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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.37 by root, Fri May 2 21:01:53 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 }
168 286
169 i = j = -1; 287 i = j = -1;
170 tries = 0; 288 tries = 0;
171 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
172 { 290 {
173 i = rndm (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
174 j = rndm (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
293
175 find_enclosed_spot (map, &i, &j, RP); 294 find_enclosed_spot (map, &i, &j);
176 295
177 if (wall_blocked (map, i, j)) 296 if (wall_blocked (map, i, j))
178 i = -1; 297 i = -1;
179 298
180 tries++; 299 tries++;
187 306
188 i = chest->x; 307 i = chest->x;
189 j = chest->y; 308 j = chest->y;
190 if (treasureoptions & (DOORED | HIDDEN)) 309 if (treasureoptions & (DOORED | HIDDEN))
191 { 310 {
192 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 311 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
193 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 312 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
194 free (doorlist); 313 free (doorlist);
195 } 314 }
196 } 315 }
197 } 316 }
198 } 317 }
199 else 318 else
200 { /* DIFFUSE treasure layout */ 319 { /* DIFFUSE treasure maze */
201 int ti, i, j; 320 int ti, i, j;
202 321
203 for (ti = 0; ti < num_treasures; ti++) 322 for (ti = 0; ti < num_treasures; ti++)
204 { 323 {
205 i = rndm (RP->Xsize - 2) + 1; 324 i = rmg_rndm (RP->Xsize - 2) + 1;
206 j = rndm (RP->Ysize - 2) + 1; 325 j = rmg_rndm (RP->Ysize - 2) + 1;
207 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 326 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
208 } 327 }
209 } 328 }
210} 329}
211 330
212/* 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
213 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,
214 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 */
215object * 334static object *
216place_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)
217{ 336{
218 object *the_chest;
219 int i, xl, yl;
220
221 the_chest = get_archetype ("chest"); /* was "chest_2" */ 337 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
222 338
223 /* first, find a place to put the chest. */ 339 /* first, find a place to put the chest. */
224 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
225 if (i == -1) 341 if (i == -1)
226 { 342 {
227 the_chest->destroy (); 343 the_chest->destroy ();
228 return NULL; 344 return NULL;
229 } 345 }
230 346
231 xl = x + freearr_x[i]; 347 int xl = x + DIRX (i);
232 yl = y + freearr_y[i]; 348 int yl = y + DIRY (i);
233 349
234 /* if the placement is blocked, return a fail. */ 350 /* if the placement is blocked, return a fail. */
235 if (wall_blocked (map, xl, yl)) 351 if (wall_blocked (map, xl, yl))
236 return 0; 352 return 0;
237 353
244 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 360 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
245 361
246 if (tlist != NULL) 362 if (tlist != NULL)
247 for (ti = 0; ti < n_treasures; ti++) 363 for (ti = 0; ti < n_treasures; ti++)
248 { /* use the treasure list */ 364 { /* use the treasure list */
249 object *new_treasure = style_map->pick_random_object (); 365 object *new_treasure = style_map->pick_random_object (rmg_rndm);
250 366
251 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 367 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
252 } 368 }
253 else 369 else
254 { /* use the style map */ 370 { /* use the style map */
255 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
256 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
264 } 380 }
265 381
266 /* stick a trap in the chest if required */ 382 /* stick a trap in the chest if required */
267 if (treasureoptions & TRAPPED) 383 if (treasureoptions & TRAPPED)
268 { 384 {
269 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 385 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
270 386
271 if (trap_map) 387 if (trap_map)
272 { 388 {
273 object *the_trap = trap_map->pick_random_object (); 389 object *the_trap = trap_map->pick_random_object (rmg_rndm);
274 390
275 the_trap->stats.Cha = 10 + RP->difficulty; 391 the_trap->stats.Cha = 10 + RP->difficulty;
276 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 392 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
277 393
278 if (the_trap) 394 if (the_trap)
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 }
491 496
492 return theMonsterToFind; 497 return theMonsterToFind;
493} 498}
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. */
497object * 502static object *
498find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 503find_monster_in_room (maptile *map, int x, int y)
499{ 504{
500 Layout layout2 (RP); 505 layout layout2 (map->width, map->height);
501 506
502 layout2->clear (); 507 // find walls
503
504 /* allocate and copy the layout, converting C to 0. */
505 for (int i = 0; i < layout2->w; i++) 508 for (int i = 0; i < layout2.w; i++)
506 for (int j = 0; j < layout2->h; j++) 509 for (int j = 0; j < layout2.h; j++)
507 if (wall_blocked (map, i, j)) 510 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
508 layout2[i][j] = '#';
509 511
510 theMonsterToFind = 0; 512 theMonsterToFind = 0;
511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
512
513 layout2.free ();
514 514
515 return theMonsterToFind; 515 return theMonsterToFind;
516} 516}
517
518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
519int *room_free_spots_x;
520int *room_free_spots_y;
521int number_of_free_spots_in_room;
522 517
523/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
524a 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
525that datastructure. */ 520that datastructure. */
526void 521static void
527find_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)
528{ 523{
529 int i, j;
530
531 /* bounds check x and y */ 524 /* bounds check x and y */
532 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 525 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
533 return; 526 return;
534 527
535 /* if the square is blocked or searched already, leave */ 528 /* if the square is blocked or searched already, leave */
536 if (layout[x][y] != 0) 529 if (maze[x][y] != 0)
537 return; 530 return;
538 531
539 /* 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.
540 set theMonsterToFind and return it. */ 533 set theMonsterToFind and return it. */
541 /* check off this point */ 534 /* check off this point */
542 layout[x][y] = 1; 535 maze[x][y] = 1;
543 room_free_spots_x[number_of_free_spots_in_room] = x; 536 spots.push (point (x, y));
544 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++;
546 537
547 /* 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 */
548 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++)
549 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));
550 541
551} 542}
552 543
553/* 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. */
554void 545static void
555find_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)
556{ 547{
557 char **layout2; 548 fixed_stack<point> spots (map->width * map->height);
558 int i, j;
559 549
560 number_of_free_spots_in_room = 0; 550 layout layout2 (map->width, map->height);
561 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
562 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
563 551
564 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
565 /* allocate and copy the layout, converting C to 0. */ 552 /* allocate and copy the maze, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 553 for (int i = 0; i < map->width; i++)
567 { 554 for (int j = 0; j < map->height; j++)
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 555 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
569 for (j = 0; j < RP->Ysize; j++)
570 if (wall_blocked (map, i, j))
571 layout2[i][j] = '#';
572 }
573 556
574 /* setup num_free_spots and room_free_spots */ 557 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 558 find_spot_in_room_recursive (layout2, spots, x, y);
576 559
577 if (number_of_free_spots_in_room > 0) 560 if (spots.size)
578 {
579 i = rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i];
582 } 561 {
562 point p = spots [rmg_rndm (spots.size)];
583 563
584 /* deallocate the temp. layout */ 564 *kx = p.x;
585 for (i = 0; i < RP->Xsize; i++) 565 *ky = p.y;
586 free (layout2[i]); 566 }
587
588 free (layout2);
589 free (room_free_spots_x);
590 free (room_free_spots_y);
591} 567}
592
593 568
594/* 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
595 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
596 it'll return 0 if no FREE spots are found.*/ 571 it'll return 0 if no FREE spots are found.*/
597void 572static void
598find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 573find_enclosed_spot (maptile *map, int *cx, int *cy)
599{ 574{
600 int x, y; 575 int x, y;
601 int i; 576 int i;
602 577
603 x = *cx; 578 x = *cx;
605 580
606 for (i = 0; i <= SIZEOFFREE1; i++) 581 for (i = 0; i <= SIZEOFFREE1; i++)
607 { 582 {
608 int lx, ly, sindex; 583 int lx, ly, sindex;
609 584
610 lx = x + freearr_x[i]; 585 lx = x + DIRX (i);
611 ly = y + freearr_y[i]; 586 ly = y + DIRY (i);
612 sindex = surround_flag3 (map, lx, ly, RP); 587 sindex = surround_flag3 (map, lx, ly);
613 /* if it's blocked on 3 sides, it's enclosed */ 588 /* if it's blocked on 3 sides, it's enclosed */
614 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 589 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
615 { 590 {
616 *cx = lx; 591 *cx = lx;
617 *cy = ly; 592 *cy = ly;
623 spots--try to find someplace which is 2x enclosed. */ 598 spots--try to find someplace which is 2x enclosed. */
624 for (i = 0; i <= SIZEOFFREE1; i++) 599 for (i = 0; i <= SIZEOFFREE1; i++)
625 { 600 {
626 int lx, ly, sindex; 601 int lx, ly, sindex;
627 602
628 lx = x + freearr_x[i]; 603 lx = x + DIRX (i);
629 ly = y + freearr_y[i]; 604 ly = y + DIRY (i);
630 sindex = surround_flag3 (map, lx, ly, RP); 605 sindex = surround_flag3 (map, lx, ly);
631 /* if it's blocked on 3 sides, it's enclosed */ 606 /* if it's blocked on 3 sides, it's enclosed */
632 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)
633 { 608 {
634 *cx = lx; 609 *cx = lx;
635 *cy = ly; 610 *cy = ly;
640 /* settle for one surround point */ 615 /* settle for one surround point */
641 for (i = 0; i <= SIZEOFFREE1; i++) 616 for (i = 0; i <= SIZEOFFREE1; i++)
642 { 617 {
643 int lx, ly, sindex; 618 int lx, ly, sindex;
644 619
645 lx = x + freearr_x[i]; 620 lx = x + DIRX (i);
646 ly = y + freearr_y[i]; 621 ly = y + DIRY (i);
647 sindex = surround_flag3 (map, lx, ly, RP); 622 sindex = surround_flag3 (map, lx, ly);
648 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
649 if (sindex) 624 if (sindex)
650 { 625 {
651 *cx = lx; 626 *cx = lx;
652 *cy = ly; 627 *cy = ly;
653 return; 628 return;
654 } 629 }
655 } 630 }
656 /* give up and return the closest free spot. */ 631 /* give up and return the closest free spot. */
657 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);
658 633
659 if (i != -1) 634 if (i != -1)
660 { 635 {
661 *cx = x + freearr_x[i]; 636 *cx = x + DIRX (i);
662 *cy = y + freearr_y[i]; 637 *cy = y + DIRY (i);
663 } 638 }
664 else 639 else
665 { 640 {
666 /* indicate failure */ 641 /* indicate failure */
667 *cx = -1; 642 *cx = -1;
668 *cy = -1; 643 *cy = -1;
669 } 644 }
670} 645}
671 646
672void 647static void
673remove_monsters (int x, int y, maptile *map) 648remove_monsters (int x, int y, maptile *map)
674{ 649{
675 object *tmp;
676
677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 650 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
679 { 651 {
680 if (tmp->head) 652 object *next = tmp->above;
681 tmp = tmp->head; 653
682 tmp->remove (); 654 if (tmp->flag [FLAG_ALIVE])
683 tmp->destroy (); 655 tmp->head_ ()->destroy ();
684 tmp = GET_MAP_OB (map, x, y); 656
685 if (tmp == NULL) 657 tmp = next;
686 break;
687 }; 658 }
688} 659}
689 660
690/* 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
691 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
692 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
693object ** 664static object **
694surround_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)
695{ 666{
696 int i; 667 int i;
697 const char *doors[2]; 668 const char *doors[2];
698 object **doorlist; 669 object **doorlist;
699 int ndoors_made = 0; 670 int ndoors_made = 0;
712 } 683 }
713 684
714 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
715 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
716 { 687 {
717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
718 689
719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
720 { /* place a door */ 691 { /* place a door */
721 remove_monsters (x1, y1, map); 692 remove_monsters (x1, y1, map);
722 693
723 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]);
724 map->insert (new_door, x1, y1); 695 map->insert (new_door, x1, y1);
725 doorlist[ndoors_made] = new_door; 696 doorlist[ndoors_made] = new_door;
726 ndoors_made++; 697 ndoors_made++;
727 } 698 }
728 } 699 }
729 700
730 return doorlist; 701 return doorlist;
731} 702}
732 703
733
734/* 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. */
735object * 705static object *
736door_in_square (maptile *map, int x, int y) 706door_in_square (maptile *map, int x, int y)
737{ 707{
738 object *tmp;
739
740 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)
741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
742 return tmp; 710 return tmp;
711
743 return NULL; 712 return NULL;
744} 713}
745 714
746/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
747void 716static void
748find_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)
749{ 718{
750 int i, j; 719 int i, j;
751 object *door; 720 object *door;
752 721
753 /* bounds check x and y */ 722 /* bounds check x and y */
754 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
755 return; 724 return;
756 725
757 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
758 if (layout[x][y] == 1) 727 if (maze[x][y] == 1)
759 return; 728 return;
760 729
761 /* check off this point */ 730 /* check off this point */
762 if (layout[x][y] == '#') 731 if (maze[x][y] == '#')
763 { /* there could be a door here */ 732 { /* there could be a door here */
764 layout[x][y] = 1; 733 maze[x][y] = 1;
765 door = door_in_square (map, x, y); 734 door = door_in_square (map, x, y);
766 if (door) 735 if (door)
767 { 736 {
768 doorlist[*ndoors] = door; 737 doorlist[*ndoors] = door;
769 738
776 *ndoors = *ndoors + 1; 745 *ndoors = *ndoors + 1;
777 } 746 }
778 } 747 }
779 else 748 else
780 { 749 {
781 layout[x][y] = 1; 750 maze[x][y] = 1;
782 751
783 /* 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 */
784 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 753 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
785 find_doors_in_room_recursive (layout, map, 754 find_doors_in_room_recursive (maze, map,
786 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 755 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
787 doorlist, ndoors, RP); 756 doorlist, ndoors);
788 } 757 }
789} 758}
790 759
791/* 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. */
792object ** 761static object **
793find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 762find_doors_in_room (maptile *map, int x, int y)
794{ 763{
795 int i, j; 764 int i, j;
796 int ndoors = 0; 765 int ndoors = 0;
797 766
798 object **doorlist = (object **)calloc (sizeof (int), 1024); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
799 768
800 LayoutData layout2 (RP->Xsize, RP->Ysize); 769 layout layout2 (map->width, map->height);
801 layout2.clear (); 770 layout2.clear ();
802 771
803 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
804 for (i = 0; i < RP->Xsize; i++) 773 for (i = 0; i < map->width; i++)
805 for (j = 0; j < RP->Ysize; j++) 774 for (j = 0; j < map->height; j++)
806 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
807 776
808 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
809 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
810 779
811 return doorlist; 780 return doorlist;
812} 781}
813 782
814/* 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
815 opts doesn't say to lock/hide doors. */ 784 opts doesn't say to lock/hide doors. */
816void 785static void
817lock_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)
818{ 787{
819 object *door; 788 object *door;
820 int i; 789 int i;
821 790
822 /* lock the doors and hide the keys. */ 791 /* lock the doors and hide the keys. */
823 792
824 if (opts & DOORED) 793 if (opts & DOORED)
825 { 794 {
826 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
827 { 796 {
828 object *new_door = get_archetype ("locked_door1"); 797 object *new_door = archetype::get (shstr_locked_door1);
829 char keybuf[1024];
830 798
831 door = doorlist[i]; 799 door = doorlist[i];
832 new_door->face = door->face; 800 new_door->face = door->face;
833 new_door->x = door->x; 801 new_door->x = door->x;
834 new_door->y = door->y; 802 new_door->y = door->y;
835 door->remove ();
836 door->destroy (); 803 door->destroy ();
837 doorlist[i] = new_door; 804 doorlist[i] = new_door;
838 insert_ob_in_map (new_door, map, NULL, 0); 805 insert_ob_in_map (new_door, map, NULL, 0);
839 sprintf (keybuf, "%d", rndm (1000000000)); 806 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
840 new_door->slaying = keybuf;
841 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);
842 } 808 }
843 } 809 }
844 810
845 /* 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. */
846 if (opts & HIDDEN) 812 if (opts & HIDDEN)
858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 825 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860 826
861 door->face = wallface->face; 827 door->face = wallface->face;
862 828
863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
864 wallface->remove ();
865
866 wallface->destroy (); 829 wallface->destroy ();
867 } 830 }
868 } 831 }
869 } 832 }
870} 833}

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