Crossfire Server, Trunk  1.75.0
rproto.h
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1 #ifndef _RPROTO_H
2 #define _RPROTO_H
3 
4 /* random_map.c */
5 extern void dump_layout(char **layout, RMParms *RP);
6 extern mapstruct *generate_random_map(const char *OutFileName, RMParms *RP, char **use_layout, sstring reset_group);
7 extern char **layoutgen(RMParms *RP);
8 extern char **symmetrize_layout(char **maze, int sym, RMParms *RP);
9 extern char **rotate_layout(char **maze, int rotation, RMParms *RP);
10 extern void roomify_layout(char **maze, RMParms *RP);
11 extern int can_make_wall(char **maze, int dx, int dy, int dir, RMParms *RP);
12 extern int make_wall(char **maze, int x, int y, int dir);
13 extern void doorify_layout(char **maze, RMParms *RP);
15 /* room_gen_onion.c */
16 extern char **map_gen_onion(int xsize, int ysize, int option, int layers);
17 extern void centered_onion(char **maze, int xsize, int ysize, int option, int layers);
18 extern void bottom_centered_onion(char **maze, int xsize, int ysize, int option, int layers);
19 extern void draw_onion(char **maze, float *xlocations, float *ylocations, int layers);
20 extern void make_doors(char **maze, float *xlocations, float *ylocations, int layers, int options);
21 extern void bottom_right_centered_onion(char **maze, int xsize, int ysize, int option, int layers);
22 /* room_gen_spiral.c */
23 extern char **map_gen_spiral(int xsize, int ysize, int option, int _unused_layers);
24 extern void connect_spirals(int xsize, int ysize, int sym, char **layout);
25 /* maze_gen.c */
26 extern char **maze_gen(int xsize, int ysize, int option, int _unused_layers);
27 /* floor.c */
28 extern mapstruct *make_map_floor(char **layout, char *floorstyle, RMParms *RP);
29 /* wall.c */
30 extern int surround_flag(char **layout, int i, int j, RMParms *RP);
31 extern int surround_flag2(char **layout, int i, int j, RMParms *RP);
32 extern int surround_flag3(mapstruct *map, int i, int j, RMParms *RP);
33 extern int surround_flag4(mapstruct *map, int i, int j, RMParms *RP);
34 extern void make_map_walls(mapstruct *map, char **layout, char *w_style, RMParms *RP);
35 extern object *pick_joined_wall(object *the_wall, char **layout, int i, int j, RMParms *RP);
36 extern object *retrofit_joined_wall(mapstruct *the_map, int i, int j, int insert_flag, RMParms *RP);
37 /* monster.c */
38 extern void place_monsters(mapstruct *map, char *monsterstyle, int difficulty, RMParms *RP);
39 /* door.c */
40 extern int surround_check2(char **layout, int i, int j, int Xsize, int Ysize);
41 extern void put_doors(mapstruct *the_map, char **maze, const char *doorstyle, RMParms *RP);
42 /* decor.c */
43 extern int obj_count_in_map(mapstruct *map, int x, int y);
44 extern void put_decor(mapstruct *map, char **maze, char *decorstyle, int decor_option, RMParms *RP);
45 /* exit.c */
46 extern void find_in_layout(int mode, char target, int *fx, int *fy, char **layout, RMParms *RP);
47 extern void place_exits(mapstruct *map, char **maze, char *exitstyle, int orientation, RMParms *RP);
48 extern void unblock_exits(mapstruct *map, char **maze, RMParms *RP);
49 /* treasure.c */
50 extern int wall_blocked(mapstruct *m, int x, int y);
51 extern void place_treasure(mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms *RP);
52 extern object *place_chest(int treasureoptions, int x, int y, mapstruct *map, int n_treasures, RMParms *RP);
53 extern object *find_closest_monster(mapstruct *map, int x, int y, RMParms *RP);
54 extern int keyplace(mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms *RP);
55 extern object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP);
56 extern object *find_monster_in_room(mapstruct *map, int x, int y, RMParms *RP);
57 extern int find_spot_in_room(mapstruct *map, int x, int y, int *kx, int *ky, RMParms *RP);
58 extern void find_enclosed_spot(mapstruct *map, int *cx, int *cy, RMParms *RP);
59 extern void remove_monsters(int x, int y, mapstruct *map);
60 extern void find_doors_in_room_recursive(char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms *RP);
61 extern object **find_doors_in_room(mapstruct *map, int x, int y, RMParms *RP);
62 extern void lock_and_hide_doors(object **doorlist, mapstruct *map, int opts, RMParms *RP);
63 /* special.c */
64 extern void nuke_map_region(mapstruct *map, int xstart, int ystart, int xsize, int ysize);
65 extern void include_map_in_map(mapstruct *dest_map, const mapstruct *in_map, int x, int y);
66 extern int find_spot_for_submap(mapstruct *map, char **layout, int *ix, int *iy, int xsize, int ysize);
67 extern void place_fountain_with_specials(mapstruct *map);
68 extern void place_special_exit(mapstruct *map, int hole_type, const RMParms *RP);
69 extern void place_specials_in_map(mapstruct *map, char **layout, RMParms *RP);
70 /* style.c */
71 extern int load_dir(const char *dir, char ***namelist, int skip_dirs);
72 extern mapstruct *load_style_map(char *style_name);
73 extern mapstruct *find_style(const char *dirname, const char *stylename, int difficulty);
74 extern object *pick_random_object(mapstruct *style);
75 extern void free_style_maps(void);
76 /* rogue_layout.c */
77 extern int surround_check(char **layout, int i, int j, int Xsize, int Ysize);
78 extern char **roguelike_layout_gen(int xsize, int ysize, int options, int _unused_layers);
79 /* snake.c */
80 extern char **make_snake_layout(int xsize, int ysize, int _unused_options, int _unused_layers);
81 /* square_spiral.c */
82 extern void find_top_left_corner(char **maze, int *cx, int *cy);
83 extern char **make_square_spiral_layout(int xsize, int ysize, int _unused_options, int _unused_layers);
84 /* expand2x.c */
85 extern char **expand2x(char **layout, int xsize, int ysize);
86 
87 #endif
lock_and_hide_doors
void lock_and_hide_doors(object **doorlist, mapstruct *map, int opts, RMParms *RP)
Locks and/or hides all the doors in doorlist, or does nothing if opts doesn't say to lock/hide doors.
Definition: treasure.cpp:1005
find_in_layout
void find_in_layout(int mode, char target, int *fx, int *fy, char **layout, RMParms *RP)
Find a character in the layout.
Definition: exit.cpp:47
roguelike_layout_gen
char ** roguelike_layout_gen(int xsize, int ysize, int options, int _unused_layers)
Actually make the rogue layout.
Definition: rogue_layout.cpp:309
options
static struct Command_Line_Options options[]
Actual valid command line options.
Definition: init.cpp:386
layout
Definition: main.cpp:84
nuke_map_region
void nuke_map_region(mapstruct *map, int xstart, int ystart, int xsize, int ysize)
Erases all objects (except floor) in the given rectangle.
Definition: special.cpp:59
retrofit_joined_wall
object * retrofit_joined_wall(mapstruct *the_map, int i, int j, int insert_flag, RMParms *RP)
this takes a map, and changes an existing wall to match what's blocked around it, counting only doors...
Definition: wall.cpp:314
find_doors_in_room
object ** find_doors_in_room(mapstruct *map, int x, int y, RMParms *RP)
Gets all doors in a room.
Definition: treasure.cpp:920
maze_gen
char ** maze_gen(int xsize, int ysize, int option, int _unused_layers)
This function generates a random blocked maze with the property that there is only one path from one ...
Definition: maze_gen.cpp:59
rotate_layout
char ** rotate_layout(char **maze, int rotation, RMParms *RP)
Takes a map and rotates it.
Definition: random_map.cpp:442
map_gen_onion
char ** map_gen_onion(int xsize, int ysize, int option, int layers)
Generates an onion layout.
Definition: room_gen_onion.cpp:70
can_make_wall
int can_make_wall(char **maze, int dx, int dy, int dir, RMParms *RP)
Checks the layout to see if we can stick a horizontal (dir = 0) wall (or vertical,...
Definition: random_map.cpp:559
make_square_spiral_layout
char ** make_square_spiral_layout(int xsize, int ysize, int _unused_options, int _unused_layers)
Generates a square-spiral layout.
Definition: square_spiral.cpp:80
layoutgen
char ** layoutgen(RMParms *RP)
This function builds the actual layout.
Definition: random_map.cpp:226
find_spot_in_room
int find_spot_in_room(mapstruct *map, int x, int y, int *kx, int *ky, RMParms *RP)
Find a random non-blocked spot in this room to drop a key.
Definition: treasure.cpp:635
keyplace
int keyplace(mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms *RP)
Places keys in the map, preferably in something alive.
Definition: treasure.cpp:385
centered_onion
void centered_onion(char **maze, int xsize, int ysize, int option, int layers)
Creates a centered onion layout.
Definition: room_gen_onion.cpp:141
find_style
mapstruct * find_style(const char *dirname, const char *stylename, int difficulty)
Loads and returns the map requested.
Definition: style.cpp:180
bottom_centered_onion
void bottom_centered_onion(char **maze, int xsize, int ysize, int option, int layers)
Create a bottom-centered layout.
Definition: room_gen_onion.cpp:219
generate_random_map
mapstruct * generate_random_map(const char *OutFileName, RMParms *RP, char **use_layout, sstring reset_group)
Main random map routine.
Definition: random_map.cpp:75
roomify_layout
void roomify_layout(char **maze, RMParms *RP)
Take a layout and make some rooms in it.
Definition: random_map.cpp:511
map_gen_spiral
char ** map_gen_spiral(int xsize, int ysize, int option, int _unused_layers)
Generates a spiral layout.
Definition: room_gen_spiral.cpp:62
surround_flag2
int surround_flag2(char **layout, int i, int j, RMParms *RP)
Given a layout and a coordinate, tell me which squares up/down/right/left are occupied by walls.
Definition: wall.cpp:77
obj_count_in_map
int obj_count_in_map(mapstruct *map, int x, int y)
Count objects at a spot.
Definition: decor.cpp:39
RMParms
Random map parameters.
Definition: random_map.h:14
unblock_exits
void unblock_exits(mapstruct *map, char **maze, RMParms *RP)
This function unblocks the exits.
Definition: exit.cpp:401
surround_check
int surround_check(char **layout, int i, int j, int Xsize, int Ysize)
Checks free spots around a spot.
Definition: rogue_layout.cpp:280
m
static event_registration m
Definition: citylife.cpp:424
pick_joined_wall
object * pick_joined_wall(object *the_wall, char **layout, int i, int j, RMParms *RP)
Picks the right wall type for this square, to make it look nice, and have everything nicely joined.
Definition: wall.cpp:255
surround_check2
int surround_check2(char **layout, int i, int j, int Xsize, int Ysize)
Serch for doors or walls around a spot.
Definition: door.cpp:43
expand2x
char ** expand2x(char **layout, int xsize, int ysize)
Expands the layout be a factor 2.
Definition: expand2x.cpp:43
place_specials_in_map
void place_specials_in_map(mapstruct *map, char **layout, RMParms *RP)
Main function for specials.
Definition: special.cpp:396
make_map_walls
void make_map_walls(mapstruct *map, char **layout, char *w_style, RMParms *RP)
takes a map and a layout, and puts walls in the map (picked from w_style) at '#' marks.
Definition: wall.cpp:184
surround_flag
int surround_flag(char **layout, int i, int j, RMParms *RP)
Given a layout and a coordinate, tell me which squares up/down/right/left are occupied.
Definition: wall.cpp:40
make_wall
int make_wall(char **maze, int x, int y, int dir)
Cuts the layout horizontally or vertically by a wall with a door.
Definition: random_map.cpp:659
symmetrize_layout
char ** symmetrize_layout(char **maze, int sym, RMParms *RP)
Takes a map and makes it symmetric: adjusts Xsize and Ysize to produce a symmetric map.
Definition: random_map.cpp:361
include_map_in_map
void include_map_in_map(mapstruct *dest_map, const mapstruct *in_map, int x, int y)
Copy in_map into dest_map at point x,y.
Definition: special.cpp:86
StringBuffer
A buffer that will be expanded as content is added to it.
Definition: stringbuffer.cpp:25
remove_monsters
void remove_monsters(int x, int y, mapstruct *map)
Remove living things on specified spot.
Definition: treasure.cpp:764
draw_onion
void draw_onion(char **maze, float *xlocations, float *ylocations, int layers)
Draws the lines in the maze defining the onion layers.
Definition: room_gen_onion.cpp:306
place_treasure
void place_treasure(mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms *RP)
Place treasures in the map.
Definition: treasure.cpp:92
connect_spirals
void connect_spirals(int xsize, int ysize, int sym, char **layout)
Connects disjoint spirals which may result from the symmetrization process.
Definition: room_gen_spiral.cpp:159
find_closest_monster
object * find_closest_monster(mapstruct *map, int x, int y, RMParms *RP)
finds the closest monster and returns him, regardless of doors or walls
Definition: treasure.cpp:335
free_style_maps
void free_style_maps(void)
Frees cached style maps.
Definition: style.cpp:312
find_monster_in_room_recursive
object * find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP)
A recursive routine which will return a monster, eventually, if there is one.
Definition: treasure.cpp:492
mapstruct
This is a game-map.
Definition: map.h:315
sstring
const typedef char * sstring
Definition: sstring.h:2
find_doors_in_room_recursive
void find_doors_in_room_recursive(char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms *RP)
The workhorse routine, which finds the doors in a room.
Definition: treasure.cpp:870
place_exits
void place_exits(mapstruct *map, char **maze, char *exitstyle, int orientation, RMParms *RP)
Place exits in the map.
Definition: exit.cpp:144
put_doors
void put_doors(mapstruct *the_map, char **maze, const char *doorstyle, RMParms *RP)
Add doors to a map.
Definition: door.cpp:73
place_monsters
void place_monsters(mapstruct *map, char *monsterstyle, int difficulty, RMParms *RP)
Place some monsters into the map.
Definition: monster.cpp:38
find_spot_for_submap
int find_spot_for_submap(mapstruct *map, char **layout, int *ix, int *iy, int xsize, int ysize)
Finds a place to put a submap into.
Definition: special.cpp:154
pick_random_object
object * pick_random_object(mapstruct *style)
Picks a random object from a style map.
Definition: style.cpp:289
make_snake_layout
char ** make_snake_layout(int xsize, int ysize, int _unused_options, int _unused_layers)
Generate a snake-like layout.
Definition: snake.cpp:36
doorify_layout
void doorify_layout(char **maze, RMParms *RP)
Puts doors at appropriate locations in a layout.
Definition: random_map.cpp:698
make_map_floor
mapstruct * make_map_floor(char **layout, char *floorstyle, RMParms *RP)
Creates the Crossfire mapstruct object from the layout, and adds the floor.
Definition: floor.cpp:75
dump_layout
void dump_layout(char **layout, RMParms *RP)
Dumps specified layout using printf().
Definition: random_map.cpp:43
load_dir
int load_dir(const char *dir, char ***namelist, int skip_dirs)
This is our own version of scandir/select_regular_files/sort.
Definition: style.cpp:74
wall_blocked
int wall_blocked(mapstruct *m, int x, int y)
Returns true if square x,y has P_NO_PASS set, which is true for walls and doors but not monsters.
Definition: treasure.cpp:62
place_fountain_with_specials
void place_fountain_with_specials(mapstruct *map)
Places a special fountain on the map.
Definition: special.cpp:217
put_decor
void put_decor(mapstruct *map, char **maze, char *decorstyle, int decor_option, RMParms *RP)
Put the decor into the map.
Definition: decor.cpp:65
bottom_right_centered_onion
void bottom_right_centered_onion(char **maze, int xsize, int ysize, int option, int layers)
Create a bottom-right-centered layout.
Definition: room_gen_onion.cpp:471
place_chest
object * place_chest(int treasureoptions, int x, int y, mapstruct *map, int n_treasures, RMParms *RP)
Put a chest into the map, near x and y, with a chest from the styles/cheststyles map.
Definition: treasure.cpp:220
surround_flag4
int surround_flag4(mapstruct *map, int i, int j, RMParms *RP)
Check a map for spots with walls.
Definition: wall.cpp:152
make_doors
void make_doors(char **maze, float *xlocations, float *ylocations, int layers, int options)
Add doors to the layout.
Definition: room_gen_onion.cpp:345
surround_flag3
int surround_flag3(mapstruct *map, int i, int j, RMParms *RP)
Check a map for blocked spots.
Definition: wall.cpp:114
find_monster_in_room
object * find_monster_in_room(mapstruct *map, int x, int y, RMParms *RP)
Find a monster in a room.
Definition: treasure.cpp:543
place_special_exit
void place_special_exit(mapstruct *map, int hole_type, const RMParms *RP)
Place an exit with a resource map.
Definition: special.cpp:277
load_style_map
mapstruct * load_style_map(char *style_name)
Loads specified map (or take it from cache list).
Definition: style.cpp:131
find_top_left_corner
void find_top_left_corner(char **maze, int *cx, int *cy)
This starts from within a centered onion layer (or between two layers), and looks up until it finds a...
Definition: square_spiral.cpp:53
find_enclosed_spot
void find_enclosed_spot(mapstruct *map, int *cx, int *cy, RMParms *RP)
Searches the map for a spot with walls around it.
Definition: treasure.cpp:691
write_map_parameters_to_string
StringBuffer * write_map_parameters_to_string(const RMParms *RP)
Creates a suitable message for exit from RP.
Definition: random_map.cpp:750