… | |
… | |
67 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
67 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
68 | treasureoptions (may be 0 for random choices or positive) |
68 | treasureoptions (may be 0 for random choices or positive) |
69 | */ |
69 | */ |
70 | |
70 | |
71 | void |
71 | void |
72 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) |
72 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params * RP) |
73 | { |
73 | { |
74 | char styledirname[256]; |
74 | char styledirname[256]; |
75 | char stylefilepath[256]; |
75 | char stylefilepath[256]; |
76 | maptile *style_map = 0; |
76 | maptile *style_map = 0; |
77 | int num_treasures; |
77 | int num_treasures; |
… | |
… | |
113 | { |
113 | { |
114 | |
114 | |
115 | /* map_layout_style global, and is previously set */ |
115 | /* map_layout_style global, and is previously set */ |
116 | switch (RP->map_layout_style) |
116 | switch (RP->map_layout_style) |
117 | { |
117 | { |
118 | case ONION_LAYOUT: |
118 | case LAYOUT_ONION: |
119 | case SPIRAL_LAYOUT: |
119 | case LAYOUT_SPIRAL: |
120 | case SQUARE_SPIRAL_LAYOUT: |
120 | case LAYOUT_SQUARE_SPIRAL: |
121 | { |
121 | { |
122 | int i, j; |
122 | int i, j; |
123 | |
123 | |
124 | /* search the onion for C's or '>', and put treasure there. */ |
124 | /* search the onion for C's or '>', and put treasure there. */ |
125 | for (i = 0; i < RP->Xsize; i++) |
125 | for (i = 0; i < RP->Xsize; i++) |
… | |
… | |
198 | /* put a chest into the map, near x and y, with the treasure style |
198 | /* put a chest into the map, near x and y, with the treasure style |
199 | determined (may be null, or may be a treasure list from lib/treasures, |
199 | determined (may be null, or may be a treasure list from lib/treasures, |
200 | if the global variable "treasurestyle" is set to that treasure list's name */ |
200 | if the global variable "treasurestyle" is set to that treasure list's name */ |
201 | |
201 | |
202 | object * |
202 | object * |
203 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, RMParms * RP) |
203 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params * RP) |
204 | { |
204 | { |
205 | object *the_chest; |
205 | object *the_chest; |
206 | int i, xl, yl; |
206 | int i, xl, yl; |
207 | |
207 | |
208 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
208 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
… | |
… | |
297 | |
297 | |
298 | |
298 | |
299 | /* finds the closest monster and returns him, regardless of doors |
299 | /* finds the closest monster and returns him, regardless of doors |
300 | or walls */ |
300 | or walls */ |
301 | object * |
301 | object * |
302 | find_closest_monster (maptile *map, int x, int y, RMParms * RP) |
302 | find_closest_monster (maptile *map, int x, int y, random_map_params * RP) |
303 | { |
303 | { |
304 | int i; |
304 | int i; |
305 | |
305 | |
306 | for (i = 0; i < SIZEOFFREE; i++) |
306 | for (i = 0; i < SIZEOFFREE; i++) |
307 | { |
307 | { |
… | |
… | |
336 | The idea is that you call keyplace on x,y where a door is, and it'll make |
336 | The idea is that you call keyplace on x,y where a door is, and it'll make |
337 | sure a key is placed on both sides of the door. |
337 | sure a key is placed on both sides of the door. |
338 | */ |
338 | */ |
339 | |
339 | |
340 | int |
340 | int |
341 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) |
341 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params * RP) |
342 | { |
342 | { |
343 | int i, j; |
343 | int i, j; |
344 | int kx, ky; |
344 | int kx, ky; |
345 | object *the_keymaster; /* the monster that gets the key. */ |
345 | object *the_keymaster; /* the monster that gets the key. */ |
346 | object *the_key; |
346 | object *the_key; |
… | |
… | |
432 | |
432 | |
433 | /* a recursive routine which will return a monster, eventually,if there is one. |
433 | /* a recursive routine which will return a monster, eventually,if there is one. |
434 | it does a check-off on the layout, converting 0's to 1's */ |
434 | it does a check-off on the layout, converting 0's to 1's */ |
435 | |
435 | |
436 | object * |
436 | object * |
437 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, RMParms * RP) |
437 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params * RP) |
438 | { |
438 | { |
439 | int i, j; |
439 | int i, j; |
440 | |
440 | |
441 | /* if we've found a monster already, leave */ |
441 | /* if we've found a monster already, leave */ |
442 | if (theMonsterToFind != NULL) |
442 | if (theMonsterToFind != NULL) |
… | |
… | |
479 | |
479 | |
480 | /* sets up some data structures: the _recursive form does the |
480 | /* sets up some data structures: the _recursive form does the |
481 | real work. */ |
481 | real work. */ |
482 | |
482 | |
483 | object * |
483 | object * |
484 | find_monster_in_room (maptile *map, int x, int y, RMParms * RP) |
484 | find_monster_in_room (maptile *map, int x, int y, random_map_params * RP) |
485 | { |
485 | { |
486 | char **layout2; |
486 | char **layout2; |
487 | int i, j; |
487 | int i, j; |
488 | |
488 | |
489 | theMonsterToFind = 0; |
489 | theMonsterToFind = 0; |
… | |
… | |
521 | /* the workhorse routine, which finds the free spots in a room: |
521 | /* the workhorse routine, which finds the free spots in a room: |
522 | a datastructure of free points is set up, and a position chosen from |
522 | a datastructure of free points is set up, and a position chosen from |
523 | that datastructure. */ |
523 | that datastructure. */ |
524 | |
524 | |
525 | void |
525 | void |
526 | find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) |
526 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params * RP) |
527 | { |
527 | { |
528 | int i, j; |
528 | int i, j; |
529 | |
529 | |
530 | /* bounds check x and y */ |
530 | /* bounds check x and y */ |
531 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
531 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
… | |
… | |
550 | |
550 | |
551 | } |
551 | } |
552 | |
552 | |
553 | /* find a random non-blocked spot in this room to drop a key. */ |
553 | /* find a random non-blocked spot in this room to drop a key. */ |
554 | void |
554 | void |
555 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, RMParms * RP) |
555 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params * RP) |
556 | { |
556 | { |
557 | char **layout2; |
557 | char **layout2; |
558 | int i, j; |
558 | int i, j; |
559 | |
559 | |
560 | number_of_free_spots_in_room = 0; |
560 | number_of_free_spots_in_room = 0; |
… | |
… | |
597 | /* searches the map for a spot with walls around it. The more |
597 | /* searches the map for a spot with walls around it. The more |
598 | walls the better, but it'll settle for 1 wall, or even 0, but |
598 | walls the better, but it'll settle for 1 wall, or even 0, but |
599 | it'll return 0 if no FREE spots are found.*/ |
599 | it'll return 0 if no FREE spots are found.*/ |
600 | |
600 | |
601 | void |
601 | void |
602 | find_enclosed_spot (maptile *map, int *cx, int *cy, RMParms * RP) |
602 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params * RP) |
603 | { |
603 | { |
604 | int x, y; |
604 | int x, y; |
605 | int i; |
605 | int i; |
606 | |
606 | |
607 | x = *cx; |
607 | x = *cx; |
… | |
… | |
748 | } |
748 | } |
749 | |
749 | |
750 | |
750 | |
751 | /* the workhorse routine, which finds the doors in a room */ |
751 | /* the workhorse routine, which finds the doors in a room */ |
752 | void |
752 | void |
753 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) |
753 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params * RP) |
754 | { |
754 | { |
755 | int i, j; |
755 | int i, j; |
756 | object *door; |
756 | object *door; |
757 | |
757 | |
758 | /* bounds check x and y */ |
758 | /* bounds check x and y */ |
… | |
… | |
790 | } |
790 | } |
791 | } |
791 | } |
792 | |
792 | |
793 | /* find a random non-blocked spot in this room to drop a key. */ |
793 | /* find a random non-blocked spot in this room to drop a key. */ |
794 | object ** |
794 | object ** |
795 | find_doors_in_room (maptile *map, int x, int y, RMParms * RP) |
795 | find_doors_in_room (maptile *map, int x, int y, random_map_params * RP) |
796 | { |
796 | { |
797 | char **layout2; |
797 | char **layout2; |
798 | object **doorlist; |
798 | object **doorlist; |
799 | int i, j; |
799 | int i, j; |
800 | int ndoors = 0; |
800 | int ndoors = 0; |
… | |
… | |
830 | |
830 | |
831 | /* locks and/or hides all the doors in doorlist, or does nothing if |
831 | /* locks and/or hides all the doors in doorlist, or does nothing if |
832 | opts doesn't say to lock/hide doors. */ |
832 | opts doesn't say to lock/hide doors. */ |
833 | |
833 | |
834 | void |
834 | void |
835 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, RMParms * RP) |
835 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params * RP) |
836 | { |
836 | { |
837 | object *door; |
837 | object *door; |
838 | int i; |
838 | int i; |
839 | |
839 | |
840 | /* lock the doors and hide the keys. */ |
840 | /* lock the doors and hide the keys. */ |