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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.43 by root, Mon Sep 29 09:04:51 2008 UTC vs.
Revision 1.56 by root, Fri Jul 2 03:40:14 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
40#define LAST_OPTION 64 /* set this to the last real option, for random */ 41#define LAST_OPTION 64 /* set this to the last real option, for random */
41 42
42#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
43#define PASS_DOORS 1 44#define PASS_DOORS 1
44 45
46static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP);
47static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP);
48static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP);
54static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts);
55
45/* a macro to get a strongly centered random distribution, 56/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 57 from 0 to x, centered at x/2 */
47static int 58static int
48bc_random (int x) 59bc_random (int x)
49{ 60{
98 freeindex = -1; 109 freeindex = -1;
99 for (tries = 0; tries < 15 && freeindex == -1; tries++) 110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
100 { 111 {
101 kx = rmg_rndm (RP->Xsize - 2) + 1; 112 kx = rmg_rndm (RP->Xsize - 2) + 1;
102 ky = rmg_rndm (RP->Ysize - 2) + 1; 113 ky = rmg_rndm (RP->Ysize - 2) + 1;
103 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
104 } 115 }
105 116
106 // can freeindex ever be < 0? 117 // can freeindex ever be < 0?
107 if (freeindex >= 0) 118 if (freeindex >= 0)
108 { 119 {
117 NO_PASS_DOORS is set. */ 128 NO_PASS_DOORS is set. */
118 if (n_keys == 1) 129 if (n_keys == 1)
119 { 130 {
120 if (wall_blocked (map, x, y)) 131 if (wall_blocked (map, x, y))
121 { 132 {
122 the_key->destroy (true); 133 the_key->destroy ();
123 return 0; 134 return 0;
124 } 135 }
125 136
126 the_keymaster = find_monster_in_room (map, x, y, RP); 137 the_keymaster = find_monster_in_room (map, x, y, RP);
127 if (!the_keymaster) /* if fail, find a spot to drop the key. */ 138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
143 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
144 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 155 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); 156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
146 } 157 }
147 158
148 the_key->destroy (true); 159 the_key->destroy ();
149 return 1; 160 return 1;
150 } 161 }
151 } 162 }
152 163
153 if (the_keymaster) 164 if (the_keymaster)
181layout, (required) 192layout, (required)
182treasure style (may be empty or NULL, or "none" to cause no treasure.) 193treasure style (may be empty or NULL, or "none" to cause no treasure.)
183treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
184*/ 195*/
185void 196void
186place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **layout, const char *treasure_style, int treasureoptions, random_map_params *RP)
187{ 198{
188 char styledirname[1024];
189 char stylefilepath[1024];
190 maptile *style_map = 0;
191 int num_treasures; 199 int num_treasures;
192 200
193 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
194 if (treasure_style) 202 if (treasure_style)
195 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
217 225
218 if (num_treasures <= 0) 226 if (num_treasures <= 0)
219 return; 227 return;
220 228
221 /* get the style map */ 229 /* get the style map */
222 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
223 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
224 style_map = find_style (styledirname, treasure_style, -1);
225 231
226 if (!style_map) 232 if (!style_map)
227 { 233 {
228 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); 234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
229 return; 235 return;
230 } 236 }
231 237
232 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
233 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
322} 328}
323 329
324/* 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
325 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,
326 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 */
327object * 333static object *
328place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
329{ 335{
330 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
331 337
332 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
333 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng 339 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
334 if (i == -1) 340 if (i == -1)
335 { 341 {
336 the_chest->destroy (true); 342 the_chest->destroy ();
337 return NULL; 343 return NULL;
338 } 344 }
339 345
340 int xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
341 int yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
355 if (tlist != NULL) 361 if (tlist != NULL)
356 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
357 { /* use the treasure list */ 363 { /* use the treasure list */
358 object *new_treasure = style_map->pick_random_object (rmg_rndm); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
359 365
360 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
361 } 367 }
362 else 368 else
363 { /* use the style map */ 369 { /* use the style map */
364 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
365 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
373 } 379 }
374 380
375 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
376 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
377 { 383 {
378 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
379 385
380 if (trap_map) 386 if (trap_map)
381 { 387 {
382 object *the_trap = trap_map->pick_random_object (rmg_rndm); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
383 389
409 the_chest->y = yl; 415 the_chest->y = yl;
410 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
411 return the_chest; 417 return the_chest;
412} 418}
413 419
414
415/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
416 or walls */ 421static object *
417object *
418find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
419{ 423{
420 int i; 424 int i;
421 425
422 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
430 /* don't bother searching this square unless the map says life exists. */ 434 /* don't bother searching this square unless the map says life exists. */
431 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
432 { 436 {
433 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
434 438
435 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 439 for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above);
436 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
437 return the_monster; 441 return the_monster;
438 } 442 }
439 } 443 }
440 return NULL; 444 return NULL;
441} 445}
442 446
443/* both find_monster_in_room routines need to have access to this. */ 447/* both find_monster_in_room routines need to have access to this. */
444 448
445object *theMonsterToFind; 449static object *theMonsterToFind;
446 450
447/* a recursive routine which will return a monster, eventually,if there is one. 451/* a recursive routine which will return a monster, eventually,if there is one.
448 it does a check-off on the layout, converting 0's to 1's */ 452 it does a check-off on the layout, converting 0's to 1's */
449 453static object *
450object *
451find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 454find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
452{ 455{
453 int i, j; 456 int i, j;
454 457
455 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
470 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
471 { 474 {
472 object *the_monster = GET_MAP_OB (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
473 476
474 /* check off this point */ 477 /* check off this point */
475 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 478 for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
476 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
477 { 480 {
478 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
479 return theMonsterToFind; 482 return theMonsterToFind;
480 } 483 }
481 } 484 }
491 return theMonsterToFind; 494 return theMonsterToFind;
492} 495}
493 496
494/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
495 real work. */ 498 real work. */
496object * 499static object *
497find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
498{ 501{
499 Layout layout2 (RP); 502 Layout layout2 (map->width, map->height);
500 503
501 layout2->clear (); 504 // find walls
502
503 /* allocate and copy the layout, converting C to 0. */
504 for (int i = 0; i < layout2->w; i++) 505 for (int i = 0; i < layout2.w; i++)
505 for (int j = 0; j < layout2->h; j++) 506 for (int j = 0; j < layout2.h; j++)
506 if (wall_blocked (map, i, j)) 507 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
507 layout2[i][j] = '#';
508 508
509 theMonsterToFind = 0; 509 theMonsterToFind = 0;
510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
511 511
512 layout2.free ();
513
514 return theMonsterToFind; 512 return theMonsterToFind;
515} 513}
516 514
517/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 515/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
518int *room_free_spots_x; 516static int *room_free_spots_x;
519int *room_free_spots_y; 517static int *room_free_spots_y;
520int number_of_free_spots_in_room; 518static int number_of_free_spots_in_room;
521 519
522/* the workhorse routine, which finds the free spots in a room: 520/* the workhorse routine, which finds the free spots in a room:
523a datastructure of free points is set up, and a position chosen from 521a datastructure of free points is set up, and a position chosen from
524that datastructure. */ 522that datastructure. */
525void 523static void
526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 524find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 525{
528 int i, j; 526 int i, j;
529 527
530 /* bounds check x and y */ 528 /* bounds check x and y */
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 546 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 547
550} 548}
551 549
552/* find a random non-blocked spot in this room to drop a key. */ 550/* find a random non-blocked spot in this room to drop a key. */
553void 551static void
554find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 552find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
555{ 553{
556 char **layout2; 554 char **layout2;
557 int i, j; 555 int i, j;
558 556
591 589
592 590
593/* searches the map for a spot with walls around it. The more 591/* searches the map for a spot with walls around it. The more
594 walls the better, but it'll settle for 1 wall, or even 0, but 592 walls the better, but it'll settle for 1 wall, or even 0, but
595 it'll return 0 if no FREE spots are found.*/ 593 it'll return 0 if no FREE spots are found.*/
596void 594static void
597find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 595find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
598{ 596{
599 int x, y; 597 int x, y;
600 int i; 598 int i;
601 599
606 { 604 {
607 int lx, ly, sindex; 605 int lx, ly, sindex;
608 606
609 lx = x + freearr_x[i]; 607 lx = x + freearr_x[i];
610 ly = y + freearr_y[i]; 608 ly = y + freearr_y[i];
611 sindex = surround_flag3 (map, lx, ly, RP); 609 sindex = surround_flag3 (map, lx, ly);
612 /* if it's blocked on 3 sides, it's enclosed */ 610 /* if it's blocked on 3 sides, it's enclosed */
613 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 611 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
614 { 612 {
615 *cx = lx; 613 *cx = lx;
616 *cy = ly; 614 *cy = ly;
624 { 622 {
625 int lx, ly, sindex; 623 int lx, ly, sindex;
626 624
627 lx = x + freearr_x[i]; 625 lx = x + freearr_x[i];
628 ly = y + freearr_y[i]; 626 ly = y + freearr_y[i];
629 sindex = surround_flag3 (map, lx, ly, RP); 627 sindex = surround_flag3 (map, lx, ly);
630 /* if it's blocked on 3 sides, it's enclosed */ 628 /* if it's blocked on 3 sides, it's enclosed */
631 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 629 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
632 { 630 {
633 *cx = lx; 631 *cx = lx;
634 *cy = ly; 632 *cy = ly;
641 { 639 {
642 int lx, ly, sindex; 640 int lx, ly, sindex;
643 641
644 lx = x + freearr_x[i]; 642 lx = x + freearr_x[i];
645 ly = y + freearr_y[i]; 643 ly = y + freearr_y[i];
646 sindex = surround_flag3 (map, lx, ly, RP); 644 sindex = surround_flag3 (map, lx, ly);
647 /* if it's blocked on 3 sides, it's enclosed */ 645 /* if it's blocked on 3 sides, it's enclosed */
648 if (sindex) 646 if (sindex)
649 { 647 {
650 *cx = lx; 648 *cx = lx;
651 *cy = ly; 649 *cy = ly;
652 return; 650 return;
653 } 651 }
654 } 652 }
655 /* give up and return the closest free spot. */ 653 /* give up and return the closest free spot. */
656 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); 654 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
657 655
658 if (i != -1) 656 if (i != -1)
659 { 657 {
660 *cx = x + freearr_x[i]; 658 *cx = x + freearr_x[i];
661 *cy = y + freearr_y[i]; 659 *cy = y + freearr_y[i];
666 *cx = -1; 664 *cx = -1;
667 *cy = -1; 665 *cy = -1;
668 } 666 }
669} 667}
670 668
671void 669static void
672remove_monsters (int x, int y, maptile *map) 670remove_monsters (int x, int y, maptile *map)
673{ 671{
674 for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) 672 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
675 { 673 {
676 object *next = tmp->above; 674 object *next = tmp->above;
677 675
678 if (tmp->flag [FLAG_ALIVE]) 676 if (tmp->flag [FLAG_ALIVE])
679 tmp->head_ ()->destroy (true); 677 tmp->head_ ()->destroy ();
680 678
681 tmp = next; 679 tmp = next;
682 } 680 }
683} 681}
684 682
685/* surrounds the point x,y by doors, so as to enclose something, like 683/* surrounds the point x,y by doors, so as to enclose something, like
686 a chest. It only goes as far as the 8 squares surrounding, and 684 a chest. It only goes as far as the 8 squares surrounding, and
687 it'll remove any monsters it finds.*/ 685 it'll remove any monsters it finds.*/
688object ** 686static object **
689surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 687surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
690{ 688{
691 int i; 689 int i;
692 const char *doors[2]; 690 const char *doors[2];
693 object **doorlist; 691 object **doorlist;
723 } 721 }
724 722
725 return doorlist; 723 return doorlist;
726} 724}
727 725
728
729/* returns the first door in this square, or NULL if there isn't a door. */ 726/* returns the first door in this square, or NULL if there isn't a door. */
730object * 727static object *
731door_in_square (maptile *map, int x, int y) 728door_in_square (maptile *map, int x, int y)
732{ 729{
733 object *tmp;
734
735 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 730 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
736 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 731 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
737 return tmp; 732 return tmp;
733
738 return NULL; 734 return NULL;
739} 735}
740 736
741/* the workhorse routine, which finds the doors in a room */ 737/* the workhorse routine, which finds the doors in a room */
742void 738static void
743find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 739find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
744{ 740{
745 int i, j; 741 int i, j;
746 object *door; 742 object *door;
747 743
782 doorlist, ndoors, RP); 778 doorlist, ndoors, RP);
783 } 779 }
784} 780}
785 781
786/* find a random non-blocked spot in this room to drop a key. */ 782/* find a random non-blocked spot in this room to drop a key. */
787object ** 783static object **
788find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
789{ 785{
790 int i, j; 786 int i, j;
791 int ndoors = 0; 787 int ndoors = 0;
792 788
793 object **doorlist = (object **)calloc (sizeof (int), 1024); 789 object **doorlist = (object **)calloc (sizeof (int), 1024);
794 790
795 LayoutData layout2 (RP->Xsize, RP->Ysize); 791 Layout layout2 (RP->Xsize, RP->Ysize);
796 layout2.clear (); 792 layout2.clear ();
797 793
798 /* allocate and copy the layout, converting C to 0. */ 794 /* allocate and copy the layout, converting C to 0. */
799 for (i = 0; i < RP->Xsize; i++) 795 for (i = 0; i < RP->Xsize; i++)
800 for (j = 0; j < RP->Ysize; j++) 796 for (j = 0; j < RP->Ysize; j++)
806 return doorlist; 802 return doorlist;
807} 803}
808 804
809/* locks and/or hides all the doors in doorlist, or does nothing if 805/* locks and/or hides all the doors in doorlist, or does nothing if
810 opts doesn't say to lock/hide doors. */ 806 opts doesn't say to lock/hide doors. */
811void 807static void
812lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 808lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
813{ 809{
814 object *door; 810 object *door;
815 int i; 811 int i;
816 812
824 820
825 door = doorlist[i]; 821 door = doorlist[i];
826 new_door->face = door->face; 822 new_door->face = door->face;
827 new_door->x = door->x; 823 new_door->x = door->x;
828 new_door->y = door->y; 824 new_door->y = door->y;
829 door->destroy (true); 825 door->destroy ();
830 doorlist[i] = new_door; 826 doorlist[i] = new_door;
831 insert_ob_in_map (new_door, map, NULL, 0); 827 insert_ob_in_map (new_door, map, NULL, 0);
832 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); 828 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
833 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); 829 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
834 } 830 }
850 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 846 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
851 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 847 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
852 848
853 door->face = wallface->face; 849 door->face = wallface->face;
854 850
855 wallface->destroy (true); 851 wallface->destroy ();
856 } 852 }
857 } 853 }
858 } 854 }
859} 855}

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