Source:NetHack 3.4.0/mkroom.c
Revision as of 13:18, 4 March 2008 by Kernigh bot (talk | contribs) (NetHack 3.4.0/mkroom.c moved to Source:NetHack 3.4.0/mkroom.c: Robot: moved page)
Below is the full text to mkroom.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mkroom.c#line123]], for example.
Warning! This is the source code from an old release. For the latest release, see Source code
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
1. /* SCCS Id: @(#)mkroom.c 3.4 2001/09/06 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. /* 6. * Entry points: 7. * mkroom() -- make and stock a room of a given type 8. * nexttodoor() -- return TRUE if adjacent to a door 9. * has_dnstairs() -- return TRUE if given room has a down staircase 10. * has_upstairs() -- return TRUE if given room has an up staircase 11. * courtmon() -- generate a court monster 12. * save_rooms() -- save rooms into file fd 13. * rest_rooms() -- restore rooms from file fd 14. */ 15. 16. #include "hack.h" 17. 18. #ifdef OVLB 19. STATIC_DCL boolean FDECL(isbig, (struct mkroom *)); 20. STATIC_DCL struct mkroom * FDECL(pick_room,(BOOLEAN_P)); 21. STATIC_DCL void NDECL(mkshop), FDECL(mkzoo,(int)), NDECL(mkswamp); 22. STATIC_DCL void NDECL(mktemple); 23. STATIC_DCL coord * FDECL(shrine_pos, (int)); 24. STATIC_DCL struct permonst * NDECL(morguemon); 25. STATIC_DCL struct permonst * NDECL(antholemon); 26. STATIC_DCL struct permonst * NDECL(squadmon); 27. STATIC_DCL void FDECL(save_room, (int,struct mkroom *)); 28. STATIC_DCL void FDECL(rest_room, (int,struct mkroom *)); 29. #endif /* OVLB */ 30. 31. #define sq(x) ((x)*(x)) 32. 33. extern const struct shclass shtypes[]; /* defined in shknam.c */ 34. 35. #ifdef OVLB 36. 37. STATIC_OVL boolean 38. isbig(sroom) 39. register struct mkroom *sroom; 40. { 41. register int area = (sroom->hx - sroom->lx + 1) 42. * (sroom->hy - sroom->ly + 1); 43. return((boolean)( area > 20 )); 44. } 45. 46. void 47. mkroom(roomtype) 48. /* make and stock a room of a given type */ 49. int roomtype; 50. { 51. if (roomtype >= SHOPBASE) 52. mkshop(); /* someday, we should be able to specify shop type */ 53. else switch(roomtype) { 54. case COURT: mkzoo(COURT); break; 55. case ZOO: mkzoo(ZOO); break; 56. case BEEHIVE: mkzoo(BEEHIVE); break; 57. case MORGUE: mkzoo(MORGUE); break; 58. case BARRACKS: mkzoo(BARRACKS); break; 59. case SWAMP: mkswamp(); break; 60. case TEMPLE: mktemple(); break; 61. case LEPREHALL: mkzoo(LEPREHALL); break; 62. case COCKNEST: mkzoo(COCKNEST); break; 63. case ANTHOLE: mkzoo(ANTHOLE); break; 64. default: impossible("Tried to make a room of type %d.", roomtype); 65. } 66. } 67. 68. STATIC_OVL void 69. mkshop() 70. { 71. register struct mkroom *sroom; 72. int i = -1; 73. #ifdef WIZARD 74. char *ep = (char *)0; /* (init == lint suppression) */ 75. 76. /* first determine shoptype */ 77. if(wizard){ 78. #ifndef MAC 79. ep = nh_getenv("SHOPTYPE"); 80. if(ep){ 81. if(*ep == 'z' || *ep == 'Z'){ 82. mkzoo(ZOO); 83. return; 84. } 85. if(*ep == 'm' || *ep == 'M'){ 86. mkzoo(MORGUE); 87. return; 88. } 89. if(*ep == 'b' || *ep == 'B'){ 90. mkzoo(BEEHIVE); 91. return; 92. } 93. if(*ep == 't' || *ep == 'T' || *ep == '\\'){ 94. mkzoo(COURT); 95. return; 96. } 97. if(*ep == 's' || *ep == 'S'){ 98. mkzoo(BARRACKS); 99. return; 100. } 101. if(*ep == 'a' || *ep == 'A'){ 102. mkzoo(ANTHOLE); 103. return; 104. } 105. if(*ep == 'c' || *ep == 'C'){ 106. mkzoo(COCKNEST); 107. return; 108. } 109. if(*ep == 'l' || *ep == 'L'){ 110. mkzoo(LEPREHALL); 111. return; 112. } 113. if(*ep == '_'){ 114. mktemple(); 115. return; 116. } 117. if(*ep == '}'){ 118. mkswamp(); 119. return; 120. } 121. for(i=0; shtypes[i].name; i++) 122. if(*ep == def_oc_syms[(int)shtypes[i].symb]) 123. goto gottype; 124. if(*ep == 'g' || *ep == 'G') 125. i = 0; 126. else 127. i = -1; 128. } 129. #endif 130. } 131. gottype: 132. #endif 133. for(sroom = &rooms[0]; ; sroom++){ 134. if(sroom->hx < 0) return; 135. if(sroom - rooms >= nroom) { 136. pline("rooms not closed by -1?"); 137. return; 138. } 139. if(sroom->rtype != OROOM) continue; 140. if(has_dnstairs(sroom) || has_upstairs(sroom)) 141. continue; 142. if( 143. #ifdef WIZARD 144. (wizard && ep && sroom->doorct != 0) || 145. #endif 146. sroom->doorct == 1) break; 147. } 148. if (!sroom->rlit) { 149. int x, y; 150. 151. for(x = sroom->lx - 1; x <= sroom->hx + 1; x++) 152. for(y = sroom->ly - 1; y <= sroom->hy + 1; y++) 153. levl[x][y].lit = 1; 154. sroom->rlit = 1; 155. } 156. 157. if(i < 0) { /* shoptype not yet determined */ 158. register int j; 159. 160. /* pick a shop type at random */ 161. for (j = rnd(100), i = 0; (j -= shtypes[i].prob) > 0; i++) 162. continue; 163. 164. /* big rooms cannot be wand or book shops, 165. * - so make them general stores 166. */ 167. if(isbig(sroom) && (shtypes[i].symb == WAND_CLASS 168. || shtypes[i].symb == SPBOOK_CLASS)) i = 0; 169. } 170. sroom->rtype = SHOPBASE + i; 171. 172. /* set room bits before stocking the shop */ 173. #ifdef SPECIALIZATION 174. topologize(sroom, FALSE); /* doesn't matter - this is a special room */ 175. #else 176. topologize(sroom); 177. #endif 178. 179. /* stock the room with a shopkeeper and artifacts */ 180. stock_room(i, sroom); 181. } 182. 183. STATIC_OVL struct mkroom * 184. pick_room(strict) 185. register boolean strict; 186. /* pick an unused room, preferably with only one door */ 187. { 188. register struct mkroom *sroom; 189. register int i = nroom; 190. 191. for(sroom = &rooms[rn2(nroom)]; i--; sroom++) { 192. if(sroom == &rooms[nroom]) 193. sroom = &rooms[0]; 194. if(sroom->hx < 0) 195. return (struct mkroom *)0; 196. if(sroom->rtype != OROOM) continue; 197. if(!strict) { 198. if(has_upstairs(sroom) || (has_dnstairs(sroom) && rn2(3))) 199. continue; 200. } else if(has_upstairs(sroom) || has_dnstairs(sroom)) 201. continue; 202. if(sroom->doorct == 1 || !rn2(5) 203. #ifdef WIZARD 204. || wizard 205. #endif 206. ) 207. return sroom; 208. } 209. return (struct mkroom *)0; 210. } 211. 212. STATIC_OVL void 213. mkzoo(type) 214. int type; 215. { 216. register struct mkroom *sroom; 217. 218. if ((sroom = pick_room(FALSE)) != 0) { 219. sroom->rtype = type; 220. fill_zoo(sroom); 221. } 222. } 223. 224. void 225. fill_zoo(sroom) 226. struct mkroom *sroom; 227. { 228. struct monst *mon; 229. register int sx,sy,i; 230. int sh, tx, ty, goldlim, type = sroom->rtype; 231. int rmno = (sroom - rooms) + ROOMOFFSET; 232. coord mm; 233. 234. #ifdef GCC_WARN 235. tx = ty = goldlim = 0; 236. #endif 237. 238. sh = sroom->fdoor; 239. switch(type) { 240. case COURT: 241. if(level.flags.is_maze_lev) { 242. for(tx = sroom->lx; tx <= sroom->hx; tx++) 243. for(ty = sroom->ly; ty <= sroom->hy; ty++) 244. if(IS_THRONE(levl[tx][ty].typ)) 245. goto throne_placed; 246. } 247. i = 100; 248. do { /* don't place throne on top of stairs */ 249. (void) somexy(sroom, &mm); 250. tx = mm.x; ty = mm.y; 251. } while (occupied((xchar)tx, (xchar)ty) && --i > 0); 252. throne_placed: 253. /* TODO: try to ensure the enthroned monster is an M2_PRINCE */ 254. break; 255. case BEEHIVE: 256. tx = sroom->lx + (sroom->hx - sroom->lx + 1)/2; 257. ty = sroom->ly + (sroom->hy - sroom->ly + 1)/2; 258. if(sroom->irregular) { 259. /* center might not be valid, so put queen elsewhere */ 260. if ((int) levl[tx][ty].roomno != rmno || 261. levl[tx][ty].edge) { 262. (void) somexy(sroom, &mm); 263. tx = mm.x; ty = mm.y; 264. } 265. } 266. break; 267. case ZOO: 268. case LEPREHALL: 269. goldlim = 500 * level_difficulty(); 270. break; 271. } 272. for(sx = sroom->lx; sx <= sroom->hx; sx++) 273. for(sy = sroom->ly; sy <= sroom->hy; sy++) { 274. if(sroom->irregular) { 275. if ((int) levl[sx][sy].roomno != rmno || 276. levl[sx][sy].edge || 277. (sroom->doorct && 278. distmin(sx, sy, doors[sh].x, doors[sh].y) <= 1)) 279. continue; 280. } else if(!SPACE_POS(levl[sx][sy].typ) || 281. (sroom->doorct && 282. ((sx == sroom->lx && doors[sh].x == sx-1) || 283. (sx == sroom->hx && doors[sh].x == sx+1) || 284. (sy == sroom->ly && doors[sh].y == sy-1) || 285. (sy == sroom->hy && doors[sh].y == sy+1)))) 286. continue; 287. /* don't place monster on explicitly placed throne */ 288. if(type == COURT && IS_THRONE(levl[sx][sy].typ)) 289. continue; 290. mon = makemon( 291. (type == COURT) ? courtmon() : 292. (type == BARRACKS) ? squadmon() : 293. (type == MORGUE) ? morguemon() : 294. (type == BEEHIVE) ? 295. (sx == tx && sy == ty ? &mons[PM_QUEEN_BEE] : 296. &mons[PM_KILLER_BEE]) : 297. (type == LEPREHALL) ? &mons[PM_LEPRECHAUN] : 298. (type == COCKNEST) ? &mons[PM_COCKATRICE] : 299. (type == ANTHOLE) ? antholemon() : 300. (struct permonst *) 0, 301. sx, sy, NO_MM_FLAGS); 302. if(mon) { 303. mon->msleeping = 1; 304. if (type==COURT && mon->mpeaceful) { 305. mon->mpeaceful = 0; 306. set_malign(mon); 307. } 308. } 309. switch(type) { 310. case ZOO: 311. case LEPREHALL: 312. if(sroom->doorct) 313. { 314. int distval = dist2(sx,sy,doors[sh].x,doors[sh].y); 315. i = sq(distval); 316. } 317. else 318. i = goldlim; 319. if(i >= goldlim) i = 5*level_difficulty(); 320. goldlim -= i; 321. (void) mkgold((long) rn1(i, 10), sx, sy); 322. break; 323. case MORGUE: 324. if(!rn2(5)) 325. (void) mk_tt_object(CORPSE, sx, sy); 326. if(!rn2(10)) /* lots of treasure buried with dead */ 327. (void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, 328. sx, sy, TRUE, FALSE); 329. if (!rn2(5)) 330. make_grave(sx, sy, (char *)0); 331. break; 332. case BEEHIVE: 333. if(!rn2(3)) 334. (void) mksobj_at(LUMP_OF_ROYAL_JELLY, 335. sx, sy, TRUE, FALSE); 336. break; 337. case BARRACKS: 338. if(!rn2(20)) /* the payroll and some loot */ 339. (void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, 340. sx, sy, TRUE, FALSE); 341. break; 342. case COCKNEST: 343. if(!rn2(3)) { 344. struct obj *sobj = mk_tt_object(STATUE, sx, sy); 345. 346. if (sobj) { 347. for (i = rn2(5); i; i--) 348. (void) add_to_container(sobj, 349. mkobj(RANDOM_CLASS, FALSE)); 350. sobj->owt = weight(sobj); 351. } 352. } 353. break; 354. case ANTHOLE: 355. if(!rn2(3)) 356. (void) mkobj_at(FOOD_CLASS, sx, sy, FALSE); 357. break; 358. } 359. } 360. switch (type) { 361. case COURT: 362. { 363. struct obj *chest; 364. levl[tx][ty].typ = THRONE; 365. (void) somexy(sroom, &mm); 366. (void) mkgold((long) rn1(50 * level_difficulty(),10), mm.x, mm.y); 367. /* the royal coffers */ 368. chest = mksobj_at(CHEST, mm.x, mm.y, TRUE, FALSE); 369. chest->spe = 2; /* so it can be found later */ 370. level.flags.has_court = 1; 371. break; 372. } 373. case BARRACKS: 374. level.flags.has_barracks = 1; 375. break; 376. case ZOO: 377. level.flags.has_zoo = 1; 378. break; 379. case MORGUE: 380. level.flags.has_morgue = 1; 381. break; 382. case SWAMP: 383. level.flags.has_swamp = 1; 384. break; 385. case BEEHIVE: 386. level.flags.has_beehive = 1; 387. break; 388. } 389. } 390. 391. /* make a swarm of undead around mm */ 392. void 393. mkundead(mm, revive_corpses, mm_flags) 394. coord *mm; 395. boolean revive_corpses; 396. int mm_flags; 397. { 398. int cnt = (level_difficulty() + 1)/10 + rnd(5); 399. struct permonst *mdat; 400. struct obj *otmp; 401. coord cc; 402. 403. while (cnt--) { 404. mdat = morguemon(); 405. if (enexto(&cc, mm->x, mm->y, mdat) && 406. (!revive_corpses || 407. !(otmp = sobj_at(CORPSE, cc.x, cc.y)) || 408. !revive(otmp))) 409. (void) makemon(mdat, cc.x, cc.y, mm_flags); 410. } 411. level.flags.graveyard = TRUE; /* reduced chance for undead corpse */ 412. } 413. 414. STATIC_OVL struct permonst * 415. morguemon() 416. { 417. register int i = rn2(100), hd = rn2(level_difficulty()); 418. 419. if(hd > 10 && i < 10) 420. return((Inhell || In_endgame(&u.uz)) ? mkclass(S_DEMON,0) : 421. &mons[ndemon(A_NONE)]); 422. if(hd > 8 && i > 85) 423. return(mkclass(S_VAMPIRE,0)); 424. 425. return((i < 20) ? &mons[PM_GHOST] 426. : (i < 40) ? &mons[PM_WRAITH] : mkclass(S_ZOMBIE,0)); 427. } 428. 429. STATIC_OVL struct permonst * 430. antholemon() 431. { 432. int mtyp; 433. 434. /* Same monsters within a level, different ones between levels */ 435. switch ((level_difficulty() + ((long)u.ubirthday)) % 3) { 436. default: mtyp = PM_GIANT_ANT; break; 437. case 0: mtyp = PM_SOLDIER_ANT; break; 438. case 1: mtyp = PM_FIRE_ANT; break; 439. } 440. return ((mvitals[mtyp].mvflags & G_GONE) ? 441. (struct permonst *)0 : &mons[mtyp]); 442. } 443. 444. STATIC_OVL void 445. mkswamp() /* Michiel Huisjes & Fred de Wilde */ 446. { 447. register struct mkroom *sroom; 448. register int sx,sy,i,eelct = 0; 449. 450. for(i=0; i<5; i++) { /* turn up to 5 rooms swampy */ 451. sroom = &rooms[rn2(nroom)]; 452. if(sroom->hx < 0 || sroom->rtype != OROOM || 453. has_upstairs(sroom) || has_dnstairs(sroom)) 454. continue; 455. 456. /* satisfied; make a swamp */ 457. sroom->rtype = SWAMP; 458. for(sx = sroom->lx; sx <= sroom->hx; sx++) 459. for(sy = sroom->ly; sy <= sroom->hy; sy++) 460. if(!OBJ_AT(sx, sy) && 461. !MON_AT(sx, sy) && !t_at(sx,sy) && !nexttodoor(sx,sy)) { 462. if((sx+sy)%2) { 463. levl[sx][sy].typ = POOL; 464. if(!eelct || !rn2(4)) { 465. /* mkclass() won't do, as we might get kraken */ 466. (void) makemon(rn2(5) ? &mons[PM_GIANT_EEL] 467. : rn2(2) ? &mons[PM_PIRANHA] 468. : &mons[PM_ELECTRIC_EEL], 469. sx, sy, NO_MM_FLAGS); 470. eelct++; 471. } 472. } else 473. if(!rn2(4)) /* swamps tend to be moldy */ 474. (void) makemon(mkclass(S_FUNGUS,0), 475. sx, sy, NO_MM_FLAGS); 476. } 477. level.flags.has_swamp = 1; 478. } 479. } 480. 481. STATIC_OVL coord * 482. shrine_pos(roomno) 483. int roomno; 484. { 485. static coord buf; 486. struct mkroom *troom = &rooms[roomno - ROOMOFFSET]; 487. 488. buf.x = troom->lx + ((troom->hx - troom->lx) / 2); 489. buf.y = troom->ly + ((troom->hy - troom->ly) / 2); 490. return(&buf); 491. } 492. 493. STATIC_OVL void 494. mktemple() 495. { 496. register struct mkroom *sroom; 497. coord *shrine_spot; 498. register struct rm *lev; 499. 500. if(!(sroom = pick_room(TRUE))) return; 501. 502. /* set up Priest and shrine */ 503. sroom->rtype = TEMPLE; 504. /* 505. * In temples, shrines are blessed altars 506. * located in the center of the room 507. */ 508. shrine_spot = shrine_pos((sroom - rooms) + ROOMOFFSET); 509. lev = &levl[shrine_spot->x][shrine_spot->y]; 510. lev->typ = ALTAR; 511. lev->altarmask = induced_align(80); 512. priestini(&u.uz, sroom, shrine_spot->x, shrine_spot->y, FALSE); 513. lev->altarmask |= AM_SHRINE; 514. level.flags.has_temple = 1; 515. } 516. 517. boolean 518. nexttodoor(sx,sy) 519. register int sx, sy; 520. { 521. register int dx, dy; 522. register struct rm *lev; 523. for(dx = -1; dx <= 1; dx++) for(dy = -1; dy <= 1; dy++) { 524. if(!isok(sx+dx, sy+dy)) continue; 525. if(IS_DOOR((lev = &levl[sx+dx][sy+dy])->typ) || 526. lev->typ == SDOOR) 527. return(TRUE); 528. } 529. return(FALSE); 530. } 531. 532. boolean 533. has_dnstairs(sroom) 534. register struct mkroom *sroom; 535. { 536. if (sroom == dnstairs_room) 537. return TRUE; 538. if (sstairs.sx && !sstairs.up) 539. return((boolean)(sroom == sstairs_room)); 540. return FALSE; 541. } 542. 543. boolean 544. has_upstairs(sroom) 545. register struct mkroom *sroom; 546. { 547. if (sroom == upstairs_room) 548. return TRUE; 549. if (sstairs.sx && sstairs.up) 550. return((boolean)(sroom == sstairs_room)); 551. return FALSE; 552. } 553. 554. #endif /* OVLB */ 555. #ifdef OVL0 556. 557. int 558. somex(croom) 559. register struct mkroom *croom; 560. { 561. return rn2(croom->hx-croom->lx+1) + croom->lx; 562. } 563. 564. int 565. somey(croom) 566. register struct mkroom *croom; 567. { 568. return rn2(croom->hy-croom->ly+1) + croom->ly; 569. } 570. 571. boolean 572. inside_room(croom, x, y) 573. struct mkroom *croom; 574. xchar x, y; 575. { 576. return((boolean)(x >= croom->lx-1 && x <= croom->hx+1 && 577. y >= croom->ly-1 && y <= croom->hy+1)); 578. } 579. 580. boolean 581. somexy(croom, c) 582. struct mkroom *croom; 583. coord *c; 584. { 585. int try_cnt = 0; 586. int i; 587. 588. if (croom->irregular) { 589. i = (croom - rooms) + ROOMOFFSET; 590. 591. while(try_cnt++ < 100) { 592. c->x = somex(croom); 593. c->y = somey(croom); 594. if (!levl[c->x][c->y].edge && 595. (int) levl[c->x][c->y].roomno == i) 596. return TRUE; 597. } 598. /* try harder; exhaustively search until one is found */ 599. for(c->x = croom->lx; c->x <= croom->hx; c->x++) 600. for(c->y = croom->ly; c->y <= croom->hy; c->y++) 601. if (!levl[c->x][c->y].edge && 602. (int) levl[c->x][c->y].roomno == i) 603. return TRUE; 604. return FALSE; 605. } 606. 607. if (!croom->nsubrooms) { 608. c->x = somex(croom); 609. c->y = somey(croom); 610. return TRUE; 611. } 612. 613. /* Check that coords doesn't fall into a subroom or into a wall */ 614. 615. while(try_cnt++ < 100) { 616. c->x = somex(croom); 617. c->y = somey(croom); 618. if (IS_WALL(levl[c->x][c->y].typ)) 619. continue; 620. for(i=0 ; i<croom->nsubrooms;i++) 621. if(inside_room(croom->sbrooms[i], c->x, c->y)) 622. goto you_lose; 623. break; 624. you_lose: ; 625. } 626. if (try_cnt >= 100) 627. return FALSE; 628. return TRUE; 629. } 630. 631. /* 632. * Search for a special room given its type (zoo, court, etc...) 633. * Special values : 634. * - ANY_SHOP 635. * - ANY_TYPE 636. */ 637. 638. struct mkroom * 639. search_special(type) 640. schar type; 641. { 642. register struct mkroom *croom; 643. 644. for(croom = &rooms[0]; croom->hx >= 0; croom++) 645. if((type == ANY_TYPE && croom->rtype != OROOM) || 646. (type == ANY_SHOP && croom->rtype >= SHOPBASE) || 647. croom->rtype == type) 648. return croom; 649. for(croom = &subrooms[0]; croom->hx >= 0; croom++) 650. if((type == ANY_TYPE && croom->rtype != OROOM) || 651. (type == ANY_SHOP && croom->rtype >= SHOPBASE) || 652. croom->rtype == type) 653. return croom; 654. return (struct mkroom *) 0; 655. } 656. 657. #endif /* OVL0 */ 658. #ifdef OVLB 659. 660. struct permonst * 661. courtmon() 662. { 663. int i = rn2(60) + rn2(3*level_difficulty()); 664. if (i > 100) return(mkclass(S_DRAGON,0)); 665. else if (i > 95) return(mkclass(S_GIANT,0)); 666. else if (i > 85) return(mkclass(S_TROLL,0)); 667. else if (i > 75) return(mkclass(S_CENTAUR,0)); 668. else if (i > 60) return(mkclass(S_ORC,0)); 669. else if (i > 45) return(&mons[PM_BUGBEAR]); 670. else if (i > 30) return(&mons[PM_HOBGOBLIN]); 671. else if (i > 15) return(mkclass(S_GNOME,0)); 672. else return(mkclass(S_KOBOLD,0)); 673. } 674. 675. #define NSTYPES (PM_CAPTAIN - PM_SOLDIER + 1) 676. 677. static struct { 678. unsigned pm; 679. unsigned prob; 680. } squadprob[NSTYPES] = { 681. {PM_SOLDIER, 80}, {PM_SERGEANT, 15}, {PM_LIEUTENANT, 4}, {PM_CAPTAIN, 1} 682. }; 683. 684. STATIC_OVL struct permonst * 685. squadmon() /* return soldier types. */ 686. { 687. int sel_prob, i, cpro, mndx; 688. 689. sel_prob = rnd(80+level_difficulty()); 690. 691. cpro = 0; 692. for (i = 0; i < NSTYPES; i++) { 693. cpro += squadprob[i].prob; 694. if (cpro > sel_prob) { 695. mndx = squadprob[i].pm; 696. goto gotone; 697. } 698. } 699. mndx = squadprob[rn2(NSTYPES)].pm; 700. gotone: 701. if (!(mvitals[mndx].mvflags & G_GONE)) return(&mons[mndx]); 702. else return((struct permonst *) 0); 703. } 704. 705. /* 706. * save_room : A recursive function that saves a room and its subrooms 707. * (if any). 708. */ 709. 710. STATIC_OVL void 711. save_room(fd, r) 712. int fd; 713. struct mkroom *r; 714. { 715. short i; 716. /* 717. * Well, I really should write only useful information instead 718. * of writing the whole structure. That is I should not write 719. * the subrooms pointers, but who cares ? 720. */ 721. bwrite(fd, (genericptr_t) r, sizeof(struct mkroom)); 722. for(i=0; i<r->nsubrooms; i++) 723. save_room(fd, r->sbrooms[i]); 724. } 725. 726. /* 727. * save_rooms : Save all the rooms on disk! 728. */ 729. 730. void 731. save_rooms(fd) 732. int fd; 733. { 734. short i; 735. 736. /* First, write the number of rooms */ 737. bwrite(fd, (genericptr_t) &nroom, sizeof(nroom)); 738. for(i=0; i<nroom; i++) 739. save_room(fd, &rooms[i]); 740. } 741. 742. STATIC_OVL void 743. rest_room(fd, r) 744. int fd; 745. struct mkroom *r; 746. { 747. short i; 748. 749. mread(fd, (genericptr_t) r, sizeof(struct mkroom)); 750. for(i=0; i<r->nsubrooms; i++) { 751. r->sbrooms[i] = &subrooms[nsubroom]; 752. rest_room(fd, &subrooms[nsubroom]); 753. subrooms[nsubroom++].resident = (struct monst *)0; 754. } 755. } 756. 757. /* 758. * rest_rooms : That's for restoring rooms. Read the rooms structure from 759. * the disk. 760. */ 761. 762. void 763. rest_rooms(fd) 764. int fd; 765. { 766. short i; 767. 768. mread(fd, (genericptr_t) &nroom, sizeof(nroom)); 769. nsubroom = 0; 770. for(i = 0; i<nroom; i++) { 771. rest_room(fd, &rooms[i]); 772. rooms[i].resident = (struct monst *)0; 773. } 774. rooms[nroom].hx = -1; /* restore ending flags */ 775. subrooms[nsubroom].hx = -1; 776. } 777. #endif /* OVLB */ 778. 779. /*mkroom.c*/