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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.18 by pippijn, Mon Jan 15 21:06:19 2007 UTC vs.
Revision 1.54 by root, Sat Jun 26 22:10:18 2010 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
26
27
28 26
29#include <global.h> 27#include <global.h>
30#include <random_map.h> 28#include <random_map.h>
31#include <rproto.h> 29#include <rproto.h>
32 30
43#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 */
44 42
45#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
46#define PASS_DOORS 1 44#define PASS_DOORS 1
47 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
56/* a macro to get a strongly centered random distribution,
57 from 0 to x, centered at x/2 */
58static int
59bc_random (int x)
60{
61 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
62}
63
64static object *
65gen_key (const shstr &keycode)
66{
67 /* get a key and set its keycode */
68 object *key = archetype::get (shstr_key_random_map);
69 key->slaying = keycode;
70 return key;
71}
72
73/* places keys in the map, preferably in something alive.
74 keycode is the key's code,
75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
76 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
77 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
79
80 The idea is that you call keyplace on x,y where a door is, and it'll make
81 sure a key is placed on both sides of the door.
82*/
83static int
84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
85{
86 int i, j;
87 int kx = 0, ky = 0;
88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
90
91 if (door_flag == PASS_DOORS)
92 {
93 int tries = 0;
94
95 the_keymaster = 0;
96 while (tries < 15 && !the_keymaster)
97 {
98 i = rmg_rndm (RP->Xsize - 2) + 1;
99 j = rmg_rndm (RP->Ysize - 2) + 1;
100 tries++;
101 the_keymaster = find_closest_monster (map, i, j, RP);
102 }
103
104 /* if we don't find a good keymaster, drop the key on the ground. */
105 if (!the_keymaster)
106 {
107 int freeindex;
108
109 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 {
112 kx = rmg_rndm (RP->Xsize - 2) + 1;
113 ky = rmg_rndm (RP->Ysize - 2) + 1;
114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
115 }
116
117 // can freeindex ever be < 0?
118 if (freeindex >= 0)
119 {
120 kx += freearr_x [freeindex];
121 ky += freearr_y [freeindex];
122 }
123 }
124 }
125 else
126 { /* NO_PASS_DOORS --we have to work harder. */
127 /* don't try to keyplace if we're sitting on a blocked square and
128 NO_PASS_DOORS is set. */
129 if (n_keys == 1)
130 {
131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
134 return 0;
135 }
136
137 the_keymaster = find_monster_in_room (map, x, y, RP);
138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
139 find_spot_in_room (map, x, y, &kx, &ky, RP);
140 }
141 else
142 {
143 int sum = 0; /* count how many keys we actually place */
144
145 /* I'm lazy, so just try to place in all 4 directions. */
146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150
151 if (sum < 2) /* we might have made a disconnected map-place more keys. */
152 { /* diagonally this time. */
153 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);
155 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);
157 }
158
159 the_key->destroy ();
160 return 1;
161 }
162 }
163
164 if (the_keymaster)
165 the_keymaster->head_ ()->insert (the_key);
166 else
167 {
168 the_key->x = kx;
169 the_key->y = ky;
170 insert_ob_in_map (the_key, map, NULL, 0);
171 }
172
173 return 1;
174}
48 175
49/* returns true if square x,y has P_NO_PASS set, which is true for walls 176/* returns true if square x,y has P_NO_PASS set, which is true for walls
50 * and doors but not monsters. 177 * and doors but not monsters.
51 * This function is not map tile aware. 178 * This function is not map tile aware.
52 */ 179 */
53
54int 180int
55wall_blocked (maptile *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
56{ 182{
57 int r;
58
59 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
60 return 1; 184 return 1;
185
186 m->at (x, y).update ();
61 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
62 return r;
63} 188}
64 189
65/* place treasures in the map, given the 190/* place treasures in the map, given the
66map, (required) 191map, (required)
67layout, (required) 192layout, (required)
68treasure 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.)
69treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
70*/ 195*/
71
72void 196void
73place_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)
74{ 198{
75 char styledirname[1024];
76 char stylefilepath[1024];
77 maptile *style_map = 0;
78 int num_treasures; 199 int num_treasures;
79 200
80 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
81 if (treasure_style) 202 if (treasure_style)
82 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
83 return; 204 return;
205
84 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
85 treasureoptions = RANDOM () % (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
86 208
87 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
89 { 211 {
90 if (RANDOM () % 2) 212 if (rmg_rndm (2))
91 treasureoptions -= 1; 213 treasureoptions -= 1;
92 else 214 else
93 treasureoptions -= 2; 215 treasureoptions -= 2;
94 } 216 }
95 217
96 /* pick the number of treasures */ 218 /* pick the number of treasures */
97 if (treasureoptions & SPARSE) 219 if (treasureoptions & SPARSE)
98 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 220 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
99 else if (treasureoptions & RICH) 221 else if (treasureoptions & RICH)
100 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 222 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
101 else 223 else
102 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 224 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
103 225
104 if (num_treasures <= 0) 226 if (num_treasures <= 0)
105 return; 227 return;
106 228
107 /* get the style map */ 229 /* get the style map */
108 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
109 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 231
110 style_map = find_style (styledirname, treasure_style, -1); 232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
235 return;
236 }
111 237
112 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
113 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
114 { 240 {
115
116 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
117 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
118 { 243 {
119 case LAYOUT_ONION: 244 case LAYOUT_ONION:
120 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
128 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
129 { 254 {
130 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (layout[i][j] == 'C' || layout[i][j] == '>')
131 { 256 {
132 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
133 object **doorlist;
134 object *chest; 258 object *chest;
135 259
136 if (tdiv == 3) 260 if (tdiv == 3)
137 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
138 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
139 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
140 if (!chest) 266 if (!chest)
141 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
142 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
143 { 270 {
144 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j, RP);
145 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
146 free (doorlist); 273 free (doorlist);
147 } 274 }
148 } 275 }
149 } 276 }
150 } 277 }
151 break; 278 break;
152 } 279 }
280
153 default: 281 default:
154 { 282 {
155 int i, j, tries; 283 int i, j, tries;
156 object *chest; 284 object *chest;
157 object **doorlist; 285 object **doorlist;
158 286
159 i = j = -1; 287 i = j = -1;
160 tries = 0; 288 tries = 0;
161 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
162 { 290 {
163 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
164 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
165 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
294
166 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
167 i = -1; 296 i = -1;
297
168 tries++; 298 tries++;
169 } 299 }
300
170 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
171 if (!chest) 303 if (!chest)
172 return; 304 return;
305
173 i = chest->x; 306 i = chest->x;
174 j = chest->y; 307 j = chest->y;
175 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
176 { 309 {
177 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
185 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure layout */
186 int ti, i, j; 319 int ti, i, j;
187 320
188 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
189 { 322 {
190 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
191 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
192 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
193 } 326 }
194 } 327 }
195} 328}
196 329
197/* 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
198 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,
199 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 */
200 333static object *
201object *
202place_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)
203{ 335{
204 object *the_chest;
205 int i, xl, yl;
206
207 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
208 337
209 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
210 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
211 if (i == -1) 340 if (i == -1)
212 { 341 {
213 the_chest->destroy (); 342 the_chest->destroy ();
214 return NULL; 343 return NULL;
215 } 344 }
216 345
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;
223 352
230 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
231 360
232 if (tlist != NULL) 361 if (tlist != NULL)
233 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
234 { /* use the treasure list */ 363 { /* use the treasure list */
235 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
236 365
237 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
238 } 367 }
239 else 368 else
240 { /* use the style map */ 369 { /* use the style map */
241 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
242 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
243 } 372 }
244#endif 373#endif
245 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
246 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
247 376
248 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
250 } 379 }
251 380
252 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
253 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
254 { 383 {
255 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
256 object *the_trap;
257 385
258 if (trap_map) 386 if (trap_map)
259 { 387 {
260 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
261 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
262 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
263 if (the_trap) 393 if (the_trap)
264 { 394 {
265 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
266 396
267 new_trap = arch_to_object (the_trap->arch);
268 new_trap->copy_to (the_trap);
269 new_trap->x = x; 397 new_trap->x = x;
270 new_trap->y = y; 398 new_trap->y = y;
271 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
272 } 400 }
273 } 401 }
274 } 402 }
275 403
276 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
277 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
278 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
279
280 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
281 { 408 {
282 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
283
284 sprintf (keybuf, "%d", (int) RANDOM ());
285 the_chest->slaying = keybuf;
286 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
287 } 411 }
288 412
289 /* actually place the chest. */ 413 /* actually place the chest. */
290 the_chest->x = xl; 414 the_chest->x = xl;
291 the_chest->y = yl; 415 the_chest->y = yl;
292 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
293 return the_chest; 417 return the_chest;
294} 418}
295 419
296
297/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
298 or walls */ 421static object *
299object *
300find_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)
301{ 423{
302 int i; 424 int i;
303 425
304 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
312 /* 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. */
313 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
314 { 436 {
315 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
316 438
317 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);
318 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
319 return the_monster; 441 return the_monster;
320 } 442 }
321 } 443 }
322 return NULL; 444 return NULL;
323} 445}
324 446
325
326
327/* places keys in the map, preferably in something alive.
328 keycode is the key's code,
329 door_flag is either PASS_DOORS or NO_PASS_DOORS.
330 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
331 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
332 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
333
334 The idea is that you call keyplace on x,y where a door is, and it'll make
335 sure a key is placed on both sides of the door.
336*/
337
338int
339keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
340{
341 int i, j;
342 int kx, ky;
343 object *the_keymaster; /* the monster that gets the key. */
344 object *the_key;
345
346 /* get a key and set its keycode */
347 the_key = get_archetype ("key2");
348 the_key->slaying = keycode;
349
350 if (door_flag == PASS_DOORS)
351 {
352 int tries = 0;
353
354 the_keymaster = NULL;
355 while (tries < 15 && the_keymaster == NULL)
356 {
357 i = (RANDOM () % (RP->Xsize - 2)) + 1;
358 j = (RANDOM () % (RP->Ysize - 2)) + 1;
359 tries++;
360 the_keymaster = find_closest_monster (map, i, j, RP);
361 }
362 /* if we don't find a good keymaster, drop the key on the ground. */
363 if (the_keymaster == NULL)
364 {
365 int freeindex;
366
367 freeindex = -1;
368 for (tries = 0; tries < 15 && freeindex == -1; tries++)
369 {
370 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
371 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
372 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
373 }
374
375 if (freeindex != -1)
376 {
377 kx += freearr_x[freeindex];
378 ky += freearr_y[freeindex];
379 }
380 }
381 }
382 else
383 { /* NO_PASS_DOORS --we have to work harder. */
384 /* don't try to keyplace if we're sitting on a blocked square and
385 NO_PASS_DOORS is set. */
386 if (n_keys == 1)
387 {
388 if (wall_blocked (map, x, y))
389 return 0;
390
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. */ 447/* both find_monster_in_room routines need to have access to this. */
430 448
431object *theMonsterToFind; 449static object *theMonsterToFind;
432 450
433/* 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.
434 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 */
435 453static object *
436object *
437find_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)
438{ 455{
439 int i, j; 456 int i, j;
440 457
441 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
456 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
457 { 474 {
458 object *the_monster = GET_MAP_OB (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
459 476
460 /* check off this point */ 477 /* check off this point */
461 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);
462 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
463 { 480 {
464 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
465 return theMonsterToFind; 482 return theMonsterToFind;
466 } 483 }
467 } 484 }
468 485
469 /* now search all the 8 squares around recursively for a monster,in random order */ 486 /* now search all the 8 squares around recursively for a monster,in random order */
470 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 { 488 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 489 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
473 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 491 return theMonsterToFind;
475 } 492 }
493
476 return theMonsterToFind; 494 return theMonsterToFind;
477} 495}
478
479 496
480/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
481 real work. */ 498 real work. */
482 499static object *
483object *
484find_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)
485{ 501{
486 char **layout2; 502 Layout layout2 (RP);
487 int i, j; 503
504 layout2->clear ();
505
506 /* allocate and copy the layout, converting C to 0. */
507 for (int i = 0; i < layout2->w; i++)
508 for (int j = 0; j < layout2->h; j++)
509 if (wall_blocked (map, i, j))
510 layout2[i][j] = '#';
488 511
489 theMonsterToFind = 0; 512 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); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
502 514
503 /* deallocate the temp. layout */ 515 layout2.free ();
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509 516
510 return theMonsterToFind; 517 return theMonsterToFind;
511} 518}
512 519
513
514
515
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 520/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x; 521static int *room_free_spots_x;
518int *room_free_spots_y; 522static int *room_free_spots_y;
519int number_of_free_spots_in_room; 523static int number_of_free_spots_in_room;
520 524
521/* the workhorse routine, which finds the free spots in a room: 525/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 526a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 527that datastructure. */
524 528static void
525void
526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 529find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 530{
528 int i, j; 531 int i, j;
529 532
530 /* bounds check x and y */ 533 /* bounds check x and y */
540 /* check off this point */ 543 /* check off this point */
541 layout[x][y] = 1; 544 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 545 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 546 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 547 number_of_free_spots_in_room++;
548
545 /* now search all the 8 squares around recursively for free spots,in random order */ 549 /* now search all the 8 squares around recursively for free spots,in random order */
546 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 550 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
547 {
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 551 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 552
551} 553}
552 554
553/* find a random non-blocked spot in this room to drop a key. */ 555/* find a random non-blocked spot in this room to drop a key. */
554void 556static void
555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 557find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556{ 558{
557 char **layout2; 559 char **layout2;
558 int i, j; 560 int i, j;
559 561
565 /* allocate and copy the layout, converting C to 0. */ 567 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 568 for (i = 0; i < RP->Xsize; i++)
567 { 569 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 570 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 571 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 572 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 573 layout2[i][j] = '#';
573 }
574 } 574 }
575 575
576 /* setup num_free_spots and room_free_spots */ 576 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 577 find_spot_in_room_recursive (layout2, x, y, RP);
578 578
579 if (number_of_free_spots_in_room > 0) 579 if (number_of_free_spots_in_room > 0)
580 { 580 {
581 i = RANDOM () % number_of_free_spots_in_room; 581 i = rmg_rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 582 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 583 *ky = room_free_spots_y[i];
584 } 584 }
585 585
586 /* deallocate the temp. layout */ 586 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 587 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 588 free (layout2[i]);
590 } 589
591 free (layout2); 590 free (layout2);
592 free (room_free_spots_x); 591 free (room_free_spots_x);
593 free (room_free_spots_y); 592 free (room_free_spots_y);
594} 593}
595 594
596 595
597/* searches the map for a spot with walls around it. The more 596/* searches the map for a spot with walls around it. The more
598 walls the better, but it'll settle for 1 wall, or even 0, but 597 walls the better, but it'll settle for 1 wall, or even 0, but
599 it'll return 0 if no FREE spots are found.*/ 598 it'll return 0 if no FREE spots are found.*/
600 599static void
601void
602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 601{
604 int x, y; 602 int x, y;
605 int i; 603 int i;
606 604
656 *cy = ly; 654 *cy = ly;
657 return; 655 return;
658 } 656 }
659 } 657 }
660 /* give up and return the closest free spot. */ 658 /* give up and return the closest free spot. */
661 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 659 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
662 660
663 if (i != -1) 661 if (i != -1)
664 { 662 {
665 *cx = x + freearr_x[i]; 663 *cx = x + freearr_x[i];
666 *cy = y + freearr_y[i]; 664 *cy = y + freearr_y[i];
671 *cx = -1; 669 *cx = -1;
672 *cy = -1; 670 *cy = -1;
673 } 671 }
674} 672}
675 673
676 674static void
677void
678remove_monsters (int x, int y, maptile *map) 675remove_monsters (int x, int y, maptile *map)
679{ 676{
680 object *tmp; 677 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
681
682 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 { 678 {
685 if (tmp->head) 679 object *next = tmp->above;
686 tmp = tmp->head; 680
687 tmp->remove (); 681 if (tmp->flag [FLAG_ALIVE])
688 tmp->destroy (); 682 tmp->head_ ()->destroy ();
689 tmp = GET_MAP_OB (map, x, y); 683
690 if (tmp == NULL) 684 tmp = next;
691 break;
692 }; 685 }
693} 686}
694
695 687
696/* surrounds the point x,y by doors, so as to enclose something, like 688/* surrounds the point x,y by doors, so as to enclose something, like
697 a chest. It only goes as far as the 8 squares surrounding, and 689 a chest. It only goes as far as the 8 squares surrounding, and
698 it'll remove any monsters it finds.*/ 690 it'll remove any monsters it finds.*/
699 691static object **
700object **
701surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 692surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
702{ 693{
703 int i; 694 int i;
704 char *doors[2]; 695 const char *doors[2];
705 object **doorlist; 696 object **doorlist;
706 int ndoors_made = 0; 697 int ndoors_made = 0;
707 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 698 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
708 699
709 /* this is a list we pick from, for horizontal and vertical doors */ 700 /* this is a list we pick from, for horizontal and vertical doors */
721 /* place doors in all the 8 adjacent unblocked squares. */ 712 /* place doors in all the 8 adjacent unblocked squares. */
722 for (i = 1; i < 9; i++) 713 for (i = 1; i < 9; i++)
723 { 714 {
724 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 715 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
725 716
726 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 717 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
727 { /* place a door */ 718 { /* place a door */
719 remove_monsters (x1, y1, map);
720
728 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 721 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
729 722 map->insert (new_door, x1, y1);
730 new_door->x = x + freearr_x[i];
731 new_door->y = y + freearr_y[i];
732 remove_monsters (new_door->x, new_door->y, map);
733 insert_ob_in_map (new_door, map, NULL, 0);
734 doorlist[ndoors_made] = new_door; 723 doorlist[ndoors_made] = new_door;
735 ndoors_made++; 724 ndoors_made++;
736 } 725 }
737 } 726 }
727
738 return doorlist; 728 return doorlist;
739} 729}
740 730
741
742/* returns the first door in this square, or NULL if there isn't a door. */ 731/* returns the first door in this square, or NULL if there isn't a door. */
743object * 732static object *
744door_in_square (maptile *map, int x, int y) 733door_in_square (maptile *map, int x, int y)
745{ 734{
746 object *tmp;
747
748 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 735 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 736 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
750 return tmp; 737 return tmp;
738
751 return NULL; 739 return NULL;
752} 740}
753 741
754
755/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
756void 743static void
757find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 744find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
758{ 745{
759 int i, j; 746 int i, j;
760 object *door; 747 object *door;
761 748
773 layout[x][y] = 1; 760 layout[x][y] = 1;
774 door = door_in_square (map, x, y); 761 door = door_in_square (map, x, y);
775 if (door) 762 if (door)
776 { 763 {
777 doorlist[*ndoors] = door; 764 doorlist[*ndoors] = door;
765
778 if (*ndoors > 1022) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
779 { 767 {
780 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");
781 return; 769 return;
782 } 770 }
785 } 773 }
786 } 774 }
787 else 775 else
788 { 776 {
789 layout[x][y] = 1; 777 layout[x][y] = 1;
778
790 /* 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 */
791 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++)
792 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 781 find_doors_in_room_recursive (layout, map,
782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
783 doorlist, ndoors, RP);
793 } 784 }
794} 785}
795 786
796/* 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. */
797object ** 788static object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 789find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
799{ 790{
800 char **layout2;
801 object **doorlist;
802 int i, j; 791 int i, j;
803 int ndoors = 0; 792 int ndoors = 0;
804 793
805 doorlist = (object **) calloc (sizeof (int), 1024); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
806 795
807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
798
808 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++) 800 for (i = 0; i < RP->Xsize; i++)
810 {
811 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
812 for (j = 0; j < RP->Ysize; j++) 801 for (j = 0; j < RP->Ysize; j++)
813 { 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
814 if (wall_blocked (map, i, j))
815 layout2[i][j] = '#';
816 }
817 }
818 803
819 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
820 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);
821 806
822 /* deallocate the temp. layout */
823 for (i = 0; i < RP->Xsize; i++)
824 free (layout2[i]);
825
826 free (layout2);
827 return doorlist; 807 return doorlist;
828} 808}
829
830
831 809
832/* 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
833 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
834 812static void
835void
836lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 813lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
837{ 814{
838 object *door; 815 object *door;
839 int i; 816 int i;
840 817
841 /* lock the doors and hide the keys. */ 818 /* lock the doors and hide the keys. */
842 819
843 if (opts & DOORED) 820 if (opts & DOORED)
844 { 821 {
845 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 822 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
846 { 823 {
847 object *new_door = get_archetype ("locked_door1"); 824 object *new_door = get_archetype (shstr_locked_door1);
848 char keybuf[1024];
849 825
850 door = doorlist[i]; 826 door = doorlist[i];
851 new_door->face = door->face; 827 new_door->face = door->face;
852 new_door->x = door->x; 828 new_door->x = door->x;
853 new_door->y = door->y; 829 new_door->y = door->y;
854 door->remove ();
855 door->destroy (); 830 door->destroy ();
856 doorlist[i] = new_door; 831 doorlist[i] = new_door;
857 insert_ob_in_map (new_door, map, NULL, 0); 832 insert_ob_in_map (new_door, map, NULL, 0);
858 sprintf (keybuf, "%d", (int) RANDOM ()); 833 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
859 new_door->slaying = keybuf;
860 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 834 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
861 } 835 }
862 } 836 }
863 837
864 /* change the faces of the doors and surrounding walls to hide them. */ 838 /* change the faces of the doors and surrounding walls to hide them. */
865 if (opts & HIDDEN) 839 if (opts & HIDDEN)
874 { 848 {
875 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 849 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 850 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 851 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 852 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
853
879 door->face = wallface->face; 854 door->face = wallface->face;
880 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 855
881 wallface->remove ();
882 wallface->destroy (); 856 wallface->destroy ();
883 } 857 }
884 } 858 }
885 } 859 }
886} 860}

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