ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/treasure.C
(Generate patch)

Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.5 by root, Thu Sep 14 21:16:12 2006 UTC vs.
Revision 1.38 by root, Sun May 4 14:12:38 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 1.5 2006/09/14 21:16:12 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}
53 52
54/* returns true if square x,y has P_NO_PASS set, which is true for walls 53/* returns true if square x,y has P_NO_PASS set, which is true for walls
55 * and doors but not monsters. 54 * and doors but not monsters.
56 * This function is not map tile aware. 55 * This function is not map tile aware.
57 */ 56 */
58
59int 57int
60wall_blocked (mapstruct *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
61{ 59{
62 int r;
63
64 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
65 return 1; 61 return 1;
62
63 m->at (x, y).update ();
66 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
67 return r;
68} 65}
69 66
70/* place treasures in the map, given the 67/* place treasures in the map, given the
71map, (required) 68map, (required)
72layout, (required) 69layout, (required)
73treasure style (may be empty or NULL, or "none" to cause no treasure.) 70treasure style (may be empty or NULL, or "none" to cause no treasure.)
74treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
75*/ 72*/
76
77void 73void
78place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) 74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
79{ 75{
80 char styledirname[256]; 76 char styledirname[1024];
81 char stylefilepath[256]; 77 char stylefilepath[1024];
82 mapstruct *style_map = 0; 78 maptile *style_map = 0;
83 int num_treasures; 79 int num_treasures;
84 80
85 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
86 if (treasure_style) 82 if (treasure_style)
87 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
88 return; 84 return;
85
89 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
90 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rmg_rndm (2 * LAST_OPTION);
91 88
92 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
93 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
94 { 91 {
95 if (RANDOM () % 2) 92 if (rmg_rndm (2))
96 treasureoptions -= 1; 93 treasureoptions -= 1;
97 else 94 else
98 treasureoptions -= 2; 95 treasureoptions -= 2;
99 } 96 }
100 97
101 /* pick the number of treasures */ 98 /* pick the number of treasures */
102 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
103 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 100 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
104 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
105 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 102 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
106 else 103 else
107 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 104 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
108 105
109 if (num_treasures <= 0) 106 if (num_treasures <= 0)
110 return; 107 return;
111 108
112 /* get the style map */ 109 /* get the style map */
113 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
114 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
115 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
116 113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
119
117 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
118 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
119 { 122 {
120
121 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
122 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
123 { 125 {
124 case ONION_LAYOUT: 126 case LAYOUT_ONION:
125 case SPIRAL_LAYOUT: 127 case LAYOUT_SPIRAL:
126 case SQUARE_SPIRAL_LAYOUT: 128 case LAYOUT_SQUARE_SPIRAL:
127 { 129 {
128 int i, j; 130 int i, j;
129 131
130 /* search the onion for C's or '>', and put treasure there. */ 132 /* search the onion for C's or '>', and put treasure there. */
131 for (i = 0; i < RP->Xsize; i++) 133 for (i = 0; i < RP->Xsize; i++)
132 { 134 {
133 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
134 { 136 {
135 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
136 { 138 {
137 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
138 object **doorlist;
139 object *chest; 140 object *chest;
140 141
141 if (tdiv == 3) 142 if (tdiv == 3)
142 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
143 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
144 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147
145 if (!chest) 148 if (!chest)
146 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
147 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
148 { 152 {
149 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
150 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
151 free (doorlist); 155 free (doorlist);
152 } 156 }
153 } 157 }
154 } 158 }
155 } 159 }
156 break; 160 break;
157 } 161 }
162
158 default: 163 default:
159 { 164 {
160 int i, j, tries; 165 int i, j, tries;
161 object *chest; 166 object *chest;
162 object **doorlist; 167 object **doorlist;
163 168
164 i = j = -1; 169 i = j = -1;
165 tries = 0; 170 tries = 0;
166 while (i == -1 && tries < 100) 171 while (i == -1 && tries < 100)
167 { 172 {
168 i = RANDOM () % (RP->Xsize - 2) + 1; 173 i = rmg_rndm (RP->Xsize - 2) + 1;
169 j = RANDOM () % (RP->Ysize - 2) + 1; 174 j = rmg_rndm (RP->Ysize - 2) + 1;
170 find_enclosed_spot (map, &i, &j, RP); 175 find_enclosed_spot (map, &i, &j, RP);
176
171 if (wall_blocked (map, i, j)) 177 if (wall_blocked (map, i, j))
172 i = -1; 178 i = -1;
179
173 tries++; 180 tries++;
174 } 181 }
182
175 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 183 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
184
176 if (!chest) 185 if (!chest)
177 return; 186 return;
187
178 i = chest->x; 188 i = chest->x;
179 j = chest->y; 189 j = chest->y;
180 if (treasureoptions & (DOORED | HIDDEN)) 190 if (treasureoptions & (DOORED | HIDDEN))
181 { 191 {
182 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 192 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
183 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 193 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
184 free (doorlist); 194 free (doorlist);
185 } 195 }
186 } 196 }
187 } 197 }
188 } 198 }
189 else 199 else
190 { /* DIFFUSE treasure layout */ 200 { /* DIFFUSE treasure layout */
191 int ti, i, j; 201 int ti, i, j;
192 202
193 for (ti = 0; ti < num_treasures; ti++) 203 for (ti = 0; ti < num_treasures; ti++)
194 { 204 {
195 i = RANDOM () % (RP->Xsize - 2) + 1; 205 i = rmg_rndm (RP->Xsize - 2) + 1;
196 j = RANDOM () % (RP->Ysize - 2) + 1; 206 j = rmg_rndm (RP->Ysize - 2) + 1;
197 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 207 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
198 } 208 }
199 } 209 }
200} 210}
201
202
203 211
204/* put a chest into the map, near x and y, with the treasure style 212/* put a chest into the map, near x and y, with the treasure style
205 determined (may be null, or may be a treasure list from lib/treasures, 213 determined (may be null, or may be a treasure list from lib/treasures,
206 if the global variable "treasurestyle" is set to that treasure list's name */ 214 if the global variable "treasurestyle" is set to that treasure list's name */
207
208object * 215object *
209place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) 216place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
210{ 217{
211 object *the_chest;
212 int i, xl, yl;
213
214 the_chest = get_archetype ("chest"); /* was "chest_2" */ 218 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
215 219
216 /* first, find a place to put the chest. */ 220 /* first, find a place to put the chest. */
217 i = find_first_free_spot (the_chest, map, x, y); 221 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
218 if (i == -1) 222 if (i == -1)
219 { 223 {
220 free_object (the_chest); 224 the_chest->destroy ();
221 return NULL; 225 return NULL;
222 } 226 }
227
223 xl = x + freearr_x[i]; 228 int xl = x + freearr_x[i];
224 yl = y + freearr_y[i]; 229 int yl = y + freearr_y[i];
225 230
226 /* if the placement is blocked, return a fail. */ 231 /* if the placement is blocked, return a fail. */
227 if (wall_blocked (map, xl, yl)) 232 if (wall_blocked (map, xl, yl))
228 return 0; 233 return 0;
229
230 234
231 /* put the treasures in the chest. */ 235 /* put the treasures in the chest. */
232 /* if(style_map) { */ 236 /* if(style_map) { */
233#if 0 /* don't use treasure style maps for now! */ 237#if 0 /* don't use treasure style maps for now! */
234 int ti; 238 int ti;
237 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 241 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
238 242
239 if (tlist != NULL) 243 if (tlist != NULL)
240 for (ti = 0; ti < n_treasures; ti++) 244 for (ti = 0; ti < n_treasures; ti++)
241 { /* use the treasure list */ 245 { /* use the treasure list */
242 object *new_treasure = pick_random_object (style_map); 246 object *new_treasure = style_map->pick_random_object (rmg_rndm);
243 247
244 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 248 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
245 } 249 }
246 else 250 else
247 { /* use the style map */ 251 { /* use the style map */
248 the_chest->randomitems = tlist; 252 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 253 the_chest->stats.hp = n_treasures;
250 } 254 }
251#endif 255#endif
252 else
253 { /* neither style_map no treasure list given */ 256 { /* neither style_map no treasure list given */
254 treasurelist *tlist = find_treasurelist ("chest"); 257 treasurelist *tlist = treasurelist::find ("chest");
255 258
256 the_chest->randomitems = tlist; 259 the_chest->randomitems = tlist;
257 the_chest->stats.hp = n_treasures; 260 the_chest->stats.hp = n_treasures;
258 } 261 }
259 262
260 /* stick a trap in the chest if required */ 263 /* stick a trap in the chest if required */
261 if (treasureoptions & TRAPPED) 264 if (treasureoptions & TRAPPED)
262 { 265 {
263 mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); 266 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
264 object *the_trap;
265 267
266 if (trap_map) 268 if (trap_map)
267 { 269 {
268 the_trap = pick_random_object (trap_map); 270 object *the_trap = trap_map->pick_random_object (rmg_rndm);
271
269 the_trap->stats.Cha = 10 + RP->difficulty; 272 the_trap->stats.Cha = 10 + RP->difficulty;
270 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 273 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
274
271 if (the_trap) 275 if (the_trap)
272 { 276 {
273 object *new_trap; 277 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
274 278
275 new_trap = arch_to_object (the_trap->arch);
276 copy_object (new_trap, the_trap);
277 new_trap->x = x; 279 new_trap->x = x;
278 new_trap->y = y; 280 new_trap->y = y;
279 insert_ob_in_ob (new_trap, the_chest); 281 insert_ob_in_ob (new_trap, the_chest);
280 } 282 }
281 } 283 }
282 } 284 }
283 285
284 /* set the chest lock code, and call the keyplacer routine with 286 /* set the chest lock code, and call the keyplacer routine with
285 the lockcode. It's not worth bothering to lock the chest if 287 the lockcode. It's not worth bothering to lock the chest if
286 there's only 1 treasure.... */ 288 there's only 1 treasure.... */
287
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 289 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 290 {
290 char keybuf[256]; 291 char keybuf[1024];
291 292
292 sprintf (keybuf, "%d", (int) RANDOM ()); 293 sprintf (keybuf, "%d", rmg_rndm (1000000000));
293 the_chest->slaying = keybuf; 294 the_chest->slaying = keybuf;
294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 295 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
295 } 296 }
296 297
297 /* actually place the chest. */ 298 /* actually place the chest. */
303 304
304 305
305/* finds the closest monster and returns him, regardless of doors 306/* finds the closest monster and returns him, regardless of doors
306 or walls */ 307 or walls */
307object * 308object *
308find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) 309find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
309{ 310{
310 int i; 311 int i;
311 312
312 for (i = 0; i < SIZEOFFREE; i++) 313 for (i = 0; i < SIZEOFFREE; i++)
313 { 314 {
318 /* boundscheck */ 319 /* boundscheck */
319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 320 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
320 /* don't bother searching this square unless the map says life exists. */ 321 /* don't bother searching this square unless the map says life exists. */
321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 322 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 { 323 {
323 object *the_monster = get_map_ob (map, lx, ly); 324 object *the_monster = GET_MAP_OB (map, lx, ly);
324 325
325 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 326 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)) 327 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
327 return the_monster; 328 return the_monster;
328 } 329 }
340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 341 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
341 342
342 The idea is that you call keyplace on x,y where a door is, and it'll make 343 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 sure a key is placed on both sides of the door.
344*/ 345*/
345
346int 346int
347keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) 347keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
348{ 348{
349 int i, j; 349 int i, j;
350 int kx, ky; 350 int kx = 0, ky = 0;
351 object *the_keymaster; /* the monster that gets the key. */ 351 object *the_keymaster; /* the monster that gets the key. */
352 object *the_key;
353 352
354 /* get a key and set its keycode */ 353 /* get a key and set its keycode */
355 the_key = get_archetype ("key2"); 354 object *the_key = archetype::get (shstr_key2);
356 the_key->slaying = keycode; 355 the_key->slaying = keycode;
357 356
358 if (door_flag == PASS_DOORS) 357 if (door_flag == PASS_DOORS)
359 { 358 {
360 int tries = 0; 359 int tries = 0;
361 360
362 the_keymaster = NULL; 361 the_keymaster = 0;
363 while (tries < 15 && the_keymaster == NULL) 362 while (tries < 15 && !the_keymaster)
364 { 363 {
365 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rmg_rndm (RP->Xsize - 2) + 1;
366 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rmg_rndm (RP->Ysize - 2) + 1;
367 tries++; 366 tries++;
368 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
369 } 368 }
369
370 /* if we don't find a good keymaster, drop the key on the ground. */ 370 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (the_keymaster == NULL) 371 if (!the_keymaster)
372 { 372 {
373 int freeindex; 373 int freeindex;
374 374
375 freeindex = -1; 375 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 { 377 {
378 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rmg_rndm (RP->Xsize - 2) + 1;
379 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rmg_rndm (RP->Ysize - 2) + 1;
380 freeindex = find_first_free_spot (the_key, map, kx, ky); 380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
381 } 381 }
382
383 // can freeindex ever be < 0?
382 if (freeindex != -1) 384 if (freeindex >= 0)
383 { 385 {
384 kx += freearr_x[freeindex]; 386 kx += freearr_x [freeindex];
385 ky += freearr_y[freeindex]; 387 ky += freearr_y [freeindex];
386 } 388 }
387 } 389 }
388 } 390 }
389 else 391 else
390 { /* NO_PASS_DOORS --we have to work harder. */ 392 { /* NO_PASS_DOORS --we have to work harder. */
392 NO_PASS_DOORS is set. */ 394 NO_PASS_DOORS is set. */
393 if (n_keys == 1) 395 if (n_keys == 1)
394 { 396 {
395 if (wall_blocked (map, x, y)) 397 if (wall_blocked (map, x, y))
396 return 0; 398 return 0;
399
397 the_keymaster = find_monster_in_room (map, x, y, RP); 400 the_keymaster = find_monster_in_room (map, x, y, RP);
398 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 401 if (!the_keymaster) /* if fail, find a spot to drop the key. */
399 find_spot_in_room (map, x, y, &kx, &ky, RP); 402 find_spot_in_room (map, x, y, &kx, &ky, RP);
400 } 403 }
401 else 404 else
402 { 405 {
403 int sum = 0; /* count how many keys we actually place */ 406 int sum = 0; /* count how many keys we actually place */
405 /* I'm lazy, so just try to place in all 4 directions. */ 408 /* 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); 409 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); 410 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); 411 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); 412 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
413
410 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 414 if (sum < 2) /* we might have made a disconnected map-place more keys. */
411 { /* diagnoally this time. */ 415 { /* diagonally this time. */
412 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 416 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); 417 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); 418 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); 419 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
416 } 420 }
421
417 return 1; 422 return 1;
418 } 423 }
419 } 424 }
420 425
421 if (the_keymaster == NULL) 426 if (!the_keymaster)
422 { 427 {
423 the_key->x = kx; 428 the_key->x = kx;
424 the_key->y = ky; 429 the_key->y = ky;
425 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
426 return 1; 431 return 1;
427 } 432 }
428 433
429 insert_ob_in_ob (the_key, the_keymaster); 434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
430 return 1; 435 return 1;
431} 436}
432 437
433 438
434 439
438 443
439/* a recursive routine which will return a monster, eventually,if there is one. 444/* 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 */ 445 it does a check-off on the layout, converting 0's to 1's */
441 446
442object * 447object *
443find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) 448find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
444{ 449{
445 int i, j; 450 int i, j;
446 451
447 /* if we've found a monster already, leave */ 452 /* if we've found a monster already, leave */
448 if (theMonsterToFind != NULL) 453 if (theMonsterToFind != NULL)
459 /* check the current square for a monster. If there is one, 464 /* check the current square for a monster. If there is one,
460 set theMonsterToFind and return it. */ 465 set theMonsterToFind and return it. */
461 layout[x][y] = 1; 466 layout[x][y] = 1;
462 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 467 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
463 { 468 {
464 object *the_monster = get_map_ob (map, x, y); 469 object *the_monster = GET_MAP_OB (map, x, y);
465 470
466 /* check off this point */ 471 /* check off this point */
467 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 472 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)) 473 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
469 { 474 {
471 return theMonsterToFind; 476 return theMonsterToFind;
472 } 477 }
473 } 478 }
474 479
475 /* now search all the 8 squares around recursively for a monster,in random order */ 480 /* 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++) 481 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
477 { 482 {
478 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 483 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) 484 if (theMonsterToFind != NULL)
480 return theMonsterToFind; 485 return theMonsterToFind;
481 } 486 }
487
482 return theMonsterToFind; 488 return theMonsterToFind;
483} 489}
484
485 490
486/* sets up some data structures: the _recursive form does the 491/* sets up some data structures: the _recursive form does the
487 real work. */ 492 real work. */
488
489object * 493object *
490find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) 494find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
491{ 495{
492 char **layout2; 496 Layout layout2 (RP);
493 int i, j; 497
498 layout2->clear ();
499
500 /* allocate and copy the layout, converting C to 0. */
501 for (int i = 0; i < layout2->w; i++)
502 for (int j = 0; j < layout2->h; j++)
503 if (wall_blocked (map, i, j))
504 layout2[i][j] = '#';
494 505
495 theMonsterToFind = 0; 506 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); 507 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
508 508
509 /* deallocate the temp. layout */ 509 layout2.free ();
510 for (i = 0; i < RP->Xsize; i++)
511 {
512 free (layout2[i]);
513 }
514 free (layout2);
515 510
516 return theMonsterToFind; 511 return theMonsterToFind;
517} 512}
518
519
520
521 513
522/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 514/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
523int *room_free_spots_x; 515int *room_free_spots_x;
524int *room_free_spots_y; 516int *room_free_spots_y;
525int number_of_free_spots_in_room; 517int number_of_free_spots_in_room;
526 518
527/* the workhorse routine, which finds the free spots in a room: 519/* the workhorse routine, which finds the free spots in a room:
528a datastructure of free points is set up, and a position chosen from 520a datastructure of free points is set up, and a position chosen from
529that datastructure. */ 521that datastructure. */
530
531void 522void
532find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) 523find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
533{ 524{
534 int i, j; 525 int i, j;
535 526
536 /* bounds check x and y */ 527 /* bounds check x and y */
537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 528 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
546 /* check off this point */ 537 /* check off this point */
547 layout[x][y] = 1; 538 layout[x][y] = 1;
548 room_free_spots_x[number_of_free_spots_in_room] = x; 539 room_free_spots_x[number_of_free_spots_in_room] = x;
549 room_free_spots_y[number_of_free_spots_in_room] = y; 540 room_free_spots_y[number_of_free_spots_in_room] = y;
550 number_of_free_spots_in_room++; 541 number_of_free_spots_in_room++;
542
551 /* now search all the 8 squares around recursively for free spots,in random order */ 543 /* 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++) 544 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); 545 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
555 }
556 546
557} 547}
558 548
559/* find a random non-blocked spot in this room to drop a key. */ 549/* find a random non-blocked spot in this room to drop a key. */
560void 550void
561find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) 551find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
562{ 552{
563 char **layout2; 553 char **layout2;
564 int i, j; 554 int i, j;
565 555
566 number_of_free_spots_in_room = 0; 556 number_of_free_spots_in_room = 0;
571 /* allocate and copy the layout, converting C to 0. */ 561 /* allocate and copy the layout, converting C to 0. */
572 for (i = 0; i < RP->Xsize; i++) 562 for (i = 0; i < RP->Xsize; i++)
573 { 563 {
574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 564 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
575 for (j = 0; j < RP->Ysize; j++) 565 for (j = 0; j < RP->Ysize; j++)
576 {
577 if (wall_blocked (map, i, j)) 566 if (wall_blocked (map, i, j))
578 layout2[i][j] = '#'; 567 layout2[i][j] = '#';
579 }
580 } 568 }
581 569
582 /* setup num_free_spots and room_free_spots */ 570 /* setup num_free_spots and room_free_spots */
583 find_spot_in_room_recursive (layout2, x, y, RP); 571 find_spot_in_room_recursive (layout2, x, y, RP);
584 572
585 if (number_of_free_spots_in_room > 0) 573 if (number_of_free_spots_in_room > 0)
586 { 574 {
587 i = RANDOM () % number_of_free_spots_in_room; 575 i = rmg_rndm (number_of_free_spots_in_room);
588 *kx = room_free_spots_x[i]; 576 *kx = room_free_spots_x[i];
589 *ky = room_free_spots_y[i]; 577 *ky = room_free_spots_y[i];
590 } 578 }
591 579
592 /* deallocate the temp. layout */ 580 /* deallocate the temp. layout */
593 for (i = 0; i < RP->Xsize; i++) 581 for (i = 0; i < RP->Xsize; i++)
594 {
595 free (layout2[i]); 582 free (layout2[i]);
596 } 583
597 free (layout2); 584 free (layout2);
598 free (room_free_spots_x); 585 free (room_free_spots_x);
599 free (room_free_spots_y); 586 free (room_free_spots_y);
600} 587}
601 588
602 589
603/* searches the map for a spot with walls around it. The more 590/* 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 591 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.*/ 592 it'll return 0 if no FREE spots are found.*/
606
607void 593void
608find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) 594find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
609{ 595{
610 int x, y; 596 int x, y;
611 int i; 597 int i;
612 598
613 x = *cx; 599 x = *cx;
662 *cy = ly; 648 *cy = ly;
663 return; 649 return;
664 } 650 }
665 } 651 }
666 /* give up and return the closest free spot. */ 652 /* give up and return the closest free spot. */
667 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 653 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
668 if (i != -1 && i <= SIZEOFFREE1) 654
655 if (i != -1)
669 { 656 {
670 *cx = x + freearr_x[i]; 657 *cx = x + freearr_x[i];
671 *cy = y + freearr_y[i]; 658 *cy = y + freearr_y[i];
672 return; 659 }
660 else
673 } 661 {
674 /* indicate failure */ 662 /* indicate failure */
663 *cx = -1;
675 *cx = *cy = -1; 664 *cy = -1;
665 }
676} 666}
677
678 667
679void 668void
680remove_monsters (int x, int y, mapstruct *map) 669remove_monsters (int x, int y, maptile *map)
681{ 670{
682 object *tmp; 671 object *tmp;
683 672
684 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 673 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
685 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 674 if (QUERY_FLAG (tmp, FLAG_ALIVE))
686 { 675 {
687 if (tmp->head) 676 if (tmp->head)
688 tmp = tmp->head; 677 tmp = tmp->head;
689 remove_ob (tmp); 678 tmp->remove ();
690 free_object (tmp); 679 tmp->destroy ();
691 tmp = get_map_ob (map, x, y); 680 tmp = GET_MAP_OB (map, x, y);
692 if (tmp == NULL) 681 if (tmp == NULL)
693 break; 682 break;
694 }; 683 };
695} 684}
696 685
697
698/* surrounds the point x,y by doors, so as to enclose something, like 686/* 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 687 a chest. It only goes as far as the 8 squares surrounding, and
700 it'll remove any monsters it finds.*/ 688 it'll remove any monsters it finds.*/
701
702object ** 689object **
703surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) 690surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
704{ 691{
705 int i; 692 int i;
706 char *doors[2]; 693 const char *doors[2];
707 object **doorlist; 694 object **doorlist;
708 int ndoors_made = 0; 695 int ndoors_made = 0;
709 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 696 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
710 697
711 /* this is a list we pick from, for horizontal and vertical doors */ 698 /* this is a list we pick from, for horizontal and vertical doors */
723 /* place doors in all the 8 adjacent unblocked squares. */ 710 /* place doors in all the 8 adjacent unblocked squares. */
724 for (i = 1; i < 9; i++) 711 for (i = 1; i < 9; i++)
725 { 712 {
726 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
727 714
728 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 715 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
729 { /* place a door */ 716 { /* place a door */
717 remove_monsters (x1, y1, map);
718
730 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 719 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
731 720 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; 721 doorlist[ndoors_made] = new_door;
737 ndoors_made++; 722 ndoors_made++;
738 } 723 }
739 } 724 }
725
740 return doorlist; 726 return doorlist;
741} 727}
742 728
743 729
744/* returns the first door in this square, or NULL if there isn't a door. */ 730/* returns the first door in this square, or NULL if there isn't a door. */
745object * 731object *
746door_in_square (mapstruct *map, int x, int y) 732door_in_square (maptile *map, int x, int y)
747{ 733{
748 object *tmp; 734 object *tmp;
749 735
750 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 736 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
751 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 737 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
752 return tmp; 738 return tmp;
753 return NULL; 739 return NULL;
754} 740}
755 741
756
757/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
758void 743void
759find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 744find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
760{ 745{
761 int i, j; 746 int i, j;
762 object *door; 747 object *door;
763 748
764 /* bounds check x and y */ 749 /* bounds check x and y */
772 /* check off this point */ 757 /* check off this point */
773 if (layout[x][y] == '#') 758 if (layout[x][y] == '#')
774 { /* there could be a door here */ 759 { /* there could be a door here */
775 layout[x][y] = 1; 760 layout[x][y] = 1;
776 door = door_in_square (map, x, y); 761 door = door_in_square (map, x, y);
777 if (door != NULL) 762 if (door)
778 { 763 {
779 doorlist[*ndoors] = door; 764 doorlist[*ndoors] = door;
765
780 if (*ndoors > 254) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
781 { 767 {
782 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 768 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
783 return; 769 return;
784 } 770 }
771
785 *ndoors = *ndoors + 1; 772 *ndoors = *ndoors + 1;
786 } 773 }
787 } 774 }
788 else 775 else
789 { 776 {
790 layout[x][y] = 1; 777 layout[x][y] = 1;
778
791 /* now search all the 8 squares around recursively for free spots,in random order */ 779 /* 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++) 780 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
793 { 781 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); 782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
795 } 783 doorlist, ndoors, RP);
796 } 784 }
797} 785}
798 786
799/* find a random non-blocked spot in this room to drop a key. */ 787/* find a random non-blocked spot in this room to drop a key. */
800object ** 788object **
801find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) 789find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
802{ 790{
803 char **layout2;
804 object **doorlist;
805 int i, j; 791 int i, j;
806 int ndoors = 0; 792 int ndoors = 0;
807 793
808 doorlist = (object **) calloc (sizeof (int), 256); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
809 795
796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
810 798
811 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
812 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
813 for (i = 0; i < RP->Xsize; i++) 800 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++) 801 for (j = 0; j < RP->Ysize; j++)
817 { 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
818 if (wall_blocked (map, i, j))
819 layout2[i][j] = '#';
820 }
821 }
822 803
823 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
824 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 805 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
825 806
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; 807 return doorlist;
833} 808}
834
835
836 809
837/* locks and/or hides all the doors in doorlist, or does nothing if 810/* locks and/or hides all the doors in doorlist, or does nothing if
838 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
839
840void 812void
841lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) 813lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
842{ 814{
843 object *door; 815 object *door;
844 int i; 816 int i;
845 817
846 /* lock the doors and hide the keys. */ 818 /* lock the doors and hide the keys. */
848 if (opts & DOORED) 820 if (opts & DOORED)
849 { 821 {
850 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 822 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
851 { 823 {
852 object *new_door = get_archetype ("locked_door1"); 824 object *new_door = get_archetype ("locked_door1");
853 char keybuf[256]; 825 char keybuf[1024];
854 826
855 door = doorlist[i]; 827 door = doorlist[i];
856 new_door->face = door->face; 828 new_door->face = door->face;
857 new_door->x = door->x; 829 new_door->x = door->x;
858 new_door->y = door->y; 830 new_door->y = door->y;
859 remove_ob (door); 831 door->remove ();
860 free_object (door); 832 door->destroy ();
861 doorlist[i] = new_door; 833 doorlist[i] = new_door;
862 insert_ob_in_map (new_door, map, NULL, 0); 834 insert_ob_in_map (new_door, map, NULL, 0);
863 sprintf (keybuf, "%d", (int) RANDOM ()); 835 sprintf (keybuf, "%d", rmg_rndm (1000000000));
864 new_door->slaying = keybuf; 836 new_door->slaying = keybuf;
865 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 837 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
866 } 838 }
867 } 839 }
868 840
879 { 851 {
880 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 852 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
881 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 853 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
882 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 854 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
883 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 855 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
856
884 door->face = wallface->face; 857 door->face = wallface->face;
858
885 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 859 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
886 remove_ob (wallface); 860 wallface->remove ();
887 free_object (wallface); 861
862 wallface->destroy ();
888 } 863 }
889 } 864 }
890 } 865 }
891} 866}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines