/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * The authors can be reached via e-mail to */ /* random_map.c */ extern void dump_layout(char **layout, random_map_params *RP); extern char **layoutgen(random_map_params *RP); extern char **symmetrize_layout(char **maze, int sym, random_map_params *RP); extern char **rotate_layout(char **maze, int rotation, random_map_params *RP); extern void roomify_layout(char **maze, random_map_params *RP); extern int can_make_wall(char **maze, int dx, int dy, int dir, random_map_params *RP); extern int make_wall(char **maze, int x, int y, int dir); extern void doorify_layout(char **maze, random_map_params *RP); extern void write_map_parameters_to_string(char *buf, random_map_params *RP); extern void write_parameters_to_string(char *buf, int xsize_n, int ysize_n, const char *wallstyle_n, const char *floorstyle_n, const char *monsterstyle_n, const char *treasurestyle_n, const char *layoutstyle_n, const char *decorstyle_n, const char *doorstyle_n, const char *exitstyle_n, const char *final_map_n, const char *exit_on_final_map_n, const char *this_map_n, int layoutoptions1_n, int layoutoptions2_n, int layoutoptions3_n, int symmetry_n, int dungeon_depth_n, int dungeon_level_n, int difficulty_n, int difficulty_given_n, int decoroptions_n, int orientation_n, int origin_x_n, int origin_y_n, uint32_t random_seed_n, int treasureoptions_n, float difficulty_increase); extern void copy_object_with_inv(object *src_ob, object *dest_ob); /* room_gen_onion.c */ extern char **map_gen_onion(int xsize, int ysize, int option, int layers); extern void centered_onion(char **maze, int xsize, int ysize, int option, int layers); extern void bottom_centered_onion(char **maze, int xsize, int ysize, int option, int layers); extern void draw_onion(char **maze, float *xlocations, float *ylocations, int layers); extern void make_doors(char **maze, float *xlocations, float *ylocations, int layers, int options); extern void bottom_right_centered_onion(char **maze, int xsize, int ysize, int option, int layers); /* room_gen_spiral.c */ extern char **map_gen_spiral(int xsize, int ysize, int option); extern void connect_spirals(int xsize, int ysize, int sym, char **layout); /* maze_gen.c */ extern char **maze_gen(int xsize, int ysize, int option); extern void make_wall_free_list(int xsize, int ysize); extern void pop_wall_point(int *x, int *y); extern int find_free_point(char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize); extern void fill_maze_full(char **maze, int x, int y, int xsize, int ysize); extern void fill_maze_sparse(char **maze, int x, int y, int xsize, int ysize); /* wall.c */ extern int surround_flag(char **layout, int i, int j, random_map_params *RP); extern int surround_flag2(char **layout, int i, int j, random_map_params *RP); extern int surround_flag3(maptile *map, sint16 i, sint16 j, random_map_params *RP); extern int surround_flag4(maptile *map, int i, int j, random_map_params *RP); extern void make_map_walls(maptile *map, char **layout, char *w_style, random_map_params *RP); extern object *pick_joined_wall(object *the_wall, char **layout, int i, int j, random_map_params *RP); extern object *retrofit_joined_wall(maptile *the_map, int i, int j, int insert_flag, random_map_params *RP); /* monster.c */ extern void insert_multisquare_ob_in_map(object *new_obj, maptile *map); extern void place_monsters(maptile *map, char *monsterstyle, int difficulty, random_map_params *RP); /* door.c */ extern int surround_check2(char **layout, int i, int j, int Xsize, int Ysize); extern void put_doors(maptile *the_map, char **maze, const char *doorstyle, random_map_params *RP); /* decor.c */ extern int obj_count_in_map(maptile *map, int x, int y); extern void put_decor(maptile *map, char **maze, char *decorstyle, int decor_option, random_map_params *RP); /* exit.c */ extern void find_in_layout(int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP); extern void place_exits(maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP); extern void unblock_exits(maptile *map, char **maze, random_map_params *RP); /* treasure.c */ extern int wall_blocked(maptile *m, int x, int y); extern void place_treasure(maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP); extern object *place_chest(int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); extern object *find_closest_monster(maptile *map, int x, int y, random_map_params *RP); extern int keyplace(maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP); extern object *find_monster_in_room_recursive(char **layout, maptile *map, int x, int y, random_map_params *RP); extern object *find_monster_in_room(maptile *map, int x, int y, random_map_params *RP); extern void find_spot_in_room_recursive(char **layout, int x, int y, random_map_params *RP); extern void find_spot_in_room(maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP); extern void find_enclosed_spot(maptile *map, int *cx, int *cy, random_map_params *RP); extern void remove_monsters(int x, int y, maptile *map); extern object **surround_by_doors(maptile *map, char **layout, int x, int y, int opts); extern object *door_in_square(maptile *map, int x, int y); extern void find_doors_in_room_recursive(char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP); extern object **find_doors_in_room(maptile *map, int x, int y, random_map_params *RP); extern void lock_and_hide_doors(object **doorlist, maptile *map, int opts, random_map_params *RP); /* special.c */ extern void nuke_map_region(maptile *map, int xstart, int ystart, int xsize, int ysize); extern void include_map_in_map(maptile *dest_map, maptile *in_map, int x, int y); extern int find_spot_for_submap(maptile *map, char **layout, int *ix, int *iy, int xsize, int ysize); extern void place_fountain_with_specials(maptile *map); extern void place_special_exit(maptile *map, int hole_type, random_map_params *RP); extern void place_specials_in_map(maptile *map, char **layout, random_map_params *RP); /* style.c */ extern int load_dir(const char *dir, char ***namelist, int skip_dirs); extern maptile *load_style_map(char *style_name); extern maptile *find_style(const char *dirname, const char *stylename, int difficulty); extern object *pick_random_object(maptile *style); extern void free_style_maps(void); /* rogue_layout.c */ extern int surround_check(char **layout, int i, int j, int Xsize, int Ysize); extern char **roguelike_layout_gen(int xsize, int ysize, int options); /* snake.c */ extern char **make_snake_layout(int xsize, int ysize, int options); /* square_spiral.c */ extern void find_top_left_corner(char **maze, int *cx, int *cy); extern char **make_square_spiral_layout(int xsize, int ysize, int options); /* expand2x.c */ extern char **expand2x(char **layout, int xsize, int ysize);