Source:NetHack 3.4.3/src/sp lev.c
Revision as of 15:12, 4 March 2008 by Kernigh bot (talk | contribs) (Sp lev.c moved to Source:Sp lev.c: Robot: moved page)
Below is the full text to src/sp_lev.c from NetHack 3.4.3. To link to a particular line, write [[sp_lev.c#line123]], for example.
Contents
- 1 Top of file
- 2 set_wall_property
- 3 rnddoor
- 4 rndtrap
- 5 get_location
- 6 is_ok_location
- 7 sp_lev_shuffle
- 8 get_room_loc
- 9 get_free_room_loc
- 10 check_room
- 11 create_room
- 12 create_subroom
- 13 create_door
- 14 create_secret_door
- 15 create_trap
- 16 noncoalignment
- 17 create_monster
- 18 create_object
- 19 create_engraving
- 20 create_stairs
- 21 create_altar
- 22 create_gold
- 23 create_feature
- 24 search_door
- 25 dig_corridor
- 26 fix_stair_rooms
- 27 create_corridor
- 28 fill_room
- 29 free_rooms
- 30 build_room
- 31 light_region
- 32 load_common_data
- 33 load_one_monster
- 34 load_one_object
- 35 load_one_engraving
- 36 load_rooms
- 37 maze1xy
- 38 load_maze
- 39 load_special
Top of file
1. /* SCCS Id: @(#)sp_lev.c 3.4 2001/09/06 */ 2. /* Copyright (c) 1989 by Jean-Christophe Collet */ 3. /* NetHack may be freely redistributed. See license for details. */ 4.
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.
5. /* 6. * This file contains the various functions that are related to the special 7. * levels. 8. * It contains also the special level loader. 9. * 10. */ 11. 12. #include "hack.h" 13. #include "dlb.h" 14. /* #define DEBUG */ /* uncomment to enable code debugging */ 15. 16. #ifdef DEBUG 17. # ifdef WIZARD 18. #define debugpline if (wizard) pline 19. # else 20. #define debugpline pline 21. # endif 22. #endif 23. 24. #include "sp_lev.h" 25. #include "rect.h" 26. 27. extern void FDECL(mkmap, (lev_init *)); 28. 29. STATIC_DCL void FDECL(get_room_loc, (schar *, schar *, struct mkroom *)); 30. STATIC_DCL void FDECL(get_free_room_loc, (schar *, schar *, struct mkroom *)); 31. STATIC_DCL void FDECL(create_trap, (trap *, struct mkroom *)); 32. STATIC_DCL int FDECL(noncoalignment, (ALIGNTYP_P)); 33. STATIC_DCL void FDECL(create_monster, (monster *, struct mkroom *)); 34. STATIC_DCL void FDECL(create_object, (object *, struct mkroom *)); 35. STATIC_DCL void FDECL(create_engraving, (engraving *,struct mkroom *)); 36. STATIC_DCL void FDECL(create_stairs, (stair *, struct mkroom *)); 37. STATIC_DCL void FDECL(create_altar, (altar *, struct mkroom *)); 38. STATIC_DCL void FDECL(create_gold, (gold *, struct mkroom *)); 39. STATIC_DCL void FDECL(create_feature, (int,int,struct mkroom *,int)); 40. STATIC_DCL boolean FDECL(search_door, (struct mkroom *, xchar *, xchar *, 41. XCHAR_P, int)); 42. STATIC_DCL void NDECL(fix_stair_rooms); 43. STATIC_DCL void FDECL(create_corridor, (corridor *)); 44. 45. STATIC_DCL boolean FDECL(create_subroom, (struct mkroom *, XCHAR_P, XCHAR_P, 46. XCHAR_P, XCHAR_P, XCHAR_P, XCHAR_P)); 47. 48. #define LEFT 1 49. #define H_LEFT 2 50. #define CENTER 3 51. #define H_RIGHT 4 52. #define RIGHT 5 53. 54. #define TOP 1 55. #define BOTTOM 5 56. 57. #define sq(x) ((x)*(x)) 58. 59. #define XLIM 4 60. #define YLIM 3 61. 62. #define Fread (void)dlb_fread 63. #define Fgetc (schar)dlb_fgetc 64. #define New(type) (type *) alloc(sizeof(type)) 65. #define NewTab(type, size) (type **) alloc(sizeof(type *) * (unsigned)size) 66. #define Free(ptr) if(ptr) free((genericptr_t) (ptr)) 67. 68. static NEARDATA walk walklist[50]; 69. extern int min_rx, max_rx, min_ry, max_ry; /* from mkmap.c */ 70. 71. static char Map[COLNO][ROWNO]; 72. static char robjects[10], rloc_x[10], rloc_y[10], rmonst[10]; 73. static aligntyp ralign[3] = { AM_CHAOTIC, AM_NEUTRAL, AM_LAWFUL }; 74. static NEARDATA xchar xstart, ystart; 75. static NEARDATA char xsize, ysize; 76. 77. STATIC_DCL void FDECL(set_wall_property, (XCHAR_P,XCHAR_P,XCHAR_P,XCHAR_P,int)); 78. STATIC_DCL int NDECL(rnddoor); 79. STATIC_DCL int NDECL(rndtrap); 80. STATIC_DCL void FDECL(get_location, (schar *,schar *,int)); 81. STATIC_DCL void FDECL(sp_lev_shuffle, (char *,char *,int)); 82. STATIC_DCL void FDECL(light_region, (region *)); 83. STATIC_DCL void FDECL(load_common_data, (dlb *,int)); 84. STATIC_DCL void FDECL(load_one_monster, (dlb *,monster *)); 85. STATIC_DCL void FDECL(load_one_object, (dlb *,object *)); 86. STATIC_DCL void FDECL(load_one_engraving, (dlb *,engraving *)); 87. STATIC_DCL boolean FDECL(load_rooms, (dlb *)); 88. STATIC_DCL void FDECL(maze1xy, (coord *,int)); 89. STATIC_DCL boolean FDECL(load_maze, (dlb *)); 90. STATIC_DCL void FDECL(create_door, (room_door *, struct mkroom *)); 91. STATIC_DCL void FDECL(free_rooms,(room **, int)); 92. STATIC_DCL void FDECL(build_room, (room *, room*)); 93. 94. char *lev_message = 0; 95. lev_region *lregions = 0; 96. int num_lregions = 0; 97. lev_init init_lev; 98.
set_wall_property
99. /* 100. * Make walls of the area (x1, y1, x2, y2) non diggable/non passwall-able 101. */ 102. 103. STATIC_OVL void 104. set_wall_property(x1,y1,x2,y2, prop) 105. xchar x1, y1, x2, y2; 106. int prop; 107. { 108. register xchar x, y; 109. 110. for(y = y1; y <= y2; y++) 111. for(x = x1; x <= x2; x++) 112. if(IS_STWALL(levl[x][y].typ)) 113. levl[x][y].wall_info |= prop; 114. } 115.
rnddoor
116. /* 117. * Choose randomly the state (nodoor, open, closed or locked) for a door 118. */ 119. STATIC_OVL int 120. rnddoor() 121. { 122. int i = 1 << rn2(5); 123. i >>= 1; 124. return i; 125. } 126.
rndtrap
127. /* 128. * Select a random trap 129. */ 130. STATIC_OVL int 131. rndtrap() 132. { 133. int rtrap; 134. 135. do { 136. rtrap = rnd(TRAPNUM-1); 137. switch (rtrap) { 138. case HOLE: /* no random holes on special levels */ 139. case MAGIC_PORTAL: rtrap = NO_TRAP; 140. break; 141. case TRAPDOOR: if (!Can_dig_down(&u.uz)) rtrap = NO_TRAP; 142. break; 143. case LEVEL_TELEP: 144. case TELEP_TRAP: if (level.flags.noteleport) rtrap = NO_TRAP; 145. break; 146. case ROLLING_BOULDER_TRAP: 147. case ROCKTRAP: if (In_endgame(&u.uz)) rtrap = NO_TRAP; 148. break; 149. } 150. } while (rtrap == NO_TRAP); 151. return rtrap; 152. } 153.
get_location
154. /* 155. * Coordinates in special level files are handled specially: 156. * 157. * if x or y is -11, we generate a random coordinate. 158. * if x or y is between -1 and -10, we read one from the corresponding 159. * register (x0, x1, ... x9). 160. * if x or y is nonnegative, we convert it from relative to the local map 161. * to global coordinates. 162. * The "humidity" flag is used to insure that engravings aren't 163. * created underwater, or eels on dry land. 164. */ 165. #define DRY 0x1 166. #define WET 0x2 167. 168. STATIC_DCL boolean FDECL(is_ok_location, (SCHAR_P, SCHAR_P, int)); 169. 170. STATIC_OVL void 171. get_location(x, y, humidity) 172. schar *x, *y; 173. int humidity; 174. { 175. int cpt = 0; 176. 177. if (*x >= 0) { /* normal locations */ 178. *x += xstart; 179. *y += ystart; 180. } else if (*x > -11) { /* special locations */ 181. *y = ystart + rloc_y[ - *y - 1]; 182. *x = xstart + rloc_x[ - *x - 1]; 183. } else { /* random location */ 184. do { 185. *x = xstart + rn2((int)xsize); 186. *y = ystart + rn2((int)ysize); 187. if (is_ok_location(*x,*y,humidity)) break; 188. } while (++cpt < 100); 189. if (cpt >= 100) { 190. register int xx, yy; 191. /* last try */ 192. for (xx = 0; xx < xsize; xx++) 193. for (yy = 0; yy < ysize; yy++) { 194. *x = xstart + xx; 195. *y = ystart + yy; 196. if (is_ok_location(*x,*y,humidity)) goto found_it; 197. } 198. panic("get_location: can't find a place!"); 199. } 200. } 201. found_it:; 202. 203. if (!isok(*x,*y)) { 204. impossible("get_location: (%d,%d) out of bounds", *x, *y); 205. *x = x_maze_max; *y = y_maze_max; 206. } 207. } 208.
is_ok_location
209. STATIC_OVL boolean 210. is_ok_location(x, y, humidity) 211. register schar x, y; 212. register int humidity; 213. { 214. register int typ; 215. 216. if (Is_waterlevel(&u.uz)) return TRUE; /* accept any spot */ 217. 218. if (humidity & DRY) { 219. typ = levl[x][y].typ; 220. if (typ == ROOM || typ == AIR || 221. typ == CLOUD || typ == ICE || typ == CORR) 222. return TRUE; 223. } 224. if (humidity & WET) { 225. if (is_pool(x,y) || is_lava(x,y)) 226. return TRUE; 227. } 228. return FALSE; 229. } 230.
sp_lev_shuffle
231. /* 232. * Shuffle the registers for locations, objects or monsters 233. */ 234. 235. STATIC_OVL void 236. sp_lev_shuffle(list1, list2, n) 237. char list1[], list2[]; 238. int n; 239. { 240. register int i, j; 241. register char k; 242. 243. for (i = n - 1; i > 0; i--) { 244. if ((j = rn2(i + 1)) == i) continue; 245. k = list1[j]; 246. list1[j] = list1[i]; 247. list1[i] = k; 248. if (list2) { 249. k = list2[j]; 250. list2[j] = list2[i]; 251. list2[i] = k; 252. } 253. } 254. } 255.
get_room_loc
256. /* 257. * Get a relative position inside a room. 258. * negative values for x or y means RANDOM! 259. */ 260. 261. STATIC_OVL void 262. get_room_loc(x,y, croom) 263. schar *x, *y; 264. struct mkroom *croom; 265. { 266. coord c; 267. 268. if (*x <0 && *y <0) { 269. if (somexy(croom, &c)) { 270. *x = c.x; 271. *y = c.y; 272. } else 273. panic("get_room_loc : can't find a place!"); 274. } else { 275. if (*x < 0) 276. *x = rn2(croom->hx - croom->lx + 1); 277. if (*y < 0) 278. *y = rn2(croom->hy - croom->ly + 1); 279. *x += croom->lx; 280. *y += croom->ly; 281. } 282. } 283.
get_free_room_loc
284. /* 285. * Get a relative position inside a room. 286. * negative values for x or y means RANDOM! 287. */ 288. 289. STATIC_OVL void 290. get_free_room_loc(x,y, croom) 291. schar *x, *y; 292. struct mkroom *croom; 293. { 294. schar try_x, try_y; 295. register int trycnt = 0; 296. 297. do { 298. try_x = *x, try_y = *y; 299. get_room_loc(&try_x, &try_y, croom); 300. } while (levl[try_x][try_y].typ != ROOM && ++trycnt <= 100); 301. 302. if (trycnt > 100) 303. panic("get_free_room_loc: can't find a place!"); 304. *x = try_x, *y = try_y; 305. } 306.
check_room
307. boolean 308. check_room(lowx, ddx, lowy, ddy, vault) 309. xchar *lowx, *ddx, *lowy, *ddy; 310. boolean vault; 311. { 312. register int x,y,hix = *lowx + *ddx, hiy = *lowy + *ddy; 313. register struct rm *lev; 314. int xlim, ylim, ymax; 315. 316. xlim = XLIM + (vault ? 1 : 0); 317. ylim = YLIM + (vault ? 1 : 0); 318. 319. if (*lowx < 3) *lowx = 3; 320. if (*lowy < 2) *lowy = 2; 321. if (hix > COLNO-3) hix = COLNO-3; 322. if (hiy > ROWNO-3) hiy = ROWNO-3; 323. chk: 324. if (hix <= *lowx || hiy <= *lowy) return FALSE; 325. 326. /* check area around room (and make room smaller if necessary) */ 327. for (x = *lowx - xlim; x<= hix + xlim; x++) { 328. if(x <= 0 || x >= COLNO) continue; 329. y = *lowy - ylim; ymax = hiy + ylim; 330. if(y < 0) y = 0; 331. if(ymax >= ROWNO) ymax = (ROWNO-1); 332. lev = &levl[x][y]; 333. for (; y <= ymax; y++) { 334. if (lev++->typ) { 335. #ifdef DEBUG 336. if(!vault) 337. debugpline("strange area [%d,%d] in check_room.",x,y); 338. #endif 339. if (!rn2(3)) return FALSE; 340. if (x < *lowx) 341. *lowx = x + xlim + 1; 342. else 343. hix = x - xlim - 1; 344. if (y < *lowy) 345. *lowy = y + ylim + 1; 346. else 347. hiy = y - ylim - 1; 348. goto chk; 349. } 350. } 351. } 352. *ddx = hix - *lowx; 353. *ddy = hiy - *lowy; 354. return TRUE; 355. } 356.
create_room
357. /* 358. * Create a new room. 359. * This is still very incomplete... 360. */ 361. 362. boolean 363. create_room(x,y,w,h,xal,yal,rtype,rlit) 364. xchar x,y; 365. xchar w,h; 366. xchar xal,yal; 367. xchar rtype, rlit; 368. { 369. xchar xabs, yabs; 370. int wtmp, htmp, xaltmp, yaltmp, xtmp, ytmp; 371. NhRect *r1 = 0, r2; 372. int trycnt = 0; 373. boolean vault = FALSE; 374. int xlim = XLIM, ylim = YLIM; 375. 376. if (rtype == -1) /* Is the type random ? */ 377. rtype = OROOM; 378. 379. if (rtype == VAULT) { 380. vault = TRUE; 381. xlim++; 382. ylim++; 383. } 384. 385. /* on low levels the room is lit (usually) */ 386. /* some other rooms may require lighting */ 387. 388. /* is light state random ? */ 389. if (rlit == -1) 390. rlit = (rnd(1+abs(depth(&u.uz))) < 11 && rn2(77)) ? TRUE : FALSE; 391. 392. /* 393. * Here we will try to create a room. If some parameters are 394. * random we are willing to make several try before we give 395. * it up. 396. */ 397. do { 398. xchar xborder, yborder; 399. wtmp = w; htmp = h; 400. xtmp = x; ytmp = y; 401. xaltmp = xal; yaltmp = yal; 402. 403. /* First case : a totaly random room */ 404. 405. if((xtmp < 0 && ytmp <0 && wtmp < 0 && xaltmp < 0 && 406. yaltmp < 0) || vault) { 407. xchar hx, hy, lx, ly, dx, dy; 408. r1 = rnd_rect(); /* Get a random rectangle */ 409. 410. if (!r1) { /* No more free rectangles ! */ 411. #ifdef DEBUG 412. debugpline("No more rects..."); 413. #endif 414. return FALSE; 415. } 416. hx = r1->hx; 417. hy = r1->hy; 418. lx = r1->lx; 419. ly = r1->ly; 420. if (vault) 421. dx = dy = 1; 422. else { 423. dx = 2 + rn2((hx-lx > 28) ? 12 : 8); 424. dy = 2 + rn2(4); 425. if(dx*dy > 50) 426. dy = 50/dx; 427. } 428. xborder = (lx > 0 && hx < COLNO -1) ? 2*xlim : xlim+1; 429. yborder = (ly > 0 && hy < ROWNO -1) ? 2*ylim : ylim+1; 430. if(hx-lx < dx + 3 + xborder || 431. hy-ly < dy + 3 + yborder) { 432. r1 = 0; 433. continue; 434. } 435. xabs = lx + (lx > 0 ? xlim : 3) 436. + rn2(hx - (lx>0?lx : 3) - dx - xborder + 1); 437. yabs = ly + (ly > 0 ? ylim : 2) 438. + rn2(hy - (ly>0?ly : 2) - dy - yborder + 1); 439. if (ly == 0 && hy >= (ROWNO-1) && 440. (!nroom || !rn2(nroom)) && (yabs+dy > ROWNO/2)) { 441. yabs = rn1(3, 2); 442. if(nroom < 4 && dy>1) dy--; 443. } 444. if (!check_room(&xabs, &dx, &yabs, &dy, vault)) { 445. r1 = 0; 446. continue; 447. } 448. wtmp = dx+1; 449. htmp = dy+1; 450. r2.lx = xabs-1; r2.ly = yabs-1; 451. r2.hx = xabs + wtmp; 452. r2.hy = yabs + htmp; 453. } else { /* Only some parameters are random */ 454. int rndpos = 0; 455. if (xtmp < 0 && ytmp < 0) { /* Position is RANDOM */ 456. xtmp = rnd(5); 457. ytmp = rnd(5); 458. rndpos = 1; 459. } 460. if (wtmp < 0 || htmp < 0) { /* Size is RANDOM */ 461. wtmp = rn1(15, 3); 462. htmp = rn1(8, 2); 463. } 464. if (xaltmp == -1) /* Horizontal alignment is RANDOM */ 465. xaltmp = rnd(3); 466. if (yaltmp == -1) /* Vertical alignment is RANDOM */ 467. yaltmp = rnd(3); 468. 469. /* Try to generate real (absolute) coordinates here! */ 470. 471. xabs = (((xtmp-1) * COLNO) / 5) + 1; 472. yabs = (((ytmp-1) * ROWNO) / 5) + 1; 473. switch (xaltmp) { 474. case LEFT: 475. break; 476. case RIGHT: 477. xabs += (COLNO / 5) - wtmp; 478. break; 479. case CENTER: 480. xabs += ((COLNO / 5) - wtmp) / 2; 481. break; 482. } 483. switch (yaltmp) { 484. case TOP: 485. break; 486. case BOTTOM: 487. yabs += (ROWNO / 5) - htmp; 488. break; 489. case CENTER: 490. yabs += ((ROWNO / 5) - htmp) / 2; 491. break; 492. } 493. 494. if (xabs + wtmp - 1 > COLNO - 2) 495. xabs = COLNO - wtmp - 3; 496. if (xabs < 2) 497. xabs = 2; 498. if (yabs + htmp - 1> ROWNO - 2) 499. yabs = ROWNO - htmp - 3; 500. if (yabs < 2) 501. yabs = 2; 502. 503. /* Try to find a rectangle that fit our room ! */ 504. 505. r2.lx = xabs-1; r2.ly = yabs-1; 506. r2.hx = xabs + wtmp + rndpos; 507. r2.hy = yabs + htmp + rndpos; 508. r1 = get_rect(&r2); 509. } 510. } while (++trycnt <= 100 && !r1); 511. if (!r1) { /* creation of room failed ? */ 512. return FALSE; 513. } 514. split_rects(r1, &r2); 515. 516. if (!vault) { 517. smeq[nroom] = nroom; 518. add_room(xabs, yabs, xabs+wtmp-1, yabs+htmp-1, 519. rlit, rtype, FALSE); 520. } else { 521. rooms[nroom].lx = xabs; 522. rooms[nroom].ly = yabs; 523. } 524. return TRUE; 525. } 526.
create_subroom
527. /* 528. * Create a subroom in room proom at pos x,y with width w & height h. 529. * x & y are relative to the parent room. 530. */ 531. 532. STATIC_OVL boolean 533. create_subroom(proom, x, y, w, h, rtype, rlit) 534. struct mkroom *proom; 535. xchar x,y; 536. xchar w,h; 537. xchar rtype, rlit; 538. { 539. xchar width, height; 540. 541. width = proom->hx - proom->lx + 1; 542. height = proom->hy - proom->ly + 1; 543. 544. /* There is a minimum size for the parent room */ 545. if (width < 4 || height < 4) 546. return FALSE; 547. 548. /* Check for random position, size, etc... */ 549. 550. if (w == -1) 551. w = rnd(width - 3); 552. if (h == -1) 553. h = rnd(height - 3); 554. if (x == -1) 555. x = rnd(width - w - 1) - 1; 556. if (y == -1) 557. y = rnd(height - h - 1) - 1; 558. if (x == 1) 559. x = 0; 560. if (y == 1) 561. y = 0; 562. if ((x + w + 1) == width) 563. x++; 564. if ((y + h + 1) == height) 565. y++; 566. if (rtype == -1) 567. rtype = OROOM; 568. if (rlit == -1) 569. rlit = (rnd(1+abs(depth(&u.uz))) < 11 && rn2(77)) ? TRUE : FALSE; 570. add_subroom(proom, proom->lx + x, proom->ly + y, 571. proom->lx + x + w - 1, proom->ly + y + h - 1, 572. rlit, rtype, FALSE); 573. return TRUE; 574. } 575.
create_door
576. /* 577. * Create a new door in a room. 578. * It's placed on a wall (north, south, east or west). 579. */ 580. 581. STATIC_OVL void 582. create_door(dd, broom) 583. room_door *dd; 584. struct mkroom *broom; 585. { 586. int x, y; 587. int trycnt = 0; 588. 589. if (dd->secret == -1) 590. dd->secret = rn2(2); 591. 592. if (dd->mask == -1) { 593. /* is it a locked door, closed, or a doorway? */ 594. if (!dd->secret) { 595. if(!rn2(3)) { 596. if(!rn2(5)) 597. dd->mask = D_ISOPEN; 598. else if(!rn2(6)) 599. dd->mask = D_LOCKED; 600. else 601. dd->mask = D_CLOSED; 602. if (dd->mask != D_ISOPEN && !rn2(25)) 603. dd->mask |= D_TRAPPED; 604. } else 605. dd->mask = D_NODOOR; 606. } else { 607. if(!rn2(5)) dd->mask = D_LOCKED; 608. else dd->mask = D_CLOSED; 609. 610. if(!rn2(20)) dd->mask |= D_TRAPPED; 611. } 612. } 613. 614. do { 615. register int dwall, dpos; 616. 617. dwall = dd->wall; 618. if (dwall == -1) /* The wall is RANDOM */ 619. dwall = 1 << rn2(4); 620. 621. dpos = dd->pos; 622. if (dpos == -1) /* The position is RANDOM */ 623. dpos = rn2((dwall == W_WEST || dwall == W_EAST) ? 624. (broom->hy - broom->ly) : (broom->hx - broom->lx)); 625. 626. /* Convert wall and pos into an absolute coordinate! */ 627. 628. switch (dwall) { 629. case W_NORTH: 630. y = broom->ly - 1; 631. x = broom->lx + dpos; 632. break; 633. case W_SOUTH: 634. y = broom->hy + 1; 635. x = broom->lx + dpos; 636. break; 637. case W_WEST: 638. x = broom->lx - 1; 639. y = broom->ly + dpos; 640. break; 641. case W_EAST: 642. x = broom->hx + 1; 643. y = broom->ly + dpos; 644. break; 645. default: 646. x = y = 0; 647. panic("create_door: No wall for door!"); 648. break; 649. } 650. if (okdoor(x,y)) 651. break; 652. } while (++trycnt <= 100); 653. if (trycnt > 100) { 654. impossible("create_door: Can't find a proper place!"); 655. return; 656. } 657. add_door(x,y,broom); 658. levl[x][y].typ = (dd->secret ? SDOOR : DOOR); 659. levl[x][y].doormask = dd->mask; 660. } 661.
create_secret_door
662. /* 663. * Create a secret door in croom on any one of the specified walls. 664. */ 665. void 666. create_secret_door(croom, walls) 667. struct mkroom *croom; 668. xchar walls; /* any of W_NORTH | W_SOUTH | W_EAST | W_WEST (or W_ANY) */ 669. { 670. xchar sx, sy; /* location of the secret door */ 671. int count; 672. 673. for(count = 0; count < 100; count++) { 674. sx = rn1(croom->hx - croom->lx + 1, croom->lx); 675. sy = rn1(croom->hy - croom->ly + 1, croom->ly); 676. 677. switch(rn2(4)) { 678. case 0: /* top */ 679. if(!(walls & W_NORTH)) continue; 680. sy = croom->ly-1; break; 681. case 1: /* bottom */ 682. if(!(walls & W_SOUTH)) continue; 683. sy = croom->hy+1; break; 684. case 2: /* left */ 685. if(!(walls & W_EAST)) continue; 686. sx = croom->lx-1; break; 687. case 3: /* right */ 688. if(!(walls & W_WEST)) continue; 689. sx = croom->hx+1; break; 690. } 691. 692. if(okdoor(sx,sy)) { 693. levl[sx][sy].typ = SDOOR; 694. levl[sx][sy].doormask = D_CLOSED; 695. add_door(sx,sy,croom); 696. return; 697. } 698. } 699. 700. impossible("couldn't create secret door on any walls 0x%x", walls); 701. } 702.
create_trap
703. /* 704. * Create a trap in a room. 705. */ 706. 707. STATIC_OVL void 708. create_trap(t,croom) 709. trap *t; 710. struct mkroom *croom; 711. { 712. schar x,y; 713. coord tm; 714. 715. if (rn2(100) < t->chance) { 716. x = t->x; 717. y = t->y; 718. if (croom) 719. get_free_room_loc(&x, &y, croom); 720. else 721. get_location(&x, &y, DRY); 722. 723. tm.x = x; 724. tm.y = y; 725. 726. mktrap(t->type, 1, (struct mkroom*) 0, &tm); 727. } 728. } 729.
noncoalignment
730. /* 731. * Create a monster in a room. 732. */ 733. 734. STATIC_OVL int 735. noncoalignment(alignment) 736. aligntyp alignment; 737. { 738. int k; 739. 740. k = rn2(2); 741. if (!alignment) 742. return(k ? -1 : 1); 743. return(k ? -alignment : 0); 744. } 745.
create_monster
746. STATIC_OVL void 747. create_monster(m,croom) 748. monster *m; 749. struct mkroom *croom; 750. { 751. struct monst *mtmp; 752. schar x, y; 753. char class; 754. aligntyp amask; 755. coord cc; 756. struct permonst *pm; 757. unsigned g_mvflags; 758. 759. if (rn2(100) < m->chance) { 760. 761. if (m->class >= 0) 762. class = (char) def_char_to_monclass((char)m->class); 763. else if (m->class > -11) 764. class = (char) def_char_to_monclass(rmonst[- m->class - 1]); 765. else 766. class = 0; 767. 768. if (class == MAXMCLASSES) 769. panic("create_monster: unknown monster class '%c'", m->class); 770. 771. amask = (m->align == AM_SPLEV_CO) ? 772. Align2amask(u.ualignbase[A_ORIGINAL]) : 773. (m->align == AM_SPLEV_NONCO) ? 774. Align2amask(noncoalignment(u.ualignbase[A_ORIGINAL])) : 775. (m->align <= -11) ? induced_align(80) : 776. (m->align < 0 ? ralign[-m->align-1] : m->align); 777. 778. if (!class) 779. pm = (struct permonst *) 0; 780. else if (m->id != NON_PM) { 781. pm = &mons[m->id]; 782. g_mvflags = (unsigned) mvitals[monsndx(pm)].mvflags; 783. if ((pm->geno & G_UNIQ) && (g_mvflags & G_EXTINCT)) 784. goto m_done; 785. else if (g_mvflags & G_GONE) /* genocided or extinct */ 786. pm = (struct permonst *) 0; /* make random monster */ 787. } else { 788. pm = mkclass(class,G_NOGEN); 789. /* if we can't get a specific monster type (pm == 0) then the 790. class has been genocided, so settle for a random monster */ 791. } 792. if (In_mines(&u.uz) && pm && your_race(pm) && 793. (Race_if(PM_DWARF) || Race_if(PM_GNOME)) && rn2(3)) 794. pm = (struct permonst *) 0; 795. 796. x = m->x; 797. y = m->y; 798. if (croom) 799. get_room_loc(&x, &y, croom); 800. else { 801. if (!pm || !is_swimmer(pm)) 802. get_location(&x, &y, DRY); 803. else if (pm->mlet == S_EEL) 804. get_location(&x, &y, WET); 805. else 806. get_location(&x, &y, DRY|WET); 807. } 808. /* try to find a close place if someone else is already there */ 809. if (MON_AT(x,y) && enexto(&cc, x, y, pm)) 810. x = cc.x, y = cc.y; 811. 812. if(m->align != -12) 813. mtmp = mk_roamer(pm, Amask2align(amask), x, y, m->peaceful); 814. else if(PM_ARCHEOLOGIST <= m->id && m->id <= PM_WIZARD) 815. mtmp = mk_mplayer(pm, x, y, FALSE); 816. else mtmp = makemon(pm, x, y, NO_MM_FLAGS); 817. 818. if (mtmp) { 819. /* handle specific attributes for some special monsters */ 820. if (m->name.str) mtmp = christen_monst(mtmp, m->name.str); 821. 822. /* 823. * This is currently hardwired for mimics only. It should 824. * eventually be expanded. 825. */ 826. if (m->appear_as.str && mtmp->data->mlet == S_MIMIC) { 827. int i; 828. 829. switch (m->appear) { 830. case M_AP_NOTHING: 831. impossible( 832. "create_monster: mon has an appearance, \"%s\", but no type", 833. m->appear_as.str); 834. break; 835. 836. case M_AP_FURNITURE: 837. for (i = 0; i < MAXPCHARS; i++) 838. if (!strcmp(defsyms[i].explanation, 839. m->appear_as.str)) 840. break; 841. if (i == MAXPCHARS) { 842. impossible( 843. "create_monster: can't find feature \"%s\"", 844. m->appear_as.str); 845. } else { 846. mtmp->m_ap_type = M_AP_FURNITURE; 847. mtmp->mappearance = i; 848. } 849. break; 850. 851. case M_AP_OBJECT: 852. for (i = 0; i < NUM_OBJECTS; i++) 853. if (OBJ_NAME(objects[i]) && 854. !strcmp(OBJ_NAME(objects[i]),m->appear_as.str)) 855. break; 856. if (i == NUM_OBJECTS) { 857. impossible( 858. "create_monster: can't find object \"%s\"", 859. m->appear_as.str); 860. } else { 861. mtmp->m_ap_type = M_AP_OBJECT; 862. mtmp->mappearance = i; 863. } 864. break; 865. 866. case M_AP_MONSTER: 867. /* note: mimics don't appear as monsters! */ 868. /* (but chameleons can :-) */ 869. default: 870. impossible( 871. "create_monster: unimplemented mon appear type [%d,\"%s\"]", 872. m->appear, m->appear_as.str); 873. break; 874. } 875. if (does_block(x, y, &levl[x][y])) 876. block_point(x, y); 877. } 878. 879. if (m->peaceful >= 0) { 880. mtmp->mpeaceful = m->peaceful; 881. /* changed mpeaceful again; have to reset malign */ 882. set_malign(mtmp); 883. } 884. if (m->asleep >= 0) { 885. #ifdef UNIXPC 886. /* optimizer bug strikes again */ 887. if (m->asleep) 888. mtmp->msleeping = 1; 889. else 890. mtmp->msleeping = 0; 891. #else 892. mtmp->msleeping = m->asleep; 893. #endif 894. } 895. } 896. 897. } /* if (rn2(100) < m->chance) */ 898. m_done: 899. Free(m->name.str); 900. Free(m->appear_as.str); 901. } 902.
create_object
903. /* 904. * Create an object in a room. 905. */ 906. 907. STATIC_OVL void 908. create_object(o,croom) 909. object *o; 910. struct mkroom *croom; 911. { 912. struct obj *otmp; 913. schar x, y; 914. char c; 915. boolean named; /* has a name been supplied in level description? */ 916. 917. if (rn2(100) < o->chance) { 918. named = o->name.str ? TRUE : FALSE; 919. 920. x = o->x; y = o->y; 921. if (croom) 922. get_room_loc(&x, &y, croom); 923. else 924. get_location(&x, &y, DRY); 925. 926. if (o->class >= 0) 927. c = o->class; 928. else if (o->class > -11) 929. c = robjects[ -(o->class+1)]; 930. else 931. c = 0; 932. 933. if (!c) 934. otmp = mkobj_at(RANDOM_CLASS, x, y, !named); 935. else if (o->id != -1) 936. otmp = mksobj_at(o->id, x, y, TRUE, !named); 937. else { 938. /* 939. * The special levels are compiled with the default "text" object 940. * class characters. We must convert them to the internal format. 941. */ 942. char oclass = (char) def_char_to_objclass(c); 943. 944. if (oclass == MAXOCLASSES) 945. panic("create_object: unexpected object class '%c'",c); 946. 947. /* KMH -- Create piles of gold properly */ 948. if (oclass == COIN_CLASS) 949. otmp = mkgold(0L, x, y); 950. else 951. otmp = mkobj_at(oclass, x, y, !named); 952. } 953. 954. if (o->spe != -127) /* That means NOT RANDOM! */ 955. otmp->spe = (schar)o->spe; 956. 957. switch (o->curse_state) { 958. case 1: bless(otmp); break; /* BLESSED */ 959. case 2: unbless(otmp); uncurse(otmp); break; /* uncursed */ 960. case 3: curse(otmp); break; /* CURSED */ 961. default: break; /* Otherwise it's random and we're happy 962. * with what mkobj gave us! */ 963. } 964. 965. /* corpsenm is "empty" if -1, random if -2, otherwise specific */ 966. if (o->corpsenm == NON_PM - 1) otmp->corpsenm = rndmonnum(); 967. else if (o->corpsenm != NON_PM) otmp->corpsenm = o->corpsenm; 968. 969. /* assume we wouldn't be given an egg corpsenm unless it was 970. hatchable */ 971. if (otmp->otyp == EGG && otmp->corpsenm != NON_PM) { 972. if (dead_species(otmp->otyp, TRUE)) 973. kill_egg(otmp); /* make sure nothing hatches */ 974. else 975. attach_egg_hatch_timeout(otmp); /* attach new hatch timeout */ 976. } 977. 978. if (named) 979. otmp = oname(otmp, o->name.str); 980. 981. switch(o->containment) { 982. static struct obj *container = 0; 983. 984. /* contents */ 985. case 1: 986. if (!container) { 987. impossible("create_object: no container"); 988. break; 989. } 990. remove_object(otmp); 991. (void) add_to_container(container, otmp); 992. goto o_done; /* don't stack, but do other cleanup */ 993. /* container */ 994. case 2: 995. delete_contents(otmp); 996. container = otmp; 997. break; 998. /* nothing */ 999. case 0: break; 1000. 1001. default: impossible("containment type %d?", (int) o->containment); 1002. } 1003. 1004. /* Medusa level special case: statues are petrified monsters, so they 1005. * are not stone-resistant and have monster inventory. They also lack 1006. * other contents, but that can be specified as an empty container. 1007. */ 1008. if (o->id == STATUE && Is_medusa_level(&u.uz) && 1009. o->corpsenm == NON_PM) { 1010. struct monst *was; 1011. struct obj *obj; 1012. int wastyp; 1013. 1014. /* Named random statues are of player types, and aren't stone- 1015. * resistant (if they were, we'd have to reset the name as well as 1016. * setting corpsenm). 1017. */ 1018. for (wastyp = otmp->corpsenm; ; wastyp = rndmonnum()) { 1019. /* makemon without rndmonst() might create a group */ 1020. was = makemon(&mons[wastyp], 0, 0, NO_MM_FLAGS); 1021. if (!resists_ston(was)) break; 1022. mongone(was); 1023. } 1024. otmp->corpsenm = wastyp; 1025. while(was->minvent) { 1026. obj = was->minvent; 1027. obj->owornmask = 0; 1028. obj_extract_self(obj); 1029. (void) add_to_container(otmp, obj); 1030. } 1031. otmp->owt = weight(otmp); 1032. mongone(was); 1033. } 1034. 1035. stackobj(otmp); 1036. 1037. } /* if (rn2(100) < o->chance) */ 1038. o_done: 1039. Free(o->name.str); 1040. } 1041.
create_engraving
1042. /* 1043. * Randomly place a specific engraving, then release its memory. 1044. */ 1045. STATIC_OVL void 1046. create_engraving(e, croom) 1047. engraving *e; 1048. struct mkroom *croom; 1049. { 1050. xchar x, y; 1051. 1052. x = e->x, y = e->y; 1053. if (croom) 1054. get_room_loc(&x, &y, croom); 1055. else 1056. get_location(&x, &y, DRY); 1057. 1058. make_engr_at(x, y, e->engr.str, 0L, e->etype); 1059. free((genericptr_t) e->engr.str); 1060. } 1061.
create_stairs
1062. /* 1063. * Create stairs in a room. 1064. * 1065. */ 1066. 1067. STATIC_OVL void 1068. create_stairs(s,croom) 1069. stair *s; 1070. struct mkroom *croom; 1071. { 1072. schar x,y; 1073. 1074. x = s->x; y = s->y; 1075. get_free_room_loc(&x, &y, croom); 1076. mkstairs(x,y,(char)s->up, croom); 1077. } 1078.
create_altar
1079. /* 1080. * Create an altar in a room. 1081. */ 1082. 1083. STATIC_OVL void 1084. create_altar(a, croom) 1085. altar *a; 1086. struct mkroom *croom; 1087. { 1088. schar sproom,x,y; 1089. aligntyp amask; 1090. boolean croom_is_temple = TRUE; 1091. int oldtyp; 1092. 1093. x = a->x; y = a->y; 1094. 1095. if (croom) { 1096. get_free_room_loc(&x, &y, croom); 1097. if (croom->rtype != TEMPLE) 1098. croom_is_temple = FALSE; 1099. } else { 1100. get_location(&x, &y, DRY); 1101. if ((sproom = (schar) *in_rooms(x, y, TEMPLE)) != 0) 1102. croom = &rooms[sproom - ROOMOFFSET]; 1103. else 1104. croom_is_temple = FALSE; 1105. } 1106. 1107. /* check for existing features */ 1108. oldtyp = levl[x][y].typ; 1109. if (oldtyp == STAIRS || oldtyp == LADDER) 1110. return; 1111. 1112. a->x = x; 1113. a->y = y; 1114. 1115. /* Is the alignment random ? 1116. * If so, it's an 80% chance that the altar will be co-aligned. 1117. * 1118. * The alignment is encoded as amask values instead of alignment 1119. * values to avoid conflicting with the rest of the encoding, 1120. * shared by many other parts of the special level code. 1121. */ 1122. 1123. amask = (a->align == AM_SPLEV_CO) ? 1124. Align2amask(u.ualignbase[A_ORIGINAL]) : 1125. (a->align == AM_SPLEV_NONCO) ? 1126. Align2amask(noncoalignment(u.ualignbase[A_ORIGINAL])) : 1127. (a->align == -11) ? induced_align(80) : 1128. (a->align < 0 ? ralign[-a->align-1] : a->align); 1129. 1130. levl[x][y].typ = ALTAR; 1131. levl[x][y].altarmask = amask; 1132. 1133. if (a->shrine < 0) a->shrine = rn2(2); /* handle random case */ 1134. 1135. if (oldtyp == FOUNTAIN) 1136. level.flags.nfountains--; 1137. else if (oldtyp == SINK) 1138. level.flags.nsinks--; 1139. 1140. if (!croom_is_temple || !a->shrine) return; 1141. 1142. if (a->shrine) { /* Is it a shrine or sanctum? */ 1143. priestini(&u.uz, croom, x, y, (a->shrine > 1)); 1144. levl[x][y].altarmask |= AM_SHRINE; 1145. level.flags.has_temple = TRUE; 1146. } 1147. } 1148.
create_gold
1149. /* 1150. * Create a gold pile in a room. 1151. */ 1152. 1153. STATIC_OVL void 1154. create_gold(g,croom) 1155. gold *g; 1156. struct mkroom *croom; 1157. { 1158. schar x,y; 1159. 1160. x = g->x; y= g->y; 1161. if (croom) 1162. get_room_loc(&x, &y, croom); 1163. else 1164. get_location(&x, &y, DRY); 1165. 1166. if (g->amount == -1) 1167. g->amount = rnd(200); 1168. (void) mkgold((long) g->amount, x, y); 1169. } 1170.
create_feature
1171. /* 1172. * Create a feature (e.g a fountain) in a room. 1173. */ 1174. 1175. STATIC_OVL void 1176. create_feature(fx, fy, croom, typ) 1177. int fx, fy; 1178. struct mkroom *croom; 1179. int typ; 1180. { 1181. schar x,y; 1182. int trycnt = 0; 1183. 1184. x = fx; y = fy; 1185. if (croom) { 1186. if (x < 0 && y < 0) 1187. do { 1188. x = -1; y = -1; 1189. get_room_loc(&x, &y, croom); 1190. } while (++trycnt <= 200 && occupied(x,y)); 1191. else 1192. get_room_loc(&x, &y, croom); 1193. if(trycnt > 200) 1194. return; 1195. } else { 1196. get_location(&x, &y, DRY); 1197. } 1198. /* Don't cover up an existing feature (particularly randomly 1199. placed stairs). However, if the _same_ feature is already 1200. here, it came from the map drawing and we still need to 1201. update the special counters. */ 1202. if (IS_FURNITURE(levl[x][y].typ) && levl[x][y].typ != typ) 1203. return; 1204. 1205. levl[x][y].typ = typ; 1206. if (typ == FOUNTAIN) 1207. level.flags.nfountains++; 1208. else if (typ == SINK) 1209. level.flags.nsinks++; 1210. } 1211.
search_door
1212. /* 1213. * Search for a door in a room on a specified wall. 1214. */ 1215. 1216. STATIC_OVL boolean 1217. search_door(croom,x,y,wall,cnt) 1218. struct mkroom *croom; 1219. xchar *x, *y; 1220. xchar wall; 1221. int cnt; 1222. { 1223. int dx, dy; 1224. int xx,yy; 1225. 1226. switch(wall) { 1227. case W_NORTH: 1228. dy = 0; dx = 1; 1229. xx = croom->lx; 1230. yy = croom->hy + 1; 1231. break; 1232. case W_SOUTH: 1233. dy = 0; dx = 1; 1234. xx = croom->lx; 1235. yy = croom->ly - 1; 1236. break; 1237. case W_EAST: 1238. dy = 1; dx = 0; 1239. xx = croom->hx + 1; 1240. yy = croom->ly; 1241. break; 1242. case W_WEST: 1243. dy = 1; dx = 0; 1244. xx = croom->lx - 1; 1245. yy = croom->ly; 1246. break; 1247. default: 1248. dx = dy = xx = yy = 0; 1249. panic("search_door: Bad wall!"); 1250. break; 1251. } 1252. while (xx <= croom->hx+1 && yy <= croom->hy+1) { 1253. if (IS_DOOR(levl[xx][yy].typ) || levl[xx][yy].typ == SDOOR) { 1254. *x = xx; 1255. *y = yy; 1256. if (cnt-- <= 0) 1257. return TRUE; 1258. } 1259. xx += dx; 1260. yy += dy; 1261. } 1262. return FALSE; 1263. } 1264.
dig_corridor
1265. /* 1266. * Dig a corridor between two points. 1267. */ 1268. 1269. boolean 1270. dig_corridor(org,dest,nxcor,ftyp,btyp) 1271. coord *org, *dest; 1272. boolean nxcor; 1273. schar ftyp, btyp; 1274. { 1275. register int dx=0, dy=0, dix, diy, cct; 1276. register struct rm *crm; 1277. register int tx, ty, xx, yy; 1278. 1279. xx = org->x; yy = org->y; 1280. tx = dest->x; ty = dest->y; 1281. if (xx <= 0 || yy <= 0 || tx <= 0 || ty <= 0 || 1282. xx > COLNO-1 || tx > COLNO-1 || 1283. yy > ROWNO-1 || ty > ROWNO-1) { 1284. #ifdef DEBUG 1285. debugpline("dig_corridor: bad coords : (%d,%d) (%d,%d).", 1286. xx,yy,tx,ty); 1287. #endif 1288. return FALSE; 1289. } 1290. if (tx > xx) dx = 1; 1291. else if (ty > yy) dy = 1; 1292. else if (tx < xx) dx = -1; 1293. else dy = -1; 1294. 1295. xx -= dx; 1296. yy -= dy; 1297. cct = 0; 1298. while(xx != tx || yy != ty) { 1299. /* loop: dig corridor at [xx,yy] and find new [xx,yy] */ 1300. if(cct++ > 500 || (nxcor && !rn2(35))) 1301. return FALSE; 1302. 1303. xx += dx; 1304. yy += dy; 1305. 1306. if(xx >= COLNO-1 || xx <= 0 || yy <= 0 || yy >= ROWNO-1) 1307. return FALSE; /* impossible */ 1308. 1309. crm = &levl[xx][yy]; 1310. if(crm->typ == btyp) { 1311. if(ftyp != CORR || rn2(100)) { 1312. crm->typ = ftyp; 1313. if(nxcor && !rn2(50)) 1314. (void) mksobj_at(BOULDER, xx, yy, TRUE, FALSE); 1315. } else { 1316. crm->typ = SCORR; 1317. } 1318. } else 1319. if(crm->typ != ftyp && crm->typ != SCORR) { 1320. /* strange ... */ 1321. return FALSE; 1322. } 1323. 1324. /* find next corridor position */ 1325. dix = abs(xx-tx); 1326. diy = abs(yy-ty); 1327. 1328. /* do we have to change direction ? */ 1329. if(dy && dix > diy) { 1330. register int ddx = (xx > tx) ? -1 : 1; 1331. 1332. crm = &levl[xx+ddx][yy]; 1333. if(crm->typ == btyp || crm->typ == ftyp || crm->typ == SCORR) { 1334. dx = ddx; 1335. dy = 0; 1336. continue; 1337. } 1338. } else if(dx && diy > dix) { 1339. register int ddy = (yy > ty) ? -1 : 1; 1340. 1341. crm = &levl[xx][yy+ddy]; 1342. if(crm->typ == btyp || crm->typ == ftyp || crm->typ == SCORR) { 1343. dy = ddy; 1344. dx = 0; 1345. continue; 1346. } 1347. } 1348. 1349. /* continue straight on? */ 1350. crm = &levl[xx+dx][yy+dy]; 1351. if(crm->typ == btyp || crm->typ == ftyp || crm->typ == SCORR) 1352. continue; 1353. 1354. /* no, what must we do now?? */ 1355. if(dx) { 1356. dx = 0; 1357. dy = (ty < yy) ? -1 : 1; 1358. } else { 1359. dy = 0; 1360. dx = (tx < xx) ? -1 : 1; 1361. } 1362. crm = &levl[xx+dx][yy+dy]; 1363. if(crm->typ == btyp || crm->typ == ftyp || crm->typ == SCORR) 1364. continue; 1365. dy = -dy; 1366. dx = -dx; 1367. } 1368. return TRUE; 1369. } 1370.
fix_stair_rooms
1371. /* 1372. * Disgusting hack: since special levels have their rooms filled before 1373. * sorting the rooms, we have to re-arrange the speed values upstairs_room 1374. * and dnstairs_room after the rooms have been sorted. On normal levels, 1375. * stairs don't get created until _after_ sorting takes place. 1376. */ 1377. STATIC_OVL void 1378. fix_stair_rooms() 1379. { 1380. int i; 1381. struct mkroom *croom; 1382. 1383. if(xdnstair && 1384. !((dnstairs_room->lx <= xdnstair && xdnstair <= dnstairs_room->hx) && 1385. (dnstairs_room->ly <= ydnstair && ydnstair <= dnstairs_room->hy))) { 1386. for(i=0; i < nroom; i++) { 1387. croom = &rooms[i]; 1388. if((croom->lx <= xdnstair && xdnstair <= croom->hx) && 1389. (croom->ly <= ydnstair && ydnstair <= croom->hy)) { 1390. dnstairs_room = croom; 1391. break; 1392. } 1393. } 1394. if(i == nroom) 1395. panic("Couldn't find dnstair room in fix_stair_rooms!"); 1396. } 1397. if(xupstair && 1398. !((upstairs_room->lx <= xupstair && xupstair <= upstairs_room->hx) && 1399. (upstairs_room->ly <= yupstair && yupstair <= upstairs_room->hy))) { 1400. for(i=0; i < nroom; i++) { 1401. croom = &rooms[i]; 1402. if((croom->lx <= xupstair && xupstair <= croom->hx) && 1403. (croom->ly <= yupstair && yupstair <= croom->hy)) { 1404. upstairs_room = croom; 1405. break; 1406. } 1407. } 1408. if(i == nroom) 1409. panic("Couldn't find upstair room in fix_stair_rooms!"); 1410. } 1411. } 1412.
create_corridor
1413. /* 1414. * Corridors always start from a door. But it can end anywhere... 1415. * Basically we search for door coordinates or for endpoints coordinates 1416. * (from a distance). 1417. */ 1418. 1419. STATIC_OVL void 1420. create_corridor(c) 1421. corridor *c; 1422. { 1423. coord org, dest; 1424. 1425. if (c->src.room == -1) { 1426. sort_rooms(); 1427. fix_stair_rooms(); 1428. makecorridors(); 1429. return; 1430. } 1431. 1432. if( !search_door(&rooms[c->src.room], &org.x, &org.y, c->src.wall, 1433. c->src.door)) 1434. return; 1435. 1436. if (c->dest.room != -1) { 1437. if(!search_door(&rooms[c->dest.room], &dest.x, &dest.y, 1438. c->dest.wall, c->dest.door)) 1439. return; 1440. switch(c->src.wall) { 1441. case W_NORTH: org.y--; break; 1442. case W_SOUTH: org.y++; break; 1443. case W_WEST: org.x--; break; 1444. case W_EAST: org.x++; break; 1445. } 1446. switch(c->dest.wall) { 1447. case W_NORTH: dest.y--; break; 1448. case W_SOUTH: dest.y++; break; 1449. case W_WEST: dest.x--; break; 1450. case W_EAST: dest.x++; break; 1451. } 1452. (void) dig_corridor(&org, &dest, FALSE, CORR, STONE); 1453. } 1454. } 1455. 1456.
fill_room
1457. /* 1458. * Fill a room (shop, zoo, etc...) with appropriate stuff. 1459. */ 1460. 1461. void 1462. fill_room(croom, prefilled) 1463. struct mkroom *croom; 1464. boolean prefilled; 1465. { 1466. if (!croom || croom->rtype == OROOM) 1467. return; 1468. 1469. if (!prefilled) { 1470. int x,y; 1471. 1472. /* Shop ? */ 1473. if (croom->rtype >= SHOPBASE) { 1474. stock_room(croom->rtype - SHOPBASE, croom); 1475. level.flags.has_shop = TRUE; 1476. return; 1477. } 1478. 1479. switch (croom->rtype) { 1480. case VAULT: 1481. for (x=croom->lx;x<=croom->hx;x++) 1482. for (y=croom->ly;y<=croom->hy;y++) 1483. (void) mkgold((long)rn1(abs(depth(&u.uz))*100, 51), x, y); 1484. break; 1485. case COURT: 1486. case ZOO: 1487. case BEEHIVE: 1488. case MORGUE: 1489. case BARRACKS: 1490. fill_zoo(croom); 1491. break; 1492. } 1493. } 1494. switch (croom->rtype) { 1495. case VAULT: 1496. level.flags.has_vault = TRUE; 1497. break; 1498. case ZOO: 1499. level.flags.has_zoo = TRUE; 1500. break; 1501. case COURT: 1502. level.flags.has_court = TRUE; 1503. break; 1504. case MORGUE: 1505. level.flags.has_morgue = TRUE; 1506. break; 1507. case BEEHIVE: 1508. level.flags.has_beehive = TRUE; 1509. break; 1510. case BARRACKS: 1511. level.flags.has_barracks = TRUE; 1512. break; 1513. case TEMPLE: 1514. level.flags.has_temple = TRUE; 1515. break; 1516. case SWAMP: 1517. level.flags.has_swamp = TRUE; 1518. break; 1519. } 1520. } 1521.
free_rooms
1522. STATIC_OVL void 1523. free_rooms(ro, n) 1524. room **ro; 1525. int n; 1526. { 1527. short j; 1528. room *r; 1529. 1530. while(n--) { 1531. r = ro[n]; 1532. Free(r->name); 1533. Free(r->parent); 1534. if ((j = r->ndoor) != 0) { 1535. while(j--) 1536. Free(r->doors[j]); 1537. Free(r->doors); 1538. } 1539. if ((j = r->nstair) != 0) { 1540. while(j--) 1541. Free(r->stairs[j]); 1542. Free(r->stairs); 1543. } 1544. if ((j = r->naltar) != 0) { 1545. while (j--) 1546. Free(r->altars[j]); 1547. Free(r->altars); 1548. } 1549. if ((j = r->nfountain) != 0) { 1550. while(j--) 1551. Free(r->fountains[j]); 1552. Free(r->fountains); 1553. } 1554. if ((j = r->nsink) != 0) { 1555. while(j--) 1556. Free(r->sinks[j]); 1557. Free(r->sinks); 1558. } 1559. if ((j = r->npool) != 0) { 1560. while(j--) 1561. Free(r->pools[j]); 1562. Free(r->pools); 1563. } 1564. if ((j = r->ntrap) != 0) { 1565. while (j--) 1566. Free(r->traps[j]); 1567. Free(r->traps); 1568. } 1569. if ((j = r->nmonster) != 0) { 1570. while (j--) 1571. Free(r->monsters[j]); 1572. Free(r->monsters); 1573. } 1574. if ((j = r->nobject) != 0) { 1575. while (j--) 1576. Free(r->objects[j]); 1577. Free(r->objects); 1578. } 1579. if ((j = r->ngold) != 0) { 1580. while(j--) 1581. Free(r->golds[j]); 1582. Free(r->golds); 1583. } 1584. if ((j = r->nengraving) != 0) { 1585. while (j--) 1586. Free(r->engravings[j]); 1587. Free(r->engravings); 1588. } 1589. Free(r); 1590. } 1591. Free(ro); 1592. } 1593.
build_room
1594. STATIC_OVL void 1595. build_room(r, pr) 1596. room *r, *pr; 1597. { 1598. boolean okroom; 1599. struct mkroom *aroom; 1600. short i; 1601. xchar rtype = (!r->chance || rn2(100) < r->chance) ? r->rtype : OROOM; 1602. 1603. if(pr) { 1604. aroom = &subrooms[nsubroom]; 1605. okroom = create_subroom(pr->mkr, r->x, r->y, r->w, r->h, 1606. rtype, r->rlit); 1607. } else { 1608. aroom = &rooms[nroom]; 1609. okroom = create_room(r->x, r->y, r->w, r->h, r->xalign, 1610. r->yalign, rtype, r->rlit); 1611. r->mkr = aroom; 1612. } 1613. 1614. if (okroom) { 1615. /* Create subrooms if necessary... */ 1616. for(i=0; i < r->nsubroom; i++) 1617. build_room(r->subrooms[i], r); 1618. /* And now we can fill the room! */ 1619. 1620. /* Priority to the stairs */ 1621. 1622. for(i=0; i <r->nstair; i++) 1623. create_stairs(r->stairs[i], aroom); 1624. 1625. /* Then to the various elements (sinks, etc..) */ 1626. for(i = 0; i<r->nsink; i++) 1627. create_feature(r->sinks[i]->x, r->sinks[i]->y, aroom, SINK); 1628. for(i = 0; i<r->npool; i++) 1629. create_feature(r->pools[i]->x, r->pools[i]->y, aroom, POOL); 1630. for(i = 0; i<r->nfountain; i++) 1631. create_feature(r->fountains[i]->x, r->fountains[i]->y, 1632. aroom, FOUNTAIN); 1633. for(i = 0; i<r->naltar; i++) 1634. create_altar(r->altars[i], aroom); 1635. for(i = 0; i<r->ndoor; i++) 1636. create_door(r->doors[i], aroom); 1637. 1638. /* The traps */ 1639. for(i = 0; i<r->ntrap; i++) 1640. create_trap(r->traps[i], aroom); 1641. 1642. /* The monsters */ 1643. for(i = 0; i<r->nmonster; i++) 1644. create_monster(r->monsters[i], aroom); 1645. 1646. /* The objects */ 1647. for(i = 0; i<r->nobject; i++) 1648. create_object(r->objects[i], aroom); 1649. 1650. /* The gold piles */ 1651. for(i = 0; i<r->ngold; i++) 1652. create_gold(r->golds[i], aroom); 1653. 1654. /* The engravings */ 1655. for (i = 0; i < r->nengraving; i++) 1656. create_engraving(r->engravings[i], aroom); 1657. 1658. #ifdef SPECIALIZATION 1659. topologize(aroom,FALSE); /* set roomno */ 1660. #else 1661. topologize(aroom); /* set roomno */ 1662. #endif 1663. /* MRS - 07/04/91 - This is temporary but should result 1664. * in proper filling of shops, etc. 1665. * DLC - this can fail if corridors are added to this room 1666. * at a later point. Currently no good way to fix this. 1667. */ 1668. if(aroom->rtype != OROOM && r->filled) fill_room(aroom, FALSE); 1669. } 1670. } 1671.
light_region
1672. /* 1673. * set lighting in a region that will not become a room. 1674. */ 1675. STATIC_OVL void 1676. light_region(tmpregion) 1677. region *tmpregion; 1678. { 1679. register boolean litstate = tmpregion->rlit ? 1 : 0; 1680. register int hiy = tmpregion->y2; 1681. register int x, y; 1682. register struct rm *lev; 1683. int lowy = tmpregion->y1; 1684. int lowx = tmpregion->x1, hix = tmpregion->x2; 1685. 1686. if(litstate) { 1687. /* adjust region size for walls, but only if lighted */ 1688. lowx = max(lowx-1,1); 1689. hix = min(hix+1,COLNO-1); 1690. lowy = max(lowy-1,0); 1691. hiy = min(hiy+1, ROWNO-1); 1692. } 1693. for(x = lowx; x <= hix; x++) { 1694. lev = &levl[x][lowy]; 1695. for(y = lowy; y <= hiy; y++) { 1696. if (lev->typ != LAVAPOOL) /* this overrides normal lighting */ 1697. lev->lit = litstate; 1698. lev++; 1699. } 1700. } 1701. } 1702.
load_common_data
1703. /* initialization common to all special levels */ 1704. STATIC_OVL void 1705. load_common_data(fd, typ) 1706. dlb *fd; 1707. int typ; 1708. { 1709. uchar n; 1710. long lev_flags; 1711. int i; 1712. 1713. { 1714. aligntyp atmp; 1715. /* shuffle 3 alignments; can't use sp_lev_shuffle() on aligntyp's */ 1716. i = rn2(3); atmp=ralign[2]; ralign[2]=ralign[i]; ralign[i]=atmp; 1717. if (rn2(2)) { atmp=ralign[1]; ralign[1]=ralign[0]; ralign[0]=atmp; } 1718. } 1719. 1720. level.flags.is_maze_lev = typ == SP_LEV_MAZE; 1721. 1722. /* Read the level initialization data */ 1723. Fread((genericptr_t) &init_lev, 1, sizeof(lev_init), fd); 1724. if(init_lev.init_present) { 1725. if(init_lev.lit < 0) 1726. init_lev.lit = rn2(2); 1727. mkmap(&init_lev); 1728. } 1729. 1730. /* Read the per level flags */ 1731. Fread((genericptr_t) &lev_flags, 1, sizeof(lev_flags), fd); 1732. if (lev_flags & NOTELEPORT) 1733. level.flags.noteleport = 1; 1734. if (lev_flags & HARDFLOOR) 1735. level.flags.hardfloor = 1; 1736. if (lev_flags & NOMMAP) 1737. level.flags.nommap = 1; 1738. if (lev_flags & SHORTSIGHTED) 1739. level.flags.shortsighted = 1; 1740. if (lev_flags & ARBOREAL) 1741. level.flags.arboreal = 1; 1742. 1743. /* Read message */ 1744. Fread((genericptr_t) &n, 1, sizeof(n), fd); 1745. if (n) { 1746. lev_message = (char *) alloc(n + 1); 1747. Fread((genericptr_t) lev_message, 1, (int) n, fd); 1748. lev_message[n] = 0; 1749. } 1750. } 1751.
load_one_monster
1752. STATIC_OVL void 1753. load_one_monster(fd, m) 1754. dlb *fd; 1755. monster *m; 1756. { 1757. int size; 1758. 1759. Fread((genericptr_t) m, 1, sizeof *m, fd); 1760. if ((size = m->name.len) != 0) { 1761. m->name.str = (char *) alloc((unsigned)size + 1); 1762. Fread((genericptr_t) m->name.str, 1, size, fd); 1763. m->name.str[size] = '\0'; 1764. } else 1765. m->name.str = (char *) 0; 1766. if ((size = m->appear_as.len) != 0) { 1767. m->appear_as.str = (char *) alloc((unsigned)size + 1); 1768. Fread((genericptr_t) m->appear_as.str, 1, size, fd); 1769. m->appear_as.str[size] = '\0'; 1770. } else 1771. m->appear_as.str = (char *) 0; 1772. } 1773.
load_one_object
1774. STATIC_OVL void 1775. load_one_object(fd, o) 1776. dlb *fd; 1777. object *o; 1778. { 1779. int size; 1780. 1781. Fread((genericptr_t) o, 1, sizeof *o, fd); 1782. if ((size = o->name.len) != 0) { 1783. o->name.str = (char *) alloc((unsigned)size + 1); 1784. Fread((genericptr_t) o->name.str, 1, size, fd); 1785. o->name.str[size] = '\0'; 1786. } else 1787. o->name.str = (char *) 0; 1788. } 1789.
load_one_engraving
1790. STATIC_OVL void 1791. load_one_engraving(fd, e) 1792. dlb *fd; 1793. engraving *e; 1794. { 1795. int size; 1796. 1797. Fread((genericptr_t) e, 1, sizeof *e, fd); 1798. size = e->engr.len; 1799. e->engr.str = (char *) alloc((unsigned)size+1); 1800. Fread((genericptr_t) e->engr.str, 1, size, fd); 1801. e->engr.str[size] = '\0'; 1802. } 1803.
load_rooms
1804. STATIC_OVL boolean 1805. load_rooms(fd) 1806. dlb *fd; 1807. { 1808. xchar nrooms, ncorr; 1809. char n; 1810. short size; 1811. corridor tmpcor; 1812. room** tmproom; 1813. int i, j; 1814. 1815. load_common_data(fd, SP_LEV_ROOMS); 1816. 1817. Fread((genericptr_t) &n, 1, sizeof(n), fd); /* nrobjects */ 1818. if (n) { 1819. Fread((genericptr_t)robjects, sizeof(*robjects), n, fd); 1820. sp_lev_shuffle(robjects, (char *)0, (int)n); 1821. } 1822. 1823. Fread((genericptr_t) &n, 1, sizeof(n), fd); /* nrmonst */ 1824. if (n) { 1825. Fread((genericptr_t)rmonst, sizeof(*rmonst), n, fd); 1826. sp_lev_shuffle(rmonst, (char *)0, (int)n); 1827. } 1828. 1829. Fread((genericptr_t) &nrooms, 1, sizeof(nrooms), fd); 1830. /* Number of rooms to read */ 1831. tmproom = NewTab(room,nrooms); 1832. for (i=0;i<nrooms;i++) { 1833. room *r; 1834. 1835. r = tmproom[i] = New(room); 1836. 1837. /* Let's see if this room has a name */ 1838. Fread((genericptr_t) &size, 1, sizeof(size), fd); 1839. if (size > 0) { /* Yup, it does! */ 1840. r->name = (char *) alloc((unsigned)size + 1); 1841. Fread((genericptr_t) r->name, 1, size, fd); 1842. r->name[size] = 0; 1843. } else 1844. r->name = (char *) 0; 1845. 1846. /* Let's see if this room has a parent */ 1847. Fread((genericptr_t) &size, 1, sizeof(size), fd); 1848. if (size > 0) { /* Yup, it does! */ 1849. r->parent = (char *) alloc((unsigned)size + 1); 1850. Fread((genericptr_t) r->parent, 1, size, fd); 1851. r->parent[size] = 0; 1852. } else 1853. r->parent = (char *) 0; 1854. 1855. Fread((genericptr_t) &r->x, 1, sizeof(r->x), fd); 1856. /* x pos on the grid (1-5) */ 1857. Fread((genericptr_t) &r->y, 1, sizeof(r->y), fd); 1858. /* y pos on the grid (1-5) */ 1859. Fread((genericptr_t) &r->w, 1, sizeof(r->w), fd); 1860. /* width of the room */ 1861. Fread((genericptr_t) &r->h, 1, sizeof(r->h), fd); 1862. /* height of the room */ 1863. Fread((genericptr_t) &r->xalign, 1, sizeof(r->xalign), fd); 1864. /* horizontal alignment */ 1865. Fread((genericptr_t) &r->yalign, 1, sizeof(r->yalign), fd); 1866. /* vertical alignment */ 1867. Fread((genericptr_t) &r->rtype, 1, sizeof(r->rtype), fd); 1868. /* type of room (zoo, shop, etc.) */ 1869. Fread((genericptr_t) &r->chance, 1, sizeof(r->chance), fd); 1870. /* chance of room being special. */ 1871. Fread((genericptr_t) &r->rlit, 1, sizeof(r->rlit), fd); 1872. /* lit or not ? */ 1873. Fread((genericptr_t) &r->filled, 1, sizeof(r->filled), fd); 1874. /* to be filled? */ 1875. r->nsubroom= 0; 1876. 1877. /* read the doors */ 1878. Fread((genericptr_t) &r->ndoor, 1, sizeof(r->ndoor), fd); 1879. if ((n = r->ndoor) != 0) 1880. r->doors = NewTab(room_door, n); 1881. while(n--) { 1882. r->doors[(int)n] = New(room_door); 1883. Fread((genericptr_t) r->doors[(int)n], 1, 1884. sizeof(room_door), fd); 1885. } 1886. 1887. /* read the stairs */ 1888. Fread((genericptr_t) &r->nstair, 1, sizeof(r->nstair), fd); 1889. if ((n = r->nstair) != 0) 1890. r->stairs = NewTab(stair, n); 1891. while (n--) { 1892. r->stairs[(int)n] = New(stair); 1893. Fread((genericptr_t) r->stairs[(int)n], 1, 1894. sizeof(stair), fd); 1895. } 1896. 1897. /* read the altars */ 1898. Fread((genericptr_t) &r->naltar, 1, sizeof(r->naltar), fd); 1899. if ((n = r->naltar) != 0) 1900. r->altars = NewTab(altar, n); 1901. while (n--) { 1902. r->altars[(int)n] = New(altar); 1903. Fread((genericptr_t) r->altars[(int)n], 1, 1904. sizeof(altar), fd); 1905. } 1906. 1907. /* read the fountains */ 1908. Fread((genericptr_t) &r->nfountain, 1, 1909. sizeof(r->nfountain), fd); 1910. if ((n = r->nfountain) != 0) 1911. r->fountains = NewTab(fountain, n); 1912. while (n--) { 1913. r->fountains[(int)n] = New(fountain); 1914. Fread((genericptr_t) r->fountains[(int)n], 1, 1915. sizeof(fountain), fd); 1916. } 1917. 1918. /* read the sinks */ 1919. Fread((genericptr_t) &r->nsink, 1, sizeof(r->nsink), fd); 1920. if ((n = r->nsink) != 0) 1921. r->sinks = NewTab(sink, n); 1922. while (n--) { 1923. r->sinks[(int)n] = New(sink); 1924. Fread((genericptr_t) r->sinks[(int)n], 1, sizeof(sink), fd); 1925. } 1926. 1927. /* read the pools */ 1928. Fread((genericptr_t) &r->npool, 1, sizeof(r->npool), fd); 1929. if ((n = r->npool) != 0) 1930. r->pools = NewTab(pool,n); 1931. while (n--) { 1932. r->pools[(int)n] = New(pool); 1933. Fread((genericptr_t) r->pools[(int)n], 1, sizeof(pool), fd); 1934. } 1935. 1936. /* read the traps */ 1937. Fread((genericptr_t) &r->ntrap, 1, sizeof(r->ntrap), fd); 1938. if ((n = r->ntrap) != 0) 1939. r->traps = NewTab(trap, n); 1940. while(n--) { 1941. r->traps[(int)n] = New(trap); 1942. Fread((genericptr_t) r->traps[(int)n], 1, sizeof(trap), fd); 1943. } 1944. 1945. /* read the monsters */ 1946. Fread((genericptr_t) &r->nmonster, 1, sizeof(r->nmonster), fd); 1947. if ((n = r->nmonster) != 0) { 1948. r->monsters = NewTab(monster, n); 1949. while(n--) { 1950. r->monsters[(int)n] = New(monster); 1951. load_one_monster(fd, r->monsters[(int)n]); 1952. } 1953. } else 1954. r->monsters = 0; 1955. 1956. /* read the objects, in same order as mazes */ 1957. Fread((genericptr_t) &r->nobject, 1, sizeof(r->nobject), fd); 1958. if ((n = r->nobject) != 0) { 1959. r->objects = NewTab(object, n); 1960. for (j = 0; j < n; ++j) { 1961. r->objects[j] = New(object); 1962. load_one_object(fd, r->objects[j]); 1963. } 1964. } else 1965. r->objects = 0; 1966. 1967. /* read the gold piles */ 1968. Fread((genericptr_t) &r->ngold, 1, sizeof(r->ngold), fd); 1969. if ((n = r->ngold) != 0) 1970. r->golds = NewTab(gold, n); 1971. while (n--) { 1972. r->golds[(int)n] = New(gold); 1973. Fread((genericptr_t) r->golds[(int)n], 1, sizeof(gold), fd); 1974. } 1975. 1976. /* read the engravings */ 1977. Fread((genericptr_t) &r->nengraving, 1, 1978. sizeof(r->nengraving), fd); 1979. if ((n = r->nengraving) != 0) { 1980. r->engravings = NewTab(engraving,n); 1981. while (n--) { 1982. r->engravings[(int)n] = New(engraving); 1983. load_one_engraving(fd, r->engravings[(int)n]); 1984. } 1985. } else 1986. r->engravings = 0; 1987. 1988. } 1989. 1990. /* Now that we have loaded all the rooms, search the 1991. * subrooms and create the links. 1992. */ 1993. 1994. for (i = 0; i<nrooms; i++) 1995. if (tmproom[i]->parent) { 1996. /* Search the parent room */ 1997. for(j=0; j<nrooms; j++) 1998. if (tmproom[j]->name && !strcmp(tmproom[j]->name, 1999. tmproom[i]->parent)) { 2000. n = tmproom[j]->nsubroom++; 2001. tmproom[j]->subrooms[(int)n] = tmproom[i]; 2002. break; 2003. } 2004. } 2005. 2006. /* 2007. * Create the rooms now... 2008. */ 2009. 2010. for (i=0; i < nrooms; i++) 2011. if(!tmproom[i]->parent) 2012. build_room(tmproom[i], (room *) 0); 2013. 2014. free_rooms(tmproom, nrooms); 2015. 2016. /* read the corridors */ 2017. 2018. Fread((genericptr_t) &ncorr, sizeof(ncorr), 1, fd); 2019. for (i=0; i<ncorr; i++) { 2020. Fread((genericptr_t) &tmpcor, 1, sizeof(tmpcor), fd); 2021. create_corridor(&tmpcor); 2022. } 2023. 2024. return TRUE; 2025. } 2026.
maze1xy
2027. /* 2028. * Select a random coordinate in the maze. 2029. * 2030. * We want a place not 'touched' by the loader. That is, a place in 2031. * the maze outside every part of the special level. 2032. */ 2033. 2034. STATIC_OVL void 2035. maze1xy(m, humidity) 2036. coord *m; 2037. int humidity; 2038. { 2039. register int x, y, tryct = 2000; 2040. /* tryct: normally it won't take more than ten or so tries due 2041. to the circumstances under which we'll be called, but the 2042. `humidity' screening might drastically change the chances */ 2043. 2044. do { 2045. x = rn1(x_maze_max - 3, 3); 2046. y = rn1(y_maze_max - 3, 3); 2047. if (--tryct < 0) break; /* give up */ 2048. } while (!(x % 2) || !(y % 2) || Map[x][y] || 2049. !is_ok_location((schar)x, (schar)y, humidity)); 2050. 2051. m->x = (xchar)x, m->y = (xchar)y; 2052. } 2053.
load_maze
2054. /* 2055. * The Big Thing: special maze loader 2056. * 2057. * Could be cleaner, but it works. 2058. */ 2059. 2060. STATIC_OVL boolean 2061. load_maze(fd) 2062. dlb *fd; 2063. { 2064. xchar x, y, typ; 2065. boolean prefilled, room_not_needed; 2066. 2067. char n, numpart = 0; 2068. xchar nwalk = 0, nwalk_sav; 2069. schar filling; 2070. char halign, valign; 2071. 2072. int xi, dir, size; 2073. coord mm; 2074. int mapcount, mapcountmax, mapfact; 2075. 2076. lev_region tmplregion; 2077. region tmpregion; 2078. door tmpdoor; 2079. trap tmptrap; 2080. monster tmpmons; 2081. object tmpobj; 2082. drawbridge tmpdb; 2083. walk tmpwalk; 2084. digpos tmpdig; 2085. lad tmplad; 2086. stair tmpstair, prevstair; 2087. altar tmpaltar; 2088. gold tmpgold; 2089. fountain tmpfountain; 2090. engraving tmpengraving; 2091. xchar mustfill[(MAXNROFROOMS+1)*2]; 2092. struct trap *badtrap; 2093. boolean has_bounds; 2094. 2095. (void) memset((genericptr_t)&Map[0][0], 0, sizeof Map); 2096. load_common_data(fd, SP_LEV_MAZE); 2097. 2098. /* Initialize map */ 2099. Fread((genericptr_t) &filling, 1, sizeof(filling), fd); 2100. if (!init_lev.init_present) { /* don't init if mkmap() has been called */ 2101. for(x = 2; x <= x_maze_max; x++) 2102. for(y = 0; y <= y_maze_max; y++) 2103. if (filling == -1) { 2104. #ifndef WALLIFIED_MAZE 2105. levl[x][y].typ = STONE; 2106. #else 2107. levl[x][y].typ = 2108. (y < 2 || ((x % 2) && (y % 2))) ? STONE : HWALL; 2109. #endif 2110. } else { 2111. levl[x][y].typ = filling; 2112. } 2113. } 2114. 2115. /* Start reading the file */ 2116. Fread((genericptr_t) &numpart, 1, sizeof(numpart), fd); 2117. /* Number of parts */ 2118. if (!numpart || numpart > 9) 2119. panic("load_maze error: numpart = %d", (int) numpart); 2120. 2121. while (numpart--) { 2122. Fread((genericptr_t) &halign, 1, sizeof(halign), fd); 2123. /* Horizontal alignment */ 2124. Fread((genericptr_t) &valign, 1, sizeof(valign), fd); 2125. /* Vertical alignment */ 2126. Fread((genericptr_t) &xsize, 1, sizeof(xsize), fd); 2127. /* size in X */ 2128. Fread((genericptr_t) &ysize, 1, sizeof(ysize), fd); 2129. /* size in Y */ 2130. switch((int) halign) { 2131. case LEFT: xstart = 3; break; 2132. case H_LEFT: xstart = 2+((x_maze_max-2-xsize)/4); break; 2133. case CENTER: xstart = 2+((x_maze_max-2-xsize)/2); break; 2134. case H_RIGHT: xstart = 2+((x_maze_max-2-xsize)*3/4); break; 2135. case RIGHT: xstart = x_maze_max-xsize-1; break; 2136. } 2137. switch((int) valign) { 2138. case TOP: ystart = 3; break; 2139. case CENTER: ystart = 2+((y_maze_max-2-ysize)/2); break; 2140. case BOTTOM: ystart = y_maze_max-ysize-1; break; 2141. } 2142. if (!(xstart % 2)) xstart++; 2143. if (!(ystart % 2)) ystart++; 2144. if ((ystart < 0) || (ystart + ysize > ROWNO)) { 2145. /* try to move the start a bit */ 2146. ystart += (ystart > 0) ? -2 : 2; 2147. if(ysize == ROWNO) ystart = 0; 2148. if(ystart < 0 || ystart + ysize > ROWNO) 2149. panic("reading special level with ysize too large"); 2150. } 2151. 2152. /* 2153. * If any CROSSWALLs are found, must change to ROOM after REGION's 2154. * are laid out. CROSSWALLS are used to specify "invisible" 2155. * boundaries where DOOR syms look bad or aren't desirable. 2156. */ 2157. has_bounds = FALSE; 2158. 2159. if(init_lev.init_present && xsize <= 1 && ysize <= 1) { 2160. xstart = 1; 2161. ystart = 0; 2162. xsize = COLNO-1; 2163. ysize = ROWNO; 2164. } else { 2165. /* Load the map */ 2166. for(y = ystart; y < ystart+ysize; y++) 2167. for(x = xstart; x < xstart+xsize; x++) { 2168. levl[x][y].typ = Fgetc(fd); 2169. levl[x][y].lit = FALSE; 2170. /* clear out levl: load_common_data may set them */ 2171. levl[x][y].flags = 0; 2172. levl[x][y].horizontal = 0; 2173. levl[x][y].roomno = 0; 2174. levl[x][y].edge = 0; 2175. /* 2176. * Note: Even though levl[x][y].typ is type schar, 2177. * lev_comp.y saves it as type char. Since schar != char 2178. * all the time we must make this exception or hack 2179. * through lev_comp.y to fix. 2180. */ 2181. 2182. /* 2183. * Set secret doors to closed (why not trapped too?). Set 2184. * the horizontal bit. 2185. */ 2186. if (levl[x][y].typ == SDOOR || IS_DOOR(levl[x][y].typ)) { 2187. if(levl[x][y].typ == SDOOR) 2188. levl[x][y].doormask = D_CLOSED; 2189. /* 2190. * If there is a wall to the left that connects to a 2191. * (secret) door, then it is horizontal. This does 2192. * not allow (secret) doors to be corners of rooms. 2193. */ 2194. if (x != xstart && (IS_WALL(levl[x-1][y].typ) || 2195. levl[x-1][y].horizontal)) 2196. levl[x][y].horizontal = 1; 2197. } else if(levl[x][y].typ == HWALL || 2198. levl[x][y].typ == IRONBARS) 2199. levl[x][y].horizontal = 1; 2200. else if(levl[x][y].typ == LAVAPOOL) 2201. levl[x][y].lit = 1; 2202. else if(levl[x][y].typ == CROSSWALL) 2203. has_bounds = TRUE; 2204. Map[x][y] = 1; 2205. } 2206. if (init_lev.init_present && init_lev.joined) 2207. remove_rooms(xstart, ystart, xstart+xsize, ystart+ysize); 2208. } 2209. 2210. Fread((genericptr_t) &n, 1, sizeof(n), fd); 2211. /* Number of level regions */ 2212. if(n) { 2213. if(num_lregions) { 2214. /* realloc the lregion space to add the new ones */ 2215. /* don't really free it up until the whole level is done */ 2216. lev_region *newl = (lev_region *) alloc(sizeof(lev_region) * 2217. (unsigned)(n+num_lregions)); 2218. (void) memcpy((genericptr_t)(newl+n), (genericptr_t)lregions, 2219. sizeof(lev_region) * num_lregions); 2220. Free(lregions); 2221. num_lregions += n; 2222. lregions = newl; 2223. } else { 2224. num_lregions = n; 2225. lregions = (lev_region *) 2226. alloc(sizeof(lev_region) * (unsigned)n); 2227. } 2228. } 2229. 2230. while(n--) { 2231. Fread((genericptr_t) &tmplregion, sizeof(tmplregion), 1, fd); 2232. if ((size = tmplregion.rname.len) != 0) { 2233. tmplregion.rname.str = (char *) alloc((unsigned)size + 1); 2234. Fread((genericptr_t) tmplregion.rname.str, size, 1, fd); 2235. tmplregion.rname.str[size] = '\0'; 2236. } else 2237. tmplregion.rname.str = (char *) 0; 2238. if(!tmplregion.in_islev) { 2239. get_location(&tmplregion.inarea.x1, &tmplregion.inarea.y1, 2240. DRY|WET); 2241. get_location(&tmplregion.inarea.x2, &tmplregion.inarea.y2, 2242. DRY|WET); 2243. } 2244. if(!tmplregion.del_islev) { 2245. get_location(&tmplregion.delarea.x1, &tmplregion.delarea.y1, 2246. DRY|WET); 2247. get_location(&tmplregion.delarea.x2, &tmplregion.delarea.y2, 2248. DRY|WET); 2249. } 2250. lregions[(int)n] = tmplregion; 2251. } 2252. 2253. Fread((genericptr_t) &n, 1, sizeof(n), fd); 2254. /* Random objects */ 2255. if(n) { 2256. Fread((genericptr_t)robjects, sizeof(*robjects), (int) n, fd); 2257. sp_lev_shuffle(robjects, (char *)0, (int)n); 2258. } 2259. 2260. Fread((genericptr_t) &n, 1, sizeof(n), fd); 2261. /* Random locations */ 2262. if(n) { 2263. Fread((genericptr_t)rloc_x, sizeof(*rloc_x), (int) n, fd); 2264. Fread((genericptr_t)rloc_y, sizeof(*rloc_y), (int) n, fd); 2265. sp_lev_shuffle(rloc_x, rloc_y, (int)n); 2266. } 2267. 2268. Fread((genericptr_t) &n, 1, sizeof(n), fd); 2269. /* Random monsters */ 2270. if(n) { 2271. Fread((genericptr_t)rmonst, sizeof(*rmonst), (int) n, fd); 2272. sp_lev_shuffle(rmonst, (char *)0, (int)n); 2273. } 2274. 2275. (void) memset((genericptr_t)mustfill, 0, sizeof(mustfill)); 2276. Fread((genericptr_t) &n, 1, sizeof(n), fd); 2277. /* Number of subrooms */ 2278. while(n--) { 2279. register struct mkroom *troom; 2280. 2281. Fread((genericptr_t)&tmpregion, 1, sizeof(tmpregion), fd); 2282. 2283. if(tmpregion.rtype > MAXRTYPE) { 2284. tmpregion.rtype -= MAXRTYPE+1; 2285. prefilled = TRUE; 2286. } else 2287. prefilled = FALSE; 2288. 2289. if(tmpregion.rlit < 0) 2290. tmpregion.rlit = (rnd(1+abs(depth(&u.uz))) < 11 && rn2(77)) 2291. ? TRUE : FALSE; 2292. 2293. get_location(&tmpregion.x1, &tmpregion.y1, DRY|WET); 2294. get_location(&tmpregion.x2, &tmpregion.y2, DRY|WET); 2295. 2296. /* for an ordinary room, `prefilled' is a flag to force 2297. an actual room to be created (such rooms are used to 2298. control placement of migrating monster arrivals) */ 2299. room_not_needed = (tmpregion.rtype == OROOM && 2300. !tmpregion.rirreg && !prefilled); 2301. if (room_not_needed || nroom >= MAXNROFROOMS) { 2302. if (!room_not_needed) 2303. impossible("Too many rooms on new level!"); 2304. light_region(&tmpregion); 2305. continue; 2306. } 2307. 2308. troom = &rooms[nroom]; 2309. 2310. /* mark rooms that must be filled, but do it later */ 2311. if (tmpregion.rtype != OROOM) 2312. mustfill[nroom] = (prefilled ? 2 : 1); 2313. 2314. if(tmpregion.rirreg) { 2315. min_rx = max_rx = tmpregion.x1; 2316. min_ry = max_ry = tmpregion.y1; 2317. flood_fill_rm(tmpregion.x1, tmpregion.y1, 2318. nroom+ROOMOFFSET, tmpregion.rlit, TRUE); 2319. add_room(min_rx, min_ry, max_rx, max_ry, 2320. FALSE, tmpregion.rtype, TRUE); 2321. troom->rlit = tmpregion.rlit; 2322. troom->irregular = TRUE; 2323. } else { 2324. add_room(tmpregion.x1, tmpregion.y1, 2325. tmpregion.x2, tmpregion.y2, 2326. tmpregion.rlit, tmpregion.rtype, TRUE); 2327. #ifdef SPECIALIZATION 2328. topologize(troom,FALSE); /* set roomno */ 2329. #else 2330. topologize(troom); /* set roomno */ 2331. #endif 2332. } 2333. } 2334. 2335. Fread((genericptr_t) &n, 1, sizeof(n), fd); 2336. /* Number of doors */ 2337. while(n--) { 2338. struct mkroom *croom = &rooms[0]; 2339. 2340. Fread((genericptr_t)&tmpdoor, 1, sizeof(tmpdoor), fd); 2341. 2342. x = tmpdoor.x; y = tmpdoor.y; 2343. typ = tmpdoor.mask == -1 ? rnddoor() : tmpdoor.mask; 2344. 2345. get_location(&x, &y, DRY); 2346. if(levl[x][y].typ != SDOOR) 2347. levl[x][y].typ = DOOR; 2348. else { 2349. if(typ < D_CLOSED) 2350. typ = D_CLOSED; /* force it to be closed */ 2351. } 2352. levl[x][y].doormask = typ; 2353. 2354. /* Now the complicated part, list it with each subroom */ 2355. /* The dog move and mail daemon routines use this */ 2356. while(croom->hx >= 0 && doorindex < DOORMAX) { 2357. if(croom->hx >= x-1 && croom->lx <= x+1 && 2358. croom->hy >= y-1 && croom->ly <= y+1) { 2359. /* Found it */ 2360. add_door(x, y, croom); 2361. } 2362. croom++; 2363. } 2364. } 2365. 2366. /* now that we have rooms _and_ associated doors, fill the rooms */ 2367. for(n = 0; n < SIZE(mustfill); n++) 2368. if(mustfill[(int)n]) 2369. fill_room(&rooms[(int)n], (mustfill[(int)n] == 2)); 2370. 2371. /* if special boundary syms (CROSSWALL) in map, remove them now */ 2372. if(has_bounds) { 2373. for(x = xstart; x < xstart+xsize; x++) 2374. for(y = ystart; y < ystart+ysize; y++) 2375. if(levl[x][y].typ == CROSSWALL) 2376. levl[x][y].typ = ROOM; 2377. } 2378. 2379. Fread((genericptr_t) &n, 1, sizeof(n), fd); 2380. /* Number of drawbridges */ 2381. while(n--) { 2382. Fread((genericptr_t)&tmpdb, 1, sizeof(tmpdb), fd); 2383. 2384. x = tmpdb.x; y = tmpdb.y; 2385. get_location(&x, &y, DRY|WET); 2386. 2387. if (!create_drawbridge(x, y, tmpdb.dir, tmpdb.db_open)) 2388. impossible("Cannot create drawbridge."); 2389. } 2390. 2391. Fread((genericptr_t) &n, 1, sizeof(n), fd); 2392. /* Number of mazewalks */ 2393. while(n--) { 2394. Fread((genericptr_t)&tmpwalk, 1, sizeof(tmpwalk), fd); 2395. 2396. get_location(&tmpwalk.x, &tmpwalk.y, DRY|WET); 2397. 2398. walklist[nwalk++] = tmpwalk; 2399. } 2400. 2401. Fread((genericptr_t) &n, 1, sizeof(n), fd); 2402. /* Number of non_diggables */ 2403. while(n--) { 2404. Fread((genericptr_t)&tmpdig, 1, sizeof(tmpdig), fd); 2405. 2406. get_location(&tmpdig.x1, &tmpdig.y1, DRY|WET); 2407. get_location(&tmpdig.x2, &tmpdig.y2, DRY|WET); 2408. 2409. set_wall_property(tmpdig.x1, tmpdig.y1, 2410. tmpdig.x2, tmpdig.y2, W_NONDIGGABLE); 2411. } 2412. 2413. Fread((genericptr_t) &n, 1, sizeof(n), fd); 2414. /* Number of non_passables */ 2415. while(n--) { 2416. Fread((genericptr_t)&tmpdig, 1, sizeof(tmpdig), fd); 2417. 2418. get_location(&tmpdig.x1, &tmpdig.y1, DRY|WET); 2419. get_location(&tmpdig.x2, &tmpdig.y2, DRY|WET); 2420. 2421. set_wall_property(tmpdig.x1, tmpdig.y1, 2422. tmpdig.x2, tmpdig.y2, W_NONPASSWALL); 2423. } 2424. 2425. Fread((genericptr_t) &n, 1, sizeof(n), fd); 2426. /* Number of ladders */ 2427. while(n--) { 2428. Fread((genericptr_t)&tmplad, 1, sizeof(tmplad), fd); 2429. 2430. x = tmplad.x; y = tmplad.y; 2431. get_location(&x, &y, DRY); 2432. 2433. levl[x][y].typ = LADDER; 2434. if (tmplad.up == 1) { 2435. xupladder = x; yupladder = y; 2436. levl[x][y].ladder = LA_UP; 2437. } else { 2438. xdnladder = x; ydnladder = y; 2439. levl[x][y].ladder = LA_DOWN; 2440. } 2441. } 2442. 2443. prevstair.x = prevstair.y = 0; 2444. Fread((genericptr_t) &n, 1, sizeof(n), fd); 2445. /* Number of stairs */ 2446. while(n--) { 2447. Fread((genericptr_t)&tmpstair, 1, sizeof(tmpstair), fd); 2448. 2449. xi = 0; 2450. do { 2451. x = tmpstair.x; y = tmpstair.y; 2452. get_location(&x, &y, DRY); 2453. } while(prevstair.x && xi++ < 100 && 2454. distmin(x,y,prevstair.x,prevstair.y) <= 8); 2455. if ((badtrap = t_at(x,y)) != 0) deltrap(badtrap); 2456. mkstairs(x, y, (char)tmpstair.up, (struct mkroom *)0); 2457. prevstair.x = x; 2458. prevstair.y = y; 2459. } 2460. 2461. Fread((genericptr_t) &n, 1, sizeof(n), fd); 2462. /* Number of altars */ 2463. while(n--) { 2464. Fread((genericptr_t)&tmpaltar, 1, sizeof(tmpaltar), fd); 2465. 2466. create_altar(&tmpaltar, (struct mkroom *)0); 2467. } 2468. 2469. Fread((genericptr_t) &n, 1, sizeof(n), fd); 2470. /* Number of fountains */ 2471. while (n--) { 2472. Fread((genericptr_t)&tmpfountain, 1, sizeof(tmpfountain), fd); 2473. 2474. create_feature(tmpfountain.x, tmpfountain.y, 2475. (struct mkroom *)0, FOUNTAIN); 2476. } 2477. 2478. Fread((genericptr_t) &n, 1, sizeof(n), fd); 2479. /* Number of traps */ 2480. while(n--) { 2481. Fread((genericptr_t)&tmptrap, 1, sizeof(tmptrap), fd); 2482. 2483. create_trap(&tmptrap, (struct mkroom *)0); 2484. } 2485. 2486. Fread((genericptr_t) &n, 1, sizeof(n), fd); 2487. /* Number of monsters */ 2488. while(n--) { 2489. load_one_monster(fd, &tmpmons); 2490. 2491. create_monster(&tmpmons, (struct mkroom *)0); 2492. } 2493. 2494. Fread((genericptr_t) &n, 1, sizeof(n), fd); 2495. /* Number of objects */ 2496. while(n--) { 2497. load_one_object(fd, &tmpobj); 2498. 2499. create_object(&tmpobj, (struct mkroom *)0); 2500. } 2501. 2502. Fread((genericptr_t) &n, 1, sizeof(n), fd); 2503. /* Number of gold piles */ 2504. while (n--) { 2505. Fread((genericptr_t)&tmpgold, 1, sizeof(tmpgold), fd); 2506. 2507. create_gold(&tmpgold, (struct mkroom *)0); 2508. } 2509. 2510. Fread((genericptr_t) &n, 1, sizeof(n), fd); 2511. /* Number of engravings */ 2512. while(n--) { 2513. load_one_engraving(fd, &tmpengraving); 2514. 2515. create_engraving(&tmpengraving, (struct mkroom *)0); 2516. } 2517. 2518. } /* numpart loop */ 2519. 2520. nwalk_sav = nwalk; 2521. while(nwalk--) { 2522. x = (xchar) walklist[nwalk].x; 2523. y = (xchar) walklist[nwalk].y; 2524. dir = walklist[nwalk].dir; 2525. 2526. /* don't use move() - it doesn't use W_NORTH, etc. */ 2527. switch (dir) { 2528. case W_NORTH: --y; break; 2529. case W_SOUTH: y++; break; 2530. case W_EAST: x++; break; 2531. case W_WEST: --x; break; 2532. default: panic("load_maze: bad MAZEWALK direction"); 2533. } 2534. 2535. if(!IS_DOOR(levl[x][y].typ)) { 2536. #ifndef WALLIFIED_MAZE 2537. levl[x][y].typ = CORR; 2538. #else 2539. levl[x][y].typ = ROOM; 2540. #endif 2541. levl[x][y].flags = 0; 2542. } 2543. 2544. /* 2545. * We must be sure that the parity of the coordinates for 2546. * walkfrom() is odd. But we must also take into account 2547. * what direction was chosen. 2548. */ 2549. if(!(x % 2)) { 2550. if (dir == W_EAST) 2551. x++; 2552. else 2553. x--; 2554. 2555. /* no need for IS_DOOR check; out of map bounds */ 2556. #ifndef WALLIFIED_MAZE 2557. levl[x][y].typ = CORR; 2558. #else 2559. levl[x][y].typ = ROOM; 2560. #endif 2561. levl[x][y].flags = 0; 2562. } 2563. 2564. if (!(y % 2)) { 2565. if (dir == W_SOUTH) 2566. y++; 2567. else 2568. y--; 2569. } 2570. 2571. walkfrom(x, y); 2572. } 2573. wallification(1, 0, COLNO-1, ROWNO-1); 2574. 2575. /* 2576. * If there's a significant portion of maze unused by the special level, 2577. * we don't want it empty. 2578. * 2579. * Makes the number of traps, monsters, etc. proportional 2580. * to the size of the maze. 2581. */ 2582. mapcountmax = mapcount = (x_maze_max - 2) * (y_maze_max - 2); 2583. 2584. for(x = 2; x < x_maze_max; x++) 2585. for(y = 0; y < y_maze_max; y++) 2586. if(Map[x][y]) mapcount--; 2587. 2588. if (nwalk_sav && (mapcount > (int) (mapcountmax / 10))) { 2589. mapfact = (int) ((mapcount * 100L) / mapcountmax); 2590. for(x = rnd((int) (20 * mapfact) / 100); x; x--) { 2591. maze1xy(&mm, DRY); 2592. (void) mkobj_at(rn2(2) ? GEM_CLASS : RANDOM_CLASS, 2593. mm.x, mm.y, TRUE); 2594. } 2595. for(x = rnd((int) (12 * mapfact) / 100); x; x--) { 2596. maze1xy(&mm, DRY); 2597. (void) mksobj_at(BOULDER, mm.x, mm.y, TRUE, FALSE); 2598. } 2599. for (x = rn2(2); x; x--) { 2600. maze1xy(&mm, DRY); 2601. (void) makemon(&mons[PM_MINOTAUR], mm.x, mm.y, NO_MM_FLAGS); 2602. } 2603. for(x = rnd((int) (12 * mapfact) / 100); x; x--) { 2604. maze1xy(&mm, WET|DRY); 2605. (void) makemon((struct permonst *) 0, mm.x, mm.y, NO_MM_FLAGS); 2606. } 2607. for(x = rn2((int) (15 * mapfact) / 100); x; x--) { 2608. maze1xy(&mm, DRY); 2609. (void) mkgold(0L,mm.x,mm.y); 2610. } 2611. for(x = rn2((int) (15 * mapfact) / 100); x; x--) { 2612. int trytrap; 2613. 2614. maze1xy(&mm, DRY); 2615. trytrap = rndtrap(); 2616. if (sobj_at(BOULDER, mm.x, mm.y)) 2617. while (trytrap == PIT || trytrap == SPIKED_PIT || 2618. trytrap == TRAPDOOR || trytrap == HOLE) 2619. trytrap = rndtrap(); 2620. (void) maketrap(mm.x, mm.y, trytrap); 2621. } 2622. } 2623. return TRUE; 2624. } 2625.
load_special
2626. /* 2627. * General loader 2628. */ 2629. 2630. boolean 2631. load_special(name) 2632. const char *name; 2633. { 2634. dlb *fd; 2635. boolean result = FALSE; 2636. char c; 2637. struct version_info vers_info; 2638. 2639. fd = dlb_fopen(name, RDBMODE); 2640. if (!fd) return FALSE; 2641. 2642. Fread((genericptr_t) &vers_info, sizeof vers_info, 1, fd); 2643. if (!check_version(&vers_info, name, TRUE)) 2644. goto give_up; 2645. 2646. Fread((genericptr_t) &c, sizeof c, 1, fd); /* c Header */ 2647. 2648. switch (c) { 2649. case SP_LEV_ROOMS: 2650. result = load_rooms(fd); 2651. break; 2652. case SP_LEV_MAZE: 2653. result = load_maze(fd); 2654. break; 2655. default: /* ??? */ 2656. result = FALSE; 2657. } 2658. give_up: 2659. (void)dlb_fclose(fd); 2660. return result; 2661. } 2662. 2663. /*sp_lev.c*/