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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:06:37 2006 UTC vs.
Revision 1.35 by root, Mon Apr 14 22:41:17 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 1.4 2006/09/10 16:06:37 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
121 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
122 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
123 { 125 {
124 case ONION_LAYOUT: 126 case LAYOUT_ONION:
125 case SPIRAL_LAYOUT: 127 case LAYOUT_SPIRAL:
126 case SQUARE_SPIRAL_LAYOUT: 128 case LAYOUT_SQUARE_SPIRAL:
127 { 129 {
128 int i, j; 130 int i, j;
129 131
130 /* search the onion for C's or '>', and put treasure there. */ 132 /* search the onion for C's or '>', and put treasure there. */
131 for (i = 0; i < RP->Xsize; i++) 133 for (i = 0; i < RP->Xsize; i++)
132 { 134 {
133 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
134 { 136 {
135 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
136 { 138 {
137 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
138 object **doorlist;
139 object *chest; 140 object *chest;
140 141
141 if (tdiv == 3) 142 if (tdiv == 3)
142 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
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);
175
171 if (wall_blocked (map, i, j)) 176 if (wall_blocked (map, i, j))
172 i = -1; 177 i = -1;
178
173 tries++; 179 tries++;
174 } 180 }
181
175 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 182 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
183
176 if (!chest) 184 if (!chest)
177 return; 185 return;
186
178 i = chest->x; 187 i = chest->x;
179 j = chest->y; 188 j = chest->y;
180 if (treasureoptions & (DOORED | HIDDEN)) 189 if (treasureoptions & (DOORED | HIDDEN))
181 { 190 {
182 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 191 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
183 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 192 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
184 free (doorlist); 193 free (doorlist);
185 } 194 }
186 } 195 }
187 } 196 }
188 } 197 }
189 else 198 else
190 { /* DIFFUSE treasure layout */ 199 { /* DIFFUSE treasure layout */
191 int ti, i, j; 200 int ti, i, j;
192 201
193 for (ti = 0; ti < num_treasures; ti++) 202 for (ti = 0; ti < num_treasures; ti++)
194 { 203 {
195 i = RANDOM () % (RP->Xsize - 2) + 1; 204 i = rndm (RP->Xsize - 2) + 1;
196 j = RANDOM () % (RP->Ysize - 2) + 1; 205 j = rndm (RP->Ysize - 2) + 1;
197 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 206 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
198 } 207 }
199 } 208 }
200} 209}
201
202
203 210
204/* put a chest into the map, near x and y, with the treasure style 211/* 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, 212 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 */ 213 if the global variable "treasurestyle" is set to that treasure list's name */
207
208object * 214object *
209place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) 215place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
210{ 216{
211 object *the_chest; 217 object *the_chest;
212 int i, xl, yl; 218 int i, xl, yl;
213 219
214 the_chest = get_archetype ("chest"); /* was "chest_2" */ 220 the_chest = get_archetype ("chest"); /* was "chest_2" */
215 221
216 /* first, find a place to put the chest. */ 222 /* first, find a place to put the chest. */
217 i = find_first_free_spot (the_chest, map, x, y); 223 i = find_first_free_spot (the_chest, map, x, y);
218 if (i == -1) 224 if (i == -1)
219 { 225 {
220 free_object (the_chest); 226 the_chest->destroy ();
221 return NULL; 227 return NULL;
222 } 228 }
229
223 xl = x + freearr_x[i]; 230 xl = x + freearr_x[i];
224 yl = y + freearr_y[i]; 231 yl = y + freearr_y[i];
225 232
226 /* if the placement is blocked, return a fail. */ 233 /* if the placement is blocked, return a fail. */
227 if (wall_blocked (map, xl, yl)) 234 if (wall_blocked (map, xl, yl))
228 return 0; 235 return 0;
229
230 236
231 /* put the treasures in the chest. */ 237 /* put the treasures in the chest. */
232 /* if(style_map) { */ 238 /* if(style_map) { */
233#if 0 /* don't use treasure style maps for now! */ 239#if 0 /* don't use treasure style maps for now! */
234 int ti; 240 int ti;
237 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 243 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
238 244
239 if (tlist != NULL) 245 if (tlist != NULL)
240 for (ti = 0; ti < n_treasures; ti++) 246 for (ti = 0; ti < n_treasures; ti++)
241 { /* use the treasure list */ 247 { /* use the treasure list */
242 object *new_treasure = pick_random_object (style_map); 248 object *new_treasure = style_map->pick_random_object ();
243 249
244 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 250 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
245 } 251 }
246 else 252 else
247 { /* use the style map */ 253 { /* use the style map */
248 the_chest->randomitems = tlist; 254 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 255 the_chest->stats.hp = n_treasures;
250 } 256 }
251#endif 257#endif
252 else
253 { /* neither style_map no treasure list given */ 258 { /* neither style_map no treasure list given */
254 treasurelist *tlist = find_treasurelist ("chest"); 259 treasurelist *tlist = treasurelist::find ("chest");
255 260
256 the_chest->randomitems = tlist; 261 the_chest->randomitems = tlist;
257 the_chest->stats.hp = n_treasures; 262 the_chest->stats.hp = n_treasures;
258 } 263 }
259 264
260 /* stick a trap in the chest if required */ 265 /* stick a trap in the chest if required */
261 if (treasureoptions & TRAPPED) 266 if (treasureoptions & TRAPPED)
262 { 267 {
263 mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); 268 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
264 object *the_trap; 269 object *the_trap;
265 270
266 if (trap_map) 271 if (trap_map)
267 { 272 {
268 the_trap = pick_random_object (trap_map); 273 the_trap = trap_map->pick_random_object ();
269 the_trap->stats.Cha = 10 + RP->difficulty; 274 the_trap->stats.Cha = 10 + RP->difficulty;
270 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 275 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
271 if (the_trap) 276 if (the_trap)
272 { 277 {
273 object *new_trap; 278 object *new_trap;
274 279
275 new_trap = arch_to_object (the_trap->arch); 280 new_trap = arch_to_object (the_trap->arch);
276 copy_object (new_trap, the_trap); 281 new_trap->copy_to (the_trap);
277 new_trap->x = x; 282 new_trap->x = x;
278 new_trap->y = y; 283 new_trap->y = y;
279 insert_ob_in_ob (new_trap, the_chest); 284 insert_ob_in_ob (new_trap, the_chest);
280 } 285 }
281 } 286 }
282 } 287 }
283 288
284 /* set the chest lock code, and call the keyplacer routine with 289 /* set the chest lock code, and call the keyplacer routine with
285 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
286 there's only 1 treasure.... */ 291 there's only 1 treasure.... */
287
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 293 {
290 char keybuf[256]; 294 char keybuf[1024];
291 295
292 sprintf (keybuf, "%d", (int) RANDOM ()); 296 sprintf (keybuf, "%d", rndm (1000000000));
293 the_chest->slaying = keybuf; 297 the_chest->slaying = keybuf;
294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
295 } 299 }
296 300
297 /* actually place the chest. */ 301 /* actually place the chest. */
303 307
304 308
305/* finds the closest monster and returns him, regardless of doors 309/* finds the closest monster and returns him, regardless of doors
306 or walls */ 310 or walls */
307object * 311object *
308find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) 312find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
309{ 313{
310 int i; 314 int i;
311 315
312 for (i = 0; i < SIZEOFFREE; i++) 316 for (i = 0; i < SIZEOFFREE; i++)
313 { 317 {
318 /* boundscheck */ 322 /* boundscheck */
319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 323 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
320 /* 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. */
321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 325 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 { 326 {
323 object *the_monster = get_map_ob (map, lx, ly); 327 object *the_monster = GET_MAP_OB (map, lx, ly);
324 328
325 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);
326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 330 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
327 return the_monster; 331 return the_monster;
328 } 332 }
340 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.
341 345
342 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
343 sure a key is placed on both sides of the door. 347 sure a key is placed on both sides of the door.
344*/ 348*/
345
346int 349int
347keyplace (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)
348{ 351{
349 int i, j; 352 int i, j;
350 int kx, ky; 353 int kx = 0, ky = 0;
351 object *the_keymaster; /* the monster that gets the key. */ 354 object *the_keymaster; /* the monster that gets the key. */
352 object *the_key; 355 object *the_key;
353 356
354 /* get a key and set its keycode */ 357 /* get a key and set its keycode */
355 the_key = get_archetype ("key2"); 358 the_key = get_archetype ("key2");
357 360
358 if (door_flag == PASS_DOORS) 361 if (door_flag == PASS_DOORS)
359 { 362 {
360 int tries = 0; 363 int tries = 0;
361 364
362 the_keymaster = NULL; 365 the_keymaster = 0;
363 while (tries < 15 && the_keymaster == NULL) 366 while (tries < 15 && !the_keymaster)
364 { 367 {
365 i = (RANDOM () % (RP->Xsize - 2)) + 1; 368 i = rndm (RP->Xsize - 2) + 1;
366 j = (RANDOM () % (RP->Ysize - 2)) + 1; 369 j = rndm (RP->Ysize - 2) + 1;
367 tries++; 370 tries++;
368 the_keymaster = find_closest_monster (map, i, j, RP); 371 the_keymaster = find_closest_monster (map, i, j, RP);
369 } 372 }
373
370 /* 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. */
371 if (the_keymaster == NULL) 375 if (!the_keymaster)
372 { 376 {
373 int freeindex; 377 int freeindex;
374 378
375 freeindex = -1; 379 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++) 380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 { 381 {
378 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 382 kx = rndm (RP->Xsize - 2) + 1;
379 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 383 ky = rndm (RP->Ysize - 2) + 1;
380 freeindex = find_first_free_spot (the_key, map, kx, ky); 384 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
381 } 385 }
386
387 // can freeindex ever be < 0?
382 if (freeindex != -1) 388 if (freeindex >= 0)
383 { 389 {
384 kx += freearr_x[freeindex]; 390 kx += freearr_x [freeindex];
385 ky += freearr_y[freeindex]; 391 ky += freearr_y [freeindex];
386 } 392 }
387 } 393 }
388 } 394 }
389 else 395 else
390 { /* NO_PASS_DOORS --we have to work harder. */ 396 { /* NO_PASS_DOORS --we have to work harder. */
392 NO_PASS_DOORS is set. */ 398 NO_PASS_DOORS is set. */
393 if (n_keys == 1) 399 if (n_keys == 1)
394 { 400 {
395 if (wall_blocked (map, x, y)) 401 if (wall_blocked (map, x, y))
396 return 0; 402 return 0;
403
397 the_keymaster = find_monster_in_room (map, x, y, RP); 404 the_keymaster = find_monster_in_room (map, x, y, RP);
398 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. */
399 find_spot_in_room (map, x, y, &kx, &ky, RP); 406 find_spot_in_room (map, x, y, &kx, &ky, RP);
400 } 407 }
401 else 408 else
402 { 409 {
403 int sum = 0; /* count how many keys we actually place */ 410 int sum = 0; /* count how many keys we actually place */
405 /* 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. */
406 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);
407 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);
408 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);
409 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
410 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. */
411 { /* diagnoally this time. */ 419 { /* diagonally this time. */
412 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);
413 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);
414 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);
415 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);
416 } 424 }
425
417 return 1; 426 return 1;
418 } 427 }
419 } 428 }
420 429
421 if (the_keymaster == NULL) 430 if (!the_keymaster)
422 { 431 {
423 the_key->x = kx; 432 the_key->x = kx;
424 the_key->y = ky; 433 the_key->y = ky;
425 insert_ob_in_map (the_key, map, NULL, 0); 434 insert_ob_in_map (the_key, map, NULL, 0);
426 return 1; 435 return 1;
427 } 436 }
428 437
429 insert_ob_in_ob (the_key, the_keymaster); 438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
430 return 1; 439 return 1;
431} 440}
432 441
433 442
434 443
438 447
439/* 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.
440 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 */
441 450
442object * 451object *
443find_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)
444{ 453{
445 int i, j; 454 int i, j;
446 455
447 /* if we've found a monster already, leave */ 456 /* if we've found a monster already, leave */
448 if (theMonsterToFind != NULL) 457 if (theMonsterToFind != NULL)
459 /* check the current square for a monster. If there is one, 468 /* check the current square for a monster. If there is one,
460 set theMonsterToFind and return it. */ 469 set theMonsterToFind and return it. */
461 layout[x][y] = 1; 470 layout[x][y] = 1;
462 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 471 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
463 { 472 {
464 object *the_monster = get_map_ob (map, x, y); 473 object *the_monster = GET_MAP_OB (map, x, y);
465 474
466 /* check off this point */ 475 /* check off this point */
467 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);
468 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 477 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
469 { 478 {
471 return theMonsterToFind; 480 return theMonsterToFind;
472 } 481 }
473 } 482 }
474 483
475 /* 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 */
476 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++)
477 { 486 {
478 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);
479 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
480 return theMonsterToFind; 489 return theMonsterToFind;
481 } 490 }
485 494
486/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
487 real work. */ 496 real work. */
488 497
489object * 498object *
490find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) 499find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
491{ 500{
492 char **layout2; 501 char **layout2;
493 int i, j; 502 int i, j;
494 503
495 theMonsterToFind = 0; 504 theMonsterToFind = 0;
497 /* allocate and copy the layout, converting C to 0. */ 506 /* allocate and copy the layout, converting C to 0. */
498 for (i = 0; i < RP->Xsize; i++) 507 for (i = 0; i < RP->Xsize; i++)
499 { 508 {
500 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 509 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
501 for (j = 0; j < RP->Ysize; j++) 510 for (j = 0; j < RP->Ysize; j++)
502 {
503 if (wall_blocked (map, i, j)) 511 if (wall_blocked (map, i, j))
504 layout2[i][j] = '#'; 512 layout2[i][j] = '#';
505 }
506 } 513 }
514
507 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 515 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
508 516
509 /* deallocate the temp. layout */ 517 /* deallocate the temp. layout */
510 for (i = 0; i < RP->Xsize; i++) 518 for (i = 0; i < RP->Xsize; i++)
511 {
512 free (layout2[i]); 519 free (layout2[i]);
513 } 520
514 free (layout2); 521 free (layout2);
515 522
516 return theMonsterToFind; 523 return theMonsterToFind;
517} 524}
518
519
520
521 525
522/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 526/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
523int *room_free_spots_x; 527int *room_free_spots_x;
524int *room_free_spots_y; 528int *room_free_spots_y;
525int number_of_free_spots_in_room; 529int number_of_free_spots_in_room;
526 530
527/* the workhorse routine, which finds the free spots in a room: 531/* the workhorse routine, which finds the free spots in a room:
528a datastructure of free points is set up, and a position chosen from 532a datastructure of free points is set up, and a position chosen from
529that datastructure. */ 533that datastructure. */
530
531void 534void
532find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) 535find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
533{ 536{
534 int i, j; 537 int i, j;
535 538
536 /* bounds check x and y */ 539 /* bounds check x and y */
537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 540 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
546 /* check off this point */ 549 /* check off this point */
547 layout[x][y] = 1; 550 layout[x][y] = 1;
548 room_free_spots_x[number_of_free_spots_in_room] = x; 551 room_free_spots_x[number_of_free_spots_in_room] = x;
549 room_free_spots_y[number_of_free_spots_in_room] = y; 552 room_free_spots_y[number_of_free_spots_in_room] = y;
550 number_of_free_spots_in_room++; 553 number_of_free_spots_in_room++;
554
551 /* now search all the 8 squares around recursively for free spots,in random order */ 555 /* 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++) 556 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); 557 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
555 }
556 558
557} 559}
558 560
559/* find a random non-blocked spot in this room to drop a key. */ 561/* find a random non-blocked spot in this room to drop a key. */
560void 562void
561find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) 563find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
562{ 564{
563 char **layout2; 565 char **layout2;
564 int i, j; 566 int i, j;
565 567
566 number_of_free_spots_in_room = 0; 568 number_of_free_spots_in_room = 0;
571 /* allocate and copy the layout, converting C to 0. */ 573 /* allocate and copy the layout, converting C to 0. */
572 for (i = 0; i < RP->Xsize; i++) 574 for (i = 0; i < RP->Xsize; i++)
573 { 575 {
574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 576 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
575 for (j = 0; j < RP->Ysize; j++) 577 for (j = 0; j < RP->Ysize; j++)
576 {
577 if (wall_blocked (map, i, j)) 578 if (wall_blocked (map, i, j))
578 layout2[i][j] = '#'; 579 layout2[i][j] = '#';
579 }
580 } 580 }
581 581
582 /* setup num_free_spots and room_free_spots */ 582 /* setup num_free_spots and room_free_spots */
583 find_spot_in_room_recursive (layout2, x, y, RP); 583 find_spot_in_room_recursive (layout2, x, y, RP);
584 584
585 if (number_of_free_spots_in_room > 0) 585 if (number_of_free_spots_in_room > 0)
586 { 586 {
587 i = RANDOM () % number_of_free_spots_in_room; 587 i = rndm (number_of_free_spots_in_room);
588 *kx = room_free_spots_x[i]; 588 *kx = room_free_spots_x[i];
589 *ky = room_free_spots_y[i]; 589 *ky = room_free_spots_y[i];
590 } 590 }
591 591
592 /* deallocate the temp. layout */ 592 /* deallocate the temp. layout */
593 for (i = 0; i < RP->Xsize; i++) 593 for (i = 0; i < RP->Xsize; i++)
594 {
595 free (layout2[i]); 594 free (layout2[i]);
596 } 595
597 free (layout2); 596 free (layout2);
598 free (room_free_spots_x); 597 free (room_free_spots_x);
599 free (room_free_spots_y); 598 free (room_free_spots_y);
600} 599}
601 600
602 601
603/* searches the map for a spot with walls around it. The more 602/* 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 603 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.*/ 604 it'll return 0 if no FREE spots are found.*/
606
607void 605void
608find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) 606find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
609{ 607{
610 int x, y; 608 int x, y;
611 int i; 609 int i;
612 610
613 x = *cx; 611 x = *cx;
662 *cy = ly; 660 *cy = ly;
663 return; 661 return;
664 } 662 }
665 } 663 }
666 /* give up and return the closest free spot. */ 664 /* give up and return the closest free spot. */
667 i = find_first_free_spot (&find_archetype ("chest")->clone, map, x, y); 665 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
668 if (i != -1 && i <= SIZEOFFREE1) 666
667 if (i != -1)
669 { 668 {
670 *cx = x + freearr_x[i]; 669 *cx = x + freearr_x[i];
671 *cy = y + freearr_y[i]; 670 *cy = y + freearr_y[i];
672 return; 671 }
672 else
673 } 673 {
674 /* indicate failure */ 674 /* indicate failure */
675 *cx = -1;
675 *cx = *cy = -1; 676 *cy = -1;
677 }
676} 678}
677
678 679
679void 680void
680remove_monsters (int x, int y, mapstruct *map) 681remove_monsters (int x, int y, maptile *map)
681{ 682{
682 object *tmp; 683 object *tmp;
683 684
684 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 685 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
685 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 686 if (QUERY_FLAG (tmp, FLAG_ALIVE))
686 { 687 {
687 if (tmp->head) 688 if (tmp->head)
688 tmp = tmp->head; 689 tmp = tmp->head;
689 remove_ob (tmp); 690 tmp->remove ();
690 free_object (tmp); 691 tmp->destroy ();
691 tmp = get_map_ob (map, x, y); 692 tmp = GET_MAP_OB (map, x, y);
692 if (tmp == NULL) 693 if (tmp == NULL)
693 break; 694 break;
694 }; 695 };
695} 696}
696 697
697
698/* surrounds the point x,y by doors, so as to enclose something, like 698/* 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 699 a chest. It only goes as far as the 8 squares surrounding, and
700 it'll remove any monsters it finds.*/ 700 it'll remove any monsters it finds.*/
701
702object ** 701object **
703surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) 702surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
704{ 703{
705 int i; 704 int i;
706 char *doors[2]; 705 const char *doors[2];
707 object **doorlist; 706 object **doorlist;
708 int ndoors_made = 0; 707 int ndoors_made = 0;
709 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 708 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
710 709
711 /* this is a list we pick from, for horizontal and vertical doors */ 710 /* this is a list we pick from, for horizontal and vertical doors */
723 /* place doors in all the 8 adjacent unblocked squares. */ 722 /* place doors in all the 8 adjacent unblocked squares. */
724 for (i = 1; i < 9; i++) 723 for (i = 1; i < 9; i++)
725 { 724 {
726 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
727 726
728 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 727 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
729 { /* place a door */ 728 { /* place a door */
729 remove_monsters (x1, y1, map);
730
730 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 731 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
731 732 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; 733 doorlist[ndoors_made] = new_door;
737 ndoors_made++; 734 ndoors_made++;
738 } 735 }
739 } 736 }
737
740 return doorlist; 738 return doorlist;
741} 739}
742 740
743 741
744/* returns the first door in this square, or NULL if there isn't a door. */ 742/* returns the first door in this square, or NULL if there isn't a door. */
745object * 743object *
746door_in_square (mapstruct *map, int x, int y) 744door_in_square (maptile *map, int x, int y)
747{ 745{
748 object *tmp; 746 object *tmp;
749 747
750 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 748 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
751 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
752 return tmp; 750 return tmp;
753 return NULL; 751 return NULL;
754} 752}
755 753
756
757/* the workhorse routine, which finds the doors in a room */ 754/* the workhorse routine, which finds the doors in a room */
758void 755void
759find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 756find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
760{ 757{
761 int i, j; 758 int i, j;
762 object *door; 759 object *door;
763 760
764 /* bounds check x and y */ 761 /* bounds check x and y */
772 /* check off this point */ 769 /* check off this point */
773 if (layout[x][y] == '#') 770 if (layout[x][y] == '#')
774 { /* there could be a door here */ 771 { /* there could be a door here */
775 layout[x][y] = 1; 772 layout[x][y] = 1;
776 door = door_in_square (map, x, y); 773 door = door_in_square (map, x, y);
777 if (door != NULL) 774 if (door)
778 { 775 {
779 doorlist[*ndoors] = door; 776 doorlist[*ndoors] = door;
777
780 if (*ndoors > 254) /* eek! out of memory */ 778 if (*ndoors > 1022) /* eek! out of memory */
781 { 779 {
782 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 780 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
783 return; 781 return;
784 } 782 }
783
785 *ndoors = *ndoors + 1; 784 *ndoors = *ndoors + 1;
786 } 785 }
787 } 786 }
788 else 787 else
789 { 788 {
790 layout[x][y] = 1; 789 layout[x][y] = 1;
790
791 /* now search all the 8 squares around recursively for free spots,in random order */ 791 /* 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++) 792 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
793 { 793 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); 794 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
795 } 795 doorlist, ndoors, RP);
796 } 796 }
797} 797}
798 798
799/* find a random non-blocked spot in this room to drop a key. */ 799/* find a random non-blocked spot in this room to drop a key. */
800object ** 800object **
801find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) 801find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
802{ 802{
803 char **layout2;
804 object **doorlist;
805 int i, j; 803 int i, j;
806 int ndoors = 0; 804 int ndoors = 0;
807 805
808 doorlist = (object **) calloc (sizeof (int), 256); 806 object **doorlist = (object **)calloc (sizeof (int), 1024);
809 807
808 MazeData layout2 (RP->Xsize, RP->Ysize);
810 809
811 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
812 /* allocate and copy the layout, converting C to 0. */ 810 /* allocate and copy the layout, converting C to 0. */
813 for (i = 0; i < RP->Xsize; i++) 811 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++) 812 for (j = 0; j < RP->Ysize; j++)
817 {
818 if (wall_blocked (map, i, j)) 813 if (wall_blocked (map, i, j))
819 layout2[i][j] = '#'; 814 layout2[i][j] = '#';
820 }
821 }
822 815
823 /* setup num_free_spots and room_free_spots */ 816 /* setup num_free_spots and room_free_spots */
824 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 817 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
825 818
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; 819 return doorlist;
833} 820}
834
835
836 821
837/* locks and/or hides all the doors in doorlist, or does nothing if 822/* locks and/or hides all the doors in doorlist, or does nothing if
838 opts doesn't say to lock/hide doors. */ 823 opts doesn't say to lock/hide doors. */
839
840void 824void
841lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) 825lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
842{ 826{
843 object *door; 827 object *door;
844 int i; 828 int i;
845 829
846 /* lock the doors and hide the keys. */ 830 /* lock the doors and hide the keys. */
848 if (opts & DOORED) 832 if (opts & DOORED)
849 { 833 {
850 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 834 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
851 { 835 {
852 object *new_door = get_archetype ("locked_door1"); 836 object *new_door = get_archetype ("locked_door1");
853 char keybuf[256]; 837 char keybuf[1024];
854 838
855 door = doorlist[i]; 839 door = doorlist[i];
856 new_door->face = door->face; 840 new_door->face = door->face;
857 new_door->x = door->x; 841 new_door->x = door->x;
858 new_door->y = door->y; 842 new_door->y = door->y;
859 remove_ob (door); 843 door->remove ();
860 free_object (door); 844 door->destroy ();
861 doorlist[i] = new_door; 845 doorlist[i] = new_door;
862 insert_ob_in_map (new_door, map, NULL, 0); 846 insert_ob_in_map (new_door, map, NULL, 0);
863 sprintf (keybuf, "%d", (int) RANDOM ()); 847 sprintf (keybuf, "%d", rndm (1000000000));
864 new_door->slaying = keybuf; 848 new_door->slaying = keybuf;
865 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 849 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
866 } 850 }
867 } 851 }
868 852
881 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 865 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
882 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 866 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
883 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 867 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
884 door->face = wallface->face; 868 door->face = wallface->face;
885 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 869 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
886 remove_ob (wallface); 870 wallface->remove ();
887 free_object (wallface); 871 wallface->destroy ();
888 } 872 }
889 } 873 }
890 } 874 }
891} 875}

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