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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.7 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.40 by root, Thu May 8 13:47:19 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 (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 object *the_key = gen_key (keycode);
85
86 if (door_flag == PASS_DOORS)
87 {
88 int tries = 0;
89
90 the_keymaster = 0;
91 while (tries < 15 && !the_keymaster)
92 {
93 i = rmg_rndm (RP->Xsize - 2) + 1;
94 j = rmg_rndm (RP->Ysize - 2) + 1;
95 tries++;
96 the_keymaster = find_closest_monster (map, i, j, RP);
97 }
98
99 /* if we don't find a good keymaster, drop the key on the ground. */
100 if (!the_keymaster)
101 {
102 int freeindex;
103
104 freeindex = -1;
105 for (tries = 0; tries < 15 && freeindex == -1; tries++)
106 {
107 kx = rmg_rndm (RP->Xsize - 2) + 1;
108 ky = rmg_rndm (RP->Ysize - 2) + 1;
109 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
110 }
111
112 // can freeindex ever be < 0?
113 if (freeindex >= 0)
114 {
115 kx += freearr_x [freeindex];
116 ky += freearr_y [freeindex];
117 }
118 }
119 }
120 else
121 { /* NO_PASS_DOORS --we have to work harder. */
122 /* don't try to keyplace if we're sitting on a blocked square and
123 NO_PASS_DOORS is set. */
124 if (n_keys == 1)
125 {
126 if (wall_blocked (map, x, y))
127 {
128 the_key->destroy ();
129 return 0;
130 }
131
132 the_keymaster = find_monster_in_room (map, x, y, RP);
133 if (!the_keymaster) /* if fail, find a spot to drop the key. */
134 find_spot_in_room (map, x, y, &kx, &ky, RP);
135 }
136 else
137 {
138 int sum = 0; /* count how many keys we actually place */
139
140 /* I'm lazy, so just try to place in all 4 directions. */
141 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
142 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
143 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
144 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
145
146 if (sum < 2) /* we might have made a disconnected map-place more keys. */
147 { /* diagonally this time. */
148 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
149 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
151 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
152 }
153
154 the_key->destroy ();
155 return 1;
156 }
157 }
158
159 if (the_keymaster)
160 the_keymaster->head_ ()->insert (the_key);
161 else
162 {
163 the_key->x = kx;
164 the_key->y = ky;
165 insert_ob_in_map (the_key, map, NULL, 0);
166 }
167
168 return 1;
169}
47 170
48/* returns true if square x,y has P_NO_PASS set, which is true for walls 171/* returns true if square x,y has P_NO_PASS set, which is true for walls
49 * and doors but not monsters. 172 * and doors but not monsters.
50 * This function is not map tile aware. 173 * This function is not map tile aware.
51 */ 174 */
52
53int 175int
54wall_blocked (maptile *m, int x, int y) 176wall_blocked (maptile *m, int x, int y)
55{ 177{
56 int r;
57
58 if (OUT_OF_REAL_MAP (m, x, y)) 178 if (OUT_OF_REAL_MAP (m, x, y))
59 return 1; 179 return 1;
180
181 m->at (x, y).update ();
60 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 182 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
61 return r;
62} 183}
63 184
64/* place treasures in the map, given the 185/* place treasures in the map, given the
65map, (required) 186map, (required)
66layout, (required) 187layout, (required)
67treasure style (may be empty or NULL, or "none" to cause no treasure.) 188treasure style (may be empty or NULL, or "none" to cause no treasure.)
68treasureoptions (may be 0 for random choices or positive) 189treasureoptions (may be 0 for random choices or positive)
69*/ 190*/
70
71void 191void
72place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) 192place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
73{ 193{
74 char styledirname[256]; 194 char styledirname[1024];
75 char stylefilepath[256]; 195 char stylefilepath[1024];
76 maptile *style_map = 0; 196 maptile *style_map = 0;
77 int num_treasures; 197 int num_treasures;
78 198
79 /* bail out if treasure isn't wanted. */ 199 /* bail out if treasure isn't wanted. */
80 if (treasure_style) 200 if (treasure_style)
81 if (!strcmp (treasure_style, "none")) 201 if (!strcmp (treasure_style, "none"))
82 return; 202 return;
203
83 if (treasureoptions <= 0) 204 if (treasureoptions <= 0)
84 treasureoptions = RANDOM () % (2 * LAST_OPTION); 205 treasureoptions = rmg_rndm (2 * LAST_OPTION);
85 206
86 /* filter out the mutually exclusive options */ 207 /* filter out the mutually exclusive options */
87 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 208 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
88 { 209 {
89 if (RANDOM () % 2) 210 if (rmg_rndm (2))
90 treasureoptions -= 1; 211 treasureoptions -= 1;
91 else 212 else
92 treasureoptions -= 2; 213 treasureoptions -= 2;
93 } 214 }
94 215
95 /* pick the number of treasures */ 216 /* pick the number of treasures */
96 if (treasureoptions & SPARSE) 217 if (treasureoptions & SPARSE)
97 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 218 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
98 else if (treasureoptions & RICH) 219 else if (treasureoptions & RICH)
99 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 220 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
100 else 221 else
101 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 222 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
102 223
103 if (num_treasures <= 0) 224 if (num_treasures <= 0)
104 return; 225 return;
105 226
106 /* get the style map */ 227 /* get the style map */
107 sprintf (styledirname, "%s", "/styles/treasurestyles"); 228 sprintf (styledirname, "%s", "/styles/treasurestyles");
108 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 229 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
109 style_map = find_style (styledirname, treasure_style, -1); 230 style_map = find_style (styledirname, treasure_style, -1);
110 231
232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
235 return;
236 }
237
111 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
112 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
113 { 240 {
114
115 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
116 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
117 { 243 {
118 case ONION_LAYOUT: 244 case LAYOUT_ONION:
119 case SPIRAL_LAYOUT: 245 case LAYOUT_SPIRAL:
120 case SQUARE_SPIRAL_LAYOUT: 246 case LAYOUT_SQUARE_SPIRAL:
121 { 247 {
122 int i, j; 248 int i, j;
123 249
124 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
125 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
126 { 252 {
127 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
128 { 254 {
129 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (layout[i][j] == 'C' || layout[i][j] == '>')
130 { 256 {
131 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
132 object **doorlist;
133 object *chest; 258 object *chest;
134 259
135 if (tdiv == 3) 260 if (tdiv == 3)
136 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
137 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
138 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 264 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
265
139 if (!chest) 266 if (!chest)
140 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
141 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
142 { 270 {
143 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j, RP);
144 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
145 free (doorlist); 273 free (doorlist);
146 } 274 }
147 } 275 }
148 } 276 }
149 } 277 }
150 break; 278 break;
151 } 279 }
280
152 default: 281 default:
153 { 282 {
154 int i, j, tries; 283 int i, j, tries;
155 object *chest; 284 object *chest;
156 object **doorlist; 285 object **doorlist;
157 286
158 i = j = -1; 287 i = j = -1;
159 tries = 0; 288 tries = 0;
160 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
161 { 290 {
162 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
163 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
164 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
294
165 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
166 i = -1; 296 i = -1;
297
167 tries++; 298 tries++;
168 } 299 }
300
169 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 301 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
302
170 if (!chest) 303 if (!chest)
171 return; 304 return;
305
172 i = chest->x; 306 i = chest->x;
173 j = chest->y; 307 j = chest->y;
174 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
175 { 309 {
176 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
177 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
178 free (doorlist); 312 free (doorlist);
179 } 313 }
180 } 314 }
181 } 315 }
182 } 316 }
183 else 317 else
184 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure layout */
185 int ti, i, j; 319 int ti, i, j;
186 320
187 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
188 { 322 {
189 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
190 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
191 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
192 } 326 }
193 } 327 }
194} 328}
195
196
197 329
198/* put a chest into the map, near x and y, with the treasure style 330/* put a chest into the map, near x and y, with the treasure style
199 determined (may be null, or may be a treasure list from lib/treasures, 331 determined (may be null, or may be a treasure list from lib/treasures,
200 if the global variable "treasurestyle" is set to that treasure list's name */ 332 if the global variable "treasurestyle" is set to that treasure list's name */
201
202object * 333object *
203place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, RMParms * RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{ 335{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 337
210 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
211 i = find_first_free_spot (the_chest, map, x, y); 339 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
212 if (i == -1) 340 if (i == -1)
213 { 341 {
214 free_object (the_chest); 342 the_chest->destroy ();
215 return NULL; 343 return NULL;
216 } 344 }
345
217 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
219 348
220 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
222 return 0; 351 return 0;
223
224 352
225 /* put the treasures in the chest. */ 353 /* put the treasures in the chest. */
226 /* if(style_map) { */ 354 /* if(style_map) { */
227#if 0 /* don't use treasure style maps for now! */ 355#if 0 /* don't use treasure style maps for now! */
228 int ti; 356 int ti;
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 360
233 if (tlist != NULL) 361 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 363 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
237 365
238 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
239 } 367 }
240 else 368 else
241 { /* use the style map */ 369 { /* use the style map */
242 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
244 } 372 }
245#endif 373#endif
246 else
247 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
249 376
250 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
252 } 379 }
253 380
254 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
255 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
256 { 383 {
257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
258 object *the_trap;
259 385
260 if (trap_map) 386 if (trap_map)
261 { 387 {
262 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
263 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
265 if (the_trap) 393 if (the_trap)
266 { 394 {
267 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
268 396
269 new_trap = arch_to_object (the_trap->arch);
270 copy_object (new_trap, the_trap);
271 new_trap->x = x; 397 new_trap->x = x;
272 new_trap->y = y; 398 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
274 } 400 }
275 } 401 }
276 } 402 }
277 403
278 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
279 the lockcode. It's not worth bothering to lock the chest if 405 the lockcode. It's not worth bothering to lock the chest if
280 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 408 {
284 char keybuf[256]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
285
286 sprintf (keybuf, "%d", (int) RANDOM ());
287 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
289 } 411 }
290 412
291 /* actually place the chest. */ 413 /* actually place the chest. */
292 the_chest->x = xl; 414 the_chest->x = xl;
293 the_chest->y = yl; 415 the_chest->y = yl;
297 419
298 420
299/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors
300 or walls */ 422 or walls */
301object * 423object *
302find_closest_monster (maptile *map, int x, int y, RMParms * RP) 424find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
303{ 425{
304 int i; 426 int i;
305 427
306 for (i = 0; i < SIZEOFFREE; i++) 428 for (i = 0; i < SIZEOFFREE; i++)
307 { 429 {
312 /* boundscheck */ 434 /* boundscheck */
313 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 435 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
314 /* don't bother searching this square unless the map says life exists. */ 436 /* don't bother searching this square unless the map says life exists. */
315 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 437 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
316 { 438 {
317 object *the_monster = get_map_ob (map, lx, ly); 439 object *the_monster = GET_MAP_OB (map, lx, ly);
318 440
319 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 441 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)) 442 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
321 return the_monster; 443 return the_monster;
322 } 444 }
323 } 445 }
324 return NULL; 446 return NULL;
325} 447}
326 448
327
328
329/* places keys in the map, preferably in something alive.
330 keycode is the key's code,
331 door_flag is either PASS_DOORS or NO_PASS_DOORS.
332 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
333 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
335
336 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.
338*/
339
340int
341keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP)
342{
343 int i, j;
344 int kx, ky;
345 object *the_keymaster; /* the monster that gets the key. */
346 object *the_key;
347
348 /* get a key and set its keycode */
349 the_key = get_archetype ("key2");
350 the_key->slaying = keycode;
351
352 if (door_flag == PASS_DOORS)
353 {
354 int tries = 0;
355
356 the_keymaster = NULL;
357 while (tries < 15 && the_keymaster == NULL)
358 {
359 i = (RANDOM () % (RP->Xsize - 2)) + 1;
360 j = (RANDOM () % (RP->Ysize - 2)) + 1;
361 tries++;
362 the_keymaster = find_closest_monster (map, i, j, RP);
363 }
364 /* if we don't find a good keymaster, drop the key on the ground. */
365 if (the_keymaster == NULL)
366 {
367 int freeindex;
368
369 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
374 freeindex = find_first_free_spot (the_key, map, kx, ky);
375 }
376 if (freeindex != -1)
377 {
378 kx += freearr_x[freeindex];
379 ky += freearr_y[freeindex];
380 }
381 }
382 }
383 else
384 { /* NO_PASS_DOORS --we have to work harder. */
385 /* don't try to keyplace if we're sitting on a blocked square and
386 NO_PASS_DOORS is set. */
387 if (n_keys == 1)
388 {
389 if (wall_blocked (map, x, y))
390 return 0;
391 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 }
395 else
396 {
397 int sum = 0; /* count how many keys we actually place */
398
399 /* 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);
401 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);
403 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */
406 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
407 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 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);
410 }
411 return 1;
412 }
413 }
414
415 if (the_keymaster == NULL)
416 {
417 the_key->x = kx;
418 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1;
421 }
422
423 insert_ob_in_ob (the_key, the_keymaster);
424 return 1;
425}
426
427
428
429/* both find_monster_in_room routines need to have access to this. */ 449/* both find_monster_in_room routines need to have access to this. */
430 450
431object *theMonsterToFind; 451object *theMonsterToFind;
432 452
433/* a recursive routine which will return a monster, eventually,if there is one. 453/* 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 */ 454 it does a check-off on the layout, converting 0's to 1's */
435 455
436object * 456object *
437find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, RMParms * RP) 457find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
438{ 458{
439 int i, j; 459 int i, j;
440 460
441 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
442 if (theMonsterToFind != NULL) 462 if (theMonsterToFind != NULL)
453 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
454 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
455 layout[x][y] = 1; 475 layout[x][y] = 1;
456 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
457 { 477 {
458 object *the_monster = get_map_ob (map, x, y); 478 object *the_monster = GET_MAP_OB (map, x, y);
459 479
460 /* check off this point */ 480 /* check off this point */
461 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 481 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)) 482 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
463 { 483 {
465 return theMonsterToFind; 485 return theMonsterToFind;
466 } 486 }
467 } 487 }
468 488
469 /* now search all the 8 squares around recursively for a monster,in random order */ 489 /* 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++) 490 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 { 491 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 492 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) 493 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 494 return theMonsterToFind;
475 } 495 }
496
476 return theMonsterToFind; 497 return theMonsterToFind;
477} 498}
478
479 499
480/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
481 real work. */ 501 real work. */
482
483object * 502object *
484find_monster_in_room (maptile *map, int x, int y, RMParms * RP) 503find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
485{ 504{
486 char **layout2; 505 Layout layout2 (RP);
487 int i, j; 506
507 layout2->clear ();
508
509 /* allocate and copy the layout, converting C to 0. */
510 for (int i = 0; i < layout2->w; i++)
511 for (int j = 0; j < layout2->h; j++)
512 if (wall_blocked (map, i, j))
513 layout2[i][j] = '#';
488 514
489 theMonsterToFind = 0; 515 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); 516 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
502 517
503 /* deallocate the temp. layout */ 518 layout2.free ();
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509 519
510 return theMonsterToFind; 520 return theMonsterToFind;
511} 521}
512
513
514
515 522
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 523/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x; 524int *room_free_spots_x;
518int *room_free_spots_y; 525int *room_free_spots_y;
519int number_of_free_spots_in_room; 526int number_of_free_spots_in_room;
520 527
521/* the workhorse routine, which finds the free spots in a room: 528/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 529a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 530that datastructure. */
524
525void 531void
526find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) 532find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 533{
528 int i, j; 534 int i, j;
529 535
530 /* bounds check x and y */ 536 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
540 /* check off this point */ 546 /* check off this point */
541 layout[x][y] = 1; 547 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
551
545 /* now search all the 8 squares around recursively for free spots,in random order */ 552 /* 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++) 553 for (i = rmg_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); 554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 555
551} 556}
552 557
553/* find a random non-blocked spot in this room to drop a key. */ 558/* find a random non-blocked spot in this room to drop a key. */
554void 559void
555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, RMParms * RP) 560find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556{ 561{
557 char **layout2; 562 char **layout2;
558 int i, j; 563 int i, j;
559 564
560 number_of_free_spots_in_room = 0; 565 number_of_free_spots_in_room = 0;
565 /* allocate and copy the layout, converting C to 0. */ 570 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 571 for (i = 0; i < RP->Xsize; i++)
567 { 572 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 573 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 574 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 575 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 576 layout2[i][j] = '#';
573 }
574 } 577 }
575 578
576 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
578 581
579 if (number_of_free_spots_in_room > 0) 582 if (number_of_free_spots_in_room > 0)
580 { 583 {
581 i = RANDOM () % number_of_free_spots_in_room; 584 i = rmg_rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
584 } 587 }
585 588
586 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 590 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 591 free (layout2[i]);
590 } 592
591 free (layout2); 593 free (layout2);
592 free (room_free_spots_x); 594 free (room_free_spots_x);
593 free (room_free_spots_y); 595 free (room_free_spots_y);
594} 596}
595 597
596 598
597/* searches the map for a spot with walls around it. The more 599/* 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 600 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.*/ 601 it'll return 0 if no FREE spots are found.*/
600
601void 602void
602find_enclosed_spot (maptile *map, int *cx, int *cy, RMParms * RP) 603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 604{
604 int x, y; 605 int x, y;
605 int i; 606 int i;
606 607
607 x = *cx; 608 x = *cx;
656 *cy = ly; 657 *cy = ly;
657 return; 658 return;
658 } 659 }
659 } 660 }
660 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 662 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
662 if (i != -1 && i <= SIZEOFFREE1) 663
664 if (i != -1)
663 { 665 {
664 *cx = x + freearr_x[i]; 666 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i]; 667 *cy = y + freearr_y[i];
666 return; 668 }
669 else
667 } 670 {
668 /* indicate failure */ 671 /* indicate failure */
672 *cx = -1;
669 *cx = *cy = -1; 673 *cy = -1;
674 }
670} 675}
671
672 676
673void 677void
674remove_monsters (int x, int y, maptile *map) 678remove_monsters (int x, int y, maptile *map)
675{ 679{
676 object *tmp; 680 object *tmp;
677 681
678 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 { 684 {
681 if (tmp->head) 685 if (tmp->head)
682 tmp = tmp->head; 686 tmp = tmp->head;
683 remove_ob (tmp); 687 tmp->remove ();
684 free_object (tmp); 688 tmp->destroy ();
685 tmp = get_map_ob (map, x, y); 689 tmp = GET_MAP_OB (map, x, y);
686 if (tmp == NULL) 690 if (tmp == NULL)
687 break; 691 break;
688 }; 692 };
689} 693}
690 694
691
692/* surrounds the point x,y by doors, so as to enclose something, like 695/* 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 696 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/ 697 it'll remove any monsters it finds.*/
695
696object ** 698object **
697surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 699surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
698{ 700{
699 int i; 701 int i;
700 char *doors[2]; 702 const char *doors[2];
701 object **doorlist; 703 object **doorlist;
702 int ndoors_made = 0; 704 int ndoors_made = 0;
703 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 705 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
704 706
705 /* this is a list we pick from, for horizontal and vertical doors */ 707 /* this is a list we pick from, for horizontal and vertical doors */
717 /* place doors in all the 8 adjacent unblocked squares. */ 719 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 720 for (i = 1; i < 9; i++)
719 { 721 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 723
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
723 { /* place a door */ 725 { /* place a door */
726 remove_monsters (x1, y1, map);
727
724 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 728 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
725 729 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; 730 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 731 ndoors_made++;
732 } 732 }
733 } 733 }
734
734 return doorlist; 735 return doorlist;
735} 736}
736 737
737 738
738/* returns the first door in this square, or NULL if there isn't a door. */ 739/* returns the first door in this square, or NULL if there isn't a door. */
739object * 740object *
740door_in_square (maptile *map, int x, int y) 741door_in_square (maptile *map, int x, int y)
741{ 742{
742 object *tmp; 743 object *tmp;
743 744
744 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 745 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 747 return tmp;
747 return NULL; 748 return NULL;
748} 749}
749 750
750
751/* the workhorse routine, which finds the doors in a room */ 751/* the workhorse routine, which finds the doors in a room */
752void 752void
753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
754{ 754{
755 int i, j; 755 int i, j;
756 object *door; 756 object *door;
757 757
758 /* bounds check x and y */ 758 /* bounds check x and y */
766 /* check off this point */ 766 /* check off this point */
767 if (layout[x][y] == '#') 767 if (layout[x][y] == '#')
768 { /* there could be a door here */ 768 { /* there could be a door here */
769 layout[x][y] = 1; 769 layout[x][y] = 1;
770 door = door_in_square (map, x, y); 770 door = door_in_square (map, x, y);
771 if (door != NULL) 771 if (door)
772 { 772 {
773 doorlist[*ndoors] = door; 773 doorlist[*ndoors] = door;
774
774 if (*ndoors > 254) /* eek! out of memory */ 775 if (*ndoors > 1022) /* eek! out of memory */
775 { 776 {
776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 777 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
777 return; 778 return;
778 } 779 }
780
779 *ndoors = *ndoors + 1; 781 *ndoors = *ndoors + 1;
780 } 782 }
781 } 783 }
782 else 784 else
783 { 785 {
784 layout[x][y] = 1; 786 layout[x][y] = 1;
787
785 /* now search all the 8 squares around recursively for free spots,in random order */ 788 /* 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++) 789 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
787 { 790 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); 791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
789 } 792 doorlist, ndoors, RP);
790 } 793 }
791} 794}
792 795
793/* find a random non-blocked spot in this room to drop a key. */ 796/* find a random non-blocked spot in this room to drop a key. */
794object ** 797object **
795find_doors_in_room (maptile *map, int x, int y, RMParms * RP) 798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
796{ 799{
797 char **layout2;
798 object **doorlist;
799 int i, j; 800 int i, j;
800 int ndoors = 0; 801 int ndoors = 0;
801 802
802 doorlist = (object **) calloc (sizeof (int), 256); 803 object **doorlist = (object **)calloc (sizeof (int), 1024);
803 804
805 LayoutData layout2 (RP->Xsize, RP->Ysize);
806 layout2.clear ();
804 807
805 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
806 /* allocate and copy the layout, converting C to 0. */ 808 /* allocate and copy the layout, converting C to 0. */
807 for (i = 0; i < RP->Xsize; i++) 809 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++) 810 for (j = 0; j < RP->Ysize; j++)
811 { 811 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
812 if (wall_blocked (map, i, j))
813 layout2[i][j] = '#';
814 }
815 }
816 812
817 /* setup num_free_spots and room_free_spots */ 813 /* setup num_free_spots and room_free_spots */
818 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 814 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
819 815
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; 816 return doorlist;
827} 817}
828
829
830 818
831/* locks and/or hides all the doors in doorlist, or does nothing if 819/* locks and/or hides all the doors in doorlist, or does nothing if
832 opts doesn't say to lock/hide doors. */ 820 opts doesn't say to lock/hide doors. */
833
834void 821void
835lock_and_hide_doors (object **doorlist, maptile *map, int opts, RMParms * RP) 822lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
836{ 823{
837 object *door; 824 object *door;
838 int i; 825 int i;
839 826
840 /* lock the doors and hide the keys. */ 827 /* lock the doors and hide the keys. */
842 if (opts & DOORED) 829 if (opts & DOORED)
843 { 830 {
844 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
845 { 832 {
846 object *new_door = get_archetype ("locked_door1"); 833 object *new_door = get_archetype ("locked_door1");
847 char keybuf[256];
848 834
849 door = doorlist[i]; 835 door = doorlist[i];
850 new_door->face = door->face; 836 new_door->face = door->face;
851 new_door->x = door->x; 837 new_door->x = door->x;
852 new_door->y = door->y; 838 new_door->y = door->y;
853 remove_ob (door); 839 door->remove ();
854 free_object (door); 840 door->destroy ();
855 doorlist[i] = new_door; 841 doorlist[i] = new_door;
856 insert_ob_in_map (new_door, map, NULL, 0); 842 insert_ob_in_map (new_door, map, NULL, 0);
857 sprintf (keybuf, "%d", (int) RANDOM ()); 843 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
858 new_door->slaying = keybuf;
859 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 844 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
860 } 845 }
861 } 846 }
862 847
863 /* change the faces of the doors and surrounding walls to hide them. */ 848 /* change the faces of the doors and surrounding walls to hide them. */
864 if (opts & HIDDEN) 849 if (opts & HIDDEN)
873 { 858 {
874 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 859 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
875 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 860 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 861 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 862 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
863
878 door->face = wallface->face; 864 door->face = wallface->face;
865
879 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 866 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
880 remove_ob (wallface); 867 wallface->remove ();
881 free_object (wallface); 868
869 wallface->destroy ();
882 } 870 }
883 } 871 }
884 } 872 }
885} 873}

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