Devilution
Diablo devolved - magic behind the 1996 computer game
|
Go to the documentation of this file.
72 &&
dObject[xp + 1][yp - 1] == 0) {
82 &&
dObject[xp - 1][yp + 1] == 0) {
116 for (i = 0; found && i < 25; i++) {
186 for (i = 0; i < 9; i++) {
205 char objrnd[4] = { 4, 4, 3, 5 };
207 for (yp = 1; yp <
MAXDUNY - 1; yp++) {
208 for (xp = 1; xp <
MAXDUNX - 1; xp++) {
365 for (j = 0; j <
MAXDUNY; j++) {
366 for (i = 0; i <
MAXDUNX; i++) {
379 for (j = 0; j <
MAXDUNY; j++) {
380 for (i = 0; i <
MAXDUNX; i++) {
473 for (y = 0; y <
MAXDUNY; y++) {
474 for (x = 0; x <
MAXDUNX; x++) {
496 int scattertypes[111];
497 int numscattypes, mtype, i;
502 scattertypes[numscattypes] = i;
506 mtype = scattertypes[
random_(0, numscattypes)];
507 for (yp = 0; yp <
MAXDUNY; yp++) {
508 for (xp = 0; xp <
MAXDUNX; xp++) {
526 char barrnd[4] = { 2, 6, 4, 8 };
527 char monstrnd[4] = { 5, 7, 3, 9 };
529 for (yp = 0; yp <
MAXDUNY; yp++) {
530 for (xp = 0; xp <
MAXDUNX; xp++) {
553 char monstrnd[4] = { 6, 6, 3, 9 };
577 char monstrnd[4] = { 6, 7, 3, 9 };
613 char monstrnd[4] = { 6, 7, 3, 9 };
667 if (
dObject[xp][yp - 3] == 0) {
670 if (
dObject[xp][yp + 3] == 0) {
684 char treasrnd[4] = { 4, 9, 7, 10 };
685 char monstrnd[4] = { 6, 8, 3, 7 };
688 for (yp = 0; yp <
MAXDUNY; yp++) {
689 for (xp = 0; xp <
MAXDUNX; xp++) {
701 if (rv == 0 || rv >= treasrnd[
leveltype - 1] - 2) {
721 char librnd[4] = { 1, 2, 2, 5 };
722 char monstrnd[4] = { 5, 7, 3, 9 };
736 for (yp = 1; yp <
MAXDUNY - 1; yp++) {
737 for (xp = 1; xp <
MAXDUNX - 1; xp++) {
742 object[oi]._oSelFlag = 0;
743 object[oi]._oAnimFrame += 2;
767 char tortrnd[4] = { 6, 8, 3, 8 };
768 char monstrnd[4] = { 6, 8, 3, 9 };
770 for (yp = 1; yp <
MAXDUNY - 1; yp++) {
771 for (xp = 1; xp <
MAXDUNX - 1; xp++) {
790 char monstrnd[4] = { 6, 8, 3, 9 };
805 char decaprnd[4] = { 6, 8, 3, 8 };
806 char monstrnd[4] = { 6, 8, 3, 9 };
808 for (yp = 1; yp <
MAXDUNY - 1; yp++) {
809 for (xp = 1; xp <
MAXDUNX - 1; xp++) {
829 char monstrnd[4] = { 6, 7, 3, 9 };
844 char armorrnd[4] = { 6, 8, 3, 8 };
845 char monstrnd[4] = { 6, 7, 3, 9 };
851 for (yp = 0; yp <
MAXDUNY; yp++) {
852 for (xp = 0; xp <
MAXDUNX; xp++) {
893 char monstrnd[4] = { 6, 7, 3, 9 };
907 char monstrnd[4] = { 6, 7, 3, 9 };
921 char monstrnd[4] = { 6, 7, 3, 9 };
936 char monstrnd[4] = { 6, 8, 3, 9 };
937 char bcrossrnd[4] = { 5, 7, 3, 8 };
939 for (yp = 0; yp <
MAXDUNY; yp++) {
940 for (xp = 0; xp <
MAXDUNX; xp++) {
962 char weaponrnd[4] = { 6, 8, 5, 8 };
963 char monstrnd[4] = { 6, 7, 3, 9 };
969 for (yp = 0; yp <
MAXDUNY; yp++) {
970 for (xp = 0; xp <
MAXDUNX; xp++) {
991 for (j = 0; j <
MAXDUNY; j++) {
992 for (i = 0; i <
MAXDUNX; i++) {
1014 switch (
themes[i].ttype) {
void Theme_TearFountain(int t)
Theme_TearFountain initializes the tear fountain theme.
void UpdateL4Trans()
UpdateL4Trans sets each value of the transparency map to 1.
void Theme_PurifyingFountain(int t)
Theme_PurifyingFountain initializes the purifying fountain theme.
CMonster Monsters[MAX_LVLMTYPES]
@ THEME_PURIFYINGFOUNTAIN
int AddMonster(int x, int y, int dir, int mtype, BOOL InMap)
void Theme_Barrel(int t)
Theme_Barrel initializes the barrel theme.
BOOL CheckThemeRoom(int tv)
BOOL CheckThemeReqs(int t)
void Theme_ArmorStand(int t)
Theme_ArmorStand initializes the armor stand theme.
void HoldThemeRooms()
HoldThemeRooms marks theme rooms as populated.
void Theme_GoatShrine(int t)
Theme_GoatShrine initializes the goat shrine theme.
ItemStruct item[MAXITEMS+1]
void Theme_Treasure(int t)
Theme_Treasure initializes the treasure theme.
BOOL TFit_GoatShrine(int t)
DEVILUTION_BEGIN_NAMESPACE int numthemes
char dObject[MAXDUNX][MAXDUNY]
ThemeStruct themes[MAXTHEMES]
void Theme_SkelRoom(int t)
Theme_SkelRoom initializes the skeleton room theme.
void Theme_Library(int t)
Theme_Library initializes the library theme.
void CreateThemeRooms()
CreateThemeRooms adds thematic elements to rooms.
int dPiece[MAXDUNX][MAXDUNY]
BOOLEAN nSolidTable[2049]
List of path blocking dPieces.
#define DEVILUTION_END_NAMESPACE
void Theme_MurkyFountain(int t)
Theme_MurkyFountain initializes the murky fountain theme.
TriggerStruct trigs[MAXTRIGGERS]
THEME_LOC themeLoc[MAXTHEMES]
void PlaceThemeMonsts(int t, int f)
PlaceThemeMonsts places theme monsters with the specified frequency.
char dItem[MAXDUNX][MAXDUNY]
void CreateTypeItem(int x, int y, BOOL onlygood, int itype, int imisc, BOOL sendmsg, BOOL delta)
int GetRndSeed()
Get the current RNG seed.
void DRLG_HoldThemeRooms()
void Theme_Shrine(int t)
Theme_Shrine initializes the shrine theme.
void Theme_BrnCross(int t)
Theme_BrnCross initializes the burning cross theme.
void Theme_WeaponRack(int t)
Theme_WeaponRack initializes the weapon rack theme.
BOOL TFit_SkelRoom(int t)
char dTransVal[MAXDUNX][MAXDUNY]
void CreateRndItem(int x, int y, BOOL onlygood, BOOL sendmsg, BOOL delta)
void Theme_Cauldron(int t)
Theme_Cauldron initializes the cauldron theme.
int random_(BYTE idx, int v)
Main RNG function.
BOOL CheckThemeObj3(int xp, int yp, int t, int f)
BOOL SpecialThemeFit(int i, int t)
BOOL SpawnSkeleton(int ii, int x, int y)
int dMonster[MAXDUNX][MAXDUNY]
void AddObject(int ot, int ox, int oy)
void Theme_MonstPit(int t)
Theme_MonstPit initializes the monster pit theme.
char dFlags[MAXDUNX][MAXDUNY]
void Theme_Torture(int t)
Theme_Torture initializes the torture theme.
void Theme_Decap(int t)
Theme_Decap initializes the decapitated theme.
void Theme_BloodFountain(int t)
Theme_BloodFountain initializes the blood fountain theme.