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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.33 by root, Fri Apr 11 21:09:53 2008 UTC vs.
Revision 1.65 by root, Sun Jan 29 02:47:05 2017 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
25 26
26#include <global.h> 27#include <global.h>
27#include <random_map.h> 28#include <rmg.h>
28#include <rproto.h> 29#include <rproto.h>
29 30
30/* some defines for various options which can be set. */ 31/* some defines for various options which can be set. */
31 32
32#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 33#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define LAST_OPTION 64 /* set this to the last real option, for random */ 41#define LAST_OPTION 64 /* set this to the last real option, for random */
41 42
42#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
43#define PASS_DOORS 1 44#define PASS_DOORS 1
44 45
46static object *find_closest_monster (maptile *map, int x, int y);
47static object *find_monster_in_room (maptile *map, int x, int y);
48static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky);
49static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
50static object **find_doors_in_room (maptile *map, int x, int y);
51static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
52static void find_enclosed_spot (maptile *map, int *cx, int *cy);
53static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
54
45/* a macro to get a strongly centered random distribution, 55/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 56 from 0 to x, centered at x/2 */
47static int 57static int
48bc_random (int x) 58bc_random (int x)
49{ 59{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3; 60 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
61}
62
63static object *
64gen_key (const shstr &keycode)
65{
66 /* get a key and set its keycode */
67 object *key = archetype::get (shstr_key_random_map);
68 key->slaying = keycode;
69 return key;
70}
71
72/* places keys in the map, preferably in something alive.
73 keycode is the key's code,
74 door_flag is either PASS_DOORS or NO_PASS_DOORS.
75 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
76 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
77 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
78
79 The idea is that you call keyplace on x,y where a door is, and it'll make
80 sure a key is placed on both sides of the door.
81*/
82static int
83keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
84{
85 int i, j;
86 int kx = 0, ky = 0;
87 object *the_keymaster; /* the monster that gets the key. */
88 object *the_key = gen_key (keycode);
89
90 if (door_flag == PASS_DOORS)
91 {
92 int tries = 0;
93
94 the_keymaster = 0;
95 while (tries < 15 && !the_keymaster)
96 {
97 i = rmg_rndm (map->width - 2) + 1;
98 j = rmg_rndm (map->height - 2) + 1;
99 tries++;
100 the_keymaster = find_closest_monster (map, i, j);
101 }
102
103 /* if we don't find a good keymaster, drop the key on the ground. */
104 if (!the_keymaster)
105 {
106 int freeindex;
107
108 freeindex = -1;
109 for (tries = 0; tries < 15 && freeindex == -1; tries++)
110 {
111 kx = rmg_rndm (map->width - 2) + 1;
112 ky = rmg_rndm (map->height - 2) + 1;
113 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
114 }
115
116 // can freeindex ever be < 0?
117 if (freeindex >= 0)
118 {
119 kx += freearr_x [freeindex];
120 ky += freearr_y [freeindex];
121 }
122 }
123 }
124 else
125 { /* NO_PASS_DOORS --we have to work harder. */
126 /* don't try to keyplace if we're sitting on a blocked square and
127 NO_PASS_DOORS is set. */
128 if (n_keys == 1)
129 {
130 if (wall_blocked (map, x, y))
131 {
132 the_key->destroy ();
133 return 0;
134 }
135
136 the_keymaster = find_monster_in_room (map, x, y);
137 if (!the_keymaster) /* if fail, find a spot to drop the key. */
138 find_spot_in_room (map, x, y, &kx, &ky);
139 }
140 else
141 {
142 int sum = 0; /* count how many keys we actually place */
143
144 /* I'm lazy, so just try to place in all 4 directions. */
145 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
146 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
147 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
148 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
149
150 if (sum < 2) /* we might have made a disconnected map-place more keys. */
151 { /* diagonally this time. */
152 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
153 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
154 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
155 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
156 }
157
158 the_key->destroy ();
159 return 1;
160 }
161 }
162
163 if (the_keymaster)
164 the_keymaster->head_ ()->insert (the_key);
165 else
166 {
167 the_key->x = kx;
168 the_key->y = ky;
169 insert_ob_in_map (the_key, map, NULL, 0);
170 }
171
172 return 1;
51} 173}
52 174
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 175/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 176 * and doors but not monsters.
55 * This function is not map tile aware. 177 * This function is not map tile aware.
62 184
63 m->at (x, y).update (); 185 m->at (x, y).update ();
64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65} 187}
66 188
67/* place treasures in the map, given the 189/* place treasures in the map, given the
68map, (required) 190map, (required)
69layout, (required) 191maze, (required)
70treasure style (may be empty or NULL, or "none" to cause no treasure.) 192treasure style (may be empty or NULL, or "none" to cause no treasure.)
71treasureoptions (may be 0 for random choices or positive) 193treasureoptions (may be 0 for random choices or positive)
72*/ 194*/
73void 195void
74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 196place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
75{ 197{
76 char styledirname[1024];
77 char stylefilepath[1024];
78 maptile *style_map = 0;
79 int num_treasures; 198 int num_treasures;
80 199
81 /* bail out if treasure isn't wanted. */ 200 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 201 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 202 if (!strcmp (treasure_style, "none"))
84 return; 203 return;
85 204
86 if (treasureoptions <= 0) 205 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION); 206 treasureoptions = rmg_rndm (2 * LAST_OPTION);
88 207
89 /* filter out the mutually exclusive options */ 208 /* filter out the mutually exclusive options */
90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 209 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
91 { 210 {
92 if (rndm (2)) 211 if (rmg_rndm (2))
93 treasureoptions -= 1; 212 treasureoptions -= 1;
94 else 213 else
95 treasureoptions -= 2; 214 treasureoptions -= 2;
96 } 215 }
97 216
105 224
106 if (num_treasures <= 0) 225 if (num_treasures <= 0)
107 return; 226 return;
108 227
109 /* get the style map */ 228 /* get the style map */
110 sprintf (styledirname, "%s", "/styles/treasurestyles"); 229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
112 style_map = find_style (styledirname, treasure_style, -1);
113 230
114 if (!style_map) 231 if (!style_map)
115 { 232 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); 233 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
117 return; 234 return;
118 } 235 }
119 236
120 /* all the treasure at one spot in the map. */ 237 /* all the treasure at one spot in the map. */
121 if (treasureoptions & CONCENTRATED) 238 if (treasureoptions & CONCENTRATED)
122 { 239 {
123
124 /* map_layout_style global, and is previously set */ 240 /* map_layout_style global, and is previously set */
125 switch (RP->map_layout_style) 241 switch (RP->map_layout_style)
126 { 242 {
127 case LAYOUT_ONION: 243 case LAYOUT_ONION:
128 case LAYOUT_SPIRAL: 244 case LAYOUT_SPIRAL:
133 /* search the onion for C's or '>', and put treasure there. */ 249 /* search the onion for C's or '>', and put treasure there. */
134 for (i = 0; i < RP->Xsize; i++) 250 for (i = 0; i < RP->Xsize; i++)
135 { 251 {
136 for (j = 0; j < RP->Ysize; j++) 252 for (j = 0; j < RP->Ysize; j++)
137 { 253 {
138 if (layout[i][j] == 'C' || layout[i][j] == '>') 254 if (maze[i][j] == 'C' || maze[i][j] == '>')
139 { 255 {
140 int tdiv = RP->symmetry_used; 256 int tdiv = RP->symmetry_used;
141 object *chest; 257 object *chest;
142 258
143 if (tdiv == 3) 259 if (tdiv == 3)
144 tdiv = 2; /* this symmetry uses a divisor of 2 */ 260 tdiv = 2; /* this symmetry uses a divisor of 2 */
261
145 /* don't put a chest on an exit. */ 262 /* don't put a chest on an exit. */
146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 263 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147 264
148 if (!chest) 265 if (!chest)
149 continue; /* if no chest was placed NEXT */ 266 continue; /* if no chest was placed NEXT */
150 267
151 if (treasureoptions & (DOORED | HIDDEN)) 268 if (treasureoptions & (DOORED | HIDDEN))
152 { 269 {
153 object **doorlist = find_doors_in_room (map, i, j, RP); 270 object **doorlist = find_doors_in_room (map, i, j);
154 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
155 free (doorlist); 272 free (doorlist);
156 } 273 }
157 } 274 }
158 } 275 }
159 } 276 }
160 break; 277 break;
161 } 278 }
279
162 default: 280 default:
163 { 281 {
164 int i, j, tries; 282 int i, j, tries;
165 object *chest; 283 object *chest;
166 object **doorlist; 284 object **doorlist;
167 285
168 i = j = -1; 286 i = j = -1;
169 tries = 0; 287 tries = 0;
170 while (i == -1 && tries < 100) 288 while (i == -1 && tries < 100)
171 { 289 {
172 i = rndm (RP->Xsize - 2) + 1; 290 i = rmg_rndm (RP->Xsize - 2) + 1;
173 j = rndm (RP->Ysize - 2) + 1; 291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
174 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j);
294
175 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
176 i = -1; 296 i = -1;
297
177 tries++; 298 tries++;
178 } 299 }
300
179 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
180 if (!chest) 303 if (!chest)
181 return; 304 return;
305
182 i = chest->x; 306 i = chest->x;
183 j = chest->y; 307 j = chest->y;
184 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
185 { 309 {
186 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
187 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
188 free (doorlist); 312 free (doorlist);
189 } 313 }
190 } 314 }
191 } 315 }
192 } 316 }
193 else 317 else
194 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
195 int ti, i, j; 319 int ti, i, j;
196 320
197 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
198 { 322 {
199 i = rndm (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
200 j = rndm (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
201 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
202 } 326 }
203 } 327 }
204} 328}
205 329
206/* 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
207 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,
208 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 */
209 333static object *
210object *
211place_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)
212{ 335{
213 object *the_chest;
214 int i, xl, yl;
215
216 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
217 337
218 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
219 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
220 if (i == -1) 340 if (i == -1)
221 { 341 {
222 the_chest->destroy (); 342 the_chest->destroy ();
223 return NULL; 343 return NULL;
224 } 344 }
225 345
226 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
227 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
228 348
229 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
230 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
231 return 0; 351 return 0;
232 352
239 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
240 360
241 if (tlist != NULL) 361 if (tlist != NULL)
242 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
243 { /* use the treasure list */ 363 { /* use the treasure list */
244 object *new_treasure = style_map->pick_random_object (); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
245 365
246 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
247 } 367 }
248 else 368 else
249 { /* use the style map */ 369 { /* use the style map */
250 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
259 } 379 }
260 380
261 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
262 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
263 { 383 {
264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
265 object *the_trap;
266 385
267 if (trap_map) 386 if (trap_map)
268 { 387 {
269 the_trap = trap_map->pick_random_object (); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
270 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
271 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
272 if (the_trap) 393 if (the_trap)
273 { 394 {
274 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
275 396
276 new_trap = arch_to_object (the_trap->arch);
277 new_trap->copy_to (the_trap);
278 new_trap->x = x; 397 new_trap->x = x;
279 new_trap->y = y; 398 new_trap->y = y;
280 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
281 } 400 }
282 } 401 }
285 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
286 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
287 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 408 {
290 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
291
292 sprintf (keybuf, "%d", rndm (1000000000));
293 the_chest->slaying = keybuf;
294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
295 } 411 }
296 412
297 /* actually place the chest. */ 413 /* actually place the chest. */
298 the_chest->x = xl; 414 the_chest->x = xl;
299 the_chest->y = yl; 415 the_chest->y = yl;
300 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
301 return the_chest; 417 return the_chest;
302} 418}
303 419
304
305/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
306 or walls */ 421static object *
307object *
308find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y)
309{ 423{
310 int i; 424 int i;
311 425
312 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
313 { 427 {
314 int lx, ly; 428 int lx, ly;
315 429
316 lx = x + freearr_x[i]; 430 lx = x + freearr_x[i];
317 ly = y + freearr_y[i]; 431 ly = y + freearr_y[i];
318 /* boundscheck */ 432 /* boundscheck */
319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
320 /* 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. */
321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 { 436 {
323 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
324 438
325 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 439 for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above)
440 ;
441
326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 442 if (the_monster && the_monster->flag [FLAG_MONSTER])
327 return the_monster; 443 return the_monster;
328 } 444 }
329 } 445 }
330 return NULL; 446 return NULL;
331} 447}
332 448
333
334
335/* places keys in the map, preferably in something alive.
336 keycode is the key's code,
337 door_flag is either PASS_DOORS or NO_PASS_DOORS.
338 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
339 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
341
342 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*/
345int
346keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
347{
348 int i, j;
349 int kx = 0, ky = 0;
350 object *the_keymaster; /* the monster that gets the key. */
351 object *the_key;
352
353 /* get a key and set its keycode */
354 the_key = get_archetype ("key2");
355 the_key->slaying = keycode;
356
357 if (door_flag == PASS_DOORS)
358 {
359 int tries = 0;
360
361 the_keymaster = 0;
362 while (tries < 15 && !the_keymaster)
363 {
364 i = rndm (RP->Xsize - 2) + 1;
365 j = rndm (RP->Ysize - 2) + 1;
366 tries++;
367 the_keymaster = find_closest_monster (map, i, j, RP);
368 }
369
370 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (!the_keymaster)
372 {
373 int freeindex;
374
375 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 {
378 kx = rndm (RP->Xsize - 2) + 1;
379 ky = rndm (RP->Ysize - 2) + 1;
380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
381 }
382
383 // can freeindex ever be < 0?
384 if (freeindex >= 0)
385 {
386 kx += freearr_x [freeindex];
387 ky += freearr_y [freeindex];
388 }
389 }
390 }
391 else
392 { /* NO_PASS_DOORS --we have to work harder. */
393 /* don't try to keyplace if we're sitting on a blocked square and
394 NO_PASS_DOORS is set. */
395 if (n_keys == 1)
396 {
397 if (wall_blocked (map, x, y))
398 return 0;
399
400 the_keymaster = find_monster_in_room (map, x, y, RP);
401 if (!the_keymaster) /* if fail, find a spot to drop the key. */
402 find_spot_in_room (map, x, y, &kx, &ky, RP);
403 }
404 else
405 {
406 int sum = 0; /* count how many keys we actually place */
407
408 /* I'm lazy, so just try to place in all 4 directions. */
409 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
410 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
411 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
412 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
413
414 if (sum < 2) /* we might have made a disconnected map-place more keys. */
415 { /* diagonally this time. */
416 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);
418 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);
420 }
421
422 return 1;
423 }
424 }
425
426 if (!the_keymaster)
427 {
428 the_key->x = kx;
429 the_key->y = ky;
430 insert_ob_in_map (the_key, map, NULL, 0);
431 return 1;
432 }
433
434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
435 return 1;
436}
437
438
439
440/* both find_monster_in_room routines need to have access to this. */ 449/* both find_monster_in_room routines need to have access to this. */
441 450
442object *theMonsterToFind; 451static object *theMonsterToFind;
443 452
444/* a recursive routine which will return a monster, eventually,if there is one. 453/* a recursive routine which will return a monster, eventually,if there is one.
445 it does a check-off on the layout, converting 0's to 1's */ 454 it does a check-off on the maze, converting 0's to 1's */
446 455static object *
447object *
448find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 456find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y)
449{ 457{
450 int i, j; 458 int i, j;
451 459
452 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
453 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
454 return theMonsterToFind; 462 return theMonsterToFind;
455 463
456 /* bounds check x and y */ 464 /* bounds check x and y */
457 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
458 return theMonsterToFind; 466 return theMonsterToFind;
459 467
460 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
461 if (layout[x][y] != 0) 469 if (maze[x][y] != 0)
462 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
463 471
464 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
465 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
466 layout[x][y] = 1; 474 maze[x][y] = 1;
467 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
468 { 476 {
469 object *the_monster = GET_MAP_OB (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
470 478
471 /* check off this point */ 479 /* check off this point */
472 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 480 for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
473 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
474 { 482 {
475 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
476 return theMonsterToFind; 484 return theMonsterToFind;
477 } 485 }
478 } 486 }
479 487
480 /* now search all the 8 squares around recursively for a monster,in random order */ 488 /* now search all the 8 squares around recursively for a monster,in random order */
481 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 489 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
482 { 490 {
483 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 491 theMonsterToFind = find_monster_in_room_recursive (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]);
484 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
485 return theMonsterToFind; 493 return theMonsterToFind;
486 } 494 }
495
487 return theMonsterToFind; 496 return theMonsterToFind;
488} 497}
489
490 498
491/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
492 real work. */ 500 real work. */
493 501static object *
494object *
495find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 502find_monster_in_room (maptile *map, int x, int y)
496{ 503{
497 char **layout2; 504 layout layout2 (map->width, map->height);
498 int i, j; 505
506 // find walls
507 for (int i = 0; i < layout2.w; i++)
508 for (int j = 0; j < layout2.h; j++)
509 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
499 510
500 theMonsterToFind = 0; 511 theMonsterToFind = 0;
501 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
502 /* allocate and copy the layout, converting C to 0. */
503 for (i = 0; i < RP->Xsize; i++)
504 {
505 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
506 for (j = 0; j < RP->Ysize; j++)
507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
509 }
510
511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
512
513 /* deallocate the temp. layout */
514 for (i = 0; i < RP->Xsize; i++)
515 free (layout2[i]);
516
517 free (layout2);
518 513
519 return theMonsterToFind; 514 return theMonsterToFind;
520} 515}
521
522/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
523int *room_free_spots_x;
524int *room_free_spots_y;
525int number_of_free_spots_in_room;
526 516
527/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
528a datastructure of free points is set up, and a position chosen from 518a datastructure of free points is set up, and a position chosen from
529that datastructure. */ 519that datastructure. */
530void 520static void
531find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 521find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
532{ 522{
533 int i, j;
534
535 /* bounds check x and y */ 523 /* bounds check x and y */
536 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
537 return; 525 return;
538 526
539 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
540 if (layout[x][y] != 0) 528 if (maze[x][y] != 0)
541 return; 529 return;
542 530
543 /* set the current square as checked, and add it to the list. 531 /* set the current square as checked, and add it to the list.
544 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
545 /* check off this point */ 533 /* check off this point */
546 layout[x][y] = 1; 534 maze[x][y] = 1;
547 room_free_spots_x[number_of_free_spots_in_room] = x; 535 spots.push (point (x, y));
548 room_free_spots_y[number_of_free_spots_in_room] = y;
549 number_of_free_spots_in_room++;
550 536
551 /* now search all the 8 squares around recursively for free spots,in random order */ 537 /* now search all the 8 squares around recursively for free spots,in random order */
552 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 538 for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
553 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 539 find_spot_in_room_recursive (maze, spots, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]);
554 540
555} 541}
556 542
557/* find a random non-blocked spot in this room to drop a key. */ 543/* find a random non-blocked spot in this room to drop a key. */
558void 544static void
559find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 545find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky)
560{ 546{
561 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
562 int i, j;
563 548
564 number_of_free_spots_in_room = 0; 549 layout layout2 (map->width, map->height);
565 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
566 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
567 550
568 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
569 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
570 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
571 { 553 for (int j = 0; j < map->height; j++)
572 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
573 for (j = 0; j < RP->Ysize; j++)
574 if (wall_blocked (map, i, j))
575 layout2[i][j] = '#';
576 }
577 555
578 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
579 find_spot_in_room_recursive (layout2, x, y, RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
580 558
581 if (number_of_free_spots_in_room > 0) 559 if (spots.size)
582 {
583 i = rndm (number_of_free_spots_in_room);
584 *kx = room_free_spots_x[i];
585 *ky = room_free_spots_y[i];
586 } 560 {
561 point p = spots [rmg_rndm (spots.size)];
587 562
588 /* deallocate the temp. layout */ 563 *kx = p.x;
589 for (i = 0; i < RP->Xsize; i++) 564 *ky = p.y;
590 free (layout2[i]); 565 }
591
592 free (layout2);
593 free (room_free_spots_x);
594 free (room_free_spots_y);
595} 566}
596
597 567
598/* searches the map for a spot with walls around it. The more 568/* searches the map for a spot with walls around it. The more
599 walls the better, but it'll settle for 1 wall, or even 0, but 569 walls the better, but it'll settle for 1 wall, or even 0, but
600 it'll return 0 if no FREE spots are found.*/ 570 it'll return 0 if no FREE spots are found.*/
601void 571static void
602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 572find_enclosed_spot (maptile *map, int *cx, int *cy)
603{ 573{
604 int x, y; 574 int x, y;
605 int i; 575 int i;
606 576
607 x = *cx; 577 x = *cx;
611 { 581 {
612 int lx, ly, sindex; 582 int lx, ly, sindex;
613 583
614 lx = x + freearr_x[i]; 584 lx = x + freearr_x[i];
615 ly = y + freearr_y[i]; 585 ly = y + freearr_y[i];
616 sindex = surround_flag3 (map, lx, ly, RP); 586 sindex = surround_flag3 (map, lx, ly);
617 /* if it's blocked on 3 sides, it's enclosed */ 587 /* if it's blocked on 3 sides, it's enclosed */
618 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
619 { 589 {
620 *cx = lx; 590 *cx = lx;
621 *cy = ly; 591 *cy = ly;
629 { 599 {
630 int lx, ly, sindex; 600 int lx, ly, sindex;
631 601
632 lx = x + freearr_x[i]; 602 lx = x + freearr_x[i];
633 ly = y + freearr_y[i]; 603 ly = y + freearr_y[i];
634 sindex = surround_flag3 (map, lx, ly, RP); 604 sindex = surround_flag3 (map, lx, ly);
635 /* if it's blocked on 3 sides, it's enclosed */ 605 /* if it's blocked on 3 sides, it's enclosed */
636 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 606 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
637 { 607 {
638 *cx = lx; 608 *cx = lx;
639 *cy = ly; 609 *cy = ly;
646 { 616 {
647 int lx, ly, sindex; 617 int lx, ly, sindex;
648 618
649 lx = x + freearr_x[i]; 619 lx = x + freearr_x[i];
650 ly = y + freearr_y[i]; 620 ly = y + freearr_y[i];
651 sindex = surround_flag3 (map, lx, ly, RP); 621 sindex = surround_flag3 (map, lx, ly);
652 /* if it's blocked on 3 sides, it's enclosed */ 622 /* if it's blocked on 3 sides, it's enclosed */
653 if (sindex) 623 if (sindex)
654 { 624 {
655 *cx = lx; 625 *cx = lx;
656 *cy = ly; 626 *cy = ly;
657 return; 627 return;
658 } 628 }
659 } 629 }
660 /* give up and return the closest free spot. */ 630 /* give up and return the closest free spot. */
661 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); 631 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
662 632
663 if (i != -1) 633 if (i != -1)
664 { 634 {
665 *cx = x + freearr_x[i]; 635 *cx = x + freearr_x[i];
666 *cy = y + freearr_y[i]; 636 *cy = y + freearr_y[i];
671 *cx = -1; 641 *cx = -1;
672 *cy = -1; 642 *cy = -1;
673 } 643 }
674} 644}
675 645
676void 646static void
677remove_monsters (int x, int y, maptile *map) 647remove_monsters (int x, int y, maptile *map)
678{ 648{
679 object *tmp;
680
681 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 649 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
682 if (QUERY_FLAG (tmp, FLAG_ALIVE))
683 { 650 {
684 if (tmp->head) 651 object *next = tmp->above;
685 tmp = tmp->head; 652
686 tmp->remove (); 653 if (tmp->flag [FLAG_ALIVE])
687 tmp->destroy (); 654 tmp->head_ ()->destroy ();
688 tmp = GET_MAP_OB (map, x, y); 655
689 if (tmp == NULL) 656 tmp = next;
690 break;
691 }; 657 }
692} 658}
693 659
694/* surrounds the point x,y by doors, so as to enclose something, like 660/* surrounds the point x,y by doors, so as to enclose something, like
695 a chest. It only goes as far as the 8 squares surrounding, and 661 a chest. It only goes as far as the 8 squares surrounding, and
696 it'll remove any monsters it finds.*/ 662 it'll remove any monsters it finds.*/
697object ** 663static object **
698surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 664surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
699{ 665{
700 int i; 666 int i;
701 const char *doors[2]; 667 const char *doors[2];
702 object **doorlist; 668 object **doorlist;
703 int ndoors_made = 0; 669 int ndoors_made = 0;
718 /* place doors in all the 8 adjacent unblocked squares. */ 684 /* place doors in all the 8 adjacent unblocked squares. */
719 for (i = 1; i < 9; i++) 685 for (i = 1; i < 9; i++)
720 { 686 {
721 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 687 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
722 688
723 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
724 { /* place a door */ 690 { /* place a door */
725 remove_monsters (x1, y1, map); 691 remove_monsters (x1, y1, map);
726 692
727 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); 693 object *new_door = archetype::get (freearr_x[i] == 0 ? doors[1] : doors[0]);
728 map->insert (new_door, x1, y1); 694 map->insert (new_door, x1, y1);
729 doorlist[ndoors_made] = new_door; 695 doorlist[ndoors_made] = new_door;
730 ndoors_made++; 696 ndoors_made++;
731 } 697 }
732 } 698 }
733 699
734 return doorlist; 700 return doorlist;
735} 701}
736 702
737
738/* returns the first door in this square, or NULL if there isn't a door. */ 703/* returns the first door in this square, or NULL if there isn't a door. */
739object * 704static object *
740door_in_square (maptile *map, int x, int y) 705door_in_square (maptile *map, int x, int y)
741{ 706{
742 object *tmp;
743
744 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 707 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 708 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 709 return tmp;
710
747 return NULL; 711 return NULL;
748} 712}
749 713
750/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
751void 715static void
752find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 716find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors)
753{ 717{
754 int i, j; 718 int i, j;
755 object *door; 719 object *door;
756 720
757 /* bounds check x and y */ 721 /* bounds check x and y */
758 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
759 return; 723 return;
760 724
761 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
762 if (layout[x][y] == 1) 726 if (maze[x][y] == 1)
763 return; 727 return;
764 728
765 /* check off this point */ 729 /* check off this point */
766 if (layout[x][y] == '#') 730 if (maze[x][y] == '#')
767 { /* there could be a door here */ 731 { /* there could be a door here */
768 layout[x][y] = 1; 732 maze[x][y] = 1;
769 door = door_in_square (map, x, y); 733 door = door_in_square (map, x, y);
770 if (door) 734 if (door)
771 { 735 {
772 doorlist[*ndoors] = door; 736 doorlist[*ndoors] = door;
773 737
780 *ndoors = *ndoors + 1; 744 *ndoors = *ndoors + 1;
781 } 745 }
782 } 746 }
783 else 747 else
784 { 748 {
785 layout[x][y] = 1; 749 maze[x][y] = 1;
786 750
787 /* now search all the 8 squares around recursively for free spots,in random order */ 751 /* now search all the 8 squares around recursively for free spots,in random order */
788 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 752 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
789 find_doors_in_room_recursive (layout, map, 753 find_doors_in_room_recursive (maze, map,
790 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 754 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
791 doorlist, ndoors, RP); 755 doorlist, ndoors);
792 } 756 }
793} 757}
794 758
795/* find a random non-blocked spot in this room to drop a key. */ 759/* find a random non-blocked spot in this room to drop a key. */
796object ** 760static object **
797find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 761find_doors_in_room (maptile *map, int x, int y)
798{ 762{
799 int i, j; 763 int i, j;
800 int ndoors = 0; 764 int ndoors = 0;
801 765
802 object **doorlist = (object **) calloc (sizeof (int), 1024); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
803 767
804 MazeData layout2 (RP->Xsize, RP->Ysize); 768 layout layout2 (map->width, map->height);
769 layout2.clear ();
805 770
806 /* allocate and copy the layout, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
807 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
808 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
809 if (wall_blocked (map, i, j)) 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
810 layout2[i][j] = '#';
811 775
812 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
813 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
814 778
815 return doorlist; 779 return doorlist;
816} 780}
817 781
818/* locks and/or hides all the doors in doorlist, or does nothing if 782/* locks and/or hides all the doors in doorlist, or does nothing if
819 opts doesn't say to lock/hide doors. */ 783 opts doesn't say to lock/hide doors. */
820void 784static void
821lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 785lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
822{ 786{
823 object *door; 787 object *door;
824 int i; 788 int i;
825 789
826 /* lock the doors and hide the keys. */ 790 /* lock the doors and hide the keys. */
827 791
828 if (opts & DOORED) 792 if (opts & DOORED)
829 { 793 {
830 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
831 { 795 {
832 object *new_door = get_archetype ("locked_door1"); 796 object *new_door = archetype::get (shstr_locked_door1);
833 char keybuf[1024];
834 797
835 door = doorlist[i]; 798 door = doorlist[i];
836 new_door->face = door->face; 799 new_door->face = door->face;
837 new_door->x = door->x; 800 new_door->x = door->x;
838 new_door->y = door->y; 801 new_door->y = door->y;
839 door->remove ();
840 door->destroy (); 802 door->destroy ();
841 doorlist[i] = new_door; 803 doorlist[i] = new_door;
842 insert_ob_in_map (new_door, map, NULL, 0); 804 insert_ob_in_map (new_door, map, NULL, 0);
843 sprintf (keybuf, "%d", rndm (1000000000)); 805 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
844 new_door->slaying = keybuf;
845 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 806 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
846 } 807 }
847 } 808 }
848 809
849 /* change the faces of the doors and surrounding walls to hide them. */ 810 /* change the faces of the doors and surrounding walls to hide them. */
850 if (opts & HIDDEN) 811 if (opts & HIDDEN)
859 { 820 {
860 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 821 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
861 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
862 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
863 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
825
864 door->face = wallface->face; 826 door->face = wallface->face;
865 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 827
866 wallface->remove ();
867 wallface->destroy (); 828 wallface->destroy ();
868 } 829 }
869 } 830 }
870 } 831 }
871} 832}

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