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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 1.39 by root, Thu May 8 11:39:24 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 (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51}
52
53static object *
54gen_key (const shstr &keycode)
55{
56 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key2);
58
59 key->slaying = keycode;
60 key->stats.food = 100;
61 key->speed_left = -1.f;
62 key->flag [FLAG_IS_USED_UP] = true;
63 key->set_speed (1.f / 300.f);
64
65 return key;
66}
67
68/* places keys in the map, preferably in something alive.
69 keycode is the key's code,
70 door_flag is either PASS_DOORS or NO_PASS_DOORS.
71 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
72 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
73 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
74
75 The idea is that you call keyplace on x,y where a door is, and it'll make
76 sure a key is placed on both sides of the door.
77*/
78static int
79keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
80{
81 int i, j;
82 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */
84
85 if (door_flag == PASS_DOORS)
86 {
87 int tries = 0;
88
89 the_keymaster = 0;
90 while (tries < 15 && !the_keymaster)
91 {
92 i = rmg_rndm (RP->Xsize - 2) + 1;
93 j = rmg_rndm (RP->Ysize - 2) + 1;
94 tries++;
95 the_keymaster = find_closest_monster (map, i, j, RP);
96 }
97
98 /* if we don't find a good keymaster, drop the key on the ground. */
99 if (!the_keymaster)
100 {
101 int freeindex;
102
103 freeindex = -1;
104 for (tries = 0; tries < 15 && freeindex == -1; tries++)
105 {
106 kx = rmg_rndm (RP->Xsize - 2) + 1;
107 ky = rmg_rndm (RP->Ysize - 2) + 1;
108 freeindex = find_free_spot (gen_key (keycode), map, kx, ky, 1, SIZEOFFREE1 + 1);
109 }
110
111 // can freeindex ever be < 0?
112 if (freeindex >= 0)
113 {
114 kx += freearr_x [freeindex];
115 ky += freearr_y [freeindex];
116 }
117 }
118 }
119 else
120 { /* NO_PASS_DOORS --we have to work harder. */
121 /* don't try to keyplace if we're sitting on a blocked square and
122 NO_PASS_DOORS is set. */
123 if (n_keys == 1)
124 {
125 if (wall_blocked (map, x, y))
126 return 0;
127
128 the_keymaster = find_monster_in_room (map, x, y, RP);
129 if (!the_keymaster) /* if fail, find a spot to drop the key. */
130 find_spot_in_room (map, x, y, &kx, &ky, RP);
131 }
132 else
133 {
134 int sum = 0; /* count how many keys we actually place */
135
136 /* I'm lazy, so just try to place in all 4 directions. */
137 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
138 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
139 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
140 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
141
142 if (sum < 2) /* we might have made a disconnected map-place more keys. */
143 { /* diagonally this time. */
144 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
145 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
146 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
147 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
148 }
149
150 return 1;
151 }
152 }
153
154 object *the_key = gen_key (keycode);
155
156 if (the_keymaster)
157 the_keymaster->head_ ()->insert (the_key);
158 else
159 {
160 the_key->x = kx;
161 the_key->y = ky;
162 insert_ob_in_map (the_key, map, NULL, 0);
163 }
164
165 return 1;
166}
53 167
54/* returns true if square x,y has P_NO_PASS set, which is true for walls 168/* returns true if square x,y has P_NO_PASS set, which is true for walls
55 * and doors but not monsters. 169 * and doors but not monsters.
56 * This function is not map tile aware. 170 * This function is not map tile aware.
57 */ 171 */
58
59int 172int
60wall_blocked (mapstruct *m, int x, int y) 173wall_blocked (maptile *m, int x, int y)
61{ 174{
62 int r;
63
64 if (OUT_OF_REAL_MAP (m, x, y)) 175 if (OUT_OF_REAL_MAP (m, x, y))
65 return 1; 176 return 1;
177
178 m->at (x, y).update ();
66 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 179 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
67 return r;
68} 180}
69 181
70/* place treasures in the map, given the 182/* place treasures in the map, given the
71map, (required) 183map, (required)
72layout, (required) 184layout, (required)
73treasure style (may be empty or NULL, or "none" to cause no treasure.) 185treasure style (may be empty or NULL, or "none" to cause no treasure.)
74treasureoptions (may be 0 for random choices or positive) 186treasureoptions (may be 0 for random choices or positive)
75*/ 187*/
76
77void 188void
78place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) 189place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
79{ 190{
80 char styledirname[256]; 191 char styledirname[1024];
81 char stylefilepath[256]; 192 char stylefilepath[1024];
82 mapstruct *style_map = 0; 193 maptile *style_map = 0;
83 int num_treasures; 194 int num_treasures;
84 195
85 /* bail out if treasure isn't wanted. */ 196 /* bail out if treasure isn't wanted. */
86 if (treasure_style) 197 if (treasure_style)
87 if (!strcmp (treasure_style, "none")) 198 if (!strcmp (treasure_style, "none"))
88 return; 199 return;
200
89 if (treasureoptions <= 0) 201 if (treasureoptions <= 0)
90 treasureoptions = RANDOM () % (2 * LAST_OPTION); 202 treasureoptions = rmg_rndm (2 * LAST_OPTION);
91 203
92 /* filter out the mutually exclusive options */ 204 /* filter out the mutually exclusive options */
93 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 205 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
94 { 206 {
95 if (RANDOM () % 2) 207 if (rmg_rndm (2))
96 treasureoptions -= 1; 208 treasureoptions -= 1;
97 else 209 else
98 treasureoptions -= 2; 210 treasureoptions -= 2;
99 } 211 }
100 212
101 /* pick the number of treasures */ 213 /* pick the number of treasures */
102 if (treasureoptions & SPARSE) 214 if (treasureoptions & SPARSE)
103 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 215 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
104 else if (treasureoptions & RICH) 216 else if (treasureoptions & RICH)
105 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 217 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
106 else 218 else
107 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 219 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
108 220
109 if (num_treasures <= 0) 221 if (num_treasures <= 0)
110 return; 222 return;
111 223
112 /* get the style map */ 224 /* get the style map */
113 sprintf (styledirname, "%s", "/styles/treasurestyles"); 225 sprintf (styledirname, "%s", "/styles/treasurestyles");
114 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 226 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
115 style_map = find_style (styledirname, treasure_style, -1); 227 style_map = find_style (styledirname, treasure_style, -1);
116 228
229 if (!style_map)
230 {
231 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
232 return;
233 }
234
117 /* all the treasure at one spot in the map. */ 235 /* all the treasure at one spot in the map. */
118 if (treasureoptions & CONCENTRATED) 236 if (treasureoptions & CONCENTRATED)
119 { 237 {
120
121 /* map_layout_style global, and is previously set */ 238 /* map_layout_style global, and is previously set */
122 switch (RP->map_layout_style) 239 switch (RP->map_layout_style)
123 { 240 {
124 case ONION_LAYOUT: 241 case LAYOUT_ONION:
125 case SPIRAL_LAYOUT: 242 case LAYOUT_SPIRAL:
126 case SQUARE_SPIRAL_LAYOUT: 243 case LAYOUT_SQUARE_SPIRAL:
127 { 244 {
128 int i, j; 245 int i, j;
129 246
130 /* search the onion for C's or '>', and put treasure there. */ 247 /* search the onion for C's or '>', and put treasure there. */
131 for (i = 0; i < RP->Xsize; i++) 248 for (i = 0; i < RP->Xsize; i++)
132 { 249 {
133 for (j = 0; j < RP->Ysize; j++) 250 for (j = 0; j < RP->Ysize; j++)
134 { 251 {
135 if (layout[i][j] == 'C' || layout[i][j] == '>') 252 if (layout[i][j] == 'C' || layout[i][j] == '>')
136 { 253 {
137 int tdiv = RP->symmetry_used; 254 int tdiv = RP->symmetry_used;
138 object **doorlist;
139 object *chest; 255 object *chest;
140 256
141 if (tdiv == 3) 257 if (tdiv == 3)
142 tdiv = 2; /* this symmetry uses a divisor of 2 */ 258 tdiv = 2; /* this symmetry uses a divisor of 2 */
259
143 /* don't put a chest on an exit. */ 260 /* don't put a chest on an exit. */
144 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 261 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
262
145 if (!chest) 263 if (!chest)
146 continue; /* if no chest was placed NEXT */ 264 continue; /* if no chest was placed NEXT */
265
147 if (treasureoptions & (DOORED | HIDDEN)) 266 if (treasureoptions & (DOORED | HIDDEN))
148 { 267 {
149 doorlist = find_doors_in_room (map, i, j, RP); 268 object **doorlist = find_doors_in_room (map, i, j, RP);
150 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 269 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
151 free (doorlist); 270 free (doorlist);
152 } 271 }
153 } 272 }
154 } 273 }
155 } 274 }
156 break; 275 break;
157 } 276 }
277
158 default: 278 default:
159 { 279 {
160 int i, j, tries; 280 int i, j, tries;
161 object *chest; 281 object *chest;
162 object **doorlist; 282 object **doorlist;
163 283
164 i = j = -1; 284 i = j = -1;
165 tries = 0; 285 tries = 0;
166 while (i == -1 && tries < 100) 286 while (i == -1 && tries < 100)
167 { 287 {
168 i = RANDOM () % (RP->Xsize - 2) + 1; 288 i = rmg_rndm (RP->Xsize - 2) + 1;
169 j = RANDOM () % (RP->Ysize - 2) + 1; 289 j = rmg_rndm (RP->Ysize - 2) + 1;
170 find_enclosed_spot (map, &i, &j, RP); 290 find_enclosed_spot (map, &i, &j, RP);
291
171 if (wall_blocked (map, i, j)) 292 if (wall_blocked (map, i, j))
172 i = -1; 293 i = -1;
294
173 tries++; 295 tries++;
174 } 296 }
297
175 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 298 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
299
176 if (!chest) 300 if (!chest)
177 return; 301 return;
302
178 i = chest->x; 303 i = chest->x;
179 j = chest->y; 304 j = chest->y;
180 if (treasureoptions & (DOORED | HIDDEN)) 305 if (treasureoptions & (DOORED | HIDDEN))
181 { 306 {
182 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 307 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
183 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 308 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
184 free (doorlist); 309 free (doorlist);
185 } 310 }
186 } 311 }
187 } 312 }
188 } 313 }
189 else 314 else
190 { /* DIFFUSE treasure layout */ 315 { /* DIFFUSE treasure layout */
191 int ti, i, j; 316 int ti, i, j;
192 317
193 for (ti = 0; ti < num_treasures; ti++) 318 for (ti = 0; ti < num_treasures; ti++)
194 { 319 {
195 i = RANDOM () % (RP->Xsize - 2) + 1; 320 i = rmg_rndm (RP->Xsize - 2) + 1;
196 j = RANDOM () % (RP->Ysize - 2) + 1; 321 j = rmg_rndm (RP->Ysize - 2) + 1;
197 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 322 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
198 } 323 }
199 } 324 }
200} 325}
201
202
203 326
204/* put a chest into the map, near x and y, with the treasure style 327/* 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, 328 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 */ 329 if the global variable "treasurestyle" is set to that treasure list's name */
207
208object * 330object *
209place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) 331place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
210{ 332{
211 object *the_chest;
212 int i, xl, yl;
213
214 the_chest = get_archetype ("chest"); /* was "chest_2" */ 333 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
215 334
216 /* first, find a place to put the chest. */ 335 /* first, find a place to put the chest. */
217 i = find_first_free_spot (the_chest, map, x, y); 336 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
218 if (i == -1) 337 if (i == -1)
219 { 338 {
220 free_object (the_chest); 339 the_chest->destroy ();
221 return NULL; 340 return NULL;
222 } 341 }
342
223 xl = x + freearr_x[i]; 343 int xl = x + freearr_x[i];
224 yl = y + freearr_y[i]; 344 int yl = y + freearr_y[i];
225 345
226 /* if the placement is blocked, return a fail. */ 346 /* if the placement is blocked, return a fail. */
227 if (wall_blocked (map, xl, yl)) 347 if (wall_blocked (map, xl, yl))
228 return 0; 348 return 0;
229
230 349
231 /* put the treasures in the chest. */ 350 /* put the treasures in the chest. */
232 /* if(style_map) { */ 351 /* if(style_map) { */
233#if 0 /* don't use treasure style maps for now! */ 352#if 0 /* don't use treasure style maps for now! */
234 int ti; 353 int ti;
237 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 356 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
238 357
239 if (tlist != NULL) 358 if (tlist != NULL)
240 for (ti = 0; ti < n_treasures; ti++) 359 for (ti = 0; ti < n_treasures; ti++)
241 { /* use the treasure list */ 360 { /* use the treasure list */
242 object *new_treasure = pick_random_object (style_map); 361 object *new_treasure = style_map->pick_random_object (rmg_rndm);
243 362
244 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 363 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
245 } 364 }
246 else 365 else
247 { /* use the style map */ 366 { /* use the style map */
248 the_chest->randomitems = tlist; 367 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 368 the_chest->stats.hp = n_treasures;
250 } 369 }
251#endif 370#endif
252 else
253 { /* neither style_map no treasure list given */ 371 { /* neither style_map no treasure list given */
254 treasurelist *tlist = find_treasurelist ("chest"); 372 treasurelist *tlist = treasurelist::find ("chest");
255 373
256 the_chest->randomitems = tlist; 374 the_chest->randomitems = tlist;
257 the_chest->stats.hp = n_treasures; 375 the_chest->stats.hp = n_treasures;
258 } 376 }
259 377
260 /* stick a trap in the chest if required */ 378 /* stick a trap in the chest if required */
261 if (treasureoptions & TRAPPED) 379 if (treasureoptions & TRAPPED)
262 { 380 {
263 mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); 381 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
264 object *the_trap;
265 382
266 if (trap_map) 383 if (trap_map)
267 { 384 {
268 the_trap = pick_random_object (trap_map); 385 object *the_trap = trap_map->pick_random_object (rmg_rndm);
386
269 the_trap->stats.Cha = 10 + RP->difficulty; 387 the_trap->stats.Cha = 10 + RP->difficulty;
270 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 388 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
389
271 if (the_trap) 390 if (the_trap)
272 { 391 {
273 object *new_trap; 392 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
274 393
275 new_trap = arch_to_object (the_trap->arch);
276 copy_object (new_trap, the_trap);
277 new_trap->x = x; 394 new_trap->x = x;
278 new_trap->y = y; 395 new_trap->y = y;
279 insert_ob_in_ob (new_trap, the_chest); 396 insert_ob_in_ob (new_trap, the_chest);
280 } 397 }
281 } 398 }
282 } 399 }
283 400
284 /* set the chest lock code, and call the keyplacer routine with 401 /* set the chest lock code, and call the keyplacer routine with
285 the lockcode. It's not worth bothering to lock the chest if 402 the lockcode. It's not worth bothering to lock the chest if
286 there's only 1 treasure.... */ 403 there's only 1 treasure.... */
287
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 404 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 405 {
290 char keybuf[256]; 406 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
291
292 sprintf (keybuf, "%d", (int) RANDOM ());
293 the_chest->slaying = keybuf;
294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 407 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
295 } 408 }
296 409
297 /* actually place the chest. */ 410 /* actually place the chest. */
298 the_chest->x = xl; 411 the_chest->x = xl;
299 the_chest->y = yl; 412 the_chest->y = yl;
303 416
304 417
305/* finds the closest monster and returns him, regardless of doors 418/* finds the closest monster and returns him, regardless of doors
306 or walls */ 419 or walls */
307object * 420object *
308find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) 421find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
309{ 422{
310 int i; 423 int i;
311 424
312 for (i = 0; i < SIZEOFFREE; i++) 425 for (i = 0; i < SIZEOFFREE; i++)
313 { 426 {
318 /* boundscheck */ 431 /* boundscheck */
319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 432 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
320 /* don't bother searching this square unless the map says life exists. */ 433 /* don't bother searching this square unless the map says life exists. */
321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 434 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 { 435 {
323 object *the_monster = get_map_ob (map, lx, ly); 436 object *the_monster = GET_MAP_OB (map, lx, ly);
324 437
325 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 438 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)) 439 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
327 return the_monster; 440 return the_monster;
328 } 441 }
329 } 442 }
330 return NULL; 443 return NULL;
331} 444}
332 445
333
334
335/* places keys in the map, preferably in something alive.
336 keycode is the key's code,
337 door_flag is either PASS_DOORS or NO_PASS_DOORS.
338 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
339 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
341
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.
344*/
345
346int
347keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP)
348{
349 int i, j;
350 int kx, ky;
351 object *the_keymaster; /* the monster that gets the key. */
352 object *the_key;
353
354 /* get a key and set its keycode */
355 the_key = get_archetype ("key2");
356 the_key->slaying = keycode;
357
358 if (door_flag == PASS_DOORS)
359 {
360 int tries = 0;
361
362 the_keymaster = NULL;
363 while (tries < 15 && the_keymaster == NULL)
364 {
365 i = (RANDOM () % (RP->Xsize - 2)) + 1;
366 j = (RANDOM () % (RP->Ysize - 2)) + 1;
367 tries++;
368 the_keymaster = find_closest_monster (map, i, j, RP);
369 }
370 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (the_keymaster == NULL)
372 {
373 int freeindex;
374
375 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 {
378 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
379 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
380 freeindex = find_first_free_spot (the_key, map, kx, ky);
381 }
382 if (freeindex != -1)
383 {
384 kx += freearr_x[freeindex];
385 ky += freearr_y[freeindex];
386 }
387 }
388 }
389 else
390 { /* NO_PASS_DOORS --we have to work harder. */
391 /* don't try to keyplace if we're sitting on a blocked square and
392 NO_PASS_DOORS is set. */
393 if (n_keys == 1)
394 {
395 if (wall_blocked (map, x, y))
396 return 0;
397 the_keymaster = find_monster_in_room (map, x, y, RP);
398 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
399 find_spot_in_room (map, x, y, &kx, &ky, RP);
400 }
401 else
402 {
403 int sum = 0; /* count how many keys we actually place */
404
405 /* 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);
407 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);
409 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 if (sum < 2) /* we might have made a disconnected map-place more keys. */
411 { /* diagnoally this time. */
412 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);
414 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);
416 }
417 return 1;
418 }
419 }
420
421 if (the_keymaster == NULL)
422 {
423 the_key->x = kx;
424 the_key->y = ky;
425 insert_ob_in_map (the_key, map, NULL, 0);
426 return 1;
427 }
428
429 insert_ob_in_ob (the_key, the_keymaster);
430 return 1;
431}
432
433
434
435/* both find_monster_in_room routines need to have access to this. */ 446/* both find_monster_in_room routines need to have access to this. */
436 447
437object *theMonsterToFind; 448object *theMonsterToFind;
438 449
439/* a recursive routine which will return a monster, eventually,if there is one. 450/* 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 */ 451 it does a check-off on the layout, converting 0's to 1's */
441 452
442object * 453object *
443find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) 454find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
444{ 455{
445 int i, j; 456 int i, j;
446 457
447 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
448 if (theMonsterToFind != NULL) 459 if (theMonsterToFind != NULL)
459 /* check the current square for a monster. If there is one, 470 /* check the current square for a monster. If there is one,
460 set theMonsterToFind and return it. */ 471 set theMonsterToFind and return it. */
461 layout[x][y] = 1; 472 layout[x][y] = 1;
462 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
463 { 474 {
464 object *the_monster = get_map_ob (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
465 476
466 /* check off this point */ 477 /* check off this point */
467 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 478 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)) 479 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
469 { 480 {
471 return theMonsterToFind; 482 return theMonsterToFind;
472 } 483 }
473 } 484 }
474 485
475 /* now search all the 8 squares around recursively for a monster,in random order */ 486 /* now search all the 8 squares around recursively for a monster,in random order */
476 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
477 { 488 {
478 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 489 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
479 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
480 return theMonsterToFind; 491 return theMonsterToFind;
481 } 492 }
493
482 return theMonsterToFind; 494 return theMonsterToFind;
483} 495}
484
485 496
486/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
487 real work. */ 498 real work. */
488
489object * 499object *
490find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) 500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
491{ 501{
492 char **layout2; 502 Layout layout2 (RP);
493 int i, j; 503
504 layout2->clear ();
505
506 /* allocate and copy the layout, converting C to 0. */
507 for (int i = 0; i < layout2->w; i++)
508 for (int j = 0; j < layout2->h; j++)
509 if (wall_blocked (map, i, j))
510 layout2[i][j] = '#';
494 511
495 theMonsterToFind = 0; 512 theMonsterToFind = 0;
496 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
497 /* allocate and copy the layout, converting C to 0. */
498 for (i = 0; i < RP->Xsize; i++)
499 {
500 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
501 for (j = 0; j < RP->Ysize; j++)
502 {
503 if (wall_blocked (map, i, j))
504 layout2[i][j] = '#';
505 }
506 }
507 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
508 514
509 /* deallocate the temp. layout */ 515 layout2.free ();
510 for (i = 0; i < RP->Xsize; i++)
511 {
512 free (layout2[i]);
513 }
514 free (layout2);
515 516
516 return theMonsterToFind; 517 return theMonsterToFind;
517} 518}
518
519
520
521 519
522/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 520/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
523int *room_free_spots_x; 521int *room_free_spots_x;
524int *room_free_spots_y; 522int *room_free_spots_y;
525int number_of_free_spots_in_room; 523int number_of_free_spots_in_room;
526 524
527/* the workhorse routine, which finds the free spots in a room: 525/* the workhorse routine, which finds the free spots in a room:
528a datastructure of free points is set up, and a position chosen from 526a datastructure of free points is set up, and a position chosen from
529that datastructure. */ 527that datastructure. */
530
531void 528void
532find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) 529find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
533{ 530{
534 int i, j; 531 int i, j;
535 532
536 /* bounds check x and y */ 533 /* bounds check x and y */
537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 534 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
546 /* check off this point */ 543 /* check off this point */
547 layout[x][y] = 1; 544 layout[x][y] = 1;
548 room_free_spots_x[number_of_free_spots_in_room] = x; 545 room_free_spots_x[number_of_free_spots_in_room] = x;
549 room_free_spots_y[number_of_free_spots_in_room] = y; 546 room_free_spots_y[number_of_free_spots_in_room] = y;
550 number_of_free_spots_in_room++; 547 number_of_free_spots_in_room++;
548
551 /* now search all the 8 squares around recursively for free spots,in random order */ 549 /* now search all the 8 squares around recursively for free spots,in random order */
552 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 550 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
553 {
554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 551 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
555 }
556 552
557} 553}
558 554
559/* find a random non-blocked spot in this room to drop a key. */ 555/* find a random non-blocked spot in this room to drop a key. */
560void 556void
561find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) 557find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
562{ 558{
563 char **layout2; 559 char **layout2;
564 int i, j; 560 int i, j;
565 561
566 number_of_free_spots_in_room = 0; 562 number_of_free_spots_in_room = 0;
571 /* allocate and copy the layout, converting C to 0. */ 567 /* allocate and copy the layout, converting C to 0. */
572 for (i = 0; i < RP->Xsize; i++) 568 for (i = 0; i < RP->Xsize; i++)
573 { 569 {
574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 570 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
575 for (j = 0; j < RP->Ysize; j++) 571 for (j = 0; j < RP->Ysize; j++)
576 {
577 if (wall_blocked (map, i, j)) 572 if (wall_blocked (map, i, j))
578 layout2[i][j] = '#'; 573 layout2[i][j] = '#';
579 }
580 } 574 }
581 575
582 /* setup num_free_spots and room_free_spots */ 576 /* setup num_free_spots and room_free_spots */
583 find_spot_in_room_recursive (layout2, x, y, RP); 577 find_spot_in_room_recursive (layout2, x, y, RP);
584 578
585 if (number_of_free_spots_in_room > 0) 579 if (number_of_free_spots_in_room > 0)
586 { 580 {
587 i = RANDOM () % number_of_free_spots_in_room; 581 i = rmg_rndm (number_of_free_spots_in_room);
588 *kx = room_free_spots_x[i]; 582 *kx = room_free_spots_x[i];
589 *ky = room_free_spots_y[i]; 583 *ky = room_free_spots_y[i];
590 } 584 }
591 585
592 /* deallocate the temp. layout */ 586 /* deallocate the temp. layout */
593 for (i = 0; i < RP->Xsize; i++) 587 for (i = 0; i < RP->Xsize; i++)
594 {
595 free (layout2[i]); 588 free (layout2[i]);
596 } 589
597 free (layout2); 590 free (layout2);
598 free (room_free_spots_x); 591 free (room_free_spots_x);
599 free (room_free_spots_y); 592 free (room_free_spots_y);
600} 593}
601 594
602 595
603/* searches the map for a spot with walls around it. The more 596/* searches the map for a spot with walls around it. The more
604 walls the better, but it'll settle for 1 wall, or even 0, but 597 walls the better, but it'll settle for 1 wall, or even 0, but
605 it'll return 0 if no FREE spots are found.*/ 598 it'll return 0 if no FREE spots are found.*/
606
607void 599void
608find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) 600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
609{ 601{
610 int x, y; 602 int x, y;
611 int i; 603 int i;
612 604
613 x = *cx; 605 x = *cx;
662 *cy = ly; 654 *cy = ly;
663 return; 655 return;
664 } 656 }
665 } 657 }
666 /* give up and return the closest free spot. */ 658 /* give up and return the closest free spot. */
667 i = find_first_free_spot (&find_archetype ("chest")->clone, map, x, y); 659 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
668 if (i != -1 && i <= SIZEOFFREE1) 660
661 if (i != -1)
669 { 662 {
670 *cx = x + freearr_x[i]; 663 *cx = x + freearr_x[i];
671 *cy = y + freearr_y[i]; 664 *cy = y + freearr_y[i];
672 return; 665 }
666 else
673 } 667 {
674 /* indicate failure */ 668 /* indicate failure */
669 *cx = -1;
675 *cx = *cy = -1; 670 *cy = -1;
671 }
676} 672}
677
678 673
679void 674void
680remove_monsters (int x, int y, mapstruct *map) 675remove_monsters (int x, int y, maptile *map)
681{ 676{
682 object *tmp; 677 object *tmp;
683 678
684 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 679 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
685 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 680 if (QUERY_FLAG (tmp, FLAG_ALIVE))
686 { 681 {
687 if (tmp->head) 682 if (tmp->head)
688 tmp = tmp->head; 683 tmp = tmp->head;
689 remove_ob (tmp); 684 tmp->remove ();
690 free_object (tmp); 685 tmp->destroy ();
691 tmp = get_map_ob (map, x, y); 686 tmp = GET_MAP_OB (map, x, y);
692 if (tmp == NULL) 687 if (tmp == NULL)
693 break; 688 break;
694 }; 689 };
695} 690}
696 691
697
698/* surrounds the point x,y by doors, so as to enclose something, like 692/* 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 693 a chest. It only goes as far as the 8 squares surrounding, and
700 it'll remove any monsters it finds.*/ 694 it'll remove any monsters it finds.*/
701
702object ** 695object **
703surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) 696surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
704{ 697{
705 int i; 698 int i;
706 char *doors[2]; 699 const char *doors[2];
707 object **doorlist; 700 object **doorlist;
708 int ndoors_made = 0; 701 int ndoors_made = 0;
709 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 702 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
710 703
711 /* this is a list we pick from, for horizontal and vertical doors */ 704 /* this is a list we pick from, for horizontal and vertical doors */
723 /* place doors in all the 8 adjacent unblocked squares. */ 716 /* place doors in all the 8 adjacent unblocked squares. */
724 for (i = 1; i < 9; i++) 717 for (i = 1; i < 9; i++)
725 { 718 {
726 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 719 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
727 720
728 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 721 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
729 { /* place a door */ 722 { /* place a door */
723 remove_monsters (x1, y1, map);
724
730 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 725 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
731 726 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; 727 doorlist[ndoors_made] = new_door;
737 ndoors_made++; 728 ndoors_made++;
738 } 729 }
739 } 730 }
731
740 return doorlist; 732 return doorlist;
741} 733}
742 734
743 735
744/* returns the first door in this square, or NULL if there isn't a door. */ 736/* returns the first door in this square, or NULL if there isn't a door. */
745object * 737object *
746door_in_square (mapstruct *map, int x, int y) 738door_in_square (maptile *map, int x, int y)
747{ 739{
748 object *tmp; 740 object *tmp;
749 741
750 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 742 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
751 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
752 return tmp; 744 return tmp;
753 return NULL; 745 return NULL;
754} 746}
755 747
756
757/* the workhorse routine, which finds the doors in a room */ 748/* the workhorse routine, which finds the doors in a room */
758void 749void
759find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 750find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
760{ 751{
761 int i, j; 752 int i, j;
762 object *door; 753 object *door;
763 754
764 /* bounds check x and y */ 755 /* bounds check x and y */
772 /* check off this point */ 763 /* check off this point */
773 if (layout[x][y] == '#') 764 if (layout[x][y] == '#')
774 { /* there could be a door here */ 765 { /* there could be a door here */
775 layout[x][y] = 1; 766 layout[x][y] = 1;
776 door = door_in_square (map, x, y); 767 door = door_in_square (map, x, y);
777 if (door != NULL) 768 if (door)
778 { 769 {
779 doorlist[*ndoors] = door; 770 doorlist[*ndoors] = door;
771
780 if (*ndoors > 254) /* eek! out of memory */ 772 if (*ndoors > 1022) /* eek! out of memory */
781 { 773 {
782 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 774 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
783 return; 775 return;
784 } 776 }
777
785 *ndoors = *ndoors + 1; 778 *ndoors = *ndoors + 1;
786 } 779 }
787 } 780 }
788 else 781 else
789 { 782 {
790 layout[x][y] = 1; 783 layout[x][y] = 1;
784
791 /* now search all the 8 squares around recursively for free spots,in random order */ 785 /* 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++) 786 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
793 { 787 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); 788 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
795 } 789 doorlist, ndoors, RP);
796 } 790 }
797} 791}
798 792
799/* find a random non-blocked spot in this room to drop a key. */ 793/* find a random non-blocked spot in this room to drop a key. */
800object ** 794object **
801find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) 795find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
802{ 796{
803 char **layout2;
804 object **doorlist;
805 int i, j; 797 int i, j;
806 int ndoors = 0; 798 int ndoors = 0;
807 799
808 doorlist = (object **) calloc (sizeof (int), 256); 800 object **doorlist = (object **)calloc (sizeof (int), 1024);
809 801
802 LayoutData layout2 (RP->Xsize, RP->Ysize);
803 layout2.clear ();
810 804
811 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
812 /* allocate and copy the layout, converting C to 0. */ 805 /* allocate and copy the layout, converting C to 0. */
813 for (i = 0; i < RP->Xsize; i++) 806 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++) 807 for (j = 0; j < RP->Ysize; j++)
817 { 808 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
818 if (wall_blocked (map, i, j))
819 layout2[i][j] = '#';
820 }
821 }
822 809
823 /* setup num_free_spots and room_free_spots */ 810 /* setup num_free_spots and room_free_spots */
824 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 811 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
825 812
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; 813 return doorlist;
833} 814}
834
835
836 815
837/* locks and/or hides all the doors in doorlist, or does nothing if 816/* locks and/or hides all the doors in doorlist, or does nothing if
838 opts doesn't say to lock/hide doors. */ 817 opts doesn't say to lock/hide doors. */
839
840void 818void
841lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) 819lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
842{ 820{
843 object *door; 821 object *door;
844 int i; 822 int i;
845 823
846 /* lock the doors and hide the keys. */ 824 /* lock the doors and hide the keys. */
848 if (opts & DOORED) 826 if (opts & DOORED)
849 { 827 {
850 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 828 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
851 { 829 {
852 object *new_door = get_archetype ("locked_door1"); 830 object *new_door = get_archetype ("locked_door1");
853 char keybuf[256];
854 831
855 door = doorlist[i]; 832 door = doorlist[i];
856 new_door->face = door->face; 833 new_door->face = door->face;
857 new_door->x = door->x; 834 new_door->x = door->x;
858 new_door->y = door->y; 835 new_door->y = door->y;
859 remove_ob (door); 836 door->remove ();
860 free_object (door); 837 door->destroy ();
861 doorlist[i] = new_door; 838 doorlist[i] = new_door;
862 insert_ob_in_map (new_door, map, NULL, 0); 839 insert_ob_in_map (new_door, map, NULL, 0);
863 sprintf (keybuf, "%d", (int) RANDOM ()); 840 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
864 new_door->slaying = keybuf;
865 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 841 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
866 } 842 }
867 } 843 }
868 844
869 /* change the faces of the doors and surrounding walls to hide them. */ 845 /* change the faces of the doors and surrounding walls to hide them. */
870 if (opts & HIDDEN) 846 if (opts & HIDDEN)
879 { 855 {
880 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 856 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
881 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 857 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
882 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
883 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860
884 door->face = wallface->face; 861 door->face = wallface->face;
862
885 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
886 remove_ob (wallface); 864 wallface->remove ();
887 free_object (wallface); 865
866 wallface->destroy ();
888 } 867 }
889 } 868 }
890 } 869 }
891} 870}

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