123 { 126 {
124 case ONION_LAYOUT: 127 case LAYOUT_ONION:
125 case SPIRAL_LAYOUT: 128 case LAYOUT_SPIRAL:
126 case SQUARE_SPIRAL_LAYOUT: 129 case LAYOUT_SQUARE_SPIRAL:
127 { 130 {
128 int i, j; 131 int i, j;
129 132
130 /* search the onion for C's or '>', and put treasure there. */ 133 /* search the onion for C's or '>', and put treasure there. */
131 for (i = 0; i < RP->Xsize; i++) 134 for (i = 0; i < RP->Xsize; i++)
132 { 135 {
133 for (j = 0; j < RP->Ysize; j++) 136 for (j = 0; j < RP->Ysize; j++)
134 { 137 {
135 if (layout[i][j] == 'C' || layout[i][j] == '>') 138 if (layout[i][j] == 'C' || layout[i][j] == '>')
136 { 139 {
137 int tdiv = RP->symmetry_used; 140 int tdiv = RP->symmetry_used;
138 object **doorlist;
139 object *chest; 141 object *chest;
140 142
141 if (tdiv == 3) 143 if (tdiv == 3)
142 tdiv = 2; /* this symmetry uses a divisor of 2 */ 144 tdiv = 2; /* this symmetry uses a divisor of 2 */
143 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
144 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147
145 if (!chest) 148 if (!chest)
146 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
147 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
148 { 152 {
149 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
150 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
151 free (doorlist); 155 free (doorlist);
152 } 156 }
153 } 157 }
154 } 158 }
155 } 159 }
156 break; 160 break;
157 } 161 }
158 default: 162 default:
159 { 163 {
160 int i, j, tries; 164 int i, j, tries;
161 object *chest; 165 object *chest;
162 object **doorlist; 166 object **doorlist;
163 167
164 i = j = -1; 168 i = j = -1;
165 tries = 0; 169 tries = 0;
166 while (i == -1 && tries < 100) 170 while (i == -1 && tries < 100)
167 { 171 {
168 i = RANDOM () % (RP->Xsize - 2) + 1; 172 i = rndm (RP->Xsize - 2) + 1;
169 j = RANDOM () % (RP->Ysize - 2) + 1; 173 j = rndm (RP->Ysize - 2) + 1;
170 find_enclosed_spot (map, &i, &j, RP); 174 find_enclosed_spot (map, &i, &j, RP);
171 if (wall_blocked (map, i, j)) 175 if (wall_blocked (map, i, j))
172 i = -1; 176 i = -1;
173 tries++; 177 tries++;
174 } 178 }
175 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 179 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
176 if (!chest) 180 if (!chest)
177 return; 181 return;
178 i = chest->x; 182 i = chest->x;
179 j = chest->y; 183 j = chest->y;
180 if (treasureoptions & (DOORED | HIDDEN)) 184 if (treasureoptions & (DOORED | HIDDEN))
181 { 185 {
182 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 186 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
183 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 187 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
184 free (doorlist); 188 free (doorlist);
185 } 189 }
186 } 190 }
187 } 191 }
188 } 192 }
189 else 193 else
190 { /* DIFFUSE treasure layout */ 194 { /* DIFFUSE treasure layout */
191 int ti, i, j; 195 int ti, i, j;
192 196
193 for (ti = 0; ti < num_treasures; ti++) 197 for (ti = 0; ti < num_treasures; ti++)
194 { 198 {
195 i = RANDOM () % (RP->Xsize - 2) + 1; 199 i = rndm (RP->Xsize - 2) + 1;
196 j = RANDOM () % (RP->Ysize - 2) + 1; 200 j = rndm (RP->Ysize - 2) + 1;
197 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 201 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
198 } 202 }
199 } 203 }
200} 204}
201
202
203 205
204/* put a chest into the map, near x and y, with the treasure style 206/* put a chest into the map, near x and y, with the treasure style
205 determined (may be null, or may be a treasure list from lib/treasures, 207 determined (may be null, or may be a treasure list from lib/treasures,
206 if the global variable "treasurestyle" is set to that treasure list's name */ 208 if the global variable "treasurestyle" is set to that treasure list's name */
207 209
208object * 210object *
209place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) 211place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
210{ 212{
211 object *the_chest; 213 object *the_chest;
212 int i, xl, yl; 214 int i, xl, yl;
213 215
214 the_chest = get_archetype ("chest"); /* was "chest_2" */ 216 the_chest = get_archetype ("chest"); /* was "chest_2" */
215 217
216 /* first, find a place to put the chest. */ 218 /* first, find a place to put the chest. */
217 i = find_first_free_spot (the_chest, map, x, y); 219 i = find_first_free_spot (the_chest, map, x, y);
218 if (i == -1) 220 if (i == -1)
219 { 221 {
220 free_object (the_chest); 222 the_chest->destroy ();
221 return NULL; 223 return NULL;
222 } 224 }
225
223 xl = x + freearr_x[i]; 226 xl = x + freearr_x[i];
224 yl = y + freearr_y[i]; 227 yl = y + freearr_y[i];
225 228
226 /* if the placement is blocked, return a fail. */ 229 /* if the placement is blocked, return a fail. */
227 if (wall_blocked (map, xl, yl)) 230 if (wall_blocked (map, xl, yl))
228 return 0; 231 return 0;
229
230 232
231 /* put the treasures in the chest. */ 233 /* put the treasures in the chest. */
232 /* if(style_map) { */ 234 /* if(style_map) { */
233#if 0 /* don't use treasure style maps for now! */ 235#if 0 /* don't use treasure style maps for now! */
234 int ti; 236 int ti;
237 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 239 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
238 240
239 if (tlist != NULL) 241 if (tlist != NULL)
240 for (ti = 0; ti < n_treasures; ti++) 242 for (ti = 0; ti < n_treasures; ti++)
241 { /* use the treasure list */ 243 { /* use the treasure list */
242 object *new_treasure = pick_random_object (style_map); 244 object *new_treasure = style_map->pick_random_object ();
243 245
244 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 246 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
245 } 247 }
246 else 248 else
247 { /* use the style map */ 249 { /* use the style map */
248 the_chest->randomitems = tlist; 250 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 251 the_chest->stats.hp = n_treasures;
250 } 252 }
251#endif 253#endif
252 else
253 { /* neither style_map no treasure list given */ 254 { /* neither style_map no treasure list given */
254 treasurelist *tlist = find_treasurelist ("chest"); 255 treasurelist *tlist = treasurelist::find ("chest");
255 256
256 the_chest->randomitems = tlist; 257 the_chest->randomitems = tlist;
257 the_chest->stats.hp = n_treasures; 258 the_chest->stats.hp = n_treasures;
258 } 259 }
259 260
260 /* stick a trap in the chest if required */ 261 /* stick a trap in the chest if required */
261 if (treasureoptions & TRAPPED) 262 if (treasureoptions & TRAPPED)
262 { 263 {
263 mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); 264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
264 object *the_trap; 265 object *the_trap;
265 266
266 if (trap_map) 267 if (trap_map)
267 { 268 {
268 the_trap = pick_random_object (trap_map); 269 the_trap = trap_map->pick_random_object ();
269 the_trap->stats.Cha = 10 + RP->difficulty; 270 the_trap->stats.Cha = 10 + RP->difficulty;
270 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 271 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
271 if (the_trap) 272 if (the_trap)
272 { 273 {
273 object *new_trap; 274 object *new_trap;
274 275
275 new_trap = arch_to_object (the_trap->arch); 276 new_trap = arch_to_object (the_trap->arch);
276 copy_object (new_trap, the_trap); 277 new_trap->copy_to (the_trap);
277 new_trap->x = x; 278 new_trap->x = x;
278 new_trap->y = y; 279 new_trap->y = y;
279 insert_ob_in_ob (new_trap, the_chest); 280 insert_ob_in_ob (new_trap, the_chest);
280 } 281 }
281 } 282 }
282 } 283 }
283 284
284 /* set the chest lock code, and call the keyplacer routine with 285 /* set the chest lock code, and call the keyplacer routine with
285 the lockcode. It's not worth bothering to lock the chest if 286 the lockcode. It's not worth bothering to lock the chest if
286 there's only 1 treasure.... */ 287 there's only 1 treasure.... */
287
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 289 {
290 char keybuf[256]; 290 char keybuf[1024];
291 291
292 sprintf (keybuf, "%d", (int) RANDOM ()); 292 sprintf (keybuf, "%d", rndm (1000000000));
293 the_chest->slaying = keybuf; 293 the_chest->slaying = keybuf;
294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
295 } 295 }
296 296
297 /* actually place the chest. */ 297 /* actually place the chest. */
303 303
304 304
305/* finds the closest monster and returns him, regardless of doors 305/* finds the closest monster and returns him, regardless of doors
306 or walls */ 306 or walls */
307object * 307object *
308find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) 308find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
309{ 309{
310 int i; 310 int i;
311 311
312 for (i = 0; i < SIZEOFFREE; i++) 312 for (i = 0; i < SIZEOFFREE; i++)
313 { 313 {
318 /* boundscheck */ 318 /* boundscheck */
319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
320 /* don't bother searching this square unless the map says life exists. */ 320 /* don't bother searching this square unless the map says life exists. */
321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 { 322 {
323 object *the_monster = get_map_ob (map, lx, ly); 323 object *the_monster = GET_MAP_OB (map, lx, ly);
324 324
325 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 325 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
327 return the_monster; 327 return the_monster;
328 } 328 }
340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
341 341
342 The idea is that you call keyplace on x,y where a door is, and it'll make 342 The idea is that you call keyplace on x,y where a door is, and it'll make
343 sure a key is placed on both sides of the door. 343 sure a key is placed on both sides of the door.
344*/ 344*/
345
346int 345int
347keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) 346keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
348{ 347{
349 int i, j; 348 int i, j;
350 int kx, ky; 349 int kx = 0, ky = 0;
351 object *the_keymaster; /* the monster that gets the key. */ 350 object *the_keymaster; /* the monster that gets the key. */
352 object *the_key; 351 object *the_key;
353 352
354 /* get a key and set its keycode */ 353 /* get a key and set its keycode */
355 the_key = get_archetype ("key2"); 354 the_key = get_archetype ("key2");
357 356
358 if (door_flag == PASS_DOORS) 357 if (door_flag == PASS_DOORS)
359 { 358 {
360 int tries = 0; 359 int tries = 0;
361 360
362 the_keymaster = NULL; 361 the_keymaster = 0;
363 while (tries < 15 && the_keymaster == NULL) 362 while (tries < 15 && !the_keymaster)
364 { 363 {
365 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rndm (RP->Xsize - 2) + 1;
366 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rndm (RP->Ysize - 2) + 1;
367 tries++; 366 tries++;
368 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
369 } 368 }
369
370 /* if we don't find a good keymaster, drop the key on the ground. */ 370 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (the_keymaster == NULL) 371 if (!the_keymaster)
372 { 372 {
373 int freeindex; 373 int freeindex;
374 374
375 freeindex = -1; 375 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 { 377 {
378 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rndm (RP->Xsize - 2) + 1;
379 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rndm (RP->Ysize - 2) + 1;
380 freeindex = find_first_free_spot (the_key, map, kx, ky); 380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
381 } 381 }
382
383 // can freeindex ever be < 0?
382 if (freeindex != -1) 384 if (freeindex >= 0)
383 { 385 {
384 kx += freearr_x[freeindex]; 386 kx += freearr_x [freeindex];
385 ky += freearr_y[freeindex]; 387 ky += freearr_y [freeindex];
386 } 388 }
387 } 389 }
388 } 390 }
389 else 391 else
390 { /* NO_PASS_DOORS --we have to work harder. */ 392 { /* NO_PASS_DOORS --we have to work harder. */
392 NO_PASS_DOORS is set. */ 394 NO_PASS_DOORS is set. */
393 if (n_keys == 1) 395 if (n_keys == 1)
394 { 396 {
395 if (wall_blocked (map, x, y)) 397 if (wall_blocked (map, x, y))
396 return 0; 398 return 0;
399
397 the_keymaster = find_monster_in_room (map, x, y, RP); 400 the_keymaster = find_monster_in_room (map, x, y, RP);
398 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 401 if (!the_keymaster) /* if fail, find a spot to drop the key. */
399 find_spot_in_room (map, x, y, &kx, &ky, RP); 402 find_spot_in_room (map, x, y, &kx, &ky, RP);
400 } 403 }
401 else 404 else
402 { 405 {
403 int sum = 0; /* count how many keys we actually place */ 406 int sum = 0; /* count how many keys we actually place */
405 /* I'm lazy, so just try to place in all 4 directions. */ 408 /* I'm lazy, so just try to place in all 4 directions. */
406 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 409 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
407 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 410 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
408 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 411 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
409 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 412 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
413
410 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 414 if (sum < 2) /* we might have made a disconnected map-place more keys. */
411 { /* diagnoally this time. */ 415 { /* diagonally this time. */
412 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 416 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
413 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 417 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
414 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 418 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
415 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 419 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
416 } 420 }
421
417 return 1; 422 return 1;
418 } 423 }
419 } 424 }
420 425
421 if (the_keymaster == NULL) 426 if (!the_keymaster)
422 { 427 {
423 the_key->x = kx; 428 the_key->x = kx;
424 the_key->y = ky; 429 the_key->y = ky;
425 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
426 return 1; 431 return 1;
427 } 432 }
428 433
429 insert_ob_in_ob (the_key, the_keymaster); 434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
430 return 1; 435 return 1;
431} 436}
432 437
433 438
434 439
438 443
439/* a recursive routine which will return a monster, eventually,if there is one. 444/* a recursive routine which will return a monster, eventually,if there is one.
440 it does a check-off on the layout, converting 0's to 1's */ 445 it does a check-off on the layout, converting 0's to 1's */
441 446
442object * 447object *
443find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) 448find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
444{ 449{
445 int i, j; 450 int i, j;
446 451
447 /* if we've found a monster already, leave */ 452 /* if we've found a monster already, leave */
448 if (theMonsterToFind != NULL) 453 if (theMonsterToFind != NULL)
459 /* check the current square for a monster. If there is one, 464 /* check the current square for a monster. If there is one,
460 set theMonsterToFind and return it. */ 465 set theMonsterToFind and return it. */
461 layout[x][y] = 1; 466 layout[x][y] = 1;
462 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 467 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
463 { 468 {
464 object *the_monster = get_map_ob (map, x, y); 469 object *the_monster = GET_MAP_OB (map, x, y);
465 470
466 /* check off this point */ 471 /* check off this point */
467 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 472 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
468 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 473 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
469 { 474 {
471 return theMonsterToFind; 476 return theMonsterToFind;
472 } 477 }
473 } 478 }
474 479
475 /* now search all the 8 squares around recursively for a monster,in random order */ 480 /* now search all the 8 squares around recursively for a monster,in random order */
476 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 481 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
477 { 482 {
478 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 483 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
479 if (theMonsterToFind != NULL) 484 if (theMonsterToFind != NULL)
480 return theMonsterToFind; 485 return theMonsterToFind;
481 } 486 }
485 490
486/* sets up some data structures: the _recursive form does the 491/* sets up some data structures: the _recursive form does the
487 real work. */ 492 real work. */
488 493
489object * 494object *
490find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) 495find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
491{ 496{
492 char **layout2; 497 char **layout2;
493 int i, j; 498 int i, j;
494 499
495 theMonsterToFind = 0; 500 theMonsterToFind = 0;
497 /* allocate and copy the layout, converting C to 0. */ 502 /* allocate and copy the layout, converting C to 0. */
498 for (i = 0; i < RP->Xsize; i++) 503 for (i = 0; i < RP->Xsize; i++)
499 { 504 {
500 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 505 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
501 for (j = 0; j < RP->Ysize; j++) 506 for (j = 0; j < RP->Ysize; j++)
502 {
503 if (wall_blocked (map, i, j)) 507 if (wall_blocked (map, i, j))
504 layout2[i][j] = '#'; 508 layout2[i][j] = '#';
505 }
506 } 509 }
510
507 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
508 512
509 /* deallocate the temp. layout */ 513 /* deallocate the temp. layout */
510 for (i = 0; i < RP->Xsize; i++) 514 for (i = 0; i < RP->Xsize; i++)
511 {
512 free (layout2[i]); 515 free (layout2[i]);
513 } 516
514 free (layout2); 517 free (layout2);
515 518
516 return theMonsterToFind; 519 return theMonsterToFind;
517} 520}
518
519
520
521 521
522/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 522/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
523int *room_free_spots_x; 523int *room_free_spots_x;
524int *room_free_spots_y; 524int *room_free_spots_y;
525int number_of_free_spots_in_room; 525int number_of_free_spots_in_room;
526 526
527/* the workhorse routine, which finds the free spots in a room: 527/* the workhorse routine, which finds the free spots in a room:
528a datastructure of free points is set up, and a position chosen from 528a datastructure of free points is set up, and a position chosen from
529that datastructure. */ 529that datastructure. */
530
531void 530void
532find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) 531find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
533{ 532{
534 int i, j; 533 int i, j;
535 534
536 /* bounds check x and y */ 535 /* bounds check x and y */
537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 536 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
546 /* check off this point */ 545 /* check off this point */
547 layout[x][y] = 1; 546 layout[x][y] = 1;
548 room_free_spots_x[number_of_free_spots_in_room] = x; 547 room_free_spots_x[number_of_free_spots_in_room] = x;
549 room_free_spots_y[number_of_free_spots_in_room] = y; 548 room_free_spots_y[number_of_free_spots_in_room] = y;
550 number_of_free_spots_in_room++; 549 number_of_free_spots_in_room++;
550
551 /* now search all the 8 squares around recursively for free spots,in random order */ 551 /* now search all the 8 squares around recursively for free spots,in random order */
552 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 552 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
553 {
554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 553 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
555 }
556 554
557} 555}
558 556
559/* find a random non-blocked spot in this room to drop a key. */ 557/* find a random non-blocked spot in this room to drop a key. */
560void 558void
561find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) 559find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
562{ 560{
563 char **layout2; 561 char **layout2;
564 int i, j; 562 int i, j;
565 563
566 number_of_free_spots_in_room = 0; 564 number_of_free_spots_in_room = 0;
571 /* allocate and copy the layout, converting C to 0. */ 569 /* allocate and copy the layout, converting C to 0. */
572 for (i = 0; i < RP->Xsize; i++) 570 for (i = 0; i < RP->Xsize; i++)
573 { 571 {
574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 572 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
575 for (j = 0; j < RP->Ysize; j++) 573 for (j = 0; j < RP->Ysize; j++)
576 {
577 if (wall_blocked (map, i, j)) 574 if (wall_blocked (map, i, j))
578 layout2[i][j] = '#'; 575 layout2[i][j] = '#';
579 }
580 } 576 }
581 577
582 /* setup num_free_spots and room_free_spots */ 578 /* setup num_free_spots and room_free_spots */
583 find_spot_in_room_recursive (layout2, x, y, RP); 579 find_spot_in_room_recursive (layout2, x, y, RP);
584 580
585 if (number_of_free_spots_in_room > 0) 581 if (number_of_free_spots_in_room > 0)
586 { 582 {
587 i = RANDOM () % number_of_free_spots_in_room; 583 i = rndm (number_of_free_spots_in_room);
588 *kx = room_free_spots_x[i]; 584 *kx = room_free_spots_x[i];
589 *ky = room_free_spots_y[i]; 585 *ky = room_free_spots_y[i];
590 } 586 }
591 587
592 /* deallocate the temp. layout */ 588 /* deallocate the temp. layout */
593 for (i = 0; i < RP->Xsize; i++) 589 for (i = 0; i < RP->Xsize; i++)
594 {
595 free (layout2[i]); 590 free (layout2[i]);
596 } 591
597 free (layout2); 592 free (layout2);
598 free (room_free_spots_x); 593 free (room_free_spots_x);
599 free (room_free_spots_y); 594 free (room_free_spots_y);
600} 595}
601 596
602 597
603/* searches the map for a spot with walls around it. The more 598/* searches the map for a spot with walls around it. The more
604 walls the better, but it'll settle for 1 wall, or even 0, but 599 walls the better, but it'll settle for 1 wall, or even 0, but
605 it'll return 0 if no FREE spots are found.*/ 600 it'll return 0 if no FREE spots are found.*/
606
607void 601void
608find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) 602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
609{ 603{
610 int x, y; 604 int x, y;
611 int i; 605 int i;
612 606
613 x = *cx; 607 x = *cx;
662 *cy = ly; 656 *cy = ly;
663 return; 657 return;
664 } 658 }
665 } 659 }
666 /* give up and return the closest free spot. */ 660 /* give up and return the closest free spot. */
667 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 661 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
668 if (i != -1 && i <= SIZEOFFREE1) 662
663 if (i != -1)
669 { 664 {
670 *cx = x + freearr_x[i]; 665 *cx = x + freearr_x[i];
671 *cy = y + freearr_y[i]; 666 *cy = y + freearr_y[i];
672 return; 667 }
668 else
673 } 669 {
674 /* indicate failure */ 670 /* indicate failure */
671 *cx = -1;
675 *cx = *cy = -1; 672 *cy = -1;
673 }
676} 674}
677
678 675
679void 676void
680remove_monsters (int x, int y, mapstruct *map) 677remove_monsters (int x, int y, maptile *map)
681{ 678{
682 object *tmp; 679 object *tmp;
683 680
684 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 681 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
685 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 682 if (QUERY_FLAG (tmp, FLAG_ALIVE))
686 { 683 {
687 if (tmp->head) 684 if (tmp->head)
688 tmp = tmp->head; 685 tmp = tmp->head;
689 remove_ob (tmp); 686 tmp->remove ();
690 free_object (tmp); 687 tmp->destroy ();
691 tmp = get_map_ob (map, x, y); 688 tmp = GET_MAP_OB (map, x, y);
692 if (tmp == NULL) 689 if (tmp == NULL)
693 break; 690 break;
694 }; 691 };
695} 692}
696 693
697
698/* surrounds the point x,y by doors, so as to enclose something, like 694/* surrounds the point x,y by doors, so as to enclose something, like
699 a chest. It only goes as far as the 8 squares surrounding, and 695 a chest. It only goes as far as the 8 squares surrounding, and
700 it'll remove any monsters it finds.*/ 696 it'll remove any monsters it finds.*/
701
702object ** 697object **
703surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) 698surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
704{ 699{
705 int i; 700 int i;
706 char *doors[2]; 701 const char *doors[2];
707 object **doorlist; 702 object **doorlist;
708 int ndoors_made = 0; 703 int ndoors_made = 0;
709 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 704 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
710 705
711 /* this is a list we pick from, for horizontal and vertical doors */ 706 /* this is a list we pick from, for horizontal and vertical doors */
723 /* place doors in all the 8 adjacent unblocked squares. */ 718 /* place doors in all the 8 adjacent unblocked squares. */
724 for (i = 1; i < 9; i++) 719 for (i = 1; i < 9; i++)
725 { 720 {
726 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 721 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
727 722
728 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 723 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
729 { /* place a door */ 724 { /* place a door */
725 remove_monsters (x1, y1, map);
726
730 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 727 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
731 728 map->insert (new_door, x1, y1);
732 new_door->x = x + freearr_x[i];
733 new_door->y = y + freearr_y[i];
734 remove_monsters (new_door->x, new_door->y, map);
735 insert_ob_in_map (new_door, map, NULL, 0);
736 doorlist[ndoors_made] = new_door; 729 doorlist[ndoors_made] = new_door;
737 ndoors_made++; 730 ndoors_made++;
738 } 731 }
739 } 732 }
733
740 return doorlist; 734 return doorlist;
741} 735}
742 736
743 737
744/* returns the first door in this square, or NULL if there isn't a door. */ 738/* returns the first door in this square, or NULL if there isn't a door. */
745object * 739object *
746door_in_square (mapstruct *map, int x, int y) 740door_in_square (maptile *map, int x, int y)
747{ 741{
748 object *tmp; 742 object *tmp;
749 743
750 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 744 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
751 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
752 return tmp; 746 return tmp;
753 return NULL; 747 return NULL;
754} 748}
755 749
756
757/* the workhorse routine, which finds the doors in a room */ 750/* the workhorse routine, which finds the doors in a room */
758void 751void
759find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 752find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
760{ 753{
761 int i, j; 754 int i, j;
762 object *door; 755 object *door;
763 756
764 /* bounds check x and y */ 757 /* bounds check x and y */
772 /* check off this point */ 765 /* check off this point */
773 if (layout[x][y] == '#') 766 if (layout[x][y] == '#')
774 { /* there could be a door here */ 767 { /* there could be a door here */
775 layout[x][y] = 1; 768 layout[x][y] = 1;
776 door = door_in_square (map, x, y); 769 door = door_in_square (map, x, y);
777 if (door != NULL) 770 if (door)
778 { 771 {
779 doorlist[*ndoors] = door; 772 doorlist[*ndoors] = door;
773
780 if (*ndoors > 254) /* eek! out of memory */ 774 if (*ndoors > 1022) /* eek! out of memory */
781 { 775 {
782 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
783 return; 777 return;
784 } 778 }
779
785 *ndoors = *ndoors + 1; 780 *ndoors = *ndoors + 1;
786 } 781 }
787 } 782 }
788 else 783 else
789 { 784 {
790 layout[x][y] = 1; 785 layout[x][y] = 1;
786
791 /* now search all the 8 squares around recursively for free spots,in random order */ 787 /* now search all the 8 squares around recursively for free spots,in random order */
792 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 788 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
793 { 789 find_doors_in_room_recursive (layout, map,
794 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 790 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
795 } 791 doorlist, ndoors, RP);
796 } 792 }
797} 793}
798 794
799/* find a random non-blocked spot in this room to drop a key. */ 795/* find a random non-blocked spot in this room to drop a key. */
800object ** 796object **
801find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) 797find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
802{ 798{
803 char **layout2;
804 object **doorlist;
805 int i, j; 799 int i, j;
806 int ndoors = 0; 800 int ndoors = 0;
807 801
808 doorlist = (object **) calloc (sizeof (int), 256); 802 object **doorlist = (object **) calloc (sizeof (int), 1024);
809 803
804 MazeData layout2 (RP->Xsize, RP->Ysize);
810 805
811 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
812 /* allocate and copy the layout, converting C to 0. */ 806 /* allocate and copy the layout, converting C to 0. */
813 for (i = 0; i < RP->Xsize; i++) 807 for (i = 0; i < RP->Xsize; i++)
814 {
815 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
816 for (j = 0; j < RP->Ysize; j++) 808 for (j = 0; j < RP->Ysize; j++)
817 {
818 if (wall_blocked (map, i, j)) 809 if (wall_blocked (map, i, j))
819 layout2[i][j] = '#'; 810 layout2[i][j] = '#';
820 }
821 }
822 811
823 /* setup num_free_spots and room_free_spots */ 812 /* setup num_free_spots and room_free_spots */
824 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 813 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
825 814
826 /* deallocate the temp. layout */
827 for (i = 0; i < RP->Xsize; i++)
828 {
829 free (layout2[i]);
830 }
831 free (layout2);
832 return doorlist; 815 return doorlist;
833} 816}
834
835
836 817
837/* locks and/or hides all the doors in doorlist, or does nothing if 818/* locks and/or hides all the doors in doorlist, or does nothing if
838 opts doesn't say to lock/hide doors. */ 819 opts doesn't say to lock/hide doors. */
839
840void 820void
841lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) 821lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
842{ 822{
843 object *door; 823 object *door;
844 int i; 824 int i;
845 825
846 /* lock the doors and hide the keys. */ 826 /* lock the doors and hide the keys. */
848 if (opts & DOORED) 828 if (opts & DOORED)
849 { 829 {
850 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 830 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
851 { 831 {
852 object *new_door = get_archetype ("locked_door1"); 832 object *new_door = get_archetype ("locked_door1");
853 char keybuf[256]; 833 char keybuf[1024];
854 834
855 door = doorlist[i]; 835 door = doorlist[i];
856 new_door->face = door->face; 836 new_door->face = door->face;
857 new_door->x = door->x; 837 new_door->x = door->x;
858 new_door->y = door->y; 838 new_door->y = door->y;
859 remove_ob (door); 839 door->remove ();
860 free_object (door); 840 door->destroy ();
861 doorlist[i] = new_door; 841 doorlist[i] = new_door;
862 insert_ob_in_map (new_door, map, NULL, 0); 842 insert_ob_in_map (new_door, map, NULL, 0);
863 sprintf (keybuf, "%d", (int) RANDOM ()); 843 sprintf (keybuf, "%d", rndm (1000000000));
864 new_door->slaying = keybuf; 844 new_door->slaying = keybuf;
865 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 845 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
866 } 846 }
867 } 847 }
868 848
881 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 861 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
882 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 862 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
883 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 863 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
884 door->face = wallface->face; 864 door->face = wallface->face;
885 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 865 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
886 remove_ob (wallface); 866 wallface->remove ();
887 free_object (wallface); 867 wallface->destroy ();
888 } 868 }
889 } 869 }
890 } 870 }
891} 871}

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