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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
… | |
… | |
27 | #include <sproto.h> |
27 | #include <sproto.h> |
28 | #include <rproto.h> |
28 | #include <rproto.h> |
29 | |
29 | |
30 | /* find a character in the layout. fx and fy are pointers to |
30 | /* find a character in the layout. fx and fy are pointers to |
31 | where to find the char. fx,fy = -1 if not found. */ |
31 | where to find the char. fx,fy = -1 if not found. */ |
32 | void |
32 | static void |
33 | find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) |
33 | find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) |
34 | { |
34 | { |
35 | int M; |
35 | int M; |
36 | int i, j; |
36 | int i, j; |
37 | |
37 | |
… | |
… | |
296 | |
296 | |
297 | /* the identifier for making a random map. */ |
297 | /* the identifier for making a random map. */ |
298 | if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) |
298 | if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) |
299 | { |
299 | { |
300 | maptile *new_map; |
300 | maptile *new_map; |
301 | object *the_exit_back = arch_to_object (the_exit_up->arch); |
301 | object *the_exit_back = the_exit_up->arch->instance (); |
302 | |
302 | |
303 | /* load it */ |
303 | /* load it */ |
304 | if (!(new_map = maptile::find_sync (RP->final_map))) |
304 | if (!(new_map = maptile::find_sync (RP->final_map))) |
305 | return; |
305 | return; |
306 | |
306 | |
… | |
… | |
331 | |
331 | |
332 | insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
332 | insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
333 | } |
333 | } |
334 | } |
334 | } |
335 | else |
335 | else |
336 | the_exit_down->slaying = "/!"; |
336 | the_exit_down->slaying = shstr_random_map_exit; |
337 | |
337 | |
338 | /* Block the exit so things don't get dumped on top of it. */ |
338 | /* Block the exit so things don't get dumped on top of it. */ |
339 | the_exit_down->move_block = MOVE_ALL; |
339 | the_exit_down->move_block = MOVE_ALL; |
340 | insert_ob_in_map (the_exit_down, map, NULL, 0); |
340 | insert_ob_in_map (the_exit_down, map, NULL, 0); |
341 | maze[the_exit_down->x][the_exit_down->y] = '>'; |
341 | maze[the_exit_down->x][the_exit_down->y] = '>'; |