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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.6 by root, Thu Sep 14 22:34:03 2006 UTC vs.
Revision 1.38 by root, Sun May 4 14:12:38 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
25
26
27 25
28#include <global.h> 26#include <global.h>
29#include <random_map.h> 27#include <random_map.h>
30#include <rproto.h> 28#include <rproto.h>
31 29
42#define LAST_OPTION 64 /* set this to the last real option, for random */ 40#define LAST_OPTION 64 /* set this to the last real option, for random */
43 41
44#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
45#define PASS_DOORS 1 43#define PASS_DOORS 1
46 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51}
47 52
48/* 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
49 * and doors but not monsters. 54 * and doors but not monsters.
50 * This function is not map tile aware. 55 * This function is not map tile aware.
51 */ 56 */
52
53int 57int
54wall_blocked (mapstruct *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
55{ 59{
56 int r;
57
58 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
59 return 1; 61 return 1;
62
63 m->at (x, y).update ();
60 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
61 return r;
62} 65}
63 66
64/* place treasures in the map, given the 67/* place treasures in the map, given the
65map, (required) 68map, (required)
66layout, (required) 69layout, (required)
67treasure 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.)
68treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
69*/ 72*/
70
71void 73void
72place_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)
73{ 75{
74 char styledirname[256]; 76 char styledirname[1024];
75 char stylefilepath[256]; 77 char stylefilepath[1024];
76 mapstruct *style_map = 0; 78 maptile *style_map = 0;
77 int num_treasures; 79 int num_treasures;
78 80
79 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
80 if (treasure_style) 82 if (treasure_style)
81 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
82 return; 84 return;
85
83 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
84 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rmg_rndm (2 * LAST_OPTION);
85 88
86 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
87 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
88 { 91 {
89 if (RANDOM () % 2) 92 if (rmg_rndm (2))
90 treasureoptions -= 1; 93 treasureoptions -= 1;
91 else 94 else
92 treasureoptions -= 2; 95 treasureoptions -= 2;
93 } 96 }
94 97
95 /* pick the number of treasures */ 98 /* pick the number of treasures */
96 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
97 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);
98 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
99 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);
100 else 103 else
101 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);
102 105
103 if (num_treasures <= 0) 106 if (num_treasures <= 0)
104 return; 107 return;
105 108
106 /* get the style map */ 109 /* get the style map */
107 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
108 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
109 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
110 113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
119
111 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
112 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
113 { 122 {
114
115 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
116 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
117 { 125 {
118 case ONION_LAYOUT: 126 case LAYOUT_ONION:
119 case SPIRAL_LAYOUT: 127 case LAYOUT_SPIRAL:
120 case SQUARE_SPIRAL_LAYOUT: 128 case LAYOUT_SQUARE_SPIRAL:
121 { 129 {
122 int i, j; 130 int i, j;
123 131
124 /* search the onion for C's or '>', and put treasure there. */ 132 /* search the onion for C's or '>', and put treasure there. */
125 for (i = 0; i < RP->Xsize; i++) 133 for (i = 0; i < RP->Xsize; i++)
126 { 134 {
127 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
128 { 136 {
129 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
130 { 138 {
131 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
132 object **doorlist;
133 object *chest; 140 object *chest;
134 141
135 if (tdiv == 3) 142 if (tdiv == 3)
136 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
137 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
138 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
139 if (!chest) 148 if (!chest)
140 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
141 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
142 { 152 {
143 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
144 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
145 free (doorlist); 155 free (doorlist);
146 } 156 }
147 } 157 }
148 } 158 }
149 } 159 }
150 break; 160 break;
151 } 161 }
162
152 default: 163 default:
153 { 164 {
154 int i, j, tries; 165 int i, j, tries;
155 object *chest; 166 object *chest;
156 object **doorlist; 167 object **doorlist;
157 168
158 i = j = -1; 169 i = j = -1;
159 tries = 0; 170 tries = 0;
160 while (i == -1 && tries < 100) 171 while (i == -1 && tries < 100)
161 { 172 {
162 i = RANDOM () % (RP->Xsize - 2) + 1; 173 i = rmg_rndm (RP->Xsize - 2) + 1;
163 j = RANDOM () % (RP->Ysize - 2) + 1; 174 j = rmg_rndm (RP->Ysize - 2) + 1;
164 find_enclosed_spot (map, &i, &j, RP); 175 find_enclosed_spot (map, &i, &j, RP);
176
165 if (wall_blocked (map, i, j)) 177 if (wall_blocked (map, i, j))
166 i = -1; 178 i = -1;
179
167 tries++; 180 tries++;
168 } 181 }
182
169 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
170 if (!chest) 185 if (!chest)
171 return; 186 return;
187
172 i = chest->x; 188 i = chest->x;
173 j = chest->y; 189 j = chest->y;
174 if (treasureoptions & (DOORED | HIDDEN)) 190 if (treasureoptions & (DOORED | HIDDEN))
175 { 191 {
176 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 192 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
177 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 193 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
178 free (doorlist); 194 free (doorlist);
179 } 195 }
180 } 196 }
181 } 197 }
182 } 198 }
183 else 199 else
184 { /* DIFFUSE treasure layout */ 200 { /* DIFFUSE treasure layout */
185 int ti, i, j; 201 int ti, i, j;
186 202
187 for (ti = 0; ti < num_treasures; ti++) 203 for (ti = 0; ti < num_treasures; ti++)
188 { 204 {
189 i = RANDOM () % (RP->Xsize - 2) + 1; 205 i = rmg_rndm (RP->Xsize - 2) + 1;
190 j = RANDOM () % (RP->Ysize - 2) + 1; 206 j = rmg_rndm (RP->Ysize - 2) + 1;
191 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 207 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
192 } 208 }
193 } 209 }
194} 210}
195
196
197 211
198/* 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
199 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,
200 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 */
201
202object * 215object *
203place_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)
204{ 217{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 218 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 219
210 /* first, find a place to put the chest. */ 220 /* first, find a place to put the chest. */
211 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
212 if (i == -1) 222 if (i == -1)
213 { 223 {
214 free_object (the_chest); 224 the_chest->destroy ();
215 return NULL; 225 return NULL;
216 } 226 }
227
217 xl = x + freearr_x[i]; 228 int xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 229 int yl = y + freearr_y[i];
219 230
220 /* if the placement is blocked, return a fail. */ 231 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 232 if (wall_blocked (map, xl, yl))
222 return 0; 233 return 0;
223
224 234
225 /* put the treasures in the chest. */ 235 /* put the treasures in the chest. */
226 /* if(style_map) { */ 236 /* if(style_map) { */
227#if 0 /* don't use treasure style maps for now! */ 237#if 0 /* don't use treasure style maps for now! */
228 int ti; 238 int ti;
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 241 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 242
233 if (tlist != NULL) 243 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 244 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 245 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 246 object *new_treasure = style_map->pick_random_object (rmg_rndm);
237 247
238 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);
239 } 249 }
240 else 250 else
241 { /* use the style map */ 251 { /* use the style map */
242 the_chest->randomitems = tlist; 252 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 253 the_chest->stats.hp = n_treasures;
244 } 254 }
245#endif 255#endif
246 else
247 { /* neither style_map no treasure list given */ 256 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 257 treasurelist *tlist = treasurelist::find ("chest");
249 258
250 the_chest->randomitems = tlist; 259 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 260 the_chest->stats.hp = n_treasures;
252 } 261 }
253 262
254 /* stick a trap in the chest if required */ 263 /* stick a trap in the chest if required */
255 if (treasureoptions & TRAPPED) 264 if (treasureoptions & TRAPPED)
256 { 265 {
257 mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); 266 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
258 object *the_trap;
259 267
260 if (trap_map) 268 if (trap_map)
261 { 269 {
262 the_trap = pick_random_object (trap_map); 270 object *the_trap = trap_map->pick_random_object (rmg_rndm);
271
263 the_trap->stats.Cha = 10 + RP->difficulty; 272 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 273 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
274
265 if (the_trap) 275 if (the_trap)
266 { 276 {
267 object *new_trap; 277 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
268 278
269 new_trap = arch_to_object (the_trap->arch);
270 copy_object (new_trap, the_trap);
271 new_trap->x = x; 279 new_trap->x = x;
272 new_trap->y = y; 280 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest); 281 insert_ob_in_ob (new_trap, the_chest);
274 } 282 }
275 } 283 }
276 } 284 }
277 285
278 /* set the chest lock code, and call the keyplacer routine with 286 /* set the chest lock code, and call the keyplacer routine with
279 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
280 there's only 1 treasure.... */ 288 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 289 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 290 {
284 char keybuf[256]; 291 char keybuf[1024];
285 292
286 sprintf (keybuf, "%d", (int) RANDOM ()); 293 sprintf (keybuf, "%d", rmg_rndm (1000000000));
287 the_chest->slaying = keybuf; 294 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 295 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
289 } 296 }
290 297
291 /* actually place the chest. */ 298 /* actually place the chest. */
297 304
298 305
299/* finds the closest monster and returns him, regardless of doors 306/* finds the closest monster and returns him, regardless of doors
300 or walls */ 307 or walls */
301object * 308object *
302find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) 309find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
303{ 310{
304 int i; 311 int i;
305 312
306 for (i = 0; i < SIZEOFFREE; i++) 313 for (i = 0; i < SIZEOFFREE; i++)
307 { 314 {
312 /* boundscheck */ 319 /* boundscheck */
313 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 320 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
314 /* 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. */
315 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 322 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
316 { 323 {
317 object *the_monster = get_map_ob (map, lx, ly); 324 object *the_monster = GET_MAP_OB (map, lx, ly);
318 325
319 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);
320 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 327 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
321 return the_monster; 328 return the_monster;
322 } 329 }
334 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.
335 342
336 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
337 sure a key is placed on both sides of the door. 344 sure a key is placed on both sides of the door.
338*/ 345*/
339
340int 346int
341keyplace (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)
342{ 348{
343 int i, j; 349 int i, j;
344 int kx, ky; 350 int kx = 0, ky = 0;
345 object *the_keymaster; /* the monster that gets the key. */ 351 object *the_keymaster; /* the monster that gets the key. */
346 object *the_key;
347 352
348 /* get a key and set its keycode */ 353 /* get a key and set its keycode */
349 the_key = get_archetype ("key2"); 354 object *the_key = archetype::get (shstr_key2);
350 the_key->slaying = keycode; 355 the_key->slaying = keycode;
351 356
352 if (door_flag == PASS_DOORS) 357 if (door_flag == PASS_DOORS)
353 { 358 {
354 int tries = 0; 359 int tries = 0;
355 360
356 the_keymaster = NULL; 361 the_keymaster = 0;
357 while (tries < 15 && the_keymaster == NULL) 362 while (tries < 15 && !the_keymaster)
358 { 363 {
359 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rmg_rndm (RP->Xsize - 2) + 1;
360 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rmg_rndm (RP->Ysize - 2) + 1;
361 tries++; 366 tries++;
362 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
363 } 368 }
369
364 /* 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. */
365 if (the_keymaster == NULL) 371 if (!the_keymaster)
366 { 372 {
367 int freeindex; 373 int freeindex;
368 374
369 freeindex = -1; 375 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 { 377 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rmg_rndm (RP->Xsize - 2) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rmg_rndm (RP->Ysize - 2) + 1;
374 freeindex = find_first_free_spot (the_key, map, kx, ky); 380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
375 } 381 }
382
383 // can freeindex ever be < 0?
376 if (freeindex != -1) 384 if (freeindex >= 0)
377 { 385 {
378 kx += freearr_x[freeindex]; 386 kx += freearr_x [freeindex];
379 ky += freearr_y[freeindex]; 387 ky += freearr_y [freeindex];
380 } 388 }
381 } 389 }
382 } 390 }
383 else 391 else
384 { /* NO_PASS_DOORS --we have to work harder. */ 392 { /* NO_PASS_DOORS --we have to work harder. */
386 NO_PASS_DOORS is set. */ 394 NO_PASS_DOORS is set. */
387 if (n_keys == 1) 395 if (n_keys == 1)
388 { 396 {
389 if (wall_blocked (map, x, y)) 397 if (wall_blocked (map, x, y))
390 return 0; 398 return 0;
399
391 the_keymaster = find_monster_in_room (map, x, y, RP); 400 the_keymaster = find_monster_in_room (map, x, y, RP);
392 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. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP); 402 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 } 403 }
395 else 404 else
396 { 405 {
397 int sum = 0; /* count how many keys we actually place */ 406 int sum = 0; /* count how many keys we actually place */
399 /* 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. */
400 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);
401 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);
402 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);
403 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
404 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. */
405 { /* diagnoally this time. */ 415 { /* diagonally this time. */
406 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);
407 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);
408 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);
409 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);
410 } 420 }
421
411 return 1; 422 return 1;
412 } 423 }
413 } 424 }
414 425
415 if (the_keymaster == NULL) 426 if (!the_keymaster)
416 { 427 {
417 the_key->x = kx; 428 the_key->x = kx;
418 the_key->y = ky; 429 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1; 431 return 1;
421 } 432 }
422 433
423 insert_ob_in_ob (the_key, the_keymaster); 434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
424 return 1; 435 return 1;
425} 436}
426 437
427 438
428 439
432 443
433/* 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.
434 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 */
435 446
436object * 447object *
437find_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)
438{ 449{
439 int i, j; 450 int i, j;
440 451
441 /* if we've found a monster already, leave */ 452 /* if we've found a monster already, leave */
442 if (theMonsterToFind != NULL) 453 if (theMonsterToFind != NULL)
453 /* check the current square for a monster. If there is one, 464 /* check the current square for a monster. If there is one,
454 set theMonsterToFind and return it. */ 465 set theMonsterToFind and return it. */
455 layout[x][y] = 1; 466 layout[x][y] = 1;
456 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 467 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
457 { 468 {
458 object *the_monster = get_map_ob (map, x, y); 469 object *the_monster = GET_MAP_OB (map, x, y);
459 470
460 /* check off this point */ 471 /* check off this point */
461 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);
462 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 473 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
463 { 474 {
465 return theMonsterToFind; 476 return theMonsterToFind;
466 } 477 }
467 } 478 }
468 479
469 /* 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 */
470 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++)
471 { 482 {
472 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);
473 if (theMonsterToFind != NULL) 484 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 485 return theMonsterToFind;
475 } 486 }
487
476 return theMonsterToFind; 488 return theMonsterToFind;
477} 489}
478
479 490
480/* sets up some data structures: the _recursive form does the 491/* sets up some data structures: the _recursive form does the
481 real work. */ 492 real work. */
482
483object * 493object *
484find_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)
485{ 495{
486 char **layout2; 496 Layout layout2 (RP);
487 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] = '#';
488 505
489 theMonsterToFind = 0; 506 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); 507 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
502 508
503 /* deallocate the temp. layout */ 509 layout2.free ();
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509 510
510 return theMonsterToFind; 511 return theMonsterToFind;
511} 512}
512
513
514
515 513
516/* 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 */
517int *room_free_spots_x; 515int *room_free_spots_x;
518int *room_free_spots_y; 516int *room_free_spots_y;
519int number_of_free_spots_in_room; 517int number_of_free_spots_in_room;
520 518
521/* the workhorse routine, which finds the free spots in a room: 519/* the workhorse routine, which finds the free spots in a room:
522a 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
523that datastructure. */ 521that datastructure. */
524
525void 522void
526find_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)
527{ 524{
528 int i, j; 525 int i, j;
529 526
530 /* bounds check x and y */ 527 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 528 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
540 /* check off this point */ 537 /* check off this point */
541 layout[x][y] = 1; 538 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 539 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 540 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 541 number_of_free_spots_in_room++;
542
545 /* 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 */
546 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++)
547 {
548 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);
549 }
550 546
551} 547}
552 548
553/* 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. */
554void 550void
555find_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)
556{ 552{
557 char **layout2; 553 char **layout2;
558 int i, j; 554 int i, j;
559 555
560 number_of_free_spots_in_room = 0; 556 number_of_free_spots_in_room = 0;
565 /* allocate and copy the layout, converting C to 0. */ 561 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 562 for (i = 0; i < RP->Xsize; i++)
567 { 563 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 564 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 565 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 566 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 567 layout2[i][j] = '#';
573 }
574 } 568 }
575 569
576 /* setup num_free_spots and room_free_spots */ 570 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 571 find_spot_in_room_recursive (layout2, x, y, RP);
578 572
579 if (number_of_free_spots_in_room > 0) 573 if (number_of_free_spots_in_room > 0)
580 { 574 {
581 i = RANDOM () % number_of_free_spots_in_room; 575 i = rmg_rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 576 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 577 *ky = room_free_spots_y[i];
584 } 578 }
585 579
586 /* deallocate the temp. layout */ 580 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 581 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 582 free (layout2[i]);
590 } 583
591 free (layout2); 584 free (layout2);
592 free (room_free_spots_x); 585 free (room_free_spots_x);
593 free (room_free_spots_y); 586 free (room_free_spots_y);
594} 587}
595 588
596 589
597/* 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
598 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
599 it'll return 0 if no FREE spots are found.*/ 592 it'll return 0 if no FREE spots are found.*/
600
601void 593void
602find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) 594find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 595{
604 int x, y; 596 int x, y;
605 int i; 597 int i;
606 598
607 x = *cx; 599 x = *cx;
656 *cy = ly; 648 *cy = ly;
657 return; 649 return;
658 } 650 }
659 } 651 }
660 /* give up and return the closest free spot. */ 652 /* give up and return the closest free spot. */
661 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);
662 if (i != -1 && i <= SIZEOFFREE1) 654
655 if (i != -1)
663 { 656 {
664 *cx = x + freearr_x[i]; 657 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i]; 658 *cy = y + freearr_y[i];
666 return; 659 }
660 else
667 } 661 {
668 /* indicate failure */ 662 /* indicate failure */
663 *cx = -1;
669 *cx = *cy = -1; 664 *cy = -1;
665 }
670} 666}
671
672 667
673void 668void
674remove_monsters (int x, int y, mapstruct *map) 669remove_monsters (int x, int y, maptile *map)
675{ 670{
676 object *tmp; 671 object *tmp;
677 672
678 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)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 674 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 { 675 {
681 if (tmp->head) 676 if (tmp->head)
682 tmp = tmp->head; 677 tmp = tmp->head;
683 remove_ob (tmp); 678 tmp->remove ();
684 free_object (tmp); 679 tmp->destroy ();
685 tmp = get_map_ob (map, x, y); 680 tmp = GET_MAP_OB (map, x, y);
686 if (tmp == NULL) 681 if (tmp == NULL)
687 break; 682 break;
688 }; 683 };
689} 684}
690 685
691
692/* 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
693 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
694 it'll remove any monsters it finds.*/ 688 it'll remove any monsters it finds.*/
695
696object ** 689object **
697surround_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)
698{ 691{
699 int i; 692 int i;
700 char *doors[2]; 693 const char *doors[2];
701 object **doorlist; 694 object **doorlist;
702 int ndoors_made = 0; 695 int ndoors_made = 0;
703 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 */
704 697
705 /* 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 */
717 /* place doors in all the 8 adjacent unblocked squares. */ 710 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 711 for (i = 1; i < 9; i++)
719 { 712 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 714
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 715 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
723 { /* place a door */ 716 { /* place a door */
717 remove_monsters (x1, y1, map);
718
724 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]);
725 720 map->insert (new_door, x1, y1);
726 new_door->x = x + freearr_x[i];
727 new_door->y = y + freearr_y[i];
728 remove_monsters (new_door->x, new_door->y, map);
729 insert_ob_in_map (new_door, map, NULL, 0);
730 doorlist[ndoors_made] = new_door; 721 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 722 ndoors_made++;
732 } 723 }
733 } 724 }
725
734 return doorlist; 726 return doorlist;
735} 727}
736 728
737 729
738/* 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. */
739object * 731object *
740door_in_square (mapstruct *map, int x, int y) 732door_in_square (maptile *map, int x, int y)
741{ 733{
742 object *tmp; 734 object *tmp;
743 735
744 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)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 737 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 738 return tmp;
747 return NULL; 739 return NULL;
748} 740}
749 741
750
751/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
752void 743void
753find_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)
754{ 745{
755 int i, j; 746 int i, j;
756 object *door; 747 object *door;
757 748
758 /* bounds check x and y */ 749 /* bounds check x and y */
766 /* check off this point */ 757 /* check off this point */
767 if (layout[x][y] == '#') 758 if (layout[x][y] == '#')
768 { /* there could be a door here */ 759 { /* there could be a door here */
769 layout[x][y] = 1; 760 layout[x][y] = 1;
770 door = door_in_square (map, x, y); 761 door = door_in_square (map, x, y);
771 if (door != NULL) 762 if (door)
772 { 763 {
773 doorlist[*ndoors] = door; 764 doorlist[*ndoors] = door;
765
774 if (*ndoors > 254) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
775 { 767 {
776 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");
777 return; 769 return;
778 } 770 }
771
779 *ndoors = *ndoors + 1; 772 *ndoors = *ndoors + 1;
780 } 773 }
781 } 774 }
782 else 775 else
783 { 776 {
784 layout[x][y] = 1; 777 layout[x][y] = 1;
778
785 /* 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 */
786 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++)
787 { 781 find_doors_in_room_recursive (layout, map,
788 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
789 } 783 doorlist, ndoors, RP);
790 } 784 }
791} 785}
792 786
793/* 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. */
794object ** 788object **
795find_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)
796{ 790{
797 char **layout2;
798 object **doorlist;
799 int i, j; 791 int i, j;
800 int ndoors = 0; 792 int ndoors = 0;
801 793
802 doorlist = (object **) calloc (sizeof (int), 256); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
803 795
796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
804 798
805 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
806 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
807 for (i = 0; i < RP->Xsize; i++) 800 for (i = 0; i < RP->Xsize; i++)
808 {
809 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
810 for (j = 0; j < RP->Ysize; j++) 801 for (j = 0; j < RP->Ysize; j++)
811 { 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
812 if (wall_blocked (map, i, j))
813 layout2[i][j] = '#';
814 }
815 }
816 803
817 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
818 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);
819 806
820 /* deallocate the temp. layout */
821 for (i = 0; i < RP->Xsize; i++)
822 {
823 free (layout2[i]);
824 }
825 free (layout2);
826 return doorlist; 807 return doorlist;
827} 808}
828
829
830 809
831/* 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
832 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
833
834void 812void
835lock_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)
836{ 814{
837 object *door; 815 object *door;
838 int i; 816 int i;
839 817
840 /* lock the doors and hide the keys. */ 818 /* lock the doors and hide the keys. */
842 if (opts & DOORED) 820 if (opts & DOORED)
843 { 821 {
844 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 822 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
845 { 823 {
846 object *new_door = get_archetype ("locked_door1"); 824 object *new_door = get_archetype ("locked_door1");
847 char keybuf[256]; 825 char keybuf[1024];
848 826
849 door = doorlist[i]; 827 door = doorlist[i];
850 new_door->face = door->face; 828 new_door->face = door->face;
851 new_door->x = door->x; 829 new_door->x = door->x;
852 new_door->y = door->y; 830 new_door->y = door->y;
853 remove_ob (door); 831 door->remove ();
854 free_object (door); 832 door->destroy ();
855 doorlist[i] = new_door; 833 doorlist[i] = new_door;
856 insert_ob_in_map (new_door, map, NULL, 0); 834 insert_ob_in_map (new_door, map, NULL, 0);
857 sprintf (keybuf, "%d", (int) RANDOM ()); 835 sprintf (keybuf, "%d", rmg_rndm (1000000000));
858 new_door->slaying = keybuf; 836 new_door->slaying = keybuf;
859 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);
860 } 838 }
861 } 839 }
862 840
873 { 851 {
874 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 852 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
875 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 853 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 854 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 855 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
856
878 door->face = wallface->face; 857 door->face = wallface->face;
858
879 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 859 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
880 remove_ob (wallface); 860 wallface->remove ();
881 free_object (wallface); 861
862 wallface->destroy ();
882 } 863 }
883 } 864 }
884 } 865 }
885} 866}

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