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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.8 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.41 by root, Thu Jul 24 20:35:37 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
25
26
27 25
28#include <global.h> 26#include <global.h>
29#include <random_map.h> 27#include <random_map.h>
30#include <rproto.h> 28#include <rproto.h>
31 29
42#define LAST_OPTION 64 /* set this to the last real option, for random */ 40#define LAST_OPTION 64 /* set this to the last real option, for random */
43 41
44#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
45#define PASS_DOORS 1 43#define PASS_DOORS 1
46 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51}
52
53static object *
54gen_key (const shstr &keycode)
55{
56 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key_random_map);
58 key->slaying = keycode;
59 return key;
60}
61
62/* places keys in the map, preferably in something alive.
63 keycode is the key's code,
64 door_flag is either PASS_DOORS or NO_PASS_DOORS.
65 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
66 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
67 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
68
69 The idea is that you call keyplace on x,y where a door is, and it'll make
70 sure a key is placed on both sides of the door.
71*/
72static int
73keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
74{
75 int i, j;
76 int kx = 0, ky = 0;
77 object *the_keymaster; /* the monster that gets the key. */
78 object *the_key = gen_key (keycode);
79
80 if (door_flag == PASS_DOORS)
81 {
82 int tries = 0;
83
84 the_keymaster = 0;
85 while (tries < 15 && !the_keymaster)
86 {
87 i = rmg_rndm (RP->Xsize - 2) + 1;
88 j = rmg_rndm (RP->Ysize - 2) + 1;
89 tries++;
90 the_keymaster = find_closest_monster (map, i, j, RP);
91 }
92
93 /* if we don't find a good keymaster, drop the key on the ground. */
94 if (!the_keymaster)
95 {
96 int freeindex;
97
98 freeindex = -1;
99 for (tries = 0; tries < 15 && freeindex == -1; tries++)
100 {
101 kx = rmg_rndm (RP->Xsize - 2) + 1;
102 ky = rmg_rndm (RP->Ysize - 2) + 1;
103 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
104 }
105
106 // can freeindex ever be < 0?
107 if (freeindex >= 0)
108 {
109 kx += freearr_x [freeindex];
110 ky += freearr_y [freeindex];
111 }
112 }
113 }
114 else
115 { /* NO_PASS_DOORS --we have to work harder. */
116 /* don't try to keyplace if we're sitting on a blocked square and
117 NO_PASS_DOORS is set. */
118 if (n_keys == 1)
119 {
120 if (wall_blocked (map, x, y))
121 {
122 the_key->destroy ();
123 return 0;
124 }
125
126 the_keymaster = find_monster_in_room (map, x, y, RP);
127 if (!the_keymaster) /* if fail, find a spot to drop the key. */
128 find_spot_in_room (map, x, y, &kx, &ky, RP);
129 }
130 else
131 {
132 int sum = 0; /* count how many keys we actually place */
133
134 /* I'm lazy, so just try to place in all 4 directions. */
135 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
136 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
137 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
138 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
139
140 if (sum < 2) /* we might have made a disconnected map-place more keys. */
141 { /* diagonally this time. */
142 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
143 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
144 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
145 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
146 }
147
148 the_key->destroy ();
149 return 1;
150 }
151 }
152
153 LOG(llevError, "key %d,%d %p\n", the_keymaster ? the_keymaster->x : x, the_keymaster ? the_keymaster->y : y, the_keymaster+0);//D
154 if (the_keymaster)
155 the_keymaster->head_ ()->insert (the_key);
156 else
157 {
158 the_key->x = kx;
159 the_key->y = ky;
160 insert_ob_in_map (the_key, map, NULL, 0);
161 }
162
163 return 1;
164}
47 165
48/* returns true if square x,y has P_NO_PASS set, which is true for walls 166/* returns true if square x,y has P_NO_PASS set, which is true for walls
49 * and doors but not monsters. 167 * and doors but not monsters.
50 * This function is not map tile aware. 168 * This function is not map tile aware.
51 */ 169 */
52
53int 170int
54wall_blocked (maptile *m, int x, int y) 171wall_blocked (maptile *m, int x, int y)
55{ 172{
56 int r;
57
58 if (OUT_OF_REAL_MAP (m, x, y)) 173 if (OUT_OF_REAL_MAP (m, x, y))
59 return 1; 174 return 1;
175
176 m->at (x, y).update ();
60 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 177 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
61 return r;
62} 178}
63 179
64/* place treasures in the map, given the 180/* place treasures in the map, given the
65map, (required) 181map, (required)
66layout, (required) 182layout, (required)
67treasure style (may be empty or NULL, or "none" to cause no treasure.) 183treasure style (may be empty or NULL, or "none" to cause no treasure.)
68treasureoptions (may be 0 for random choices or positive) 184treasureoptions (may be 0 for random choices or positive)
69*/ 185*/
70
71void 186void
72place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) 187place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
73{ 188{
74 char styledirname[256]; 189 char styledirname[1024];
75 char stylefilepath[256]; 190 char stylefilepath[1024];
76 maptile *style_map = 0; 191 maptile *style_map = 0;
77 int num_treasures; 192 int num_treasures;
78 193
79 /* bail out if treasure isn't wanted. */ 194 /* bail out if treasure isn't wanted. */
80 if (treasure_style) 195 if (treasure_style)
81 if (!strcmp (treasure_style, "none")) 196 if (!strcmp (treasure_style, "none"))
82 return; 197 return;
198
83 if (treasureoptions <= 0) 199 if (treasureoptions <= 0)
84 treasureoptions = RANDOM () % (2 * LAST_OPTION); 200 treasureoptions = rmg_rndm (2 * LAST_OPTION);
85 201
86 /* filter out the mutually exclusive options */ 202 /* filter out the mutually exclusive options */
87 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 203 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
88 { 204 {
89 if (RANDOM () % 2) 205 if (rmg_rndm (2))
90 treasureoptions -= 1; 206 treasureoptions -= 1;
91 else 207 else
92 treasureoptions -= 2; 208 treasureoptions -= 2;
93 } 209 }
94 210
95 /* pick the number of treasures */ 211 /* pick the number of treasures */
96 if (treasureoptions & SPARSE) 212 if (treasureoptions & SPARSE)
97 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 213 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
98 else if (treasureoptions & RICH) 214 else if (treasureoptions & RICH)
99 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 215 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
100 else 216 else
101 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 217 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
102 218
103 if (num_treasures <= 0) 219 if (num_treasures <= 0)
104 return; 220 return;
105 221
106 /* get the style map */ 222 /* get the style map */
107 sprintf (styledirname, "%s", "/styles/treasurestyles"); 223 sprintf (styledirname, "%s", "/styles/treasurestyles");
108 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 224 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
109 style_map = find_style (styledirname, treasure_style, -1); 225 style_map = find_style (styledirname, treasure_style, -1);
110 226
227 if (!style_map)
228 {
229 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
230 return;
231 }
232
111 /* all the treasure at one spot in the map. */ 233 /* all the treasure at one spot in the map. */
112 if (treasureoptions & CONCENTRATED) 234 if (treasureoptions & CONCENTRATED)
113 { 235 {
114
115 /* map_layout_style global, and is previously set */ 236 /* map_layout_style global, and is previously set */
116 switch (RP->map_layout_style) 237 switch (RP->map_layout_style)
117 { 238 {
118 case ONION_LAYOUT: 239 case LAYOUT_ONION:
119 case SPIRAL_LAYOUT: 240 case LAYOUT_SPIRAL:
120 case SQUARE_SPIRAL_LAYOUT: 241 case LAYOUT_SQUARE_SPIRAL:
121 { 242 {
122 int i, j; 243 int i, j;
123 244
124 /* search the onion for C's or '>', and put treasure there. */ 245 /* search the onion for C's or '>', and put treasure there. */
125 for (i = 0; i < RP->Xsize; i++) 246 for (i = 0; i < RP->Xsize; i++)
126 { 247 {
127 for (j = 0; j < RP->Ysize; j++) 248 for (j = 0; j < RP->Ysize; j++)
128 { 249 {
129 if (layout[i][j] == 'C' || layout[i][j] == '>') 250 if (layout[i][j] == 'C' || layout[i][j] == '>')
130 { 251 {
131 int tdiv = RP->symmetry_used; 252 int tdiv = RP->symmetry_used;
132 object **doorlist;
133 object *chest; 253 object *chest;
134 254
135 if (tdiv == 3) 255 if (tdiv == 3)
136 tdiv = 2; /* this symmetry uses a divisor of 2 */ 256 tdiv = 2; /* this symmetry uses a divisor of 2 */
257
137 /* don't put a chest on an exit. */ 258 /* don't put a chest on an exit. */
138 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 259 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
260
139 if (!chest) 261 if (!chest)
140 continue; /* if no chest was placed NEXT */ 262 continue; /* if no chest was placed NEXT */
263
141 if (treasureoptions & (DOORED | HIDDEN)) 264 if (treasureoptions & (DOORED | HIDDEN))
142 { 265 {
143 doorlist = find_doors_in_room (map, i, j, RP); 266 object **doorlist = find_doors_in_room (map, i, j, RP);
144 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 267 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
145 free (doorlist); 268 free (doorlist);
146 } 269 }
147 } 270 }
148 } 271 }
149 } 272 }
150 break; 273 break;
151 } 274 }
275
152 default: 276 default:
153 { 277 {
154 int i, j, tries; 278 int i, j, tries;
155 object *chest; 279 object *chest;
156 object **doorlist; 280 object **doorlist;
157 281
158 i = j = -1; 282 i = j = -1;
159 tries = 0; 283 tries = 0;
160 while (i == -1 && tries < 100) 284 while (i == -1 && tries < 100)
161 { 285 {
162 i = RANDOM () % (RP->Xsize - 2) + 1; 286 i = rmg_rndm (RP->Xsize - 2) + 1;
163 j = RANDOM () % (RP->Ysize - 2) + 1; 287 j = rmg_rndm (RP->Ysize - 2) + 1;
164 find_enclosed_spot (map, &i, &j, RP); 288 find_enclosed_spot (map, &i, &j, RP);
289
165 if (wall_blocked (map, i, j)) 290 if (wall_blocked (map, i, j))
166 i = -1; 291 i = -1;
292
167 tries++; 293 tries++;
168 } 294 }
295
169 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 296 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
297
170 if (!chest) 298 if (!chest)
171 return; 299 return;
300
172 i = chest->x; 301 i = chest->x;
173 j = chest->y; 302 j = chest->y;
174 if (treasureoptions & (DOORED | HIDDEN)) 303 if (treasureoptions & (DOORED | HIDDEN))
175 { 304 {
176 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 305 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
177 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 306 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
178 free (doorlist); 307 free (doorlist);
179 } 308 }
180 } 309 }
181 } 310 }
182 } 311 }
183 else 312 else
184 { /* DIFFUSE treasure layout */ 313 { /* DIFFUSE treasure layout */
185 int ti, i, j; 314 int ti, i, j;
186 315
187 for (ti = 0; ti < num_treasures; ti++) 316 for (ti = 0; ti < num_treasures; ti++)
188 { 317 {
189 i = RANDOM () % (RP->Xsize - 2) + 1; 318 i = rmg_rndm (RP->Xsize - 2) + 1;
190 j = RANDOM () % (RP->Ysize - 2) + 1; 319 j = rmg_rndm (RP->Ysize - 2) + 1;
191 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 320 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
192 } 321 }
193 } 322 }
194} 323}
195
196
197 324
198/* put a chest into the map, near x and y, with the treasure style 325/* put a chest into the map, near x and y, with the treasure style
199 determined (may be null, or may be a treasure list from lib/treasures, 326 determined (may be null, or may be a treasure list from lib/treasures,
200 if the global variable "treasurestyle" is set to that treasure list's name */ 327 if the global variable "treasurestyle" is set to that treasure list's name */
201
202object * 328object *
203place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, RMParms * RP) 329place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{ 330{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 331 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 332
210 /* first, find a place to put the chest. */ 333 /* first, find a place to put the chest. */
211 i = find_first_free_spot (the_chest, map, x, y); 334 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
212 if (i == -1) 335 if (i == -1)
213 { 336 {
214 the_chest->destroy (0); 337 the_chest->destroy ();
215 return NULL; 338 return NULL;
216 } 339 }
340
217 xl = x + freearr_x[i]; 341 int xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 342 int yl = y + freearr_y[i];
219 343
220 /* if the placement is blocked, return a fail. */ 344 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 345 if (wall_blocked (map, xl, yl))
222 return 0; 346 return 0;
223
224 347
225 /* put the treasures in the chest. */ 348 /* put the treasures in the chest. */
226 /* if(style_map) { */ 349 /* if(style_map) { */
227#if 0 /* don't use treasure style maps for now! */ 350#if 0 /* don't use treasure style maps for now! */
228 int ti; 351 int ti;
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 354 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 355
233 if (tlist != NULL) 356 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 357 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 358 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 359 object *new_treasure = style_map->pick_random_object (rmg_rndm);
237 360
238 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 361 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
239 } 362 }
240 else 363 else
241 { /* use the style map */ 364 { /* use the style map */
242 the_chest->randomitems = tlist; 365 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 366 the_chest->stats.hp = n_treasures;
244 } 367 }
245#endif 368#endif
246 else
247 { /* neither style_map no treasure list given */ 369 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 370 treasurelist *tlist = treasurelist::find ("chest");
249 371
250 the_chest->randomitems = tlist; 372 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 373 the_chest->stats.hp = n_treasures;
252 } 374 }
253 375
254 /* stick a trap in the chest if required */ 376 /* stick a trap in the chest if required */
255 if (treasureoptions & TRAPPED) 377 if (treasureoptions & TRAPPED)
256 { 378 {
257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 379 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
258 object *the_trap;
259 380
260 if (trap_map) 381 if (trap_map)
261 { 382 {
262 the_trap = pick_random_object (trap_map); 383 object *the_trap = trap_map->pick_random_object (rmg_rndm);
384
263 the_trap->stats.Cha = 10 + RP->difficulty; 385 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 386 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
387
265 if (the_trap) 388 if (the_trap)
266 { 389 {
267 object *new_trap; 390 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
268 391
269 new_trap = arch_to_object (the_trap->arch);
270 copy_object (new_trap, the_trap);
271 new_trap->x = x; 392 new_trap->x = x;
272 new_trap->y = y; 393 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest); 394 insert_ob_in_ob (new_trap, the_chest);
274 } 395 }
275 } 396 }
276 } 397 }
277 398
278 /* set the chest lock code, and call the keyplacer routine with 399 /* set the chest lock code, and call the keyplacer routine with
279 the lockcode. It's not worth bothering to lock the chest if 400 the lockcode. It's not worth bothering to lock the chest if
280 there's only 1 treasure.... */ 401 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 402 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 403 {
284 char keybuf[256]; 404 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
285
286 sprintf (keybuf, "%d", (int) RANDOM ());
287 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 405 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
289 } 406 }
290 407
291 /* actually place the chest. */ 408 /* actually place the chest. */
292 the_chest->x = xl; 409 the_chest->x = xl;
293 the_chest->y = yl; 410 the_chest->y = yl;
297 414
298 415
299/* finds the closest monster and returns him, regardless of doors 416/* finds the closest monster and returns him, regardless of doors
300 or walls */ 417 or walls */
301object * 418object *
302find_closest_monster (maptile *map, int x, int y, RMParms * RP) 419find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
303{ 420{
304 int i; 421 int i;
305 422
306 for (i = 0; i < SIZEOFFREE; i++) 423 for (i = 0; i < SIZEOFFREE; i++)
307 { 424 {
312 /* boundscheck */ 429 /* boundscheck */
313 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 430 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
314 /* don't bother searching this square unless the map says life exists. */ 431 /* don't bother searching this square unless the map says life exists. */
315 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 432 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
316 { 433 {
317 object *the_monster = get_map_ob (map, lx, ly); 434 object *the_monster = GET_MAP_OB (map, lx, ly);
318 435
319 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 436 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
320 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 437 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
321 return the_monster; 438 return the_monster;
322 } 439 }
323 } 440 }
324 return NULL; 441 return NULL;
325} 442}
326 443
327
328
329/* places keys in the map, preferably in something alive.
330 keycode is the key's code,
331 door_flag is either PASS_DOORS or NO_PASS_DOORS.
332 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
333 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
335
336 The idea is that you call keyplace on x,y where a door is, and it'll make
337 sure a key is placed on both sides of the door.
338*/
339
340int
341keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP)
342{
343 int i, j;
344 int kx, ky;
345 object *the_keymaster; /* the monster that gets the key. */
346 object *the_key;
347
348 /* get a key and set its keycode */
349 the_key = get_archetype ("key2");
350 the_key->slaying = keycode;
351
352 if (door_flag == PASS_DOORS)
353 {
354 int tries = 0;
355
356 the_keymaster = NULL;
357 while (tries < 15 && the_keymaster == NULL)
358 {
359 i = (RANDOM () % (RP->Xsize - 2)) + 1;
360 j = (RANDOM () % (RP->Ysize - 2)) + 1;
361 tries++;
362 the_keymaster = find_closest_monster (map, i, j, RP);
363 }
364 /* if we don't find a good keymaster, drop the key on the ground. */
365 if (the_keymaster == NULL)
366 {
367 int freeindex;
368
369 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
374 freeindex = find_first_free_spot (the_key, map, kx, ky);
375 }
376 if (freeindex != -1)
377 {
378 kx += freearr_x[freeindex];
379 ky += freearr_y[freeindex];
380 }
381 }
382 }
383 else
384 { /* NO_PASS_DOORS --we have to work harder. */
385 /* don't try to keyplace if we're sitting on a blocked square and
386 NO_PASS_DOORS is set. */
387 if (n_keys == 1)
388 {
389 if (wall_blocked (map, x, y))
390 return 0;
391 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 }
395 else
396 {
397 int sum = 0; /* count how many keys we actually place */
398
399 /* I'm lazy, so just try to place in all 4 directions. */
400 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
401 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */
406 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
407 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
409 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 }
411 return 1;
412 }
413 }
414
415 if (the_keymaster == NULL)
416 {
417 the_key->x = kx;
418 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1;
421 }
422
423 insert_ob_in_ob (the_key, the_keymaster);
424 return 1;
425}
426
427
428
429/* both find_monster_in_room routines need to have access to this. */ 444/* both find_monster_in_room routines need to have access to this. */
430 445
431object *theMonsterToFind; 446object *theMonsterToFind;
432 447
433/* a recursive routine which will return a monster, eventually,if there is one. 448/* a recursive routine which will return a monster, eventually,if there is one.
434 it does a check-off on the layout, converting 0's to 1's */ 449 it does a check-off on the layout, converting 0's to 1's */
435 450
436object * 451object *
437find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, RMParms * RP) 452find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
438{ 453{
439 int i, j; 454 int i, j;
440 455
441 /* if we've found a monster already, leave */ 456 /* if we've found a monster already, leave */
442 if (theMonsterToFind != NULL) 457 if (theMonsterToFind != NULL)
453 /* check the current square for a monster. If there is one, 468 /* check the current square for a monster. If there is one,
454 set theMonsterToFind and return it. */ 469 set theMonsterToFind and return it. */
455 layout[x][y] = 1; 470 layout[x][y] = 1;
456 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 471 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
457 { 472 {
458 object *the_monster = get_map_ob (map, x, y); 473 object *the_monster = GET_MAP_OB (map, x, y);
459 474
460 /* check off this point */ 475 /* check off this point */
461 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 476 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
462 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 477 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
463 { 478 {
465 return theMonsterToFind; 480 return theMonsterToFind;
466 } 481 }
467 } 482 }
468 483
469 /* now search all the 8 squares around recursively for a monster,in random order */ 484 /* now search all the 8 squares around recursively for a monster,in random order */
470 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 485 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 { 486 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 487 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
473 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 489 return theMonsterToFind;
475 } 490 }
491
476 return theMonsterToFind; 492 return theMonsterToFind;
477} 493}
478
479 494
480/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
481 real work. */ 496 real work. */
482
483object * 497object *
484find_monster_in_room (maptile *map, int x, int y, RMParms * RP) 498find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
485{ 499{
486 char **layout2; 500 Layout layout2 (RP);
487 int i, j; 501
502 layout2->clear ();
503
504 /* allocate and copy the layout, converting C to 0. */
505 for (int i = 0; i < layout2->w; i++)
506 for (int j = 0; j < layout2->h; j++)
507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
488 509
489 theMonsterToFind = 0; 510 theMonsterToFind = 0;
490 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
491 /* allocate and copy the layout, converting C to 0. */
492 for (i = 0; i < RP->Xsize; i++)
493 {
494 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
495 for (j = 0; j < RP->Ysize; j++)
496 {
497 if (wall_blocked (map, i, j))
498 layout2[i][j] = '#';
499 }
500 }
501 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
502 512
503 /* deallocate the temp. layout */ 513 layout2.free ();
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509 514
510 return theMonsterToFind; 515 return theMonsterToFind;
511} 516}
512
513
514
515 517
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x; 519int *room_free_spots_x;
518int *room_free_spots_y; 520int *room_free_spots_y;
519int number_of_free_spots_in_room; 521int number_of_free_spots_in_room;
520 522
521/* the workhorse routine, which finds the free spots in a room: 523/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 524a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 525that datastructure. */
524
525void 526void
526find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) 527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 528{
528 int i, j; 529 int i, j;
529 530
530 /* bounds check x and y */ 531 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 532 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
540 /* check off this point */ 541 /* check off this point */
541 layout[x][y] = 1; 542 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546
545 /* now search all the 8 squares around recursively for free spots,in random order */ 547 /* now search all the 8 squares around recursively for free spots,in random order */
546 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 548 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
547 {
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 550
551} 551}
552 552
553/* find a random non-blocked spot in this room to drop a key. */ 553/* find a random non-blocked spot in this room to drop a key. */
554void 554void
555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, RMParms * RP) 555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556{ 556{
557 char **layout2; 557 char **layout2;
558 int i, j; 558 int i, j;
559 559
560 number_of_free_spots_in_room = 0; 560 number_of_free_spots_in_room = 0;
565 /* allocate and copy the layout, converting C to 0. */ 565 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 566 for (i = 0; i < RP->Xsize; i++)
567 { 567 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 569 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 570 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 571 layout2[i][j] = '#';
573 }
574 } 572 }
575 573
576 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
578 576
579 if (number_of_free_spots_in_room > 0) 577 if (number_of_free_spots_in_room > 0)
580 { 578 {
581 i = RANDOM () % number_of_free_spots_in_room; 579 i = rmg_rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
584 } 582 }
585 583
586 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 585 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 586 free (layout2[i]);
590 } 587
591 free (layout2); 588 free (layout2);
592 free (room_free_spots_x); 589 free (room_free_spots_x);
593 free (room_free_spots_y); 590 free (room_free_spots_y);
594} 591}
595 592
596 593
597/* searches the map for a spot with walls around it. The more 594/* searches the map for a spot with walls around it. The more
598 walls the better, but it'll settle for 1 wall, or even 0, but 595 walls the better, but it'll settle for 1 wall, or even 0, but
599 it'll return 0 if no FREE spots are found.*/ 596 it'll return 0 if no FREE spots are found.*/
600
601void 597void
602find_enclosed_spot (maptile *map, int *cx, int *cy, RMParms * RP) 598find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 599{
604 int x, y; 600 int x, y;
605 int i; 601 int i;
606 602
607 x = *cx; 603 x = *cx;
656 *cy = ly; 652 *cy = ly;
657 return; 653 return;
658 } 654 }
659 } 655 }
660 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 657 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
662 if (i != -1 && i <= SIZEOFFREE1) 658
659 if (i != -1)
663 { 660 {
664 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
666 return; 663 }
664 else
667 } 665 {
668 /* indicate failure */ 666 /* indicate failure */
667 *cx = -1;
669 *cx = *cy = -1; 668 *cy = -1;
669 }
670} 670}
671
672 671
673void 672void
674remove_monsters (int x, int y, maptile *map) 673remove_monsters (int x, int y, maptile *map)
675{ 674{
676 object *tmp; 675 object *tmp;
677 676
678 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 { 679 {
681 if (tmp->head) 680 if (tmp->head)
682 tmp = tmp->head; 681 tmp = tmp->head;
683 tmp->remove (); 682 tmp->remove ();
684 tmp->destroy (0); 683 tmp->destroy ();
685 tmp = get_map_ob (map, x, y); 684 tmp = GET_MAP_OB (map, x, y);
686 if (tmp == NULL) 685 if (tmp == NULL)
687 break; 686 break;
688 }; 687 };
689} 688}
690 689
691
692/* surrounds the point x,y by doors, so as to enclose something, like 690/* surrounds the point x,y by doors, so as to enclose something, like
693 a chest. It only goes as far as the 8 squares surrounding, and 691 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/ 692 it'll remove any monsters it finds.*/
695
696object ** 693object **
697surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 694surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
698{ 695{
699 int i; 696 int i;
700 char *doors[2]; 697 const char *doors[2];
701 object **doorlist; 698 object **doorlist;
702 int ndoors_made = 0; 699 int ndoors_made = 0;
703 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
704 701
705 /* this is a list we pick from, for horizontal and vertical doors */ 702 /* this is a list we pick from, for horizontal and vertical doors */
717 /* place doors in all the 8 adjacent unblocked squares. */ 714 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 715 for (i = 1; i < 9; i++)
719 { 716 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 718
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
723 { /* place a door */ 720 { /* place a door */
721 remove_monsters (x1, y1, map);
722
724 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 723 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
725 724 map->insert (new_door, x1, y1);
726 new_door->x = x + freearr_x[i];
727 new_door->y = y + freearr_y[i];
728 remove_monsters (new_door->x, new_door->y, map);
729 insert_ob_in_map (new_door, map, NULL, 0);
730 doorlist[ndoors_made] = new_door; 725 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 726 ndoors_made++;
732 } 727 }
733 } 728 }
729
734 return doorlist; 730 return doorlist;
735} 731}
736 732
737 733
738/* returns the first door in this square, or NULL if there isn't a door. */ 734/* returns the first door in this square, or NULL if there isn't a door. */
739object * 735object *
740door_in_square (maptile *map, int x, int y) 736door_in_square (maptile *map, int x, int y)
741{ 737{
742 object *tmp; 738 object *tmp;
743 739
744 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 740 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 742 return tmp;
747 return NULL; 743 return NULL;
748} 744}
749 745
750
751/* the workhorse routine, which finds the doors in a room */ 746/* the workhorse routine, which finds the doors in a room */
752void 747void
753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 748find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
754{ 749{
755 int i, j; 750 int i, j;
756 object *door; 751 object *door;
757 752
758 /* bounds check x and y */ 753 /* bounds check x and y */
766 /* check off this point */ 761 /* check off this point */
767 if (layout[x][y] == '#') 762 if (layout[x][y] == '#')
768 { /* there could be a door here */ 763 { /* there could be a door here */
769 layout[x][y] = 1; 764 layout[x][y] = 1;
770 door = door_in_square (map, x, y); 765 door = door_in_square (map, x, y);
771 if (door != NULL) 766 if (door)
772 { 767 {
773 doorlist[*ndoors] = door; 768 doorlist[*ndoors] = door;
769
774 if (*ndoors > 254) /* eek! out of memory */ 770 if (*ndoors > 1022) /* eek! out of memory */
775 { 771 {
776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 772 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
777 return; 773 return;
778 } 774 }
775
779 *ndoors = *ndoors + 1; 776 *ndoors = *ndoors + 1;
780 } 777 }
781 } 778 }
782 else 779 else
783 { 780 {
784 layout[x][y] = 1; 781 layout[x][y] = 1;
782
785 /* now search all the 8 squares around recursively for free spots,in random order */ 783 /* now search all the 8 squares around recursively for free spots,in random order */
786 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 784 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
787 { 785 find_doors_in_room_recursive (layout, map,
788 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 786 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
789 } 787 doorlist, ndoors, RP);
790 } 788 }
791} 789}
792 790
793/* find a random non-blocked spot in this room to drop a key. */ 791/* find a random non-blocked spot in this room to drop a key. */
794object ** 792object **
795find_doors_in_room (maptile *map, int x, int y, RMParms * RP) 793find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
796{ 794{
797 char **layout2;
798 object **doorlist;
799 int i, j; 795 int i, j;
800 int ndoors = 0; 796 int ndoors = 0;
801 797
802 doorlist = (object **) calloc (sizeof (int), 256); 798 object **doorlist = (object **)calloc (sizeof (int), 1024);
803 799
800 LayoutData layout2 (RP->Xsize, RP->Ysize);
801 layout2.clear ();
804 802
805 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
806 /* allocate and copy the layout, converting C to 0. */ 803 /* allocate and copy the layout, converting C to 0. */
807 for (i = 0; i < RP->Xsize; i++) 804 for (i = 0; i < RP->Xsize; i++)
808 {
809 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
810 for (j = 0; j < RP->Ysize; j++) 805 for (j = 0; j < RP->Ysize; j++)
811 { 806 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
812 if (wall_blocked (map, i, j))
813 layout2[i][j] = '#';
814 }
815 }
816 807
817 /* setup num_free_spots and room_free_spots */ 808 /* setup num_free_spots and room_free_spots */
818 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 809 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
819 810
820 /* deallocate the temp. layout */
821 for (i = 0; i < RP->Xsize; i++)
822 {
823 free (layout2[i]);
824 }
825 free (layout2);
826 return doorlist; 811 return doorlist;
827} 812}
828
829
830 813
831/* locks and/or hides all the doors in doorlist, or does nothing if 814/* locks and/or hides all the doors in doorlist, or does nothing if
832 opts doesn't say to lock/hide doors. */ 815 opts doesn't say to lock/hide doors. */
833
834void 816void
835lock_and_hide_doors (object **doorlist, maptile *map, int opts, RMParms * RP) 817lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
836{ 818{
837 object *door; 819 object *door;
838 int i; 820 int i;
839 821
840 /* lock the doors and hide the keys. */ 822 /* lock the doors and hide the keys. */
841 823
842 if (opts & DOORED) 824 if (opts & DOORED)
843 { 825 {
844 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 826 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
845 { 827 {
846 object *new_door = get_archetype ("locked_door1"); 828 object *new_door = get_archetype (shstr_locked_door1);
847 char keybuf[256];
848 829
849 door = doorlist[i]; 830 door = doorlist[i];
850 new_door->face = door->face; 831 new_door->face = door->face;
851 new_door->x = door->x; 832 new_door->x = door->x;
852 new_door->y = door->y; 833 new_door->y = door->y;
853 door->remove (); 834 door->remove ();
854 door->destroy (0); 835 door->destroy ();
855 doorlist[i] = new_door; 836 doorlist[i] = new_door;
856 insert_ob_in_map (new_door, map, NULL, 0); 837 insert_ob_in_map (new_door, map, NULL, 0);
857 sprintf (keybuf, "%d", (int) RANDOM ()); 838 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
858 new_door->slaying = keybuf;
859 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 839 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
860 } 840 }
861 } 841 }
862 842
863 /* change the faces of the doors and surrounding walls to hide them. */ 843 /* change the faces of the doors and surrounding walls to hide them. */
864 if (opts & HIDDEN) 844 if (opts & HIDDEN)
873 { 853 {
874 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
875 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 855 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
858
878 door->face = wallface->face; 859 door->face = wallface->face;
860
879 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 861 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
880 wallface->remove (); 862 wallface->remove ();
863
881 wallface->destroy (0); 864 wallface->destroy ();
882 } 865 }
883 } 866 }
884 } 867 }
885} 868}

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