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Crossfire Server, Trunk
1.75.0
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Go to the documentation of this file.
12 extern int make_wall(
char **maze,
int x,
int y,
int dir);
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);
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);
23 extern char **
map_gen_spiral(
int xsize,
int ysize,
int option,
int _unused_layers);
26 extern char **
maze_gen(
int xsize,
int ysize,
int option,
int _unused_layers);
71 extern int load_dir(
const char *dir,
char ***namelist,
int skip_dirs);
80 extern char **
make_snake_layout(
int xsize,
int ysize,
int _unused_options,
int _unused_layers);
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.
void find_in_layout(int mode, char target, int *fx, int *fy, char **layout, RMParms *RP)
Find a character in the layout.
char ** roguelike_layout_gen(int xsize, int ysize, int options, int _unused_layers)
Actually make the rogue layout.
static struct Command_Line_Options options[]
Actual valid command line options.
void nuke_map_region(mapstruct *map, int xstart, int ystart, int xsize, int ysize)
Erases all objects (except floor) in the given rectangle.
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...
object ** find_doors_in_room(mapstruct *map, int x, int y, RMParms *RP)
Gets all doors in a room.
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 ...
char ** rotate_layout(char **maze, int rotation, RMParms *RP)
Takes a map and rotates it.
char ** map_gen_onion(int xsize, int ysize, int option, int layers)
Generates an onion layout.
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,...
char ** make_square_spiral_layout(int xsize, int ysize, int _unused_options, int _unused_layers)
Generates a square-spiral layout.
char ** layoutgen(RMParms *RP)
This function builds the actual layout.
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.
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.
void centered_onion(char **maze, int xsize, int ysize, int option, int layers)
Creates a centered onion layout.
mapstruct * find_style(const char *dirname, const char *stylename, int difficulty)
Loads and returns the map requested.
void bottom_centered_onion(char **maze, int xsize, int ysize, int option, int layers)
Create a bottom-centered layout.
mapstruct * generate_random_map(const char *OutFileName, RMParms *RP, char **use_layout, sstring reset_group)
Main random map routine.
void roomify_layout(char **maze, RMParms *RP)
Take a layout and make some rooms in it.
char ** map_gen_spiral(int xsize, int ysize, int option, int _unused_layers)
Generates a spiral layout.
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.
int obj_count_in_map(mapstruct *map, int x, int y)
Count objects at a spot.
void unblock_exits(mapstruct *map, char **maze, RMParms *RP)
This function unblocks the exits.
int surround_check(char **layout, int i, int j, int Xsize, int Ysize)
Checks free spots around a spot.
static event_registration m
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.
int surround_check2(char **layout, int i, int j, int Xsize, int Ysize)
Serch for doors or walls around a spot.
char ** expand2x(char **layout, int xsize, int ysize)
Expands the layout be a factor 2.
void place_specials_in_map(mapstruct *map, char **layout, RMParms *RP)
Main function for specials.
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.
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.
int make_wall(char **maze, int x, int y, int dir)
Cuts the layout horizontally or vertically by a wall with a door.
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.
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.
A buffer that will be expanded as content is added to it.
void remove_monsters(int x, int y, mapstruct *map)
Remove living things on specified spot.
void draw_onion(char **maze, float *xlocations, float *ylocations, int layers)
Draws the lines in the maze defining the onion layers.
void place_treasure(mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms *RP)
Place treasures in the map.
void connect_spirals(int xsize, int ysize, int sym, char **layout)
Connects disjoint spirals which may result from the symmetrization process.
object * find_closest_monster(mapstruct *map, int x, int y, RMParms *RP)
finds the closest monster and returns him, regardless of doors or walls
void free_style_maps(void)
Frees cached style maps.
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.
const typedef char * sstring
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.
void place_exits(mapstruct *map, char **maze, char *exitstyle, int orientation, RMParms *RP)
Place exits in the map.
void put_doors(mapstruct *the_map, char **maze, const char *doorstyle, RMParms *RP)
Add doors to a map.
void place_monsters(mapstruct *map, char *monsterstyle, int difficulty, RMParms *RP)
Place some monsters into the map.
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.
object * pick_random_object(mapstruct *style)
Picks a random object from a style map.
char ** make_snake_layout(int xsize, int ysize, int _unused_options, int _unused_layers)
Generate a snake-like layout.
void doorify_layout(char **maze, RMParms *RP)
Puts doors at appropriate locations in a layout.
mapstruct * make_map_floor(char **layout, char *floorstyle, RMParms *RP)
Creates the Crossfire mapstruct object from the layout, and adds the floor.
void dump_layout(char **layout, RMParms *RP)
Dumps specified layout using printf().
int load_dir(const char *dir, char ***namelist, int skip_dirs)
This is our own version of scandir/select_regular_files/sort.
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.
void place_fountain_with_specials(mapstruct *map)
Places a special fountain on the map.
void put_decor(mapstruct *map, char **maze, char *decorstyle, int decor_option, RMParms *RP)
Put the decor into the map.
void bottom_right_centered_onion(char **maze, int xsize, int ysize, int option, int layers)
Create a bottom-right-centered layout.
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.
int surround_flag4(mapstruct *map, int i, int j, RMParms *RP)
Check a map for spots with walls.
void make_doors(char **maze, float *xlocations, float *ylocations, int layers, int options)
Add doors to the layout.
int surround_flag3(mapstruct *map, int i, int j, RMParms *RP)
Check a map for blocked spots.
object * find_monster_in_room(mapstruct *map, int x, int y, RMParms *RP)
Find a monster in a room.
void place_special_exit(mapstruct *map, int hole_type, const RMParms *RP)
Place an exit with a resource map.
mapstruct * load_style_map(char *style_name)
Loads specified map (or take it from cache list).
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...
void find_enclosed_spot(mapstruct *map, int *cx, int *cy, RMParms *RP)
Searches the map for a spot with walls around it.
StringBuffer * write_map_parameters_to_string(const RMParms *RP)
Creates a suitable message for exit from RP.