Source:NetHack 3.3.0/mklev.c
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Below is the full text to mklev.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mklev.c#line123]], for example.
Warning! This is the source code from an old release. For the latest release, see Source code
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1. /* SCCS Id: @(#)mklev.c 3.3 99/04/22 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. #include "hack.h" 6. /* #define DEBUG */ /* uncomment to enable code debugging */ 7. 8. #ifdef DEBUG 9. # ifdef WIZARD 10. #define debugpline if (wizard) pline 11. # else 12. #define debugpline pline 13. # endif 14. #endif 15. 16. /* for UNIX, Rand #def'd to (long)lrand48() or (long)random() */ 17. /* croom->lx etc are schar (width <= int), so % arith ensures that */ 18. /* conversion of result to int is reasonable */ 19. 20. 21. STATIC_DCL void FDECL(mkfount,(int,struct mkroom *)); 22. #ifdef SINKS 23. STATIC_DCL void FDECL(mksink,(struct mkroom *)); 24. #endif 25. STATIC_DCL void FDECL(mkaltar,(struct mkroom *)); 26. STATIC_DCL void FDECL(mkgrave,(struct mkroom *)); 27. STATIC_DCL void NDECL(makevtele); 28. STATIC_DCL void NDECL(clear_level_structures); 29. STATIC_DCL void NDECL(makelevel); 30. STATIC_DCL void NDECL(mineralize); 31. STATIC_DCL boolean FDECL(bydoor,(XCHAR_P,XCHAR_P)); 32. STATIC_DCL struct mkroom *FDECL(find_branch_room, (coord *)); 33. STATIC_DCL struct mkroom *FDECL(pos_to_room, (XCHAR_P, XCHAR_P)); 34. STATIC_DCL boolean FDECL(place_niche,(struct mkroom *,int*,int*,int*)); 35. STATIC_DCL void FDECL(makeniche,(int)); 36. STATIC_DCL void NDECL(make_niches); 37. STATIC_PTR int FDECL(do_comp,(const genericptr,const genericptr)); 38. STATIC_DCL void FDECL(dosdoor,(XCHAR_P,XCHAR_P,struct mkroom *,int)); 39. STATIC_DCL void FDECL(join,(int,int,BOOLEAN_P)); 40. STATIC_DCL void FDECL(do_room_or_subroom, (struct mkroom *,int,int,int,int, 41. BOOLEAN_P,SCHAR_P,BOOLEAN_P,BOOLEAN_P)); 42. STATIC_DCL void NDECL(makerooms); 43. STATIC_DCL void FDECL(finddpos,(coord *,XCHAR_P,XCHAR_P,XCHAR_P,XCHAR_P)); 44. STATIC_DCL void FDECL(mkinvpos, (XCHAR_P,XCHAR_P,int)); 45. STATIC_DCL void FDECL(mk_knox_portal, (XCHAR_P,XCHAR_P)); 46. 47. #define create_vault() create_room(-1, -1, 2, 2, -1, -1, VAULT, TRUE) 48. #define init_vault() vault_x = -1 49. #define do_vault() (vault_x != -1) 50. static xchar vault_x, vault_y; 51. boolean goldseen; 52. static boolean made_branch; /* used only during level creation */ 53. 54. /* Args must be (const genericptr) so that qsort will always be happy. */ 55. 56. STATIC_PTR int 57. do_comp(vx,vy) 58. const genericptr vx; 59. const genericptr vy; 60. { 61. #ifdef LINT 62. /* lint complains about possible pointer alignment problems, but we know 63. that vx and vy are always properly aligned. Hence, the following 64. bogus definition: 65. */ 66. return (vx == vy) ? 0 : -1; 67. #else 68. register const struct mkroom *x, *y; 69. 70. x = (const struct mkroom *)vx; 71. y = (const struct mkroom *)vy; 72. if(x->lx < y->lx) return(-1); 73. return(x->lx > y->lx); 74. #endif /* LINT */ 75. } 76. 77. STATIC_OVL void 78. finddpos(cc, xl,yl,xh,yh) 79. coord *cc; 80. xchar xl,yl,xh,yh; 81. { 82. register xchar x, y; 83. 84. x = (xl == xh) ? xl : (xl + rn2(xh-xl+1)); 85. y = (yl == yh) ? yl : (yl + rn2(yh-yl+1)); 86. if(okdoor(x, y)) 87. goto gotit; 88. 89. for(x = xl; x <= xh; x++) for(y = yl; y <= yh; y++) 90. if(okdoor(x, y)) 91. goto gotit; 92. 93. for(x = xl; x <= xh; x++) for(y = yl; y <= yh; y++) 94. if(IS_DOOR(levl[x][y].typ) || levl[x][y].typ == SDOOR) 95. goto gotit; 96. /* cannot find something reasonable -- strange */ 97. x = xl; 98. y = yh; 99. gotit: 100. cc->x = x; 101. cc->y = y; 102. return; 103. } 104. 105. void 106. sort_rooms() 107. { 108. #if defined(SYSV) || defined(DGUX) 109. qsort((genericptr_t) rooms, (unsigned)nroom, sizeof(struct mkroom), do_comp); 110. #else 111. qsort((genericptr_t) rooms, nroom, sizeof(struct mkroom), do_comp); 112. #endif 113. } 114. 115. STATIC_OVL void 116. do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit, rtype, special, is_room) 117. register struct mkroom *croom; 118. int lowx, lowy; 119. register int hix, hiy; 120. boolean lit; 121. schar rtype; 122. boolean special; 123. boolean is_room; 124. { 125. register int x, y; 126. struct rm *lev; 127. 128. /* locations might bump level edges in wall-less rooms */ 129. /* add/subtract 1 to allow for edge locations */ 130. if(!lowx) lowx++; 131. if(!lowy) lowy++; 132. if(hix >= COLNO-1) hix = COLNO-2; 133. if(hiy >= ROWNO-1) hiy = ROWNO-2; 134. 135. if(lit) { 136. for(x = lowx-1; x <= hix+1; x++) { 137. lev = &levl[x][max(lowy-1,0)]; 138. for(y = lowy-1; y <= hiy+1; y++) 139. lev++->lit = 1; 140. } 141. croom->rlit = 1; 142. } else 143. croom->rlit = 0; 144. 145. croom->lx = lowx; 146. croom->hx = hix; 147. croom->ly = lowy; 148. croom->hy = hiy; 149. croom->rtype = rtype; 150. croom->doorct = 0; 151. /* if we're not making a vault, doorindex will still be 0 152. * if we are, we'll have problems adding niches to the previous room 153. * unless fdoor is at least doorindex 154. */ 155. croom->fdoor = doorindex; 156. croom->irregular = FALSE; 157. 158. croom->nsubrooms = 0; 159. croom->sbrooms[0] = (struct mkroom *) 0; 160. if (!special) { 161. for(x = lowx-1; x <= hix+1; x++) 162. for(y = lowy-1; y <= hiy+1; y += (hiy-lowy+2)) { 163. levl[x][y].typ = HWALL; 164. levl[x][y].horizontal = 1; /* For open/secret doors. */ 165. } 166. for(x = lowx-1; x <= hix+1; x += (hix-lowx+2)) 167. for(y = lowy; y <= hiy; y++) { 168. levl[x][y].typ = VWALL; 169. levl[x][y].horizontal = 0; /* For open/secret doors. */ 170. } 171. for(x = lowx; x <= hix; x++) { 172. lev = &levl[x][lowy]; 173. for(y = lowy; y <= hiy; y++) 174. lev++->typ = ROOM; 175. } 176. if (is_room) { 177. levl[lowx-1][lowy-1].typ = TLCORNER; 178. levl[hix+1][lowy-1].typ = TRCORNER; 179. levl[lowx-1][hiy+1].typ = BLCORNER; 180. levl[hix+1][hiy+1].typ = BRCORNER; 181. } else { /* a subroom */ 182. wallification(lowx-1, lowy-1, hix+1, hiy+1); 183. } 184. } 185. } 186. 187. 188. void 189. add_room(lowx, lowy, hix, hiy, lit, rtype, special) 190. register int lowx, lowy, hix, hiy; 191. boolean lit; 192. schar rtype; 193. boolean special; 194. { 195. register struct mkroom *croom; 196. 197. croom = &rooms[nroom]; 198. do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit, 199. rtype, special, (boolean) TRUE); 200. croom++; 201. croom->hx = -1; 202. nroom++; 203. } 204. 205. void 206. add_subroom(proom, lowx, lowy, hix, hiy, lit, rtype, special) 207. struct mkroom *proom; 208. register int lowx, lowy, hix, hiy; 209. boolean lit; 210. schar rtype; 211. boolean special; 212. { 213. register struct mkroom *croom; 214. 215. croom = &subrooms[nsubroom]; 216. do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit, 217. rtype, special, (boolean) FALSE); 218. proom->sbrooms[proom->nsubrooms++] = croom; 219. croom++; 220. croom->hx = -1; 221. nsubroom++; 222. } 223. 224. STATIC_OVL void 225. makerooms() 226. { 227. boolean tried_vault = FALSE; 228. 229. /* make rooms until satisfied */ 230. /* rnd_rect() will returns 0 if no more rects are available... */ 231. while(nroom < MAXNROFROOMS && rnd_rect()) { 232. if(nroom >= (MAXNROFROOMS/6) && rn2(2) && !tried_vault) { 233. tried_vault = TRUE; 234. if (create_vault()) { 235. vault_x = rooms[nroom].lx; 236. vault_y = rooms[nroom].ly; 237. rooms[nroom].hx = -1; 238. } 239. } else 240. if (!create_room(-1, -1, -1, -1, -1, -1, OROOM, -1)) 241. return; 242. } 243. return; 244. } 245. 246. STATIC_OVL void 247. join(a,b,nxcor) 248. register int a, b; 249. boolean nxcor; 250. { 251. coord cc,tt, org, dest; 252. register xchar tx, ty, xx, yy; 253. register struct mkroom *croom, *troom; 254. register int dx, dy; 255. 256. croom = &rooms[a]; 257. troom = &rooms[b]; 258. 259. /* find positions cc and tt for doors in croom and troom 260. and direction for a corridor between them */ 261. 262. if(troom->hx < 0 || croom->hx < 0 || doorindex >= DOORMAX) return; 263. if(troom->lx > croom->hx) { 264. dx = 1; 265. dy = 0; 266. xx = croom->hx+1; 267. tx = troom->lx-1; 268. finddpos(&cc, xx, croom->ly, xx, croom->hy); 269. finddpos(&tt, tx, troom->ly, tx, troom->hy); 270. } else if(troom->hy < croom->ly) { 271. dy = -1; 272. dx = 0; 273. yy = croom->ly-1; 274. finddpos(&cc, croom->lx, yy, croom->hx, yy); 275. ty = troom->hy+1; 276. finddpos(&tt, troom->lx, ty, troom->hx, ty); 277. } else if(troom->hx < croom->lx) { 278. dx = -1; 279. dy = 0; 280. xx = croom->lx-1; 281. tx = troom->hx+1; 282. finddpos(&cc, xx, croom->ly, xx, croom->hy); 283. finddpos(&tt, tx, troom->ly, tx, troom->hy); 284. } else { 285. dy = 1; 286. dx = 0; 287. yy = croom->hy+1; 288. ty = troom->ly-1; 289. finddpos(&cc, croom->lx, yy, croom->hx, yy); 290. finddpos(&tt, troom->lx, ty, troom->hx, ty); 291. } 292. xx = cc.x; 293. yy = cc.y; 294. tx = tt.x - dx; 295. ty = tt.y - dy; 296. if(nxcor && levl[xx+dx][yy+dy].typ) 297. return; 298. if (okdoor(xx,yy) || !nxcor) 299. dodoor(xx,yy,croom); 300. 301. org.x = xx+dx; org.y = yy+dy; 302. dest.x = tx; dest.y = ty; 303. 304. if (!dig_corridor(&org, &dest, nxcor, 305. level.flags.arboreal ? ROOM : CORR, STONE)) 306. return; 307. 308. /* we succeeded in digging the corridor */ 309. if (okdoor(tt.x, tt.y) || !nxcor) 310. dodoor(tt.x, tt.y, troom); 311. 312. if(smeq[a] < smeq[b]) 313. smeq[b] = smeq[a]; 314. else 315. smeq[a] = smeq[b]; 316. } 317. 318. void 319. makecorridors() 320. { 321. int a, b, i; 322. boolean any = TRUE; 323. 324. for(a = 0; a < nroom-1; a++) { 325. join(a, a+1, FALSE); 326. if(!rn2(50)) break; /* allow some randomness */ 327. } 328. for(a = 0; a < nroom-2; a++) 329. if(smeq[a] != smeq[a+2]) 330. join(a, a+2, FALSE); 331. for(a = 0; any && a < nroom; a++) { 332. any = FALSE; 333. for(b = 0; b < nroom; b++) 334. if(smeq[a] != smeq[b]) { 335. join(a, b, FALSE); 336. any = TRUE; 337. } 338. } 339. if(nroom > 2) 340. for(i = rn2(nroom) + 4; i; i--) { 341. a = rn2(nroom); 342. b = rn2(nroom-2); 343. if(b >= a) b += 2; 344. join(a, b, TRUE); 345. } 346. } 347. 348. void 349. add_door(x,y,aroom) 350. register int x, y; 351. register struct mkroom *aroom; 352. { 353. register struct mkroom *broom; 354. register int tmp; 355. 356. aroom->doorct++; 357. broom = aroom+1; 358. if(broom->hx < 0) 359. tmp = doorindex; 360. else 361. for(tmp = doorindex; tmp > broom->fdoor; tmp--) 362. doors[tmp] = doors[tmp-1]; 363. doorindex++; 364. doors[tmp].x = x; 365. doors[tmp].y = y; 366. for( ; broom->hx >= 0; broom++) broom->fdoor++; 367. } 368. 369. STATIC_OVL void 370. dosdoor(x,y,aroom,type) 371. register xchar x, y; 372. register struct mkroom *aroom; 373. register int type; 374. { 375. boolean shdoor = ((*in_rooms(x, y, SHOPBASE))? TRUE : FALSE); 376. 377. if(!IS_WALL(levl[x][y].typ)) /* avoid SDOORs on already made doors */ 378. type = DOOR; 379. levl[x][y].typ = type; 380. if(type == DOOR) { 381. if(!rn2(3)) { /* is it a locked door, closed, or a doorway? */ 382. if(!rn2(5)) 383. levl[x][y].doormask = D_ISOPEN; 384. else if(!rn2(6)) 385. levl[x][y].doormask = D_LOCKED; 386. else 387. levl[x][y].doormask = D_CLOSED; 388. 389. if (levl[x][y].doormask != D_ISOPEN && !shdoor && 390. level_difficulty() >= 5 && !rn2(25)) 391. levl[x][y].doormask |= D_TRAPPED; 392. } else 393. #ifdef STUPID 394. if (shdoor) 395. levl[x][y].doormask = D_ISOPEN; 396. else 397. levl[x][y].doormask = D_NODOOR; 398. #else 399. levl[x][y].doormask = (shdoor ? D_ISOPEN : D_NODOOR); 400. #endif 401. if(levl[x][y].doormask & D_TRAPPED) { 402. struct monst *mtmp; 403. 404. if (level_difficulty() >= 9 && !rn2(5) && 405. !((mvitals[PM_SMALL_MIMIC].mvflags & G_GONE) && 406. (mvitals[PM_LARGE_MIMIC].mvflags & G_GONE) && 407. (mvitals[PM_GIANT_MIMIC].mvflags & G_GONE))) { 408. /* make a mimic instead */ 409. levl[x][y].doormask = D_NODOOR; 410. mtmp = makemon(mkclass(S_MIMIC,0), x, y, NO_MM_FLAGS); 411. if (mtmp) 412. set_mimic_sym(mtmp); 413. } 414. } 415. /* newsym(x,y); */ 416. } else { /* SDOOR */ 417. if(shdoor || !rn2(5)) levl[x][y].doormask = D_LOCKED; 418. else levl[x][y].doormask = D_CLOSED; 419. 420. if(!shdoor && level_difficulty() >= 4 && !rn2(20)) 421. levl[x][y].doormask |= D_TRAPPED; 422. } 423. 424. add_door(x,y,aroom); 425. } 426. 427. STATIC_OVL boolean 428. place_niche(aroom,dy,xx,yy) 429. register struct mkroom *aroom; 430. int *dy, *xx, *yy; 431. { 432. coord dd; 433. 434. if(rn2(2)) { 435. *dy = 1; 436. finddpos(&dd, aroom->lx, aroom->hy+1, aroom->hx, aroom->hy+1); 437. } else { 438. *dy = -1; 439. finddpos(&dd, aroom->lx, aroom->ly-1, aroom->hx, aroom->ly-1); 440. } 441. *xx = dd.x; 442. *yy = dd.y; 443. return((boolean)((isok(*xx,*yy+*dy) && levl[*xx][*yy+*dy].typ == STONE) 444. && (isok(*xx,*yy-*dy) && !IS_POOL(levl[*xx][*yy-*dy].typ) 445. && !IS_FURNITURE(levl[*xx][*yy-*dy].typ)))); 446. } 447. 448. /* there should be one of these per trap, in the same order as trap.h */ 449. static NEARDATA const char *trap_engravings[TRAPNUM] = { 450. (char *)0, (char *)0, (char *)0, (char *)0, (char *)0, 451. (char *)0, (char *)0, (char *)0, (char *)0, (char *)0, 452. (char *)0, (char *)0, (char *)0, (char *)0, 453. /* 14..16: trapdoor, teleport, level-teleport */ 454. "Vlad was here", "ad aerarium", "ad aerarium", 455. (char *)0, (char *)0, (char *)0, (char *)0, (char *)0, 456. (char *)0, 457. }; 458. 459. STATIC_OVL void 460. makeniche(trap_type) 461. int trap_type; 462. { 463. register struct mkroom *aroom; 464. register struct rm *rm; 465. register int vct = 8; 466. int dy, xx, yy; 467. register struct trap *ttmp; 468. 469. if(doorindex < DOORMAX) 470. while(vct--) { 471. aroom = &rooms[rn2(nroom)]; 472. if(aroom->rtype != OROOM) continue; /* not an ordinary room */ 473. if(aroom->doorct == 1 && rn2(5)) continue; 474. if(!place_niche(aroom,&dy,&xx,&yy)) continue; 475. 476. rm = &levl[xx][yy+dy]; 477. if(trap_type || !rn2(4)) { 478. 479. rm->typ = SCORR; 480. if(trap_type) { 481. if((trap_type == HOLE || trap_type == TRAPDOOR) 482. && !Can_fall_thru(&u.uz)) 483. trap_type = ROCKTRAP; 484. ttmp = maketrap(xx, yy+dy, trap_type); 485. if (ttmp) { 486. ttmp->once = 1; 487. if (trap_engravings[trap_type]) { 488. make_engr_at(xx, yy-dy, 489. trap_engravings[trap_type], 0L, DUST); 490. wipe_engr_at(xx, yy-dy, 5); /* age it a little */ 491. } 492. } 493. } 494. dosdoor(xx, yy, aroom, SDOOR); 495. } else { 496. rm->typ = CORR; 497. if(rn2(7)) 498. dosdoor(xx, yy, aroom, rn2(5) ? SDOOR : DOOR); 499. else { 500. if (!level.flags.noteleport) 501. (void) mksobj_at(SCR_TELEPORTATION, xx, yy+dy, TRUE); 502. if(!rn2(3)) (void) mkobj_at(0, xx, yy+dy, TRUE); 503. } 504. } 505. return; 506. } 507. } 508. 509. STATIC_OVL void 510. make_niches() 511. { 512. register int ct = rnd((nroom>>1) + 1), dep = depth(&u.uz); 513. 514. boolean ltptr = (!level.flags.noteleport && dep > 15), 515. vamp = (dep > 5 && dep < 25); 516. 517. while(ct--) { 518. if (ltptr && !rn2(6)) { 519. ltptr = FALSE; 520. makeniche(LEVEL_TELEP); 521. } else if (vamp && !rn2(6)) { 522. vamp = FALSE; 523. makeniche(TRAPDOOR); 524. } else makeniche(NO_TRAP); 525. } 526. } 527. 528. STATIC_OVL void 529. makevtele() 530. { 531. makeniche(TELEP_TRAP); 532. } 533. 534. /* clear out various globals that keep information on the current level. 535. * some of this is only necessary for some types of levels (maze, normal, 536. * special) but it's easier to put it all in one place than make sure 537. * each type initializes what it needs to separately. 538. */ 539. STATIC_OVL void 540. clear_level_structures() 541. { 542. static struct rm zerorm = { cmap_to_glyph(S_stone), 543. 0, 0, 0, 0, 0, 0, 0, 0 }; 544. register int x,y; 545. register struct rm *lev; 546. 547. for(x=0; x<COLNO; x++) { 548. lev = &levl[x][0]; 549. for(y=0; y<ROWNO; y++) { 550. *lev++ = zerorm; 551. #ifdef MICROPORT_BUG 552. level.objects[x][y] = (struct obj *)0; 553. level.monsters[x][y] = (struct monst *)0; 554. #endif 555. } 556. } 557. #ifndef MICROPORT_BUG 558. (void) memset((genericptr_t)level.objects, 0, sizeof(level.objects)); 559. (void) memset((genericptr_t)level.monsters, 0, sizeof(level.monsters)); 560. #endif 561. level.objlist = (struct obj *)0; 562. level.buriedobjlist = (struct obj *)0; 563. level.monlist = (struct monst *)0; 564. level.damagelist = (struct damage *)0; 565. 566. level.flags.nfountains = 0; 567. level.flags.nsinks = 0; 568. level.flags.has_shop = 0; 569. level.flags.has_vault = 0; 570. level.flags.has_zoo = 0; 571. level.flags.has_court = 0; 572. level.flags.has_morgue = level.flags.graveyard = 0; 573. level.flags.has_beehive = 0; 574. level.flags.has_barracks = 0; 575. level.flags.has_temple = 0; 576. level.flags.has_swamp = 0; 577. level.flags.noteleport = 0; 578. level.flags.hardfloor = 0; 579. level.flags.nommap = 0; 580. level.flags.hero_memory = 1; 581. level.flags.shortsighted = 0; 582. level.flags.arboreal = 0; 583. level.flags.is_maze_lev = 0; 584. level.flags.is_cavernous_lev = 0; 585. 586. nroom = 0; 587. rooms[0].hx = -1; 588. nsubroom = 0; 589. subrooms[0].hx = -1; 590. doorindex = 0; 591. init_rect(); 592. init_vault(); 593. xdnstair = ydnstair = xupstair = yupstair = 0; 594. sstairs.sx = sstairs.sy = 0; 595. xdnladder = ydnladder = xupladder = yupladder = 0; 596. made_branch = FALSE; 597. clear_regions(); 598. } 599. 600. STATIC_OVL void 601. makelevel() 602. { 603. register struct mkroom *croom, *troom; 604. register int tryct; 605. register int x, y; 606. struct monst *tmonst; /* always put a web with a spider */ 607. branch *branchp; 608. int room_threshold; 609. 610. if(wiz1_level.dlevel == 0) init_dungeons(); 611. oinit(); /* assign level dependent obj probabilities */ 612. clear_level_structures(); 613. 614. { 615. register s_level *slev = Is_special(&u.uz); 616. 617. /* check for special levels */ 618. #ifdef REINCARNATION 619. if (slev && !Is_rogue_level(&u.uz)) 620. #else 621. if (slev) 622. #endif 623. { 624. makemaz(slev->proto); 625. return; 626. } else if (dungeons[u.uz.dnum].proto[0]) { 627. makemaz(""); 628. return; 629. } else if (In_mines(&u.uz)) { 630. makemaz("minefill"); 631. return; 632. } else if (In_quest(&u.uz)) { 633. char fillname[9]; 634. s_level *loc_lev; 635. 636. Sprintf(fillname, "%s-loca", urole.filecode); 637. loc_lev = find_level(fillname); 638. 639. Sprintf(fillname, "%s-fil", urole.filecode); 640. Strcat(fillname, 641. (u.uz.dlevel < loc_lev->dlevel.dlevel) ? "a" : "b"); 642. makemaz(fillname); 643. return; 644. } else if(In_hell(&u.uz) || 645. (rn2(5) && u.uz.dnum == medusa_level.dnum 646. && depth(&u.uz) > depth(&medusa_level))) { 647. makemaz(""); 648. return; 649. } 650. } 651. 652. /* otherwise, fall through - it's a "regular" level. */ 653. 654. #ifdef REINCARNATION 655. if (Is_rogue_level(&u.uz)) { 656. makeroguerooms(); 657. makerogueghost(); 658. } else 659. #endif 660. makerooms(); 661. sort_rooms(); 662. 663. /* construct stairs (up and down in different rooms if possible) */ 664. croom = &rooms[rn2(nroom)]; 665. if (!Is_botlevel(&u.uz)) 666. mkstairs(somex(croom), somey(croom), 0, croom); /* down */ 667. if (nroom > 1) { 668. troom = croom; 669. croom = &rooms[rn2(nroom-1)]; 670. if (croom == troom) croom++; 671. } 672. 673. if (u.uz.dlevel != 1) { 674. xchar sx, sy; 675. do { 676. sx = somex(croom); 677. sy = somey(croom); 678. } while(occupied(sx, sy)); 679. mkstairs(sx, sy, 1, croom); /* up */ 680. } 681. 682. branchp = Is_branchlev(&u.uz); /* possible dungeon branch */ 683. room_threshold = branchp ? 4 : 3; /* minimum number of rooms needed 684. to allow a random special room */ 685. #ifdef REINCARNATION 686. if (Is_rogue_level(&u.uz)) goto skip0; 687. #endif 688. makecorridors(); 689. make_niches(); 690. 691. /* make a secret treasure vault, not connected to the rest */ 692. if(do_vault()) { 693. xchar w,h; 694. #ifdef DEBUG 695. debugpline("trying to make a vault..."); 696. #endif 697. w = 1; 698. h = 1; 699. if (check_room(&vault_x, &w, &vault_y, &h, TRUE)) { 700. fill_vault: 701. add_room(vault_x, vault_y, vault_x+w, 702. vault_y+h, TRUE, VAULT, FALSE); 703. level.flags.has_vault = 1; 704. ++room_threshold; 705. fill_room(&rooms[nroom - 1], FALSE); 706. mk_knox_portal(vault_x+w, vault_y+h); 707. if(!level.flags.noteleport && !rn2(3)) makevtele(); 708. } else if(rnd_rect() && create_vault()) { 709. vault_x = rooms[nroom].lx; 710. vault_y = rooms[nroom].ly; 711. if (check_room(&vault_x, &w, &vault_y, &h, TRUE)) 712. goto fill_vault; 713. else 714. rooms[nroom].hx = -1; 715. } 716. } 717. 718. { 719. register int u_depth = depth(&u.uz); 720. 721. #ifdef WIZARD 722. if(wizard && getenv("SHOPTYPE")) mkroom(SHOPBASE); else 723. #endif 724. if (u_depth > 1 && 725. u_depth < depth(&medusa_level) && 726. nroom >= room_threshold && 727. rn2(u_depth) < 3) mkroom(SHOPBASE); 728. else if (u_depth > 4 && !rn2(6)) mkroom(COURT); 729. else if (u_depth > 5 && !rn2(8) && 730. !(mvitals[PM_LEPRECHAUN].mvflags & G_GONE)) mkroom(LEPREHALL); 731. else if (u_depth > 6 && !rn2(7)) mkroom(ZOO); 732. else if (u_depth > 8 && !rn2(5)) mkroom(TEMPLE); 733. else if (u_depth > 9 && !rn2(5) && 734. !(mvitals[PM_KILLER_BEE].mvflags & G_GONE)) mkroom(BEEHIVE); 735. else if (u_depth > 11 && !rn2(6)) mkroom(MORGUE); 736. else if (u_depth > 12 && !rn2(8)) mkroom(ANTHOLE); 737. else if (u_depth > 14 && !rn2(4) && 738. !(mvitals[PM_SOLDIER].mvflags & G_GONE)) mkroom(BARRACKS); 739. else if (u_depth > 15 && !rn2(6)) mkroom(SWAMP); 740. else if (u_depth > 16 && !rn2(8) && 741. !(mvitals[PM_COCKATRICE].mvflags & G_GONE)) mkroom(COCKNEST); 742. } 743. 744. #ifdef REINCARNATION 745. skip0: 746. #endif 747. /* Place multi-dungeon branch. */ 748. place_branch(branchp, 0, 0); 749. 750. /* for each room: put things inside */ 751. for(croom = rooms; croom->hx > 0; croom++) { 752. if(croom->rtype != OROOM) continue; 753. 754. /* put a sleeping monster inside */ 755. /* Note: monster may be on the stairs. This cannot be 756. avoided: maybe the player fell through a trap door 757. while a monster was on the stairs. Conclusion: 758. we have to check for monsters on the stairs anyway. */ 759. 760. if(u.uhave.amulet || !rn2(3)) { 761. x = somex(croom); y = somey(croom); 762. tmonst = makemon((struct permonst *) 0, x,y,NO_MM_FLAGS); 763. if (tmonst && tmonst->data == &mons[PM_GIANT_SPIDER] && 764. !is_pool(x,y)) 765. (void) maketrap (x,y,WEB); 766. } 767. /* put traps and mimics inside */ 768. goldseen = FALSE; 769. x = 8 - (level_difficulty()/6); 770. if (x <= 1) x = 2; 771. while (!rn2(x)) 772. mktrap(0,0,croom,(coord*)0); 773. if (!goldseen && !rn2(3)) 774. (void) mkgold(0L, somex(croom), somey(croom)); 775. #ifdef REINCARNATION 776. if(Is_rogue_level(&u.uz)) goto skip_nonrogue; 777. #endif 778. if(!rn2(10)) mkfount(0,croom); 779. #ifdef SINKS 780. if(!rn2(60)) mksink(croom); 781. #endif 782. if(!rn2(60)) mkaltar(croom); 783. x = 80 - (depth(&u.uz) * 2); 784. if (x < 2) x = 2; 785. if(!rn2(x)) mkgrave(croom); 786. 787. /* put statues inside */ 788. if(!rn2(20)) 789. (void) mkcorpstat(STATUE, (struct monst *)0, 790. (struct permonst *)0, 791. somex(croom), somey(croom), TRUE); 792. /* put box/chest inside; 793. * 40% chance for at least 1 box, regardless of number 794. * of rooms; about 5 - 7.5% for 2 boxes, least likely 795. * when few rooms; chance for 3 or more is neglible. 796. */ 797. if(!rn2(nroom * 5 / 2)) 798. (void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, 799. somex(croom), somey(croom), TRUE); 800. 801. /* maybe make some graffiti */ 802. if(!rn2(27 + 3 * abs(depth(&u.uz)))) { 803. char buf[BUFSZ]; 804. const char *mesg = random_engraving(buf); 805. if (mesg) { 806. do { 807. x = somex(croom); y = somey(croom); 808. } while(levl[x][y].typ != ROOM && !rn2(40)); 809. if (!(IS_POOL(levl[x][y].typ) || 810. IS_FURNITURE(levl[x][y].typ))) 811. make_engr_at(x, y, mesg, 0L, MARK); 812. } 813. } 814. 815. #ifdef REINCARNATION 816. skip_nonrogue: 817. #endif 818. if(!rn2(3)) { 819. (void) mkobj_at(0, somex(croom), somey(croom), TRUE); 820. tryct = 0; 821. while(!rn2(5)) { 822. if(++tryct > 100) { 823. impossible("tryct overflow4"); 824. break; 825. } 826. (void) mkobj_at(0, somex(croom), somey(croom), TRUE); 827. } 828. } 829. } 830. } 831. 832. /* 833. * Place deposits of minerals (gold and misc gems) in the stone 834. * surrounding the rooms on the map. 835. * Also place kelp in water. 836. */ 837. STATIC_OVL void 838. mineralize() 839. { 840. s_level *sp; 841. struct obj *otmp; 842. int goldprob, gemprob, x, y, cnt; 843. 844. 845. /* Place kelp, except on the plane of water */ 846. if (In_endgame(&u.uz)) return; 847. for (x = 2; x < (COLNO - 2); x++) 848. for (y = 1; y < (ROWNO - 1); y++) 849. if ((levl[x][y].typ == POOL || levl[x][y].typ == MOAT) && !rn2(3)) 850. (void)mksobj_at(KELP_FROND, x, y, TRUE); 851. 852. /* determine if it is even allowed; 853. almost all special levels are excluded */ 854. if (In_hell(&u.uz) || In_V_tower(&u.uz) || 855. #ifdef REINCARNATION 856. Is_rogue_level(&u.uz) || 857. #endif 858. level.flags.arboreal || 859. ((sp = Is_special(&u.uz)) != 0 && !Is_oracle_level(&u.uz) 860. && (!In_mines(&u.uz) || sp->flags.town) 861. )) return; 862. 863. /* basic level-related probabilities */ 864. goldprob = 20 + depth(&u.uz) / 3; 865. gemprob = goldprob / 4; 866. 867. /* mines have ***MORE*** goodies - otherwise why mine? */ 868. if (In_mines(&u.uz)) { 869. goldprob *= 2; 870. gemprob *= 3; 871. } else if (In_quest(&u.uz)) { 872. goldprob /= 4; 873. gemprob /= 6; 874. } 875. 876. /* 877. * Seed rock areas with gold and/or gems. 878. * We use fairly low level object handling to avoid unnecessary 879. * overhead from placing things in the floor chain prior to burial. 880. */ 881. for (x = 2; x < (COLNO - 2); x++) 882. for (y = 1; y < (ROWNO - 1); y++) 883. if (levl[x][y+1].typ != STONE) { /* <x,y> spot not eligible */ 884. y += 2; /* next two spots aren't eligible either */ 885. } else if (levl[x][y].typ != STONE) { /* this spot not eligible */ 886. y += 1; /* next spot isn't eligible either */ 887. } else if (!(levl[x][y].wall_info & W_NONDIGGABLE) && 888. levl[x][y-1].typ == STONE && 889. levl[x+1][y-1].typ == STONE && levl[x-1][y-1].typ == STONE && 890. levl[x+1][y].typ == STONE && levl[x-1][y].typ == STONE && 891. levl[x+1][y+1].typ == STONE && levl[x-1][y+1].typ == STONE) { 892. if (rn2(1000) < goldprob) { 893. if ((otmp = mksobj(GOLD_PIECE, FALSE, FALSE)) != 0) { 894. otmp->ox = x, otmp->oy = y; 895. otmp->quan = 1L + rnd(goldprob * 3); 896. otmp->owt = weight(otmp); 897. if (!rn2(3)) add_to_buried(otmp); 898. else place_object(otmp, x, y); 899. } 900. } 901. if (rn2(1000) < gemprob) { 902. for (cnt = rnd(2 + dunlev(&u.uz) / 3); cnt > 0; cnt--) 903. if ((otmp = mkobj(GEM_CLASS, FALSE)) != 0) { 904. if (otmp->otyp == ROCK) { 905. dealloc_obj(otmp); /* discard it */ 906. } else { 907. otmp->ox = x, otmp->oy = y; 908. if (!rn2(3)) add_to_buried(otmp); 909. else place_object(otmp, x, y); 910. } 911. } 912. } 913. } 914. } 915. 916. void 917. mklev() 918. { 919. struct mkroom *croom; 920. 921. if(getbones()) return; 922. in_mklev = TRUE; 923. makelevel(); 924. bound_digging(); 925. mineralize(); 926. in_mklev = FALSE; 927. /* has_morgue gets cleared once morgue is entered; graveyard stays 928. set (graveyard might already be set even when has_morgue is clear 929. [see fixup_special()], so don't update it unconditionally) */ 930. if (level.flags.has_morgue) 931. level.flags.graveyard = 1; 932. if (!level.flags.is_maze_lev) { 933. for (croom = &rooms[0]; croom != &rooms[nroom]; croom++) 934. #ifdef SPECIALIZATION 935. topologize(croom, FALSE); 936. #else 937. topologize(croom); 938. #endif 939. } 940. set_wall_state(); 941. } 942. 943. void 944. #ifdef SPECIALIZATION 945. topologize(croom, do_ordinary) 946. register struct mkroom *croom; 947. boolean do_ordinary; 948. #else 949. topologize(croom) 950. register struct mkroom *croom; 951. #endif 952. { 953. register int x, y, roomno = (croom - rooms) + ROOMOFFSET; 954. register int lowx = croom->lx, lowy = croom->ly; 955. register int hix = croom->hx, hiy = croom->hy; 956. #ifdef SPECIALIZATION 957. register schar rtype = croom->rtype; 958. #endif 959. register int subindex, nsubrooms = croom->nsubrooms; 960. 961. /* skip the room if already done; i.e. a shop handled out of order */ 962. /* also skip if this is non-rectangular (it _must_ be done already) */ 963. if ((int) levl[lowx][lowy].roomno == roomno || croom->irregular) 964. return; 965. #ifdef SPECIALIZATION 966. # ifdef REINCARNATION 967. if (Is_rogue_level(&u.uz)) 968. do_ordinary = TRUE; /* vision routine helper */ 969. # endif 970. if ((rtype != OROOM) || do_ordinary) 971. #endif 972. { 973. /* do innards first */ 974. for(x = lowx; x <= hix; x++) 975. for(y = lowy; y <= hiy; y++) 976. #ifdef SPECIALIZATION 977. if (rtype == OROOM) 978. levl[x][y].roomno = NO_ROOM; 979. else 980. #endif 981. levl[x][y].roomno = roomno; 982. /* top and bottom edges */ 983. for(x = lowx-1; x <= hix+1; x++) 984. for(y = lowy-1; y <= hiy+1; y += (hiy-lowy+2)) { 985. levl[x][y].edge = 1; 986. if (levl[x][y].roomno) 987. levl[x][y].roomno = SHARED; 988. else 989. levl[x][y].roomno = roomno; 990. } 991. /* sides */ 992. for(x = lowx-1; x <= hix+1; x += (hix-lowx+2)) 993. for(y = lowy; y <= hiy; y++) { 994. levl[x][y].edge = 1; 995. if (levl[x][y].roomno) 996. levl[x][y].roomno = SHARED; 997. else 998. levl[x][y].roomno = roomno; 999. } 1000. } 1001. /* subrooms */ 1002. for (subindex = 0; subindex < nsubrooms; subindex++) 1003. #ifdef SPECIALIZATION 1004. topologize(croom->sbrooms[subindex], (rtype != OROOM)); 1005. #else 1006. topologize(croom->sbrooms[subindex]); 1007. #endif 1008. } 1009. 1010. /* Find an unused room for a branch location. */ 1011. STATIC_OVL struct mkroom * 1012. find_branch_room(mp) 1013. coord *mp; 1014. { 1015. struct mkroom *croom = 0; 1016. 1017. if (nroom == 0) { 1018. mazexy(mp); /* already verifies location */ 1019. } else { 1020. /* not perfect - there may be only one stairway */ 1021. if(nroom > 2) { 1022. int tryct = 0; 1023. 1024. do 1025. croom = &rooms[rn2(nroom)]; 1026. while((croom == dnstairs_room || croom == upstairs_room || 1027. croom->rtype != OROOM) && (++tryct < 100)); 1028. } else 1029. croom = &rooms[rn2(nroom)]; 1030. 1031. do { 1032. if (!somexy(croom, mp)) 1033. impossible("Can't place branch!"); 1034. } while(occupied(mp->x, mp->y) || 1035. (levl[mp->x][mp->y].typ != CORR && levl[mp->x][mp->y].typ != ROOM)); 1036. } 1037. return croom; 1038. } 1039. 1040. /* Find the room for (x,y). Return null if not in a room. */ 1041. STATIC_OVL struct mkroom * 1042. pos_to_room(x, y) 1043. xchar x, y; 1044. { 1045. int i; 1046. struct mkroom *curr; 1047. 1048. for (curr = rooms, i = 0; i < nroom; curr++, i++) 1049. if (inside_room(curr, x, y)) return curr;; 1050. return (struct mkroom *) 0; 1051. } 1052. 1053. 1054. /* If given a branch, randomly place a special stair or portal. */ 1055. void 1056. place_branch(br, x, y) 1057. branch *br; /* branch to place */ 1058. xchar x, y; /* location */ 1059. { 1060. coord m; 1061. d_level *dest; 1062. boolean make_stairs; 1063. struct mkroom *br_room; 1064. 1065. /* 1066. * Return immediately if there is no branch to make or we have 1067. * already made one. This routine can be called twice when 1068. * a special level is loaded that specifies an SSTAIR location 1069. * as a favored spot for a branch. 1070. */ 1071. if (!br || made_branch) return; 1072. 1073. if (!x) { /* find random coordinates for branch */ 1074. br_room = find_branch_room(&m); 1075. x = m.x; 1076. y = m.y; 1077. } else { 1078. br_room = pos_to_room(x, y); 1079. } 1080. 1081. if (on_level(&br->end1, &u.uz)) { 1082. /* we're on end1 */ 1083. make_stairs = br->type != BR_NO_END1; 1084. dest = &br->end2; 1085. } else { 1086. /* we're on end2 */ 1087. make_stairs = br->type != BR_NO_END2; 1088. dest = &br->end1; 1089. } 1090. 1091. if (br->type == BR_PORTAL) { 1092. mkportal(x, y, dest->dnum, dest->dlevel); 1093. } else if (make_stairs) { 1094. sstairs.sx = x; 1095. sstairs.sy = y; 1096. sstairs.up = (char) on_level(&br->end1, &u.uz) ? 1097. br->end1_up : !br->end1_up; 1098. assign_level(&sstairs.tolev, dest); 1099. sstairs_room = br_room; 1100. 1101. levl[x][y].ladder = sstairs.up ? LA_UP : LA_DOWN; 1102. levl[x][y].typ = STAIRS; 1103. } 1104. /* 1105. * Set made_branch to TRUE even if we didn't make a stairwell (i.e. 1106. * make_stairs is false) since there is currently only one branch 1107. * per level, if we failed once, we're going to fail again on the 1108. * next call. 1109. */ 1110. made_branch = TRUE; 1111. } 1112. 1113. STATIC_OVL boolean 1114. bydoor(x, y) 1115. register xchar x, y; 1116. { 1117. register int typ; 1118. 1119. if (isok(x+1, y)) { 1120. typ = levl[x+1][y].typ; 1121. if (IS_DOOR(typ) || typ == SDOOR) return TRUE; 1122. } 1123. if (isok(x-1, y)) { 1124. typ = levl[x-1][y].typ; 1125. if (IS_DOOR(typ) || typ == SDOOR) return TRUE; 1126. } 1127. if (isok(x, y+1)) { 1128. typ = levl[x][y+1].typ; 1129. if (IS_DOOR(typ) || typ == SDOOR) return TRUE; 1130. } 1131. if (isok(x, y-1)) { 1132. typ = levl[x][y-1].typ; 1133. if (IS_DOOR(typ) || typ == SDOOR) return TRUE; 1134. } 1135. return FALSE; 1136. } 1137. 1138. /* see whether it is allowable to create a door at [x,y] */ 1139. int 1140. okdoor(x,y) 1141. register xchar x, y; 1142. { 1143. register boolean near_door = bydoor(x, y); 1144. 1145. return((levl[x][y].typ == HWALL || levl[x][y].typ == VWALL) && 1146. doorindex < DOORMAX && !near_door); 1147. } 1148. 1149. void 1150. dodoor(x,y,aroom) 1151. register int x, y; 1152. register struct mkroom *aroom; 1153. { 1154. if(doorindex >= DOORMAX) { 1155. impossible("DOORMAX exceeded?"); 1156. return; 1157. } 1158. 1159. dosdoor(x,y,aroom,rn2(8) ? DOOR : SDOOR); 1160. } 1161. 1162. boolean 1163. occupied(x, y) 1164. register xchar x, y; 1165. { 1166. return((boolean)(t_at(x, y) 1167. || IS_FURNITURE(levl[x][y].typ) 1168. || is_lava(x,y) 1169. || is_pool(x,y) 1170. || invocation_pos(x,y) 1171. )); 1172. } 1173. 1174. /* make a trap somewhere (in croom if mazeflag = 0 && !tm) */ 1175. /* if tm != null, make trap at that location */ 1176. void 1177. mktrap(num, mazeflag, croom, tm) 1178. register int num, mazeflag; 1179. register struct mkroom *croom; 1180. coord *tm; 1181. { 1182. register int kind; 1183. coord m; 1184. 1185. /* no traps in pools */ 1186. if (tm && is_pool(tm->x,tm->y)) return; 1187. 1188. if (num > 0 && num < TRAPNUM) { 1189. kind = num; 1190. #ifdef REINCARNATION 1191. } else if (Is_rogue_level(&u.uz)) { 1192. switch (rn2(7)) { 1193. default: kind = BEAR_TRAP; break; /* 0 */ 1194. case 1: kind = ARROW_TRAP; break; 1195. case 2: kind = DART_TRAP; break; 1196. case 3: kind = TRAPDOOR; break; 1197. case 4: kind = PIT; break; 1198. case 5: kind = SLP_GAS_TRAP; break; 1199. case 6: kind = RUST_TRAP; break; 1200. } 1201. #endif 1202. } else if (Inhell && !rn2(5)) { 1203. /* bias the frequency of fire traps in Gehennom */ 1204. kind = FIRE_TRAP; 1205. } else { 1206. unsigned lvl = level_difficulty(); 1207. 1208. do { 1209. kind = rnd(TRAPNUM-1); 1210. /* reject "too hard" traps */ 1211. switch (kind) { 1212. case MAGIC_PORTAL: 1213. kind = NO_TRAP; break; 1214. case ROLLING_BOULDER_TRAP: 1215. case SLP_GAS_TRAP: 1216. if (lvl < 2) kind = NO_TRAP; break; 1217. case LEVEL_TELEP: 1218. if (lvl < 5 || level.flags.noteleport) 1219. kind = NO_TRAP; break; 1220. case SPIKED_PIT: 1221. if (lvl < 5) kind = NO_TRAP; break; 1222. case LANDMINE: 1223. if (lvl < 6) kind = NO_TRAP; break; 1224. case WEB: 1225. if (lvl < 7) kind = NO_TRAP; break; 1226. case STATUE_TRAP: 1227. case POLY_TRAP: 1228. if (lvl < 8) kind = NO_TRAP; break; 1229. case FIRE_TRAP: 1230. if (!Inhell) kind = NO_TRAP; break; 1231. case TELEP_TRAP: 1232. if (level.flags.noteleport) kind = NO_TRAP; break; 1233. case HOLE: 1234. /* make these much less often than other traps */ 1235. if (rn2(7)) kind = NO_TRAP; break; 1236. } 1237. } while (kind == NO_TRAP); 1238. } 1239. 1240. if ((kind == TRAPDOOR || kind == HOLE) && !Can_fall_thru(&u.uz)) 1241. kind = ROCKTRAP; 1242. 1243. if (tm) 1244. m = *tm; 1245. else { 1246. register int tryct = 0; 1247. boolean avoid_boulder = (kind == PIT || kind == SPIKED_PIT || 1248. kind == TRAPDOOR || kind == HOLE); 1249. 1250. do { 1251. if (++tryct > 200) 1252. return; 1253. if (mazeflag) 1254. mazexy(&m); 1255. else if (!somexy(croom,&m)) 1256. return; 1257. } while (occupied(m.x, m.y) || 1258. (avoid_boulder && sobj_at(BOULDER, m.x, m.y))); 1259. } 1260. 1261. (void) maketrap(m.x, m.y, kind); 1262. if (kind == WEB) (void) makemon(&mons[PM_GIANT_SPIDER], 1263. m.x, m.y, NO_MM_FLAGS); 1264. } 1265. 1266. void 1267. mkstairs(x, y, up, croom) 1268. xchar x, y; 1269. char up; 1270. struct mkroom *croom; 1271. { 1272. if (!x) { 1273. impossible("mkstairs: bogus stair attempt at <%d,%d>", x, y); 1274. return; 1275. } 1276. 1277. /* 1278. * We can't make a regular stair off an end of the dungeon. This 1279. * attempt can happen when a special level is placed at an end and 1280. * has an up or down stair specified in its description file. 1281. */ 1282. if ((dunlev(&u.uz) == 1 && up) || 1283. (dunlev(&u.uz) == dunlevs_in_dungeon(&u.uz) && !up)) 1284. return; 1285. 1286. if(up) { 1287. xupstair = x; 1288. yupstair = y; 1289. upstairs_room = croom; 1290. } else { 1291. xdnstair = x; 1292. ydnstair = y; 1293. dnstairs_room = croom; 1294. } 1295. 1296. levl[x][y].typ = STAIRS; 1297. levl[x][y].ladder = up ? LA_UP : LA_DOWN; 1298. } 1299. 1300. STATIC_OVL 1301. void 1302. mkfount(mazeflag,croom) 1303. register int mazeflag; 1304. register struct mkroom *croom; 1305. { 1306. coord m; 1307. register int tryct = 0; 1308. 1309. do { 1310. if(++tryct > 200) return; 1311. if(mazeflag) 1312. mazexy(&m); 1313. else 1314. if (!somexy(croom, &m)) 1315. return; 1316. } while(occupied(m.x, m.y) || bydoor(m.x, m.y)); 1317. 1318. /* Put a fountain at m.x, m.y */ 1319. levl[m.x][m.y].typ = FOUNTAIN; 1320. /* Is it a "blessed" fountain? (affects drinking from fountain) */ 1321. if(!rn2(7)) levl[m.x][m.y].blessedftn = 1; 1322. 1323. level.flags.nfountains++; 1324. } 1325. 1326. #ifdef SINKS 1327. STATIC_OVL void 1328. mksink(croom) 1329. register struct mkroom *croom; 1330. { 1331. coord m; 1332. register int tryct = 0; 1333. 1334. do { 1335. if(++tryct > 200) return; 1336. if (!somexy(croom, &m)) 1337. return; 1338. } while(occupied(m.x, m.y) || bydoor(m.x, m.y)); 1339. 1340. /* Put a sink at m.x, m.y */ 1341. levl[m.x][m.y].typ = SINK; 1342. 1343. level.flags.nsinks++; 1344. } 1345. #endif /* SINKS */ 1346. 1347. 1348. STATIC_OVL void 1349. mkaltar(croom) 1350. register struct mkroom *croom; 1351. { 1352. coord m; 1353. register int tryct = 0; 1354. aligntyp al; 1355. 1356. if (croom->rtype != OROOM) return; 1357. 1358. do { 1359. if(++tryct > 200) return; 1360. if (!somexy(croom, &m)) 1361. return; 1362. } while (occupied(m.x, m.y) || bydoor(m.x, m.y)); 1363. 1364. /* Put an altar at m.x, m.y */ 1365. levl[m.x][m.y].typ = ALTAR; 1366. 1367. /* -1 - A_CHAOTIC, 0 - A_NEUTRAL, 1 - A_LAWFUL */ 1368. al = rn2((int)A_LAWFUL+2) - 1; 1369. levl[m.x][m.y].altarmask = Align2amask( al ); 1370. } 1371. 1372. static void 1373. mkgrave(croom) 1374. struct mkroom *croom; 1375. { 1376. coord m; 1377. register int tryct = 0; 1378. register struct obj *otmp; 1379. 1380. 1381. if(croom->rtype != OROOM) return; 1382. 1383. do { 1384. if(++tryct > 200) return; 1385. if (!somexy(croom, &m)) 1386. return; 1387. } while (occupied(m.x, m.y) || bydoor(m.x, m.y)); 1388. 1389. /* Put a grave at m.x, m.y */ 1390. levl[m.x][m.y].typ = GRAVE; 1391. 1392. /* Possibly fill it with objects */ 1393. if (!rn2(3)) (void) mkgold(0L, m.x, m.y); 1394. for (tryct = rn2(5); tryct; tryct--) { 1395. otmp = mkobj(RANDOM_CLASS, TRUE); 1396. if (!otmp) return; 1397. curse(otmp); 1398. otmp->ox = m.x; 1399. otmp->oy = m.y; 1400. add_to_buried(otmp); 1401. } 1402. 1403. /* Leave a bell, in case we accidentally buried someone alive */ 1404. if (!rn2(25)) (void) mksobj_at(BELL, m.x, m.y, TRUE); 1405. return; 1406. } 1407. 1408. 1409. /* maze levels have slightly different constraints from normal levels */ 1410. #define x_maze_min 2 1411. #define y_maze_min 2 1412. /* 1413. * Major level transmutation: add a set of stairs (to the Sanctum) after 1414. * an earthquake that leaves behind a a new topology, centered at inv_pos. 1415. * Assumes there are no rooms within the invocation area and that inv_pos 1416. * is not too close to the edge of the map. Also assume the hero can see, 1417. * which is guaranteed for normal play due to the fact that sight is needed 1418. * to read the Book of the Dead. 1419. */ 1420. void 1421. mkinvokearea() 1422. { 1423. int dist; 1424. xchar xmin = inv_pos.x, xmax = inv_pos.x; 1425. xchar ymin = inv_pos.y, ymax = inv_pos.y; 1426. register xchar i; 1427. 1428. pline_The("floor shakes violently under you!"); 1429. pline_The("walls around you begin to bend and crumble!"); 1430. display_nhwindow(WIN_MESSAGE, TRUE); 1431. 1432. mkinvpos(xmin, ymin, 0); /* middle, before placing stairs */ 1433. 1434. for(dist = 1; dist < 7; dist++) { 1435. xmin--; xmax++; 1436. 1437. /* top and bottom */ 1438. if(dist != 3) { /* the area is wider that it is high */ 1439. ymin--; ymax++; 1440. for(i = xmin+1; i < xmax; i++) { 1441. mkinvpos(i, ymin, dist); 1442. mkinvpos(i, ymax, dist); 1443. } 1444. } 1445. 1446. /* left and right */ 1447. for(i = ymin; i <= ymax; i++) { 1448. mkinvpos(xmin, i, dist); 1449. mkinvpos(xmax, i, dist); 1450. } 1451. 1452. flush_screen(1); /* make sure the new glyphs shows up */ 1453. delay_output(); 1454. } 1455. 1456. You("are standing at the top of a stairwell leading down!"); 1457. mkstairs(u.ux, u.uy, 0, (struct mkroom *)0); /* down */ 1458. newsym(u.ux, u.uy); 1459. vision_full_recalc = 1; /* everything changed */ 1460. } 1461. 1462. /* Change level topology. Boulders in the vicinity are eliminated. 1463. * Temporarily overrides vision in the name of a nice effect. 1464. */ 1465. STATIC_OVL void 1466. mkinvpos(x,y,dist) 1467. xchar x,y; 1468. int dist; 1469. { 1470. struct trap *ttmp; 1471. struct obj *otmp; 1472. boolean make_rocks; 1473. register struct rm *lev = &levl[x][y]; 1474. 1475. /* clip at existing map borders if necessary */ 1476. if (!within_bounded_area(x, y, x_maze_min + 1, y_maze_min + 1, 1477. x_maze_max - 1, y_maze_max - 1)) { 1478. /* only outermost 2 columns and/or rows may be truncated due to edge */ 1479. if (dist < (7 - 2)) 1480. panic("mkinvpos: <%d,%d> (%d) off map edge!", x, y, dist); 1481. return; 1482. } 1483. 1484. /* clear traps */ 1485. if ((ttmp = t_at(x,y)) != 0) deltrap(ttmp); 1486. 1487. /* clear boulders; leave some rocks for non-{moat|trap} locations */ 1488. make_rocks = (dist != 1 && dist != 4 && dist != 5) ? TRUE : FALSE; 1489. while ((otmp = sobj_at(BOULDER, x, y)) != 0) { 1490. if (make_rocks) { 1491. fracture_rock(otmp); 1492. make_rocks = FALSE; /* don't bother with more rocks */ 1493. } else { 1494. obj_extract_self(otmp); 1495. obfree(otmp, (struct obj *)0); 1496. } 1497. } 1498. unblock_point(x,y); /* make sure vision knows this location is open */ 1499. 1500. /* fake out saved state */ 1501. lev->seenv = 0; 1502. lev->doormask = 0; 1503. if(dist < 6) lev->lit = TRUE; 1504. lev->waslit = TRUE; 1505. lev->horizontal = FALSE; 1506. viz_array[y][x] = (dist < 6 ) ? 1507. (IN_SIGHT|COULD_SEE) : /* short-circuit vision recalc */ 1508. COULD_SEE; 1509. 1510. switch(dist) { 1511. case 1: /* fire traps */ 1512. if (is_pool(x,y)) break; 1513. lev->typ = ROOM; 1514. ttmp = maketrap(x, y, FIRE_TRAP); 1515. if (ttmp) ttmp->tseen = TRUE; 1516. break; 1517. case 0: /* lit room locations */ 1518. case 2: 1519. case 3: 1520. case 6: /* unlit room locations */ 1521. lev->typ = ROOM; 1522. break; 1523. case 4: /* pools (aka a wide moat) */ 1524. case 5: 1525. lev->typ = MOAT; 1526. /* No kelp! */ 1527. break; 1528. default: 1529. impossible("mkinvpos called with dist %d", dist); 1530. break; 1531. } 1532. 1533. /* display new value of position; could have a monster/object on it */ 1534. newsym(x,y); 1535. } 1536. 1537. /* 1538. * The portal to Ludios is special. The entrance can only occur within a 1539. * vault in the main dungeon at a depth greater than 10. The Ludios branch 1540. * structure reflects this by having a bogus "source" dungeon: the value 1541. * of n_dgns (thus, Is_branchlev() will never find it). 1542. * 1543. * Ludios will remain isolated until the branch is corrected by this function. 1544. */ 1545. STATIC_OVL void 1546. mk_knox_portal(x, y) 1547. xchar x, y; 1548. { 1549. extern int n_dgns; /* from dungeon.c */ 1550. d_level *source; 1551. branch *br; 1552. schar u_depth; 1553. 1554. br = dungeon_branch("Fort Ludios"); 1555. if (on_level(&knox_level, &br->end1)) { 1556. source = &br->end2; 1557. } else { 1558. /* disallow Knox branch on a level with one branch already */ 1559. if(Is_branchlev(&u.uz)) 1560. return; 1561. source = &br->end1; 1562. } 1563. 1564. /* Already set or 2/3 chance of deferring until a later level. */ 1565. if (source->dnum < n_dgns || (rn2(3) 1566. #ifdef WIZARD 1567. && !wizard 1568. #endif 1569. )) return; 1570. 1571. if (! (u.uz.dnum == oracle_level.dnum /* in main dungeon */ 1572. && !at_dgn_entrance("The Quest") /* but not Quest's entry */ 1573. && (u_depth = depth(&u.uz)) > 10 /* beneath 10 */ 1574. && u_depth < depth(&medusa_level))) /* and above Medusa */ 1575. return; 1576. 1577. /* Adjust source to be current level and re-insert branch. */ 1578. *source = u.uz; 1579. insert_branch(br, TRUE); 1580. 1581. #ifdef DEBUG 1582. pline("Made knox portal."); 1583. #endif 1584. place_branch(br, x, y); 1585. } 1586. 1587. /*mklev.c*/