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Crossfire Server, Trunk
1.75.0
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Go to the documentation of this file.
27 #define NR_DECOR_OPTIONS 1
69 decor_map =
find_style(
"/styles/decorstyles", decorstyle, -1);
70 if (decor_map == NULL) {
75 if (decor_option == 0) {
79 assert(decor_option != 0);
81 switch (decor_option) {
85 object *new_decor_object;
87 while (failures < 100 && number_to_place > 0) {
116 for (i = 1; i < RP->
Xsize-1; i++)
117 for (j = 1; j < RP->
Ysize-1; j++) {
118 if (maze[i][j] == 0) {
119 object *new_decor_object, *this_object;
#define FOR_MAP_FINISH()
Finishes FOR_MAP_PREPARE().
struct archetype * arch
Pointer to archetype.
void object_copy(const object *src_ob, object *dest_ob)
Copy object first frees everything allocated by the second object, and then copies the contents of th...
mapstruct * find_style(const char *dirname, const char *stylename, int difficulty)
Loads and returns the map requested.
void put_decor(mapstruct *map, char **maze, char *decorstyle, int decor_option, RMParms *RP)
Put the decor into the map.
int obj_count_in_map(mapstruct *map, int x, int y)
Count objects at a spot.
object * object_insert_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y)
Same as object_insert_in_map() except it handle separate coordinates and do a clean job preparing mul...
#define FOR_MAP_PREPARE(map_, mx_, my_, it_)
Constructs a loop iterating over all objects of a map tile.
object * pick_random_object(mapstruct *style)
Picks a random object from a style map.
object * arch_to_object(archetype *at)
Creates and returns a new object which is a copy of the given archetype.
#define NR_DECOR_OPTIONS
Number of decor styles that can be chosen if none specified.