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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 1.67 by root, Sat Nov 17 23:40:02 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* placing treasure in maps, where appropriate. */ 26/* placing treasure in maps, where appropriate. */
25 27
26#include <global.h> 28#include <global.h>
27#include <random_map.h> 29#include <rmg.h>
28#include <rproto.h> 30#include <rproto.h>
29 31
30/* some defines for various options which can be set. */ 32/* some defines for various options which can be set. */
31 33
32#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 34#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 */ 42#define LAST_OPTION 64 /* set this to the last real option, for random */
41 43
42#define NO_PASS_DOORS 0 44#define NO_PASS_DOORS 0
43#define PASS_DOORS 1 45#define PASS_DOORS 1
44 46
47static object *find_closest_monster (maptile *map, int x, int y);
48static object *find_monster_in_room (maptile *map, int x, int y);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy);
54static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
55
45/* a macro to get a strongly centered random distribution, 56/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 57 from 0 to x, centered at x/2 */
47static int 58static int
48bc_random (int x) 59bc_random (int x)
49{ 60{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3; 61 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
62}
63
64static object *
65gen_key (const shstr &keycode)
66{
67 /* get a key and set its keycode */
68 object *key = archetype::get (shstr_key_random_map);
69 key->slaying = keycode;
70 return key;
71}
72
73/* places keys in the map, preferably in something alive.
74 keycode is the key's code,
75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
76 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
77 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
79
80 The idea is that you call keyplace on x,y where a door is, and it'll make
81 sure a key is placed on both sides of the door.
82*/
83static int
84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
85{
86 int i, j;
87 int kx = 0, ky = 0;
88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
90
91 if (door_flag == PASS_DOORS)
92 {
93 int tries = 0;
94
95 the_keymaster = 0;
96 while (tries < 15 && !the_keymaster)
97 {
98 i = rmg_rndm (map->width - 2) + 1;
99 j = rmg_rndm (map->height - 2) + 1;
100 tries++;
101 the_keymaster = find_closest_monster (map, i, j);
102 }
103
104 /* if we don't find a good keymaster, drop the key on the ground. */
105 if (!the_keymaster)
106 {
107 int freeindex;
108
109 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 {
112 kx = rmg_rndm (map->width - 2) + 1;
113 ky = rmg_rndm (map->height - 2) + 1;
114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
115 }
116
117 // can freeindex ever be < 0?
118 if (freeindex >= 0)
119 {
120 kx += DIRX (freeindex);
121 ky += DIRY (freeindex);
122 }
123 }
124 }
125 else
126 { /* NO_PASS_DOORS --we have to work harder. */
127 /* don't try to keyplace if we're sitting on a blocked square and
128 NO_PASS_DOORS is set. */
129 if (n_keys == 1)
130 {
131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
134 return 0;
135 }
136
137 the_keymaster = find_monster_in_room (map, x, y);
138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
139 find_spot_in_room (map, x, y, &kx, &ky);
140 }
141 else
142 {
143 int sum = 0; /* count how many keys we actually place */
144
145 /* I'm lazy, so just try to place in all 4 directions. */
146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
150
151 if (sum < 2) /* we might have made a disconnected map-place more keys. */
152 { /* diagonally this time. */
153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
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 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
157 }
158
159 the_key->destroy ();
160 return 1;
161 }
162 }
163
164 if (the_keymaster)
165 the_keymaster->head_ ()->insert (the_key);
166 else
167 {
168 the_key->x = kx;
169 the_key->y = ky;
170 insert_ob_in_map (the_key, map, NULL, 0);
171 }
172
173 return 1;
51} 174}
52 175
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 176/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 177 * and doors but not monsters.
55 * This function is not map tile aware. 178 * This function is not map tile aware.
62 185
63 m->at (x, y).update (); 186 m->at (x, y).update ();
64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65} 188}
66 189
67/* place treasures in the map, given the 190/* place treasures in the map, given the
68map, (required) 191map, (required)
69layout, (required) 192maze, (required)
70treasure style (may be empty or NULL, or "none" to cause no treasure.) 193treasure style (may be empty or NULL, or "none" to cause no treasure.)
71treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
72*/ 195*/
73void 196void
74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
75{ 198{
76 char styledirname[1024];
77 char stylefilepath[1024];
78 maptile *style_map = 0;
79 int num_treasures; 199 int num_treasures;
80 200
81 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 202 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
84 return; 204 return;
85 205
86 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
88 208
89 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
91 { 211 {
92 if (rndm (2)) 212 if (rmg_rndm (2))
93 treasureoptions -= 1; 213 treasureoptions -= 1;
94 else 214 else
95 treasureoptions -= 2; 215 treasureoptions -= 2;
96 } 216 }
97 217
105 225
106 if (num_treasures <= 0) 226 if (num_treasures <= 0)
107 return; 227 return;
108 228
109 /* get the style map */ 229 /* get the style map */
110 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 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);
113 231
114 if (!style_map) 232 if (!style_map)
115 { 233 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); 234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
117 return; 235 return;
118 } 236 }
119 237
120 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
121 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
132 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
133 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
134 { 252 {
135 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
136 { 254 {
137 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
138 { 256 {
139 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
140 object *chest; 258 object *chest;
141 259
142 if (tdiv == 3) 260 if (tdiv == 3)
148 if (!chest) 266 if (!chest)
149 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
150 268
151 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
152 { 270 {
153 object **doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j);
154 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
155 free (doorlist); 273 free (doorlist);
156 } 274 }
157 } 275 }
158 } 276 }
159 } 277 }
160 break; 278 break;
161 } 279 }
280
162 default: 281 default:
163 { 282 {
164 int i, j, tries; 283 int i, j, tries;
165 object *chest; 284 object *chest;
166 object **doorlist; 285 object **doorlist;
167 286
168 i = j = -1; 287 i = j = -1;
169 tries = 0; 288 tries = 0;
170 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
171 { 290 {
172 i = rndm (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
173 j = rndm (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
293
174 find_enclosed_spot (map, &i, &j, RP); 294 find_enclosed_spot (map, &i, &j);
175 295
176 if (wall_blocked (map, i, j)) 296 if (wall_blocked (map, i, j))
177 i = -1; 297 i = -1;
178 298
179 tries++; 299 tries++;
186 306
187 i = chest->x; 307 i = chest->x;
188 j = chest->y; 308 j = chest->y;
189 if (treasureoptions & (DOORED | HIDDEN)) 309 if (treasureoptions & (DOORED | HIDDEN))
190 { 310 {
191 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 311 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
192 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 312 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
193 free (doorlist); 313 free (doorlist);
194 } 314 }
195 } 315 }
196 } 316 }
197 } 317 }
198 else 318 else
199 { /* DIFFUSE treasure layout */ 319 { /* DIFFUSE treasure maze */
200 int ti, i, j; 320 int ti, i, j;
201 321
202 for (ti = 0; ti < num_treasures; ti++) 322 for (ti = 0; ti < num_treasures; ti++)
203 { 323 {
204 i = rndm (RP->Xsize - 2) + 1; 324 i = rmg_rndm (RP->Xsize - 2) + 1;
205 j = rndm (RP->Ysize - 2) + 1; 325 j = rmg_rndm (RP->Ysize - 2) + 1;
206 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 326 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
207 } 327 }
208 } 328 }
209} 329}
210 330
211/* put a chest into the map, near x and y, with the treasure style 331/* 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, 332 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 */ 333 if the global variable "treasurestyle" is set to that treasure list's name */
214object * 334static object *
215place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 335place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
216{ 336{
217 object *the_chest;
218 int i, xl, yl;
219
220 the_chest = get_archetype ("chest"); /* was "chest_2" */ 337 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
221 338
222 /* first, find a place to put the chest. */ 339 /* first, find a place to put the chest. */
223 i = find_first_free_spot (the_chest, map, x, y); 340 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
224 if (i == -1) 341 if (i == -1)
225 { 342 {
226 the_chest->destroy (); 343 the_chest->destroy ();
227 return NULL; 344 return NULL;
228 } 345 }
229 346
230 xl = x + freearr_x[i]; 347 int xl = x + DIRX (i);
231 yl = y + freearr_y[i]; 348 int yl = y + DIRY (i);
232 349
233 /* if the placement is blocked, return a fail. */ 350 /* if the placement is blocked, return a fail. */
234 if (wall_blocked (map, xl, yl)) 351 if (wall_blocked (map, xl, yl))
235 return 0; 352 return 0;
236 353
243 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 360 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
244 361
245 if (tlist != NULL) 362 if (tlist != NULL)
246 for (ti = 0; ti < n_treasures; ti++) 363 for (ti = 0; ti < n_treasures; ti++)
247 { /* use the treasure list */ 364 { /* use the treasure list */
248 object *new_treasure = style_map->pick_random_object (); 365 object *new_treasure = style_map->pick_random_object (rmg_rndm);
249 366
250 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 367 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
251 } 368 }
252 else 369 else
253 { /* use the style map */ 370 { /* use the style map */
254 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
255 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
263 } 380 }
264 381
265 /* stick a trap in the chest if required */ 382 /* stick a trap in the chest if required */
266 if (treasureoptions & TRAPPED) 383 if (treasureoptions & TRAPPED)
267 { 384 {
268 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 385 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
269 object *the_trap;
270 386
271 if (trap_map) 387 if (trap_map)
272 { 388 {
273 the_trap = trap_map->pick_random_object (); 389 object *the_trap = trap_map->pick_random_object (rmg_rndm);
390
274 the_trap->stats.Cha = 10 + RP->difficulty; 391 the_trap->stats.Cha = 10 + RP->difficulty;
275 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 392 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
393
276 if (the_trap) 394 if (the_trap)
277 { 395 {
278 object *new_trap; 396 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
279 397
280 new_trap = arch_to_object (the_trap->arch);
281 new_trap->copy_to (the_trap);
282 new_trap->x = x; 398 new_trap->x = x;
283 new_trap->y = y; 399 new_trap->y = y;
284 insert_ob_in_ob (new_trap, the_chest); 400 insert_ob_in_ob (new_trap, the_chest);
285 } 401 }
286 } 402 }
289 /* set the chest lock code, and call the keyplacer routine with 405 /* set the chest lock code, and call the keyplacer routine with
290 the lockcode. It's not worth bothering to lock the chest if 406 the lockcode. It's not worth bothering to lock the chest if
291 there's only 1 treasure.... */ 407 there's only 1 treasure.... */
292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 408 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
293 { 409 {
294 char keybuf[1024]; 410 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); 411 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
299 } 412 }
300 413
301 /* actually place the chest. */ 414 /* actually place the chest. */
302 the_chest->x = xl; 415 the_chest->x = xl;
303 the_chest->y = yl; 416 the_chest->y = yl;
304 insert_ob_in_map (the_chest, map, NULL, 0); 417 insert_ob_in_map (the_chest, map, NULL, 0);
305 return the_chest; 418 return the_chest;
306} 419}
307 420
308
309/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors or walls */
310 or walls */ 422static object *
311object *
312find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 423find_closest_monster (maptile *map, int x, int y)
313{ 424{
314 int i; 425 int i;
315 426
316 for (i = 0; i < SIZEOFFREE; i++) 427 for (i = 0; i < SIZEOFFREE; i++)
317 { 428 {
318 int lx, ly; 429 int lx, ly;
319 430
320 lx = x + freearr_x[i]; 431 lx = x + DIRX (i);
321 ly = y + freearr_y[i]; 432 ly = y + DIRY (i);
322 /* boundscheck */ 433 /* boundscheck */
323 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 434 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
324 /* don't bother searching this square unless the map says life exists. */ 435 /* don't bother searching this square unless the map says life exists. */
325 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 436 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
326 { 437 {
327 object *the_monster = GET_MAP_OB (map, lx, ly); 438 object *the_monster = GET_MAP_OB (map, lx, ly);
328 439
329 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 440 for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above)
441 ;
442
330 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 443 if (the_monster && the_monster->flag [FLAG_MONSTER])
331 return the_monster; 444 return the_monster;
332 } 445 }
333 } 446 }
334 return NULL; 447 return NULL;
335} 448}
336 449
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. */ 450/* both find_monster_in_room routines need to have access to this. */
445 451
446object *theMonsterToFind; 452static object *theMonsterToFind;
447 453
448/* a recursive routine which will return a monster, eventually,if there is one. 454/* 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 */ 455 it does a check-off on the maze, converting 0's to 1's */
450 456static object *
451object *
452find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 457find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y)
453{ 458{
454 int i, j; 459 int i, j;
455 460
456 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
457 if (theMonsterToFind != NULL) 462 if (theMonsterToFind != NULL)
458 return theMonsterToFind; 463 return theMonsterToFind;
459 464
460 /* bounds check x and y */ 465 /* bounds check x and y */
461 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 466 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
462 return theMonsterToFind; 467 return theMonsterToFind;
463 468
464 /* if the square is blocked or searched already, leave */ 469 /* if the square is blocked or searched already, leave */
465 if (layout[x][y] != 0) 470 if (maze[x][y] != 0)
466 return theMonsterToFind; /* might be NULL, that's fine. */ 471 return theMonsterToFind; /* might be NULL, that's fine. */
467 472
468 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
469 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
470 layout[x][y] = 1; 475 maze[x][y] = 1;
471 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
472 { 477 {
473 object *the_monster = GET_MAP_OB (map, x, y); 478 object *the_monster = GET_MAP_OB (map, x, y);
474 479
475 /* check off this point */ 480 /* check off this point */
476 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 481 for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
477 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 482 if (the_monster && the_monster->flag [FLAG_ALIVE])
478 { 483 {
479 theMonsterToFind = the_monster; 484 theMonsterToFind = the_monster;
480 return theMonsterToFind; 485 return theMonsterToFind;
481 } 486 }
482 } 487 }
483 488
484 /* now search all the 8 squares around recursively for a monster,in random order */ 489 /* 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++) 490 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
486 { 491 {
487 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 492 theMonsterToFind = find_monster_in_room_recursive (maze, map, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
488 if (theMonsterToFind != NULL) 493 if (theMonsterToFind)
489 return theMonsterToFind; 494 return theMonsterToFind;
490 } 495 }
496
491 return theMonsterToFind; 497 return theMonsterToFind;
492} 498}
493
494 499
495/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
496 real work. */ 501 real work. */
497 502static object *
498object *
499find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 503find_monster_in_room (maptile *map, int x, int y)
500{ 504{
501 char **layout2; 505 layout layout2 (map->width, map->height);
502 int i, j; 506
507 // find walls
508 for (int i = 0; i < layout2.w; i++)
509 for (int j = 0; j < layout2.h; j++)
510 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
503 511
504 theMonsterToFind = 0; 512 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); 513 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);
522 514
523 return theMonsterToFind; 515 return theMonsterToFind;
524} 516}
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;
530 517
531/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
532a datastructure of free points is set up, and a position chosen from 519a datastructure of free points is set up, and a position chosen from
533that datastructure. */ 520that datastructure. */
534void 521static void
535find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 522find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
536{ 523{
537 int i, j;
538
539 /* bounds check x and y */ 524 /* bounds check x and y */
540 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 525 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
541 return; 526 return;
542 527
543 /* if the square is blocked or searched already, leave */ 528 /* if the square is blocked or searched already, leave */
544 if (layout[x][y] != 0) 529 if (maze[x][y] != 0)
545 return; 530 return;
546 531
547 /* set the current square as checked, and add it to the list. 532 /* set the current square as checked, and add it to the list.
548 set theMonsterToFind and return it. */ 533 set theMonsterToFind and return it. */
549 /* check off this point */ 534 /* check off this point */
550 layout[x][y] = 1; 535 maze[x][y] = 1;
551 room_free_spots_x[number_of_free_spots_in_room] = x; 536 spots.push (point (x, y));
552 room_free_spots_y[number_of_free_spots_in_room] = y;
553 number_of_free_spots_in_room++;
554 537
555 /* now search all the 8 squares around recursively for free spots,in random order */ 538 /* 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++) 539 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); 540 find_spot_in_room_recursive (maze, spots, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
558 541
559} 542}
560 543
561/* find a random non-blocked spot in this room to drop a key. */ 544/* find a random non-blocked spot in this room to drop a key. */
562void 545static void
563find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 546find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky)
564{ 547{
565 char **layout2; 548 fixed_stack<point> spots (map->width * map->height);
566 int i, j;
567 549
568 number_of_free_spots_in_room = 0; 550 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);
571 551
572 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
573 /* allocate and copy the layout, converting C to 0. */ 552 /* allocate and copy the maze, converting C to 0. */
574 for (i = 0; i < RP->Xsize; i++) 553 for (int i = 0; i < map->width; i++)
575 { 554 for (int j = 0; j < map->height; j++)
576 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 555 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 }
581 556
582 /* setup num_free_spots and room_free_spots */ 557 /* setup num_free_spots and room_free_spots */
583 find_spot_in_room_recursive (layout2, x, y, RP); 558 find_spot_in_room_recursive (layout2, spots, x, y);
584 559
585 if (number_of_free_spots_in_room > 0) 560 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 } 561 {
562 point p = spots [rmg_rndm (spots.size)];
591 563
592 /* deallocate the temp. layout */ 564 *kx = p.x;
593 for (i = 0; i < RP->Xsize; i++) 565 *ky = p.y;
594 free (layout2[i]); 566 }
595
596 free (layout2);
597 free (room_free_spots_x);
598 free (room_free_spots_y);
599} 567}
600
601 568
602/* searches the map for a spot with walls around it. The more 569/* 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 570 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.*/ 571 it'll return 0 if no FREE spots are found.*/
605void 572static void
606find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 573find_enclosed_spot (maptile *map, int *cx, int *cy)
607{ 574{
608 int x, y; 575 int x, y;
609 int i; 576 int i;
610 577
611 x = *cx; 578 x = *cx;
613 580
614 for (i = 0; i <= SIZEOFFREE1; i++) 581 for (i = 0; i <= SIZEOFFREE1; i++)
615 { 582 {
616 int lx, ly, sindex; 583 int lx, ly, sindex;
617 584
618 lx = x + freearr_x[i]; 585 lx = x + DIRX (i);
619 ly = y + freearr_y[i]; 586 ly = y + DIRY (i);
620 sindex = surround_flag3 (map, lx, ly, RP); 587 sindex = surround_flag3 (map, lx, ly);
621 /* if it's blocked on 3 sides, it's enclosed */ 588 /* if it's blocked on 3 sides, it's enclosed */
622 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 589 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
623 { 590 {
624 *cx = lx; 591 *cx = lx;
625 *cy = ly; 592 *cy = ly;
631 spots--try to find someplace which is 2x enclosed. */ 598 spots--try to find someplace which is 2x enclosed. */
632 for (i = 0; i <= SIZEOFFREE1; i++) 599 for (i = 0; i <= SIZEOFFREE1; i++)
633 { 600 {
634 int lx, ly, sindex; 601 int lx, ly, sindex;
635 602
636 lx = x + freearr_x[i]; 603 lx = x + DIRX (i);
637 ly = y + freearr_y[i]; 604 ly = y + DIRY (i);
638 sindex = surround_flag3 (map, lx, ly, RP); 605 sindex = surround_flag3 (map, lx, ly);
639 /* if it's blocked on 3 sides, it's enclosed */ 606 /* if it's blocked on 3 sides, it's enclosed */
640 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 607 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
641 { 608 {
642 *cx = lx; 609 *cx = lx;
643 *cy = ly; 610 *cy = ly;
648 /* settle for one surround point */ 615 /* settle for one surround point */
649 for (i = 0; i <= SIZEOFFREE1; i++) 616 for (i = 0; i <= SIZEOFFREE1; i++)
650 { 617 {
651 int lx, ly, sindex; 618 int lx, ly, sindex;
652 619
653 lx = x + freearr_x[i]; 620 lx = x + DIRX (i);
654 ly = y + freearr_y[i]; 621 ly = y + DIRY (i);
655 sindex = surround_flag3 (map, lx, ly, RP); 622 sindex = surround_flag3 (map, lx, ly);
656 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
657 if (sindex) 624 if (sindex)
658 { 625 {
659 *cx = lx; 626 *cx = lx;
660 *cy = ly; 627 *cy = ly;
661 return; 628 return;
662 } 629 }
663 } 630 }
664 /* give up and return the closest free spot. */ 631 /* give up and return the closest free spot. */
665 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); 632 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
666 633
667 if (i != -1) 634 if (i != -1)
668 { 635 {
669 *cx = x + freearr_x[i]; 636 *cx = x + DIRX (i);
670 *cy = y + freearr_y[i]; 637 *cy = y + DIRY (i);
671 } 638 }
672 else 639 else
673 { 640 {
674 /* indicate failure */ 641 /* indicate failure */
675 *cx = -1; 642 *cx = -1;
676 *cy = -1; 643 *cy = -1;
677 } 644 }
678} 645}
679 646
680void 647static void
681remove_monsters (int x, int y, maptile *map) 648remove_monsters (int x, int y, maptile *map)
682{ 649{
683 object *tmp;
684
685 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 650 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
686 if (QUERY_FLAG (tmp, FLAG_ALIVE))
687 { 651 {
688 if (tmp->head) 652 object *next = tmp->above;
689 tmp = tmp->head; 653
690 tmp->remove (); 654 if (tmp->flag [FLAG_ALIVE])
691 tmp->destroy (); 655 tmp->head_ ()->destroy ();
692 tmp = GET_MAP_OB (map, x, y); 656
693 if (tmp == NULL) 657 tmp = next;
694 break;
695 }; 658 }
696} 659}
697 660
698/* surrounds the point x,y by doors, so as to enclose something, like 661/* 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 662 a chest. It only goes as far as the 8 squares surrounding, and
700 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
701object ** 664static object **
702surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 665surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
703{ 666{
704 int i; 667 int i;
705 const char *doors[2]; 668 const char *doors[2];
706 object **doorlist; 669 object **doorlist;
707 int ndoors_made = 0; 670 int ndoors_made = 0;
720 } 683 }
721 684
722 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
723 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
724 { 687 {
725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
726 689
727 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
728 { /* place a door */ 691 { /* place a door */
729 remove_monsters (x1, y1, map); 692 remove_monsters (x1, y1, map);
730 693
731 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); 694 object *new_door = archetype::get (DIRX (i) == 0 ? doors[1] : doors[0]);
732 map->insert (new_door, x1, y1); 695 map->insert (new_door, x1, y1);
733 doorlist[ndoors_made] = new_door; 696 doorlist[ndoors_made] = new_door;
734 ndoors_made++; 697 ndoors_made++;
735 } 698 }
736 } 699 }
737 700
738 return doorlist; 701 return doorlist;
739} 702}
740 703
741
742/* returns the first door in this square, or NULL if there isn't a door. */ 704/* returns the first door in this square, or NULL if there isn't a door. */
743object * 705static object *
744door_in_square (maptile *map, int x, int y) 706door_in_square (maptile *map, int x, int y)
745{ 707{
746 object *tmp;
747
748 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 708 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
750 return tmp; 710 return tmp;
711
751 return NULL; 712 return NULL;
752} 713}
753 714
754/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
755void 716static void
756find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 717find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors)
757{ 718{
758 int i, j; 719 int i, j;
759 object *door; 720 object *door;
760 721
761 /* bounds check x and y */ 722 /* bounds check x and y */
762 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
763 return; 724 return;
764 725
765 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
766 if (layout[x][y] == 1) 727 if (maze[x][y] == 1)
767 return; 728 return;
768 729
769 /* check off this point */ 730 /* check off this point */
770 if (layout[x][y] == '#') 731 if (maze[x][y] == '#')
771 { /* there could be a door here */ 732 { /* there could be a door here */
772 layout[x][y] = 1; 733 maze[x][y] = 1;
773 door = door_in_square (map, x, y); 734 door = door_in_square (map, x, y);
774 if (door) 735 if (door)
775 { 736 {
776 doorlist[*ndoors] = door; 737 doorlist[*ndoors] = door;
777 738
784 *ndoors = *ndoors + 1; 745 *ndoors = *ndoors + 1;
785 } 746 }
786 } 747 }
787 else 748 else
788 { 749 {
789 layout[x][y] = 1; 750 maze[x][y] = 1;
790 751
791 /* now search all the 8 squares around recursively for free spots,in random order */ 752 /* 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++) 753 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
793 find_doors_in_room_recursive (layout, map, 754 find_doors_in_room_recursive (maze, map,
794 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 755 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
795 doorlist, ndoors, RP); 756 doorlist, ndoors);
796 } 757 }
797} 758}
798 759
799/* find a random non-blocked spot in this room to drop a key. */ 760/* find a random non-blocked spot in this room to drop a key. */
800object ** 761static object **
801find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 762find_doors_in_room (maptile *map, int x, int y)
802{ 763{
803 int i, j; 764 int i, j;
804 int ndoors = 0; 765 int ndoors = 0;
805 766
806 object **doorlist = (object **) calloc (sizeof (int), 1024); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
807 768
808 MazeData layout2 (RP->Xsize, RP->Ysize); 769 layout layout2 (map->width, map->height);
770 layout2.clear ();
809 771
810 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
811 for (i = 0; i < RP->Xsize; i++) 773 for (i = 0; i < map->width; i++)
812 for (j = 0; j < RP->Ysize; j++) 774 for (j = 0; j < map->height; j++)
813 if (wall_blocked (map, i, j)) 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
814 layout2[i][j] = '#';
815 776
816 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
817 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
818 779
819 return doorlist; 780 return doorlist;
820} 781}
821 782
822/* locks and/or hides all the doors in doorlist, or does nothing if 783/* locks and/or hides all the doors in doorlist, or does nothing if
823 opts doesn't say to lock/hide doors. */ 784 opts doesn't say to lock/hide doors. */
824void 785static void
825lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 786lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
826{ 787{
827 object *door; 788 object *door;
828 int i; 789 int i;
829 790
830 /* lock the doors and hide the keys. */ 791 /* lock the doors and hide the keys. */
831 792
832 if (opts & DOORED) 793 if (opts & DOORED)
833 { 794 {
834 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
835 { 796 {
836 object *new_door = get_archetype ("locked_door1"); 797 object *new_door = archetype::get (shstr_locked_door1);
837 char keybuf[1024];
838 798
839 door = doorlist[i]; 799 door = doorlist[i];
840 new_door->face = door->face; 800 new_door->face = door->face;
841 new_door->x = door->x; 801 new_door->x = door->x;
842 new_door->y = door->y; 802 new_door->y = door->y;
843 door->remove ();
844 door->destroy (); 803 door->destroy ();
845 doorlist[i] = new_door; 804 doorlist[i] = new_door;
846 insert_ob_in_map (new_door, map, NULL, 0); 805 insert_ob_in_map (new_door, map, NULL, 0);
847 sprintf (keybuf, "%d", rndm (1000000000)); 806 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); 807 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
850 } 808 }
851 } 809 }
852 810
853 /* change the faces of the doors and surrounding walls to hide them. */ 811 /* change the faces of the doors and surrounding walls to hide them. */
854 if (opts & HIDDEN) 812 if (opts & HIDDEN)
863 { 821 {
864 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
865 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 823 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
866 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
867 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 825 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
826
868 door->face = wallface->face; 827 door->face = wallface->face;
869 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 828
870 wallface->remove ();
871 wallface->destroy (); 829 wallface->destroy ();
872 } 830 }
873 } 831 }
874 } 832 }
875} 833}

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