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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.34 by root, Sun Apr 13 22:54:08 2008 UTC vs.
Revision 1.66 by root, Sat Sep 16 22:17:42 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 += DIRX (freeindex);
120 ky += DIRY (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)
132 /* search the onion for C's or '>', and put treasure there. */ 249 /* search the onion for C's or '>', and put treasure there. */
133 for (i = 0; i < RP->Xsize; i++) 250 for (i = 0; i < RP->Xsize; i++)
134 { 251 {
135 for (j = 0; j < RP->Ysize; j++) 252 for (j = 0; j < RP->Ysize; j++)
136 { 253 {
137 if (layout[i][j] == 'C' || layout[i][j] == '>') 254 if (maze[i][j] == 'C' || maze[i][j] == '>')
138 { 255 {
139 int tdiv = RP->symmetry_used; 256 int tdiv = RP->symmetry_used;
140 object *chest; 257 object *chest;
141 258
142 if (tdiv == 3) 259 if (tdiv == 3)
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);
175 294
176 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
177 i = -1; 296 i = -1;
178 297
179 tries++; 298 tries++;
186 305
187 i = chest->x; 306 i = chest->x;
188 j = chest->y; 307 j = chest->y;
189 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
190 { 309 {
191 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
192 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
193 free (doorlist); 312 free (doorlist);
194 } 313 }
195 } 314 }
196 } 315 }
197 } 316 }
198 else 317 else
199 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
200 int ti, i, j; 319 int ti, i, j;
201 320
202 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
203 { 322 {
204 i = rndm (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
205 j = rndm (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
206 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
207 } 326 }
208 } 327 }
209} 328}
210 329
211/* 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
212 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,
213 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 */
214object * 333static object *
215place_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)
216{ 335{
217 object *the_chest;
218 int i, xl, yl;
219
220 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
221 337
222 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
223 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
224 if (i == -1) 340 if (i == -1)
225 { 341 {
226 the_chest->destroy (); 342 the_chest->destroy ();
227 return NULL; 343 return NULL;
228 } 344 }
229 345
230 xl = x + freearr_x[i]; 346 int xl = x + DIRX (i);
231 yl = y + freearr_y[i]; 347 int yl = y + DIRY (i);
232 348
233 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
234 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
235 return 0; 351 return 0;
236 352
243 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
244 360
245 if (tlist != NULL) 361 if (tlist != NULL)
246 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
247 { /* use the treasure list */ 363 { /* use the treasure list */
248 object *new_treasure = style_map->pick_random_object (); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
249 365
250 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
251 } 367 }
252 else 368 else
253 { /* use the style map */ 369 { /* use the style map */
254 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
255 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
263 } 379 }
264 380
265 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
266 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
267 { 383 {
268 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
269 object *the_trap;
270 385
271 if (trap_map) 386 if (trap_map)
272 { 387 {
273 the_trap = trap_map->pick_random_object (); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
274 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
275 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
276 if (the_trap) 393 if (the_trap)
277 { 394 {
278 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
279 396
280 new_trap = arch_to_object (the_trap->arch);
281 new_trap->copy_to (the_trap);
282 new_trap->x = x; 397 new_trap->x = x;
283 new_trap->y = y; 398 new_trap->y = y;
284 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
285 } 400 }
286 } 401 }
289 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
290 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
291 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
293 { 408 {
294 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
295
296 sprintf (keybuf, "%d", rndm (1000000000));
297 the_chest->slaying = keybuf;
298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
299 } 411 }
300 412
301 /* actually place the chest. */ 413 /* actually place the chest. */
302 the_chest->x = xl; 414 the_chest->x = xl;
303 the_chest->y = yl; 415 the_chest->y = yl;
304 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
305 return the_chest; 417 return the_chest;
306} 418}
307 419
308
309/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
310 or walls */ 421static object *
311object *
312find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y)
313{ 423{
314 int i; 424 int i;
315 425
316 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
317 { 427 {
318 int lx, ly; 428 int lx, ly;
319 429
320 lx = x + freearr_x[i]; 430 lx = x + DIRX (i);
321 ly = y + freearr_y[i]; 431 ly = y + DIRY (i);
322 /* boundscheck */ 432 /* boundscheck */
323 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
324 /* 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. */
325 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
326 { 436 {
327 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
328 438
329 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
330 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 442 if (the_monster && the_monster->flag [FLAG_MONSTER])
331 return the_monster; 443 return the_monster;
332 } 444 }
333 } 445 }
334 return NULL; 446 return NULL;
335} 447}
336 448
337
338
339/* places keys in the map, preferably in something alive.
340 keycode is the key's code,
341 door_flag is either PASS_DOORS or NO_PASS_DOORS.
342 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
343 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
344 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
345
346 The idea is that you call keyplace on x,y where a door is, and it'll make
347 sure a key is placed on both sides of the door.
348*/
349int
350keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
351{
352 int i, j;
353 int kx = 0, ky = 0;
354 object *the_keymaster; /* the monster that gets the key. */
355 object *the_key;
356
357 /* get a key and set its keycode */
358 the_key = get_archetype ("key2");
359 the_key->slaying = keycode;
360
361 if (door_flag == PASS_DOORS)
362 {
363 int tries = 0;
364
365 the_keymaster = 0;
366 while (tries < 15 && !the_keymaster)
367 {
368 i = rndm (RP->Xsize - 2) + 1;
369 j = rndm (RP->Ysize - 2) + 1;
370 tries++;
371 the_keymaster = find_closest_monster (map, i, j, RP);
372 }
373
374 /* if we don't find a good keymaster, drop the key on the ground. */
375 if (!the_keymaster)
376 {
377 int freeindex;
378
379 freeindex = -1;
380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
381 {
382 kx = rndm (RP->Xsize - 2) + 1;
383 ky = rndm (RP->Ysize - 2) + 1;
384 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
385 }
386
387 // can freeindex ever be < 0?
388 if (freeindex >= 0)
389 {
390 kx += freearr_x [freeindex];
391 ky += freearr_y [freeindex];
392 }
393 }
394 }
395 else
396 { /* NO_PASS_DOORS --we have to work harder. */
397 /* don't try to keyplace if we're sitting on a blocked square and
398 NO_PASS_DOORS is set. */
399 if (n_keys == 1)
400 {
401 if (wall_blocked (map, x, y))
402 return 0;
403
404 the_keymaster = find_monster_in_room (map, x, y, RP);
405 if (!the_keymaster) /* if fail, find a spot to drop the key. */
406 find_spot_in_room (map, x, y, &kx, &ky, RP);
407 }
408 else
409 {
410 int sum = 0; /* count how many keys we actually place */
411
412 /* I'm lazy, so just try to place in all 4 directions. */
413 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
414 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
415 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
416 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
417
418 if (sum < 2) /* we might have made a disconnected map-place more keys. */
419 { /* diagonally this time. */
420 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
421 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
422 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
423 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
424 }
425
426 return 1;
427 }
428 }
429
430 if (!the_keymaster)
431 {
432 the_key->x = kx;
433 the_key->y = ky;
434 insert_ob_in_map (the_key, map, NULL, 0);
435 return 1;
436 }
437
438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
439 return 1;
440}
441
442
443
444/* 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. */
445 450
446object *theMonsterToFind; 451static object *theMonsterToFind;
447 452
448/* 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.
449 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 */
450 455static object *
451object *
452find_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)
453{ 457{
454 int i, j; 458 int i, j;
455 459
456 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
457 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
458 return theMonsterToFind; 462 return theMonsterToFind;
459 463
460 /* bounds check x and y */ 464 /* bounds check x and y */
461 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
462 return theMonsterToFind; 466 return theMonsterToFind;
463 467
464 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
465 if (layout[x][y] != 0) 469 if (maze[x][y] != 0)
466 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
467 471
468 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
469 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
470 layout[x][y] = 1; 474 maze[x][y] = 1;
471 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
472 { 476 {
473 object *the_monster = GET_MAP_OB (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
474 478
475 /* check off this point */ 479 /* check off this point */
476 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);
477 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
478 { 482 {
479 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
480 return theMonsterToFind; 484 return theMonsterToFind;
481 } 485 }
482 } 486 }
483 487
484 /* 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 */
485 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++)
486 { 490 {
487 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 + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
488 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
489 return theMonsterToFind; 493 return theMonsterToFind;
490 } 494 }
495
491 return theMonsterToFind; 496 return theMonsterToFind;
492} 497}
493
494 498
495/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
496 real work. */ 500 real work. */
497 501static object *
498object *
499find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 502find_monster_in_room (maptile *map, int x, int y)
500{ 503{
501 char **layout2; 504 layout layout2 (map->width, map->height);
502 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;
503 510
504 theMonsterToFind = 0; 511 theMonsterToFind = 0;
505 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
506 /* allocate and copy the layout, converting C to 0. */
507 for (i = 0; i < RP->Xsize; i++)
508 {
509 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
510 for (j = 0; j < RP->Ysize; j++)
511 if (wall_blocked (map, i, j))
512 layout2[i][j] = '#';
513 }
514
515 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
516
517 /* deallocate the temp. layout */
518 for (i = 0; i < RP->Xsize; i++)
519 free (layout2[i]);
520
521 free (layout2);
522 513
523 return theMonsterToFind; 514 return theMonsterToFind;
524} 515}
525
526/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
527int *room_free_spots_x;
528int *room_free_spots_y;
529int number_of_free_spots_in_room;
530 516
531/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
532a 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
533that datastructure. */ 519that datastructure. */
534void 520static void
535find_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)
536{ 522{
537 int i, j;
538
539 /* bounds check x and y */ 523 /* bounds check x and y */
540 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
541 return; 525 return;
542 526
543 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
544 if (layout[x][y] != 0) 528 if (maze[x][y] != 0)
545 return; 529 return;
546 530
547 /* 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.
548 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
549 /* check off this point */ 533 /* check off this point */
550 layout[x][y] = 1; 534 maze[x][y] = 1;
551 room_free_spots_x[number_of_free_spots_in_room] = x; 535 spots.push (point (x, y));
552 room_free_spots_y[number_of_free_spots_in_room] = y;
553 number_of_free_spots_in_room++;
554 536
555 /* 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 */
556 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++)
557 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 + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
558 540
559} 541}
560 542
561/* 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. */
562void 544static void
563find_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)
564{ 546{
565 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
566 int i, j;
567 548
568 number_of_free_spots_in_room = 0; 549 layout layout2 (map->width, map->height);
569 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
570 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
571 550
572 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
573 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
574 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
575 { 553 for (int j = 0; j < map->height; j++)
576 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
577 for (j = 0; j < RP->Ysize; j++)
578 if (wall_blocked (map, i, j))
579 layout2[i][j] = '#';
580 }
581 555
582 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
583 find_spot_in_room_recursive (layout2, x, y, RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
584 558
585 if (number_of_free_spots_in_room > 0) 559 if (spots.size)
586 {
587 i = rndm (number_of_free_spots_in_room);
588 *kx = room_free_spots_x[i];
589 *ky = room_free_spots_y[i];
590 } 560 {
561 point p = spots [rmg_rndm (spots.size)];
591 562
592 /* deallocate the temp. layout */ 563 *kx = p.x;
593 for (i = 0; i < RP->Xsize; i++) 564 *ky = p.y;
594 free (layout2[i]); 565 }
595
596 free (layout2);
597 free (room_free_spots_x);
598 free (room_free_spots_y);
599} 566}
600
601 567
602/* 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
603 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
604 it'll return 0 if no FREE spots are found.*/ 570 it'll return 0 if no FREE spots are found.*/
605void 571static void
606find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 572find_enclosed_spot (maptile *map, int *cx, int *cy)
607{ 573{
608 int x, y; 574 int x, y;
609 int i; 575 int i;
610 576
611 x = *cx; 577 x = *cx;
613 579
614 for (i = 0; i <= SIZEOFFREE1; i++) 580 for (i = 0; i <= SIZEOFFREE1; i++)
615 { 581 {
616 int lx, ly, sindex; 582 int lx, ly, sindex;
617 583
618 lx = x + freearr_x[i]; 584 lx = x + DIRX (i);
619 ly = y + freearr_y[i]; 585 ly = y + DIRY (i);
620 sindex = surround_flag3 (map, lx, ly, RP); 586 sindex = surround_flag3 (map, lx, ly);
621 /* if it's blocked on 3 sides, it's enclosed */ 587 /* if it's blocked on 3 sides, it's enclosed */
622 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
623 { 589 {
624 *cx = lx; 590 *cx = lx;
625 *cy = ly; 591 *cy = ly;
631 spots--try to find someplace which is 2x enclosed. */ 597 spots--try to find someplace which is 2x enclosed. */
632 for (i = 0; i <= SIZEOFFREE1; i++) 598 for (i = 0; i <= SIZEOFFREE1; i++)
633 { 599 {
634 int lx, ly, sindex; 600 int lx, ly, sindex;
635 601
636 lx = x + freearr_x[i]; 602 lx = x + DIRX (i);
637 ly = y + freearr_y[i]; 603 ly = y + DIRY (i);
638 sindex = surround_flag3 (map, lx, ly, RP); 604 sindex = surround_flag3 (map, lx, ly);
639 /* if it's blocked on 3 sides, it's enclosed */ 605 /* if it's blocked on 3 sides, it's enclosed */
640 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)
641 { 607 {
642 *cx = lx; 608 *cx = lx;
643 *cy = ly; 609 *cy = ly;
648 /* settle for one surround point */ 614 /* settle for one surround point */
649 for (i = 0; i <= SIZEOFFREE1; i++) 615 for (i = 0; i <= SIZEOFFREE1; i++)
650 { 616 {
651 int lx, ly, sindex; 617 int lx, ly, sindex;
652 618
653 lx = x + freearr_x[i]; 619 lx = x + DIRX (i);
654 ly = y + freearr_y[i]; 620 ly = y + DIRY (i);
655 sindex = surround_flag3 (map, lx, ly, RP); 621 sindex = surround_flag3 (map, lx, ly);
656 /* if it's blocked on 3 sides, it's enclosed */ 622 /* if it's blocked on 3 sides, it's enclosed */
657 if (sindex) 623 if (sindex)
658 { 624 {
659 *cx = lx; 625 *cx = lx;
660 *cy = ly; 626 *cy = ly;
661 return; 627 return;
662 } 628 }
663 } 629 }
664 /* give up and return the closest free spot. */ 630 /* give up and return the closest free spot. */
665 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);
666 632
667 if (i != -1) 633 if (i != -1)
668 { 634 {
669 *cx = x + freearr_x[i]; 635 *cx = x + DIRX (i);
670 *cy = y + freearr_y[i]; 636 *cy = y + DIRY (i);
671 } 637 }
672 else 638 else
673 { 639 {
674 /* indicate failure */ 640 /* indicate failure */
675 *cx = -1; 641 *cx = -1;
676 *cy = -1; 642 *cy = -1;
677 } 643 }
678} 644}
679 645
680void 646static void
681remove_monsters (int x, int y, maptile *map) 647remove_monsters (int x, int y, maptile *map)
682{ 648{
683 object *tmp;
684
685 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 649 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
686 if (QUERY_FLAG (tmp, FLAG_ALIVE))
687 { 650 {
688 if (tmp->head) 651 object *next = tmp->above;
689 tmp = tmp->head; 652
690 tmp->remove (); 653 if (tmp->flag [FLAG_ALIVE])
691 tmp->destroy (); 654 tmp->head_ ()->destroy ();
692 tmp = GET_MAP_OB (map, x, y); 655
693 if (tmp == NULL) 656 tmp = next;
694 break;
695 }; 657 }
696} 658}
697 659
698/* 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
699 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
700 it'll remove any monsters it finds.*/ 662 it'll remove any monsters it finds.*/
701object ** 663static object **
702surround_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)
703{ 665{
704 int i; 666 int i;
705 const char *doors[2]; 667 const char *doors[2];
706 object **doorlist; 668 object **doorlist;
707 int ndoors_made = 0; 669 int ndoors_made = 0;
720 } 682 }
721 683
722 /* place doors in all the 8 adjacent unblocked squares. */ 684 /* place doors in all the 8 adjacent unblocked squares. */
723 for (i = 1; i < 9; i++) 685 for (i = 1; i < 9; i++)
724 { 686 {
725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 687 int x1 = x + DIRX (i), y1 = y + DIRY (i);
726 688
727 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
728 { /* place a door */ 690 { /* place a door */
729 remove_monsters (x1, y1, map); 691 remove_monsters (x1, y1, map);
730 692
731 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); 693 object *new_door = archetype::get (DIRX (i) == 0 ? doors[1] : doors[0]);
732 map->insert (new_door, x1, y1); 694 map->insert (new_door, x1, y1);
733 doorlist[ndoors_made] = new_door; 695 doorlist[ndoors_made] = new_door;
734 ndoors_made++; 696 ndoors_made++;
735 } 697 }
736 } 698 }
737 699
738 return doorlist; 700 return doorlist;
739} 701}
740 702
741
742/* 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. */
743object * 704static object *
744door_in_square (maptile *map, int x, int y) 705door_in_square (maptile *map, int x, int y)
745{ 706{
746 object *tmp;
747
748 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)
749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 708 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
750 return tmp; 709 return tmp;
710
751 return NULL; 711 return NULL;
752} 712}
753 713
754/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
755void 715static void
756find_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)
757{ 717{
758 int i, j; 718 int i, j;
759 object *door; 719 object *door;
760 720
761 /* bounds check x and y */ 721 /* bounds check x and y */
762 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
763 return; 723 return;
764 724
765 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
766 if (layout[x][y] == 1) 726 if (maze[x][y] == 1)
767 return; 727 return;
768 728
769 /* check off this point */ 729 /* check off this point */
770 if (layout[x][y] == '#') 730 if (maze[x][y] == '#')
771 { /* there could be a door here */ 731 { /* there could be a door here */
772 layout[x][y] = 1; 732 maze[x][y] = 1;
773 door = door_in_square (map, x, y); 733 door = door_in_square (map, x, y);
774 if (door) 734 if (door)
775 { 735 {
776 doorlist[*ndoors] = door; 736 doorlist[*ndoors] = door;
777 737
784 *ndoors = *ndoors + 1; 744 *ndoors = *ndoors + 1;
785 } 745 }
786 } 746 }
787 else 747 else
788 { 748 {
789 layout[x][y] = 1; 749 maze[x][y] = 1;
790 750
791 /* 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 */
792 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 752 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
793 find_doors_in_room_recursive (layout, map, 753 find_doors_in_room_recursive (maze, map,
794 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 754 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
795 doorlist, ndoors, RP); 755 doorlist, ndoors);
796 } 756 }
797} 757}
798 758
799/* 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. */
800object ** 760static object **
801find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 761find_doors_in_room (maptile *map, int x, int y)
802{ 762{
803 int i, j; 763 int i, j;
804 int ndoors = 0; 764 int ndoors = 0;
805 765
806 object **doorlist = (object **) calloc (sizeof (int), 1024); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
807 767
808 MazeData layout2 (RP->Xsize, RP->Ysize); 768 layout layout2 (map->width, map->height);
769 layout2.clear ();
809 770
810 /* allocate and copy the layout, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
811 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
812 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
813 if (wall_blocked (map, i, j)) 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
814 layout2[i][j] = '#';
815 775
816 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
817 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
818 778
819 return doorlist; 779 return doorlist;
820} 780}
821 781
822/* 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
823 opts doesn't say to lock/hide doors. */ 783 opts doesn't say to lock/hide doors. */
824void 784static void
825lock_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)
826{ 786{
827 object *door; 787 object *door;
828 int i; 788 int i;
829 789
830 /* lock the doors and hide the keys. */ 790 /* lock the doors and hide the keys. */
831 791
832 if (opts & DOORED) 792 if (opts & DOORED)
833 { 793 {
834 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
835 { 795 {
836 object *new_door = get_archetype ("locked_door1"); 796 object *new_door = archetype::get (shstr_locked_door1);
837 char keybuf[1024];
838 797
839 door = doorlist[i]; 798 door = doorlist[i];
840 new_door->face = door->face; 799 new_door->face = door->face;
841 new_door->x = door->x; 800 new_door->x = door->x;
842 new_door->y = door->y; 801 new_door->y = door->y;
843 door->remove ();
844 door->destroy (); 802 door->destroy ();
845 doorlist[i] = new_door; 803 doorlist[i] = new_door;
846 insert_ob_in_map (new_door, map, NULL, 0); 804 insert_ob_in_map (new_door, map, NULL, 0);
847 sprintf (keybuf, "%d", rndm (1000000000)); 805 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
848 new_door->slaying = keybuf;
849 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);
850 } 807 }
851 } 808 }
852 809
853 /* 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. */
854 if (opts & HIDDEN) 811 if (opts & HIDDEN)
863 { 820 {
864 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 821 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
865 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
866 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
867 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
825
868 door->face = wallface->face; 826 door->face = wallface->face;
869 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 827
870 wallface->remove ();
871 wallface->destroy (); 828 wallface->destroy ();
872 } 829 }
873 } 830 }
874 } 831 }
875} 832}

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