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author | dshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-07-28 08:42:47 +0000 |
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committer | dshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-07-28 08:42:47 +0000 |
commit | 5549c15ba74e62433508e9bbaa23d117610f81e2 (patch) | |
tree | 8f462e0f7b7f516629af0b773fc5a7a176060f4e /crawl-ref/source/dungeon.h | |
parent | 9b909453a2e070df3ac33277d0a7f07deb6e9132 (diff) | |
download | crawl-ref-5549c15ba74e62433508e9bbaa23d117610f81e2.tar.gz crawl-ref-5549c15ba74e62433508e9bbaa23d117610f81e2.zip |
Added wizmode &L command to place a map on the current level by name. This
only really works for non-encompass vaults, and dungeon fixups are not applied
(so random deep water -> shallow water conversion, auto-placement of water
creatures, etc. will not happen).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1942 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/dungeon.h')
-rw-r--r-- | crawl-ref/source/dungeon.h | 24 |
1 files changed, 14 insertions, 10 deletions
diff --git a/crawl-ref/source/dungeon.h b/crawl-ref/source/dungeon.h index 530226554d..9561e587b5 100644 --- a/crawl-ref/source/dungeon.h +++ b/crawl-ref/source/dungeon.h @@ -20,6 +20,7 @@ #include "misc.h" #include "travel.h" #include "stuff.h" +#include <vector> const int MAKE_GOOD_ITEM = 351; @@ -111,16 +112,6 @@ struct dgn_region bool overlaps(const map_mask &dgn_map_mask) const; }; -bool builder(int level_number, int level_type); -void level_welcome_messages(); -void define_zombie(int mid, int ztype, int cs, int power); -bool is_wall(int feature); -bool place_specific_trap(int spec_x, int spec_y, trap_type spec_type); -void place_spec_shop(int level_number, int shop_x, int shop_y, - int force_s_type, bool representative = false); -bool unforbidden(const coord_def &c, unsigned mask); -coord_def dgn_find_nearby_stair(int stair_to_find, bool find_closest); - ////////////////////////////////////////////////////////////////////////// template <typename fgrd, typename bound_check> class flood_find : public travel_pathfind @@ -279,4 +270,17 @@ bool flood_find<fgrd, bound_check>::path_flood( } ////////////////////////////////////////////////////////////////////////// + +bool builder(int level_number, int level_type); +bool dgn_place_map(int map, bool generating_level, bool clobber); +void level_clear_vault_memory(); +void level_welcome_messages(); +void define_zombie(int mid, int ztype, int cs, int power); +bool is_wall(int feature); +bool place_specific_trap(int spec_x, int spec_y, trap_type spec_type); +void place_spec_shop(int level_number, int shop_x, int shop_y, + int force_s_type, bool representative = false); +bool unforbidden(const coord_def &c, unsigned mask); +coord_def dgn_find_nearby_stair(int stair_to_find, bool find_closest); + #endif |