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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.6 by root, Thu Sep 14 22:34:03 2006 UTC vs.
Revision 1.37 by root, Fri May 2 21:01:53 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
25
26
27 25
28#include <global.h> 26#include <global.h>
29#include <random_map.h> 27#include <random_map.h>
30#include <rproto.h> 28#include <rproto.h>
31 29
42#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 */
43 41
44#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
45#define PASS_DOORS 1 43#define PASS_DOORS 1
46 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}
47 52
48/* 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
49 * and doors but not monsters. 54 * and doors but not monsters.
50 * This function is not map tile aware. 55 * This function is not map tile aware.
51 */ 56 */
52
53int 57int
54wall_blocked (mapstruct *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
55{ 59{
56 int r;
57
58 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
59 return 1; 61 return 1;
62
63 m->at (x, y).update ();
60 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
61 return r;
62} 65}
63 66
64/* place treasures in the map, given the 67/* place treasures in the map, given the
65map, (required) 68map, (required)
66layout, (required) 69layout, (required)
67treasure 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.)
68treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
69*/ 72*/
70
71void 73void
72place_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)
73{ 75{
74 char styledirname[256]; 76 char styledirname[1024];
75 char stylefilepath[256]; 77 char stylefilepath[1024];
76 mapstruct *style_map = 0; 78 maptile *style_map = 0;
77 int num_treasures; 79 int num_treasures;
78 80
79 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
80 if (treasure_style) 82 if (treasure_style)
81 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
82 return; 84 return;
85
83 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
84 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
85 88
86 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
87 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
88 { 91 {
89 if (RANDOM () % 2) 92 if (rndm (2))
90 treasureoptions -= 1; 93 treasureoptions -= 1;
91 else 94 else
92 treasureoptions -= 2; 95 treasureoptions -= 2;
93 } 96 }
94 97
95 /* pick the number of treasures */ 98 /* pick the number of treasures */
96 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
97 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);
98 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
99 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);
100 else 103 else
101 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);
102 105
103 if (num_treasures <= 0) 106 if (num_treasures <= 0)
104 return; 107 return;
105 108
106 /* get the style map */ 109 /* get the style map */
107 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
108 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
109 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
110 113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
119
111 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
112 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
113 { 122 {
114
115 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
116 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
117 { 125 {
118 case ONION_LAYOUT: 126 case LAYOUT_ONION:
119 case SPIRAL_LAYOUT: 127 case LAYOUT_SPIRAL:
120 case SQUARE_SPIRAL_LAYOUT: 128 case LAYOUT_SQUARE_SPIRAL:
121 { 129 {
122 int i, j; 130 int i, j;
123 131
124 /* search the onion for C's or '>', and put treasure there. */ 132 /* search the onion for C's or '>', and put treasure there. */
125 for (i = 0; i < RP->Xsize; i++) 133 for (i = 0; i < RP->Xsize; i++)
126 { 134 {
127 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
128 { 136 {
129 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
130 { 138 {
131 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
132 object **doorlist;
133 object *chest; 140 object *chest;
134 141
135 if (tdiv == 3) 142 if (tdiv == 3)
136 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
137 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
138 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
139 if (!chest) 148 if (!chest)
140 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
141 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
142 { 152 {
143 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
144 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
145 free (doorlist); 155 free (doorlist);
146 } 156 }
147 } 157 }
148 } 158 }
149 } 159 }
150 break; 160 break;
151 } 161 }
162
152 default: 163 default:
153 { 164 {
154 int i, j, tries; 165 int i, j, tries;
155 object *chest; 166 object *chest;
156 object **doorlist; 167 object **doorlist;
157 168
158 i = j = -1; 169 i = j = -1;
159 tries = 0; 170 tries = 0;
160 while (i == -1 && tries < 100) 171 while (i == -1 && tries < 100)
161 { 172 {
162 i = RANDOM () % (RP->Xsize - 2) + 1; 173 i = rndm (RP->Xsize - 2) + 1;
163 j = RANDOM () % (RP->Ysize - 2) + 1; 174 j = rndm (RP->Ysize - 2) + 1;
164 find_enclosed_spot (map, &i, &j, RP); 175 find_enclosed_spot (map, &i, &j, RP);
176
165 if (wall_blocked (map, i, j)) 177 if (wall_blocked (map, i, j))
166 i = -1; 178 i = -1;
179
167 tries++; 180 tries++;
168 } 181 }
182
169 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 183 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
184
170 if (!chest) 185 if (!chest)
171 return; 186 return;
187
172 i = chest->x; 188 i = chest->x;
173 j = chest->y; 189 j = chest->y;
174 if (treasureoptions & (DOORED | HIDDEN)) 190 if (treasureoptions & (DOORED | HIDDEN))
175 { 191 {
176 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 192 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
177 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 193 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
178 free (doorlist); 194 free (doorlist);
179 } 195 }
180 } 196 }
181 } 197 }
182 } 198 }
183 else 199 else
184 { /* DIFFUSE treasure layout */ 200 { /* DIFFUSE treasure layout */
185 int ti, i, j; 201 int ti, i, j;
186 202
187 for (ti = 0; ti < num_treasures; ti++) 203 for (ti = 0; ti < num_treasures; ti++)
188 { 204 {
189 i = RANDOM () % (RP->Xsize - 2) + 1; 205 i = rndm (RP->Xsize - 2) + 1;
190 j = RANDOM () % (RP->Ysize - 2) + 1; 206 j = rndm (RP->Ysize - 2) + 1;
191 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 207 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
192 } 208 }
193 } 209 }
194} 210}
195
196
197 211
198/* put a chest into the map, near x and y, with the treasure style 212/* put a chest into the map, near x and y, with the treasure style
199 determined (may be null, or may be a treasure list from lib/treasures, 213 determined (may be null, or may be a treasure list from lib/treasures,
200 if the global variable "treasurestyle" is set to that treasure list's name */ 214 if the global variable "treasurestyle" is set to that treasure list's name */
201
202object * 215object *
203place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) 216place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{ 217{
205 object *the_chest; 218 object *the_chest;
206 int i, xl, yl; 219 int i, xl, yl;
207 220
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 221 the_chest = get_archetype ("chest"); /* was "chest_2" */
209 222
210 /* first, find a place to put the chest. */ 223 /* first, find a place to put the chest. */
211 i = find_first_free_spot (the_chest, map, x, y); 224 i = find_first_free_spot (the_chest, map, x, y);
212 if (i == -1) 225 if (i == -1)
213 { 226 {
214 free_object (the_chest); 227 the_chest->destroy ();
215 return NULL; 228 return NULL;
216 } 229 }
230
217 xl = x + freearr_x[i]; 231 xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 232 yl = y + freearr_y[i];
219 233
220 /* if the placement is blocked, return a fail. */ 234 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 235 if (wall_blocked (map, xl, yl))
222 return 0; 236 return 0;
223
224 237
225 /* put the treasures in the chest. */ 238 /* put the treasures in the chest. */
226 /* if(style_map) { */ 239 /* if(style_map) { */
227#if 0 /* don't use treasure style maps for now! */ 240#if 0 /* don't use treasure style maps for now! */
228 int ti; 241 int ti;
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 244 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 245
233 if (tlist != NULL) 246 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 247 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 248 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 249 object *new_treasure = style_map->pick_random_object ();
237 250
238 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 251 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
239 } 252 }
240 else 253 else
241 { /* use the style map */ 254 { /* use the style map */
242 the_chest->randomitems = tlist; 255 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 256 the_chest->stats.hp = n_treasures;
244 } 257 }
245#endif 258#endif
246 else
247 { /* neither style_map no treasure list given */ 259 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 260 treasurelist *tlist = treasurelist::find ("chest");
249 261
250 the_chest->randomitems = tlist; 262 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 263 the_chest->stats.hp = n_treasures;
252 } 264 }
253 265
254 /* stick a trap in the chest if required */ 266 /* stick a trap in the chest if required */
255 if (treasureoptions & TRAPPED) 267 if (treasureoptions & TRAPPED)
256 { 268 {
257 mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); 269 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
258 object *the_trap;
259 270
260 if (trap_map) 271 if (trap_map)
261 { 272 {
262 the_trap = pick_random_object (trap_map); 273 object *the_trap = trap_map->pick_random_object ();
274
263 the_trap->stats.Cha = 10 + RP->difficulty; 275 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 276 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
277
265 if (the_trap) 278 if (the_trap)
266 { 279 {
267 object *new_trap; 280 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
268 281
269 new_trap = arch_to_object (the_trap->arch);
270 copy_object (new_trap, the_trap);
271 new_trap->x = x; 282 new_trap->x = x;
272 new_trap->y = y; 283 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest); 284 insert_ob_in_ob (new_trap, the_chest);
274 } 285 }
275 } 286 }
276 } 287 }
277 288
278 /* set the chest lock code, and call the keyplacer routine with 289 /* set the chest lock code, and call the keyplacer routine with
279 the lockcode. It's not worth bothering to lock the chest if 290 the lockcode. It's not worth bothering to lock the chest if
280 there's only 1 treasure.... */ 291 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 293 {
284 char keybuf[256]; 294 char keybuf[1024];
285 295
286 sprintf (keybuf, "%d", (int) RANDOM ()); 296 sprintf (keybuf, "%d", rndm (1000000000));
287 the_chest->slaying = keybuf; 297 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
289 } 299 }
290 300
291 /* actually place the chest. */ 301 /* actually place the chest. */
297 307
298 308
299/* finds the closest monster and returns him, regardless of doors 309/* finds the closest monster and returns him, regardless of doors
300 or walls */ 310 or walls */
301object * 311object *
302find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) 312find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
303{ 313{
304 int i; 314 int i;
305 315
306 for (i = 0; i < SIZEOFFREE; i++) 316 for (i = 0; i < SIZEOFFREE; i++)
307 { 317 {
312 /* boundscheck */ 322 /* boundscheck */
313 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 323 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
314 /* don't bother searching this square unless the map says life exists. */ 324 /* don't bother searching this square unless the map says life exists. */
315 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 325 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
316 { 326 {
317 object *the_monster = get_map_ob (map, lx, ly); 327 object *the_monster = GET_MAP_OB (map, lx, ly);
318 328
319 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 329 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
320 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 330 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
321 return the_monster; 331 return the_monster;
322 } 332 }
334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 344 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
335 345
336 The idea is that you call keyplace on x,y where a door is, and it'll make 346 The idea is that you call keyplace on x,y where a door is, and it'll make
337 sure a key is placed on both sides of the door. 347 sure a key is placed on both sides of the door.
338*/ 348*/
339
340int 349int
341keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) 350keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
342{ 351{
343 int i, j; 352 int i, j;
344 int kx, ky; 353 int kx = 0, ky = 0;
345 object *the_keymaster; /* the monster that gets the key. */ 354 object *the_keymaster; /* the monster that gets the key. */
346 object *the_key; 355 object *the_key;
347 356
348 /* get a key and set its keycode */ 357 /* get a key and set its keycode */
349 the_key = get_archetype ("key2"); 358 the_key = get_archetype ("key2");
351 360
352 if (door_flag == PASS_DOORS) 361 if (door_flag == PASS_DOORS)
353 { 362 {
354 int tries = 0; 363 int tries = 0;
355 364
356 the_keymaster = NULL; 365 the_keymaster = 0;
357 while (tries < 15 && the_keymaster == NULL) 366 while (tries < 15 && !the_keymaster)
358 { 367 {
359 i = (RANDOM () % (RP->Xsize - 2)) + 1; 368 i = rndm (RP->Xsize - 2) + 1;
360 j = (RANDOM () % (RP->Ysize - 2)) + 1; 369 j = rndm (RP->Ysize - 2) + 1;
361 tries++; 370 tries++;
362 the_keymaster = find_closest_monster (map, i, j, RP); 371 the_keymaster = find_closest_monster (map, i, j, RP);
363 } 372 }
373
364 /* if we don't find a good keymaster, drop the key on the ground. */ 374 /* if we don't find a good keymaster, drop the key on the ground. */
365 if (the_keymaster == NULL) 375 if (!the_keymaster)
366 { 376 {
367 int freeindex; 377 int freeindex;
368 378
369 freeindex = -1; 379 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++) 380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 { 381 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 382 kx = rndm (RP->Xsize - 2) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 383 ky = rndm (RP->Ysize - 2) + 1;
374 freeindex = find_first_free_spot (the_key, map, kx, ky); 384 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
375 } 385 }
386
387 // can freeindex ever be < 0?
376 if (freeindex != -1) 388 if (freeindex >= 0)
377 { 389 {
378 kx += freearr_x[freeindex]; 390 kx += freearr_x [freeindex];
379 ky += freearr_y[freeindex]; 391 ky += freearr_y [freeindex];
380 } 392 }
381 } 393 }
382 } 394 }
383 else 395 else
384 { /* NO_PASS_DOORS --we have to work harder. */ 396 { /* NO_PASS_DOORS --we have to work harder. */
386 NO_PASS_DOORS is set. */ 398 NO_PASS_DOORS is set. */
387 if (n_keys == 1) 399 if (n_keys == 1)
388 { 400 {
389 if (wall_blocked (map, x, y)) 401 if (wall_blocked (map, x, y))
390 return 0; 402 return 0;
403
391 the_keymaster = find_monster_in_room (map, x, y, RP); 404 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 405 if (!the_keymaster) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP); 406 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 } 407 }
395 else 408 else
396 { 409 {
397 int sum = 0; /* count how many keys we actually place */ 410 int sum = 0; /* count how many keys we actually place */
399 /* I'm lazy, so just try to place in all 4 directions. */ 412 /* I'm lazy, so just try to place in all 4 directions. */
400 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 413 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
401 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 414 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 415 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 416 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
417
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 418 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */ 419 { /* diagonally this time. */
406 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 420 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); 421 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 422 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
409 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 423 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 } 424 }
425
411 return 1; 426 return 1;
412 } 427 }
413 } 428 }
414 429
415 if (the_keymaster == NULL) 430 if (!the_keymaster)
416 { 431 {
417 the_key->x = kx; 432 the_key->x = kx;
418 the_key->y = ky; 433 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0); 434 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1; 435 return 1;
421 } 436 }
422 437
423 insert_ob_in_ob (the_key, the_keymaster); 438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
424 return 1; 439 return 1;
425} 440}
426 441
427 442
428 443
432 447
433/* a recursive routine which will return a monster, eventually,if there is one. 448/* a recursive routine which will return a monster, eventually,if there is one.
434 it does a check-off on the layout, converting 0's to 1's */ 449 it does a check-off on the layout, converting 0's to 1's */
435 450
436object * 451object *
437find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) 452find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
438{ 453{
439 int i, j; 454 int i, j;
440 455
441 /* if we've found a monster already, leave */ 456 /* if we've found a monster already, leave */
442 if (theMonsterToFind != NULL) 457 if (theMonsterToFind != NULL)
453 /* check the current square for a monster. If there is one, 468 /* check the current square for a monster. If there is one,
454 set theMonsterToFind and return it. */ 469 set theMonsterToFind and return it. */
455 layout[x][y] = 1; 470 layout[x][y] = 1;
456 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 471 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
457 { 472 {
458 object *the_monster = get_map_ob (map, x, y); 473 object *the_monster = GET_MAP_OB (map, x, y);
459 474
460 /* check off this point */ 475 /* check off this point */
461 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 476 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
462 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 477 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
463 { 478 {
465 return theMonsterToFind; 480 return theMonsterToFind;
466 } 481 }
467 } 482 }
468 483
469 /* now search all the 8 squares around recursively for a monster,in random order */ 484 /* now search all the 8 squares around recursively for a monster,in random order */
470 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 485 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 { 486 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 487 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
473 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 489 return theMonsterToFind;
475 } 490 }
491
476 return theMonsterToFind; 492 return theMonsterToFind;
477} 493}
478
479 494
480/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
481 real work. */ 496 real work. */
482
483object * 497object *
484find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) 498find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
485{ 499{
486 char **layout2; 500 Layout layout2 (RP);
487 int i, j; 501
502 layout2->clear ();
503
504 /* allocate and copy the layout, converting C to 0. */
505 for (int i = 0; i < layout2->w; i++)
506 for (int j = 0; j < layout2->h; j++)
507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
488 509
489 theMonsterToFind = 0; 510 theMonsterToFind = 0;
490 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
491 /* allocate and copy the layout, converting C to 0. */
492 for (i = 0; i < RP->Xsize; i++)
493 {
494 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
495 for (j = 0; j < RP->Ysize; j++)
496 {
497 if (wall_blocked (map, i, j))
498 layout2[i][j] = '#';
499 }
500 }
501 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
502 512
503 /* deallocate the temp. layout */ 513 layout2.free ();
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509 514
510 return theMonsterToFind; 515 return theMonsterToFind;
511} 516}
512
513
514
515 517
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x; 519int *room_free_spots_x;
518int *room_free_spots_y; 520int *room_free_spots_y;
519int number_of_free_spots_in_room; 521int number_of_free_spots_in_room;
520 522
521/* the workhorse routine, which finds the free spots in a room: 523/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 524a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 525that datastructure. */
524
525void 526void
526find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) 527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 528{
528 int i, j; 529 int i, j;
529 530
530 /* bounds check x and y */ 531 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 532 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
540 /* check off this point */ 541 /* check off this point */
541 layout[x][y] = 1; 542 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546
545 /* now search all the 8 squares around recursively for free spots,in random order */ 547 /* now search all the 8 squares around recursively for free spots,in random order */
546 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 548 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
547 {
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 550
551} 551}
552 552
553/* find a random non-blocked spot in this room to drop a key. */ 553/* find a random non-blocked spot in this room to drop a key. */
554void 554void
555find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) 555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556{ 556{
557 char **layout2; 557 char **layout2;
558 int i, j; 558 int i, j;
559 559
560 number_of_free_spots_in_room = 0; 560 number_of_free_spots_in_room = 0;
565 /* allocate and copy the layout, converting C to 0. */ 565 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 566 for (i = 0; i < RP->Xsize; i++)
567 { 567 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 569 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 570 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 571 layout2[i][j] = '#';
573 }
574 } 572 }
575 573
576 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
578 576
579 if (number_of_free_spots_in_room > 0) 577 if (number_of_free_spots_in_room > 0)
580 { 578 {
581 i = RANDOM () % number_of_free_spots_in_room; 579 i = rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
584 } 582 }
585 583
586 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 585 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 586 free (layout2[i]);
590 } 587
591 free (layout2); 588 free (layout2);
592 free (room_free_spots_x); 589 free (room_free_spots_x);
593 free (room_free_spots_y); 590 free (room_free_spots_y);
594} 591}
595 592
596 593
597/* searches the map for a spot with walls around it. The more 594/* searches the map for a spot with walls around it. The more
598 walls the better, but it'll settle for 1 wall, or even 0, but 595 walls the better, but it'll settle for 1 wall, or even 0, but
599 it'll return 0 if no FREE spots are found.*/ 596 it'll return 0 if no FREE spots are found.*/
600
601void 597void
602find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) 598find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 599{
604 int x, y; 600 int x, y;
605 int i; 601 int i;
606 602
607 x = *cx; 603 x = *cx;
656 *cy = ly; 652 *cy = ly;
657 return; 653 return;
658 } 654 }
659 } 655 }
660 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 657 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
662 if (i != -1 && i <= SIZEOFFREE1) 658
659 if (i != -1)
663 { 660 {
664 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
666 return; 663 }
664 else
667 } 665 {
668 /* indicate failure */ 666 /* indicate failure */
667 *cx = -1;
669 *cx = *cy = -1; 668 *cy = -1;
669 }
670} 670}
671
672 671
673void 672void
674remove_monsters (int x, int y, mapstruct *map) 673remove_monsters (int x, int y, maptile *map)
675{ 674{
676 object *tmp; 675 object *tmp;
677 676
678 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 { 679 {
681 if (tmp->head) 680 if (tmp->head)
682 tmp = tmp->head; 681 tmp = tmp->head;
683 remove_ob (tmp); 682 tmp->remove ();
684 free_object (tmp); 683 tmp->destroy ();
685 tmp = get_map_ob (map, x, y); 684 tmp = GET_MAP_OB (map, x, y);
686 if (tmp == NULL) 685 if (tmp == NULL)
687 break; 686 break;
688 }; 687 };
689} 688}
690 689
691
692/* surrounds the point x,y by doors, so as to enclose something, like 690/* surrounds the point x,y by doors, so as to enclose something, like
693 a chest. It only goes as far as the 8 squares surrounding, and 691 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/ 692 it'll remove any monsters it finds.*/
695
696object ** 693object **
697surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) 694surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
698{ 695{
699 int i; 696 int i;
700 char *doors[2]; 697 const char *doors[2];
701 object **doorlist; 698 object **doorlist;
702 int ndoors_made = 0; 699 int ndoors_made = 0;
703 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
704 701
705 /* this is a list we pick from, for horizontal and vertical doors */ 702 /* this is a list we pick from, for horizontal and vertical doors */
717 /* place doors in all the 8 adjacent unblocked squares. */ 714 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 715 for (i = 1; i < 9; i++)
719 { 716 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 718
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
723 { /* place a door */ 720 { /* place a door */
721 remove_monsters (x1, y1, map);
722
724 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 723 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
725 724 map->insert (new_door, x1, y1);
726 new_door->x = x + freearr_x[i];
727 new_door->y = y + freearr_y[i];
728 remove_monsters (new_door->x, new_door->y, map);
729 insert_ob_in_map (new_door, map, NULL, 0);
730 doorlist[ndoors_made] = new_door; 725 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 726 ndoors_made++;
732 } 727 }
733 } 728 }
729
734 return doorlist; 730 return doorlist;
735} 731}
736 732
737 733
738/* returns the first door in this square, or NULL if there isn't a door. */ 734/* returns the first door in this square, or NULL if there isn't a door. */
739object * 735object *
740door_in_square (mapstruct *map, int x, int y) 736door_in_square (maptile *map, int x, int y)
741{ 737{
742 object *tmp; 738 object *tmp;
743 739
744 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 740 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 742 return tmp;
747 return NULL; 743 return NULL;
748} 744}
749 745
750
751/* the workhorse routine, which finds the doors in a room */ 746/* the workhorse routine, which finds the doors in a room */
752void 747void
753find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 748find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
754{ 749{
755 int i, j; 750 int i, j;
756 object *door; 751 object *door;
757 752
758 /* bounds check x and y */ 753 /* bounds check x and y */
766 /* check off this point */ 761 /* check off this point */
767 if (layout[x][y] == '#') 762 if (layout[x][y] == '#')
768 { /* there could be a door here */ 763 { /* there could be a door here */
769 layout[x][y] = 1; 764 layout[x][y] = 1;
770 door = door_in_square (map, x, y); 765 door = door_in_square (map, x, y);
771 if (door != NULL) 766 if (door)
772 { 767 {
773 doorlist[*ndoors] = door; 768 doorlist[*ndoors] = door;
769
774 if (*ndoors > 254) /* eek! out of memory */ 770 if (*ndoors > 1022) /* eek! out of memory */
775 { 771 {
776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 772 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
777 return; 773 return;
778 } 774 }
775
779 *ndoors = *ndoors + 1; 776 *ndoors = *ndoors + 1;
780 } 777 }
781 } 778 }
782 else 779 else
783 { 780 {
784 layout[x][y] = 1; 781 layout[x][y] = 1;
782
785 /* now search all the 8 squares around recursively for free spots,in random order */ 783 /* now search all the 8 squares around recursively for free spots,in random order */
786 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 784 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
787 { 785 find_doors_in_room_recursive (layout, map,
788 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 786 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
789 } 787 doorlist, ndoors, RP);
790 } 788 }
791} 789}
792 790
793/* find a random non-blocked spot in this room to drop a key. */ 791/* find a random non-blocked spot in this room to drop a key. */
794object ** 792object **
795find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) 793find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
796{ 794{
797 char **layout2;
798 object **doorlist;
799 int i, j; 795 int i, j;
800 int ndoors = 0; 796 int ndoors = 0;
801 797
802 doorlist = (object **) calloc (sizeof (int), 256); 798 object **doorlist = (object **)calloc (sizeof (int), 1024);
803 799
800 LayoutData layout2 (RP->Xsize, RP->Ysize);
801 layout2.clear ();
804 802
805 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
806 /* allocate and copy the layout, converting C to 0. */ 803 /* allocate and copy the layout, converting C to 0. */
807 for (i = 0; i < RP->Xsize; i++) 804 for (i = 0; i < RP->Xsize; i++)
808 {
809 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
810 for (j = 0; j < RP->Ysize; j++) 805 for (j = 0; j < RP->Ysize; j++)
811 { 806 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
812 if (wall_blocked (map, i, j))
813 layout2[i][j] = '#';
814 }
815 }
816 807
817 /* setup num_free_spots and room_free_spots */ 808 /* setup num_free_spots and room_free_spots */
818 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 809 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
819 810
820 /* deallocate the temp. layout */
821 for (i = 0; i < RP->Xsize; i++)
822 {
823 free (layout2[i]);
824 }
825 free (layout2);
826 return doorlist; 811 return doorlist;
827} 812}
828
829
830 813
831/* locks and/or hides all the doors in doorlist, or does nothing if 814/* locks and/or hides all the doors in doorlist, or does nothing if
832 opts doesn't say to lock/hide doors. */ 815 opts doesn't say to lock/hide doors. */
833
834void 816void
835lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) 817lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
836{ 818{
837 object *door; 819 object *door;
838 int i; 820 int i;
839 821
840 /* lock the doors and hide the keys. */ 822 /* lock the doors and hide the keys. */
842 if (opts & DOORED) 824 if (opts & DOORED)
843 { 825 {
844 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 826 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
845 { 827 {
846 object *new_door = get_archetype ("locked_door1"); 828 object *new_door = get_archetype ("locked_door1");
847 char keybuf[256]; 829 char keybuf[1024];
848 830
849 door = doorlist[i]; 831 door = doorlist[i];
850 new_door->face = door->face; 832 new_door->face = door->face;
851 new_door->x = door->x; 833 new_door->x = door->x;
852 new_door->y = door->y; 834 new_door->y = door->y;
853 remove_ob (door); 835 door->remove ();
854 free_object (door); 836 door->destroy ();
855 doorlist[i] = new_door; 837 doorlist[i] = new_door;
856 insert_ob_in_map (new_door, map, NULL, 0); 838 insert_ob_in_map (new_door, map, NULL, 0);
857 sprintf (keybuf, "%d", (int) RANDOM ()); 839 sprintf (keybuf, "%d", rndm (1000000000));
858 new_door->slaying = keybuf; 840 new_door->slaying = keybuf;
859 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 841 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
860 } 842 }
861 } 843 }
862 844
873 { 855 {
874 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 856 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
875 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 857 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860
878 door->face = wallface->face; 861 door->face = wallface->face;
862
879 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
880 remove_ob (wallface); 864 wallface->remove ();
881 free_object (wallface); 865
866 wallface->destroy ();
882 } 867 }
883 } 868 }
884 } 869 }
885} 870}

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