Difference between revisions of "Source:NetHack 3.4.3/src/dungeon.c"

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Revision as of 21:48, 3 March 2008

Below is the full text to src/dungeon.c from NetHack 3.4.3. To link to a particular line, write [[dungeon.c#line123]], for example.

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1.    /*	SCCS Id: @(#)dungeon.c	3.4	1999/10/30	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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.    #include "hack.h"
6.    #include "dgn_file.h"
7.    #include "dlb.h"
8.    
9.    #ifdef OVL1
10.   
11.   #define DUNGEON_FILE	"dungeon"
12.   
13.   #define X_START		"x-strt"
14.   #define X_LOCATE	"x-loca"
15.   #define X_GOAL		"x-goal"
16.   
17.   struct proto_dungeon {
18.   	struct	tmpdungeon tmpdungeon[MAXDUNGEON];
19.   	struct	tmplevel   tmplevel[LEV_LIMIT];
20.   	s_level *final_lev[LEV_LIMIT];	/* corresponding level pointers */
21.   	struct	tmpbranch  tmpbranch[BRANCH_LIMIT];
22.   
23.   	int	start;	/* starting index of current dungeon sp levels */
24.   	int	n_levs;	/* number of tmplevel entries */
25.   	int	n_brs;	/* number of tmpbranch entries */
26.   };
27.   
28.   int n_dgns;				/* number of dungeons (used here,  */
29.   					/*   and mklev.c)		   */
30.   static branch *branches = (branch *) 0;	/* dungeon branch list		   */
31.   
32.   struct lchoice {
33.   	int idx;
34.   	schar lev[MAXLINFO];
35.   	schar playerlev[MAXLINFO];
36.   	xchar dgn[MAXLINFO];
37.   	char menuletter;
38.   };
39.   
40.   static void FDECL(Fread, (genericptr_t, int, int, dlb *));
41.   STATIC_DCL xchar FDECL(dname_to_dnum, (const char *));
42.   STATIC_DCL int FDECL(find_branch, (const char *, struct proto_dungeon *));
43.   STATIC_DCL xchar FDECL(parent_dnum, (const char *, struct proto_dungeon *));
44.   STATIC_DCL int FDECL(level_range, (XCHAR_P,int,int,int,struct proto_dungeon *,int *));
45.   STATIC_DCL xchar FDECL(parent_dlevel, (const char *, struct proto_dungeon *));
46.   STATIC_DCL int FDECL(correct_branch_type, (struct tmpbranch *));
47.   STATIC_DCL branch *FDECL(add_branch, (int, int, struct proto_dungeon *));
48.   STATIC_DCL void FDECL(add_level, (s_level *));
49.   STATIC_DCL void FDECL(init_level, (int,int,struct proto_dungeon *));
50.   STATIC_DCL int FDECL(possible_places, (int, boolean *, struct proto_dungeon *));
51.   STATIC_DCL xchar FDECL(pick_level, (boolean *, int));
52.   STATIC_DCL boolean FDECL(place_level, (int, struct proto_dungeon *));
53.   #ifdef WIZARD
54.   STATIC_DCL const char *FDECL(br_string, (int));
55.   STATIC_DCL void FDECL(print_branch, (winid, int, int, int, BOOLEAN_P, struct lchoice *));
56.   #endif
57.   

dumpit

58.   #ifdef DEBUG
59.   #define DD	dungeons[i]
60.   STATIC_DCL void NDECL(dumpit);
61.   
62.   STATIC_OVL void
63.   dumpit()
64.   {
65.   	int	i;
66.   	s_level	*x;
67.   	branch *br;
68.   
69.   	for(i = 0; i < n_dgns; i++)  {
70.   	    fprintf(stderr, "\n#%d \"%s\" (%s):\n", i,
71.   				DD.dname, DD.proto);
72.   	    fprintf(stderr, "    num_dunlevs %d, dunlev_ureached %d\n",
73.   				DD.num_dunlevs, DD.dunlev_ureached);
74.   	    fprintf(stderr, "    depth_start %d, ledger_start %d\n",
75.   				DD.depth_start, DD.ledger_start);
76.   	    fprintf(stderr, "    flags:%s%s%s\n",
77.   		    DD.flags.rogue_like ? " rogue_like" : "",
78.   		    DD.flags.maze_like  ? " maze_like"  : "",
79.   		    DD.flags.hellish    ? " hellish"    : "");
80.   	    getchar();
81.   	}
82.   	fprintf(stderr,"\nSpecial levels:\n");
83.   	for(x = sp_levchn; x; x = x->next) {
84.   	    fprintf(stderr, "%s (%d): ", x->proto, x->rndlevs);
85.   	    fprintf(stderr, "on %d, %d; ", x->dlevel.dnum, x->dlevel.dlevel);
86.   	    fprintf(stderr, "flags:%s%s%s%s\n",
87.   		    x->flags.rogue_like	? " rogue_like" : "",
88.   		    x->flags.maze_like  ? " maze_like"  : "",
89.   		    x->flags.hellish    ? " hellish"    : "",
90.   		    x->flags.town       ? " town"       : "");
91.   	    getchar();
92.   	}
93.   	fprintf(stderr,"\nBranches:\n");
94.   	for (br = branches; br; br = br->next) {
95.   	    fprintf(stderr, "%d: %s, end1 %d %d, end2 %d %d, %s\n",
96.   		br->id,
97.   		br->type == BR_STAIR ? "stair" :
98.   		    br->type == BR_NO_END1 ? "no end1" :
99.   		    br->type == BR_NO_END2 ? "no end2" :
100.  		    br->type == BR_PORTAL  ? "portal"  :
101.  					     "unknown",
102.  		br->end1.dnum, br->end1.dlevel,
103.  		br->end2.dnum, br->end2.dlevel,
104.  		br->end1_up ? "end1 up" : "end1 down");
105.  	}
106.  	getchar();
107.  	fprintf(stderr,"\nDone\n");
108.  	getchar();
109.  }
110.  #endif
111.  

save_dungeon

112.  /* Save the dungeon structures. */
113.  void
114.  save_dungeon(fd, perform_write, free_data)
115.      int fd;
116.      boolean perform_write, free_data;
117.  {
118.      branch *curr, *next;
119.      int    count;
120.  
121.      if (perform_write) {
122.  	bwrite(fd, (genericptr_t) &n_dgns, sizeof n_dgns);
123.  	bwrite(fd, (genericptr_t) dungeons, sizeof(dungeon) * (unsigned)n_dgns);
124.  	bwrite(fd, (genericptr_t) &dungeon_topology, sizeof dungeon_topology);
125.  	bwrite(fd, (genericptr_t) tune, sizeof tune);
126.  
127.  	for (count = 0, curr = branches; curr; curr = curr->next)
128.  	    count++;
129.  	bwrite(fd, (genericptr_t) &count, sizeof(count));
130.  
131.  	for (curr = branches; curr; curr = curr->next)
132.  	    bwrite(fd, (genericptr_t) curr, sizeof (branch));
133.  
134.  	count = maxledgerno();
135.  	bwrite(fd, (genericptr_t) &count, sizeof count);
136.  	bwrite(fd, (genericptr_t) level_info,
137.  			(unsigned)count * sizeof (struct linfo));
138.  	bwrite(fd, (genericptr_t) &inv_pos, sizeof inv_pos);
139.      }
140.  
141.      if (free_data) {
142.  	for (curr = branches; curr; curr = next) {
143.  	    next = curr->next;
144.  	    free((genericptr_t) curr);
145.  	}
146.  	branches = 0;
147.      }
148.  }
149.  

restore_dungeon

150.  /* Restore the dungeon structures. */
151.  void
152.  restore_dungeon(fd)
153.      int fd;
154.  {
155.      branch *curr, *last;
156.      int    count, i;
157.  
158.      mread(fd, (genericptr_t) &n_dgns, sizeof(n_dgns));
159.      mread(fd, (genericptr_t) dungeons, sizeof(dungeon) * (unsigned)n_dgns);
160.      mread(fd, (genericptr_t) &dungeon_topology, sizeof dungeon_topology);
161.      mread(fd, (genericptr_t) tune, sizeof tune);
162.  
163.      last = branches = (branch *) 0;
164.  
165.      mread(fd, (genericptr_t) &count, sizeof(count));
166.      for (i = 0; i < count; i++) {
167.  	curr = (branch *) alloc(sizeof(branch));
168.  	mread(fd, (genericptr_t) curr, sizeof(branch));
169.  	curr->next = (branch *) 0;
170.  	if (last)
171.  	    last->next = curr;
172.  	else
173.  	    branches = curr;
174.  	last = curr;
175.      }
176.  
177.      mread(fd, (genericptr_t) &count, sizeof(count));
178.      if (count >= MAXLINFO)
179.  	panic("level information count larger (%d) than allocated size", count);
180.      mread(fd, (genericptr_t) level_info, (unsigned)count*sizeof(struct linfo));
181.      mread(fd, (genericptr_t) &inv_pos, sizeof inv_pos);
182.  }
183.  

Fread

184.  static void
185.  Fread(ptr, size, nitems, stream)
186.  	genericptr_t	ptr;
187.  	int	size, nitems;
188.  	dlb	*stream;
189.  {
190.  	int cnt;
191.  
192.  	if((cnt = dlb_fread(ptr, size, nitems, stream)) != nitems) {
193.  	    panic(
194.   "Premature EOF on dungeon description file!\r\nExpected %d bytes - got %d.",
195.  		  (size * nitems), (size * cnt));
196.  	    terminate(EXIT_FAILURE);
197.  	}
198.  }
199.  

dname_to_dnum

200.  STATIC_OVL xchar
201.  dname_to_dnum(s)
202.  const char	*s;
203.  {
204.  	xchar	i;
205.  
206.  	for (i = 0; i < n_dgns; i++)
207.  	    if (!strcmp(dungeons[i].dname, s)) return i;
208.  
209.  	panic("Couldn't resolve dungeon number for name \"%s\".", s);
210.  	/*NOT REACHED*/
211.  	return (xchar)0;
212.  }
213.  

find_level

214.  s_level *
215.  find_level(s)
216.  	const char *s;
217.  {
218.  	s_level *curr;
219.  	for(curr = sp_levchn; curr; curr = curr->next)
220.  	    if (!strcmpi(s, curr->proto)) break;
221.  	return curr;
222.  }
223.  

find_branch

224.  /* Find the branch that links the named dungeon. */
225.  STATIC_OVL int
226.  find_branch(s, pd)
227.  	const char *s;		/* dungeon name */
228.  	struct proto_dungeon *pd;
229.  {
230.  	int i;
231.  
232.  	if (pd) {
233.  	    for (i = 0; i < pd->n_brs; i++)
234.  		if (!strcmp(pd->tmpbranch[i].name, s)) break;
235.  	    if (i == pd->n_brs) panic("find_branch: can't find %s", s);
236.  	} else {
237.  	    /* support for level tport by name */
238.  	    branch *br;
239.  	    const char *dnam;
240.  
241.  	    for (br = branches; br; br = br->next) {
242.  		dnam = dungeons[br->end2.dnum].dname;
243.  		if (!strcmpi(dnam, s) ||
244.  			(!strncmpi(dnam, "The ", 4) && !strcmpi(dnam + 4, s)))
245.  		    break;
246.  	    }
247.  	    i = br ? ((ledger_no(&br->end1) << 8) | ledger_no(&br->end2)) : -1;
248.  	}
249.  	return i;
250.  }
251.  
252.  

parent_dnum

253.  /*
254.   * Find the "parent" by searching the prototype branch list for the branch
255.   * listing, then figuring out to which dungeon it belongs.
256.   */
257.  STATIC_OVL xchar
258.  parent_dnum(s, pd)
259.  const char	   *s;	/* dungeon name */
260.  struct proto_dungeon *pd;
261.  {
262.  	int	i;
263.  	xchar	pdnum;
264.  
265.  	i = find_branch(s, pd);
266.  	/*
267.  	 * Got branch, now find parent dungeon.  Stop if we have reached
268.  	 * "this" dungeon (if we haven't found it by now it is an error).
269.  	 */
270.  	for (pdnum = 0; strcmp(pd->tmpdungeon[pdnum].name, s); pdnum++)
271.  	    if ((i -= pd->tmpdungeon[pdnum].branches) < 0)
272.  		return(pdnum);
273.  
274.  	panic("parent_dnum: couldn't resolve branch.");
275.  	/*NOT REACHED*/
276.  	return (xchar)0;
277.  }
278.  

level_range

279.  /*
280.   * Return a starting point and number of successive positions a level
281.   * or dungeon entrance can occupy.
282.   *
283.   * Note: This follows the acouple (instead of the rcouple) rules for a
284.   *	 negative random component (rand < 0).  These rules are found
285.   *	 in dgn_comp.y.  The acouple [absolute couple] section says that
286.   *	 a negative random component means from the (adjusted) base to the
287.   *	 end of the dungeon.
288.   */
289.  STATIC_OVL int
290.  level_range(dgn, base, rand, chain, pd, adjusted_base)
291.  	xchar	dgn;
292.  	int	base, rand, chain;
293.  	struct proto_dungeon *pd;
294.  	int *adjusted_base;
295.  {
296.  	int lmax = dungeons[dgn].num_dunlevs;
297.  
298.  	if (chain >= 0) {		 /* relative to a special level */
299.  	    s_level *levtmp = pd->final_lev[chain];
300.  	    if (!levtmp) panic("level_range: empty chain level!");
301.  
302.  	    base += levtmp->dlevel.dlevel;
303.  	} else {			/* absolute in the dungeon */
304.  	    /* from end of dungeon */
305.  	    if (base < 0) base = (lmax + base + 1);
306.  	}
307.  
308.  	if (base < 1 || base > lmax)
309.  	    panic("level_range: base value out of range");
310.  
311.  	*adjusted_base = base;
312.  
313.  	if (rand == -1) {	/* from base to end of dungeon */
314.  	    return (lmax - base + 1);
315.  	} else if (rand) {
316.  	    /* make sure we don't run off the end of the dungeon */
317.  	    return (((base + rand - 1) > lmax) ? lmax-base+1 : rand);
318.  	} /* else only one choice */
319.  	return 1;
320.  }
321.  

parent_dlevel

322.  STATIC_OVL xchar
323.  parent_dlevel(s, pd)
324.  	const char	*s;
325.  	struct proto_dungeon *pd;
326.  {
327.  	int i, j, num, base, dnum = parent_dnum(s, pd);
328.  	branch *curr;
329.  
330.  
331.  	i = find_branch(s, pd);
332.  	num = level_range(dnum, pd->tmpbranch[i].lev.base,
333.  					      pd->tmpbranch[i].lev.rand,
334.  					      pd->tmpbranch[i].chain,
335.  					      pd, &base);
336.  
337.  	/* KMH -- Try our best to find a level without an existing branch */
338.  	i = j = rn2(num);
339.  	do {
340.  		if (++i >= num) i = 0;
341.  		for (curr = branches; curr; curr = curr->next)
342.  			if ((curr->end1.dnum == dnum && curr->end1.dlevel == base+i) ||
343.  				(curr->end2.dnum == dnum && curr->end2.dlevel == base+i))
344.  				break;
345.  	} while (curr && i != j);
346.  	return (base + i);
347.  }
348.  

correct_branch_type

349.  /* Convert from the temporary branch type to the dungeon branch type. */
350.  STATIC_OVL int
351.  correct_branch_type(tbr)
352.      struct tmpbranch *tbr;
353.  {
354.      switch (tbr->type) {
355.  	case TBR_STAIR:		return BR_STAIR;
356.  	case TBR_NO_UP:		return tbr->up ? BR_NO_END1 : BR_NO_END2;
357.  	case TBR_NO_DOWN:	return tbr->up ? BR_NO_END2 : BR_NO_END1;
358.  	case TBR_PORTAL:	return BR_PORTAL;
359.      }
360.      impossible("correct_branch_type: unknown branch type");
361.      return BR_STAIR;
362.  }
363.  

insert_branch

364.  /*
365.   * Add the given branch to the branch list.  The branch list is ordered
366.   * by end1 dungeon and level followed by end2 dungeon and level.  If
367.   * extract_first is true, then the branch is already part of the list
368.   * but needs to be repositioned.
369.   */
370.  void
371.  insert_branch(new_branch, extract_first)
372.     branch *new_branch;
373.     boolean extract_first;
374.  {
375.      branch *curr, *prev;
376.      long new_val, curr_val, prev_val;
377.  
378.      if (extract_first) {
379.  	for (prev = 0, curr = branches; curr; prev = curr, curr = curr->next)
380.  	    if (curr == new_branch) break;
381.  
382.  	if (!curr) panic("insert_branch: not found");
383.  	if (prev)
384.  	    prev->next = curr->next;
385.  	else
386.  	    branches = curr->next;
387.      }
388.      new_branch->next = (branch *) 0;
389.  
390.  /* Convert the branch into a unique number so we can sort them. */
391.  #define branch_val(bp) \
392.  	((((long)(bp)->end1.dnum * (MAXLEVEL+1) + \
393.  	  (long)(bp)->end1.dlevel) * (MAXDUNGEON+1) * (MAXLEVEL+1)) + \
394.  	 ((long)(bp)->end2.dnum * (MAXLEVEL+1) + (long)(bp)->end2.dlevel))
395.  
396.      /*
397.       * Insert the new branch into the correct place in the branch list.
398.       */
399.      prev = (branch *) 0;
400.      prev_val = -1;
401.      new_val = branch_val(new_branch);
402.      for (curr = branches; curr;
403.  		    prev_val = curr_val, prev = curr, curr = curr->next) {
404.  	curr_val = branch_val(curr);
405.  	if (prev_val < new_val && new_val <= curr_val) break;
406.      }
407.      if (prev) {
408.  	new_branch->next = curr;
409.  	prev->next = new_branch;
410.      } else {
411.  	new_branch->next = branches;
412.  	branches = new_branch;
413.      }
414.  }
415.  

add_branch

416.  /* Add a dungeon branch to the branch list. */
417.  STATIC_OVL branch *
418.  add_branch(dgn, child_entry_level, pd)
419.      int dgn;
420.      int child_entry_level;
421.      struct proto_dungeon *pd;
422.  {
423.      static int branch_id = 0;
424.      int branch_num;
425.      branch *new_branch;
426.  
427.      branch_num = find_branch(dungeons[dgn].dname,pd);
428.      new_branch = (branch *) alloc(sizeof(branch));
429.      new_branch->next = (branch *) 0;
430.      new_branch->id = branch_id++;
431.      new_branch->type = correct_branch_type(&pd->tmpbranch[branch_num]);
432.      new_branch->end1.dnum = parent_dnum(dungeons[dgn].dname, pd);
433.      new_branch->end1.dlevel = parent_dlevel(dungeons[dgn].dname, pd);
434.      new_branch->end2.dnum = dgn;
435.      new_branch->end2.dlevel = child_entry_level;
436.      new_branch->end1_up = pd->tmpbranch[branch_num].up ? TRUE : FALSE;
437.  
438.      insert_branch(new_branch, FALSE);
439.      return new_branch;
440.  }
441.  

add_level

442.  /*
443.   * Add new level to special level chain.  Insert it in level order with the
444.   * other levels in this dungeon.  This assumes that we are never given a
445.   * level that has a dungeon number less than the dungeon number of the
446.   * last entry.
447.   */
448.  STATIC_OVL void
449.  add_level(new_lev)
450.      s_level *new_lev;
451.  {
452.  	s_level *prev, *curr;
453.  
454.  	prev = (s_level *) 0;
455.  	for (curr = sp_levchn; curr; curr = curr->next) {
456.  	    if (curr->dlevel.dnum == new_lev->dlevel.dnum &&
457.  		    curr->dlevel.dlevel > new_lev->dlevel.dlevel)
458.  		break;
459.  	    prev = curr;
460.  	}
461.  	if (!prev) {
462.  	    new_lev->next = sp_levchn;
463.  	    sp_levchn = new_lev;
464.  	} else {
465.  	    new_lev->next = curr;
466.  	    prev->next = new_lev;
467.  	}
468.  }
469.  

init_level

470.  STATIC_OVL void
471.  init_level(dgn, proto_index, pd)
472.  	int dgn, proto_index;
473.  	struct proto_dungeon *pd;
474.  {
475.  	s_level	*new_level;
476.  	struct tmplevel *tlevel = &pd->tmplevel[proto_index];
477.  
478.  	pd->final_lev[proto_index] = (s_level *) 0; /* no "real" level */
479.  #ifdef WIZARD
480.  	if (!wizard)
481.  #endif
482.  	    if (tlevel->chance <= rn2(100)) return;
483.  
484.  	pd->final_lev[proto_index] = new_level =
485.  					(s_level *) alloc(sizeof(s_level));
486.  	/* load new level with data */
487.  	Strcpy(new_level->proto, tlevel->name);
488.  	new_level->boneid = tlevel->boneschar;
489.  	new_level->dlevel.dnum = dgn;
490.  	new_level->dlevel.dlevel = 0;	/* for now */
491.  
492.  	new_level->flags.town = !!(tlevel->flags & TOWN);
493.  	new_level->flags.hellish = !!(tlevel->flags & HELLISH);
494.  	new_level->flags.maze_like = !!(tlevel->flags & MAZELIKE);
495.  	new_level->flags.rogue_like = !!(tlevel->flags & ROGUELIKE);
496.  	new_level->flags.align = ((tlevel->flags & D_ALIGN_MASK) >> 4);
497.  	if (!new_level->flags.align) 
498.  	    new_level->flags.align =
499.  		((pd->tmpdungeon[dgn].flags & D_ALIGN_MASK) >> 4);
500.  
501.  	new_level->rndlevs = tlevel->rndlevs;
502.  	new_level->next    = (s_level *) 0;
503.  }
504.  

possible_places

505.  STATIC_OVL int
506.  possible_places(idx, map, pd)
507.      int idx;		/* prototype index */
508.      boolean *map;	/* array MAXLEVEL+1 in length */
509.      struct proto_dungeon *pd;
510.  {
511.      int i, start, count;
512.      s_level *lev = pd->final_lev[idx];
513.  
514.      /* init level possibilities */
515.      for (i = 0; i <= MAXLEVEL; i++) map[i] = FALSE;
516.  
517.      /* get base and range and set those entried to true */
518.      count = level_range(lev->dlevel.dnum, pd->tmplevel[idx].lev.base,
519.  					pd->tmplevel[idx].lev.rand,
520.  					pd->tmplevel[idx].chain,
521.  					pd, &start);
522.      for (i = start; i < start+count; i++)
523.  	map[i] = TRUE;
524.  
525.      /* mark off already placed levels */
526.      for (i = pd->start; i < idx; i++) {
527.  	if (pd->final_lev[i] && map[pd->final_lev[i]->dlevel.dlevel]) {
528.  	    map[pd->final_lev[i]->dlevel.dlevel] = FALSE;
529.  	    --count;
530.  	}
531.      }
532.  
533.      return count;
534.  }
535.  

pick_level

536.  /* Pick the nth TRUE entry in the given boolean array. */
537.  STATIC_OVL xchar
538.  pick_level(map, nth)
539.      boolean *map;	/* an array MAXLEVEL+1 in size */
540.      int nth;
541.  {
542.      int i;
543.      for (i = 1; i <= MAXLEVEL; i++)
544.  	if (map[i] && !nth--) return (xchar) i;
545.      panic("pick_level:  ran out of valid levels");
546.      return 0;
547.  }
548.  

indent

549.  #ifdef DDEBUG
550.  static void FDECL(indent,(int));
551.  
552.  static void
553.  indent(d)
554.  int d;
555.  {
556.      while (d-- > 0) fputs("    ", stderr);
557.  }
558.  #endif
559.  

place_level

560.  /*
561.   * Place a level.  First, find the possible places on a dungeon map
562.   * template.  Next pick one.  Then try to place the next level.  If
563.   * sucessful, we're done.  Otherwise, try another (and another) until
564.   * all possible places have been tried.  If all possible places have
565.   * been exausted, return false.
566.   */
567.  STATIC_OVL boolean
568.  place_level(proto_index, pd)
569.      int proto_index;
570.      struct proto_dungeon *pd;
571.  {
572.      boolean map[MAXLEVEL+1];	/* valid levels are 1..MAXLEVEL inclusive */
573.      s_level *lev;
574.      int npossible;
575.  #ifdef DDEBUG
576.      int i;
577.  #endif
578.  
579.      if (proto_index == pd->n_levs) return TRUE;	/* at end of proto levels */
580.  
581.      lev = pd->final_lev[proto_index];
582.  
583.      /* No level created for this prototype, goto next. */
584.      if (!lev) return place_level(proto_index+1, pd);
585.  
586.      npossible = possible_places(proto_index, map, pd);
587.  
588.      for (; npossible; --npossible) {
589.  	lev->dlevel.dlevel = pick_level(map, rn2(npossible));
590.  #ifdef DDEBUG
591.  	indent(proto_index-pd->start);
592.  	fprintf(stderr,"%s: trying %d [ ", lev->proto, lev->dlevel.dlevel);
593.  	for (i = 1; i <= MAXLEVEL; i++)
594.  	    if (map[i]) fprintf(stderr,"%d ", i);
595.  	fprintf(stderr,"]\n");
596.  #endif
597.  	if (place_level(proto_index+1, pd)) return TRUE;
598.  	map[lev->dlevel.dlevel] = FALSE;	/* this choice didn't work */
599.      }
600.  #ifdef DDEBUG
601.      indent(proto_index-pd->start);
602.      fprintf(stderr,"%s: failed\n", lev->proto);
603.  #endif
604.      return FALSE;
605.  }
606.  
607.  

level_map

608.  struct level_map {
609.  	const char *lev_name;
610.  	d_level *lev_spec;
611.  } level_map[] = {
612.  	{ "air",	&air_level },
613.  	{ "asmodeus",	&asmodeus_level },
614.  	{ "astral",	&astral_level },
615.  	{ "baalz",	&baalzebub_level },
616.  	{ "bigroom",	&bigroom_level },
617.  	{ "castle",	&stronghold_level },
618.  	{ "earth",	&earth_level },
619.  	{ "fakewiz1",	&portal_level },
620.  	{ "fire",	&fire_level },
621.  	{ "juiblex",	&juiblex_level },
622.  	{ "knox",	&knox_level },
623.  	{ "medusa",	&medusa_level },
624.  	{ "oracle",	&oracle_level },
625.  	{ "orcus",	&orcus_level },
626.  #ifdef REINCARNATION
627.  	{ "rogue",	&rogue_level },
628.  #endif
629.  	{ "sanctum",	&sanctum_level },
630.  	{ "valley",	&valley_level },
631.  	{ "water",	&water_level },
632.  	{ "wizard1",	&wiz1_level },
633.  	{ "wizard2",	&wiz2_level },
634.  	{ "wizard3",	&wiz3_level },
635.  	{ X_START,	&qstart_level },
636.  	{ X_LOCATE,	&qlocate_level },
637.  	{ X_GOAL,	&nemesis_level },
638.  	{ "",		(d_level *)0 }
639.  };
640.  

init_dungeons

641.  void
642.  init_dungeons()		/* initialize the "dungeon" structs */
643.  {
644.  	dlb	*dgn_file;
645.  	register int i, cl = 0, cb = 0;
646.  	register s_level *x;
647.  	struct proto_dungeon pd;
648.  	struct level_map *lev_map;
649.  	struct version_info vers_info;
650.  
651.  	pd.n_levs = pd.n_brs = 0;
652.  
653.  	dgn_file = dlb_fopen(DUNGEON_FILE, RDBMODE);
654.  	if (!dgn_file) {
655.  	    char tbuf[BUFSZ];
656.  	    Sprintf(tbuf, "Cannot open dungeon description - \"%s",
657.  		DUNGEON_FILE);
658.  #ifdef DLBRSRC /* using a resource from the executable */
659.  	    Strcat(tbuf, "\" resource!");
660.  #else /* using a file or DLB file */
661.  # if defined(DLB)
662.  	    Strcat(tbuf, "\" from ");
663.  #  ifdef PREFIXES_IN_USE
664.  	    Strcat(tbuf, "\n\"");
665.  	    if (fqn_prefix[DATAPREFIX]) Strcat(tbuf, fqn_prefix[DATAPREFIX]);
666.  #  else
667.  	    Strcat(tbuf, "\"");
668.  #  endif
669.  	    Strcat(tbuf, DLBFILE);
670.  # endif
671.  	    Strcat(tbuf, "\" file!");
672.  #endif
673.  #ifdef WIN32
674.  	    interject_assistance(1, INTERJECT_PANIC, (genericptr_t)tbuf,
675.  				 (genericptr_t)fqn_prefix[DATAPREFIX]);
676.  #endif
677.  	    panic(tbuf);
678.  	}
679.  
680.  	/* validate the data's version against the program's version */
681.  	Fread((genericptr_t) &vers_info, sizeof vers_info, 1, dgn_file);
682.  	/* we'd better clear the screen now, since when error messages come from
683.  	 * check_version() they will be printed using pline(), which doesn't
684.  	 * mix with the raw messages that might be already on the screen
685.  	 */
686.  	if (iflags.window_inited) clear_nhwindow(WIN_MAP);
687.  	if (!check_version(&vers_info, DUNGEON_FILE, TRUE))
688.  	    panic("Dungeon description not valid.");
689.  
690.  	/*
691.  	 * Read in each dungeon and transfer the results to the internal
692.  	 * dungeon arrays.
693.  	 */
694.  	sp_levchn = (s_level *) 0;
695.  	Fread((genericptr_t)&n_dgns, sizeof(int), 1, dgn_file);
696.  	if (n_dgns >= MAXDUNGEON)
697.  	    panic("init_dungeons: too many dungeons");
698.  
699.  	for (i = 0; i < n_dgns; i++) {
700.  	    Fread((genericptr_t)&pd.tmpdungeon[i],
701.  				    sizeof(struct tmpdungeon), 1, dgn_file);
702.  #ifdef WIZARD
703.  	    if(!wizard)
704.  #endif
705.  	      if(pd.tmpdungeon[i].chance && (pd.tmpdungeon[i].chance <= rn2(100))) {
706.  		int j;
707.  
708.  		/* skip over any levels or branches */
709.  		for(j = 0; j < pd.tmpdungeon[i].levels; j++)
710.  		    Fread((genericptr_t)&pd.tmplevel[cl], sizeof(struct tmplevel),
711.  							1, dgn_file);
712.  
713.  		for(j = 0; j < pd.tmpdungeon[i].branches; j++)
714.  		    Fread((genericptr_t)&pd.tmpbranch[cb],
715.  					sizeof(struct tmpbranch), 1, dgn_file);
716.  		n_dgns--; i--;
717.  		continue;
718.  	      }
719.  
720.  	    Strcpy(dungeons[i].dname, pd.tmpdungeon[i].name);
721.  	    Strcpy(dungeons[i].proto, pd.tmpdungeon[i].protoname);
722.  	    dungeons[i].boneid = pd.tmpdungeon[i].boneschar;
723.  
724.  	    if(pd.tmpdungeon[i].lev.rand)
725.  		dungeons[i].num_dunlevs = (xchar)rn1(pd.tmpdungeon[i].lev.rand,
726.  						     pd.tmpdungeon[i].lev.base);
727.  	    else dungeons[i].num_dunlevs = (xchar)pd.tmpdungeon[i].lev.base;
728.  
729.  	    if(!i) {
730.  		dungeons[i].ledger_start = 0;
731.  		dungeons[i].depth_start = 1;
732.  		dungeons[i].dunlev_ureached = 1;
733.  	    } else {
734.  		dungeons[i].ledger_start = dungeons[i-1].ledger_start +
735.  					      dungeons[i-1].num_dunlevs;
736.  		dungeons[i].dunlev_ureached = 0;
737.  	    }
738.  
739.  	    dungeons[i].flags.hellish = !!(pd.tmpdungeon[i].flags & HELLISH);
740.  	    dungeons[i].flags.maze_like = !!(pd.tmpdungeon[i].flags & MAZELIKE);
741.  	    dungeons[i].flags.rogue_like = !!(pd.tmpdungeon[i].flags & ROGUELIKE);
742.  	    dungeons[i].flags.align = ((pd.tmpdungeon[i].flags & D_ALIGN_MASK) >> 4);
743.  	    /*
744.  	     * Set the entry level for this dungeon.  The pd.tmpdungeon entry
745.  	     * value means:
746.  	     *		< 0	from bottom (-1 == bottom level)
747.  	     *		  0	default (top)
748.  	     *		> 0	actual level (1 = top)
749.  	     *
750.  	     * Note that the entry_lev field in the dungeon structure is
751.  	     * redundant.  It is used only here and in print_dungeon().
752.  	     */
753.  	    if (pd.tmpdungeon[i].entry_lev < 0) {
754.  		dungeons[i].entry_lev = dungeons[i].num_dunlevs +
755.  						pd.tmpdungeon[i].entry_lev + 1;
756.  		if (dungeons[i].entry_lev <= 0) dungeons[i].entry_lev = 1;
757.  	    } else if (pd.tmpdungeon[i].entry_lev > 0) {
758.  		dungeons[i].entry_lev = pd.tmpdungeon[i].entry_lev;
759.  		if (dungeons[i].entry_lev > dungeons[i].num_dunlevs)
760.  		    dungeons[i].entry_lev = dungeons[i].num_dunlevs;
761.  	    } else { /* default */
762.  		dungeons[i].entry_lev = 1;	/* defaults to top level */
763.  	    }
764.  
765.  	    if (i) {	/* set depth */
766.  		branch *br;
767.  		schar from_depth;
768.  		boolean from_up;
769.  
770.  		br = add_branch(i, dungeons[i].entry_lev, &pd);
771.  
772.  		/* Get the depth of the connecting end. */
773.  		if (br->end1.dnum == i) {
774.  		    from_depth = depth(&br->end2);
775.  		    from_up = !br->end1_up;
776.  		} else {
777.  		    from_depth = depth(&br->end1);
778.  		    from_up = br->end1_up;
779.  		}
780.  
781.  		/*
782.  		 * Calculate the depth of the top of the dungeon via
783.  		 * its branch.  First, the depth of the entry point:
784.  		 *
785.  		 *	depth of branch from "parent" dungeon
786.  		 *	+ -1 or 1 depending on a up or down stair or
787.  		 *	  0 if portal
788.  		 *
789.  		 * Followed by the depth of the top of the dungeon:
790.  		 *
791.  		 *	- (entry depth - 1)
792.  		 *
793.  		 * We'll say that portals stay on the same depth.
794.  		 */
795.  		dungeons[i].depth_start = from_depth
796.  					+ (br->type == BR_PORTAL ? 0 :
797.  							(from_up ? -1 : 1))
798.  					- (dungeons[i].entry_lev - 1);
799.  	    }
800.  
801.  	    /* this is redundant - it should have been flagged by dgn_comp */
802.  	    if(dungeons[i].num_dunlevs > MAXLEVEL)
803.  		dungeons[i].num_dunlevs = MAXLEVEL;
804.  
805.  	    pd.start = pd.n_levs;	/* save starting point */
806.  	    pd.n_levs += pd.tmpdungeon[i].levels;
807.  	    if (pd.n_levs > LEV_LIMIT)
808.  		panic("init_dungeon: too many special levels");
809.  	    /*
810.  	     * Read in the prototype special levels.  Don't add generated
811.  	     * special levels until they are all placed.
812.  	     */
813.  	    for(; cl < pd.n_levs; cl++) {
814.  		Fread((genericptr_t)&pd.tmplevel[cl],
815.  					sizeof(struct tmplevel), 1, dgn_file);
816.  		init_level(i, cl, &pd);
817.  	    }
818.  	    /*
819.  	     * Recursively place the generated levels for this dungeon.  This
820.  	     * routine will attempt all possible combinations before giving
821.  	     * up.
822.  	     */
823.  	    if (!place_level(pd.start, &pd))
824.  		panic("init_dungeon:  couldn't place levels");
825.  #ifdef DDEBUG
826.  	    fprintf(stderr, "--- end of dungeon %d ---\n", i);
827.  	    fflush(stderr);
828.  	    getchar();
829.  #endif
830.  	    for (; pd.start < pd.n_levs; pd.start++)
831.  		if (pd.final_lev[pd.start]) add_level(pd.final_lev[pd.start]);
832.  
833.  
834.  	    pd.n_brs += pd.tmpdungeon[i].branches;
835.  	    if (pd.n_brs > BRANCH_LIMIT)
836.  		panic("init_dungeon: too many branches");
837.  	    for(; cb < pd.n_brs; cb++)
838.  		Fread((genericptr_t)&pd.tmpbranch[cb],
839.  					sizeof(struct tmpbranch), 1, dgn_file);
840.  	}
841.  	(void) dlb_fclose(dgn_file);
842.  
843.  	for (i = 0; i < 5; i++) tune[i] = 'A' + rn2(7);
844.  	tune[5] = 0;
845.  
846.  	/*
847.  	 * Find most of the special levels and dungeons so we can access their
848.  	 * locations quickly.
849.  	 */
850.  	for (lev_map = level_map; lev_map->lev_name[0]; lev_map++) {
851.  		x = find_level(lev_map->lev_name);
852.  		if (x) {
853.  			assign_level(lev_map->lev_spec, &x->dlevel);
854.  			if (!strncmp(lev_map->lev_name, "x-", 2)) {
855.  				/* This is where the name substitution on the
856.  				 * levels of the quest dungeon occur.
857.  				 */
858.  				Sprintf(x->proto, "%s%s", urole.filecode, &lev_map->lev_name[1]);
859.  			} else if (lev_map->lev_spec == &knox_level) {
860.  				branch *br;
861.  				/*
862.  				 * Kludge to allow floating Knox entrance.  We
863.  				 * specify a floating entrance by the fact that
864.  				 * its entrance (end1) has a bogus dnum, namely
865.  				 * n_dgns.
866.  				 */
867.  				for (br = branches; br; br = br->next)
868.  				    if (on_level(&br->end2, &knox_level)) break;
869.  
870.  				if (br) br->end1.dnum = n_dgns;
871.  				/* adjust the branch's position on the list */
872.  				insert_branch(br, TRUE);
873.  			}
874.  		}
875.  	}
876.  /*
877.   *	I hate hardwiring these names. :-(
878.   */
879.  	quest_dnum = dname_to_dnum("The Quest");
880.  	sokoban_dnum = dname_to_dnum("Sokoban");
881.  	mines_dnum = dname_to_dnum("The Gnomish Mines");
882.  	tower_dnum = dname_to_dnum("Vlad's Tower");
883.  
884.  	/* one special fixup for dummy surface level */
885.  	if ((x = find_level("dummy")) != 0) {
886.  	    i = x->dlevel.dnum;
887.  	    /* the code above puts earth one level above dungeon level #1,
888.  	       making the dummy level overlay level 1; but the whole reason
889.  	       for having the dummy level is to make earth have depth -1
890.  	       instead of 0, so adjust the start point to shift endgame up */
891.  	    if (dunlevs_in_dungeon(&x->dlevel) > 1 - dungeons[i].depth_start)
892.  		dungeons[i].depth_start -= 1;
893.  	    /* TO DO: strip "dummy" out all the way here,
894.  	       so that it's hidden from <ctrl/O> feedback. */
895.  	}
896.  
897.  #ifdef DEBUG
898.  	dumpit();
899.  #endif
900.  }
901.  

dunlev

902.  xchar
903.  dunlev(lev)	/* return the level number for lev in *this* dungeon */
904.  d_level	*lev;
905.  {
906.  	return(lev->dlevel);
907.  }
908.  

dunlevs_in_dungeon

909.  xchar
910.  dunlevs_in_dungeon(lev)	/* return the lowest level number for *this* dungeon*/
911.  d_level	*lev;
912.  {
913.  	return(dungeons[lev->dnum].num_dunlevs);
914.  }
915.  

deepest_lev_reached

916.  xchar
917.  deepest_lev_reached(noquest) /* return the lowest level explored in the game*/
918.  boolean noquest;
919.  {
920.  	/* this function is used for three purposes: to provide a factor
921.  	 * of difficulty in monster generation; to provide a factor of
922.  	 * difficulty in experience calculations (botl.c and end.c); and
923.  	 * to insert the deepest level reached in the game in the topten
924.  	 * display.  the 'noquest' arg switch is required for the latter.
925.  	 *
926.  	 * from the player's point of view, going into the Quest is _not_
927.  	 * going deeper into the dungeon -- it is going back "home", where
928.  	 * the dungeon starts at level 1.  given the setup in dungeon.def,
929.  	 * the depth of the Quest (thought of as starting at level 1) is
930.  	 * never lower than the level of entry into the Quest, so we exclude
931.  	 * the Quest from the topten "deepest level reached" display
932.  	 * calculation.  _However_ the Quest is a difficult dungeon, so we
933.  	 * include it in the factor of difficulty calculations.
934.  	 */
935.  	register int i;
936.  	d_level tmp;
937.  	register schar ret = 0;
938.  
939.  	for(i = 0; i < n_dgns; i++) {
940.  	    if((tmp.dlevel = dungeons[i].dunlev_ureached) == 0) continue;
941.  	    if(!strcmp(dungeons[i].dname, "The Quest") && noquest) continue;
942.  
943.  	    tmp.dnum = i;
944.  	    if(depth(&tmp) > ret) ret = depth(&tmp);
945.  	}
946.  	return((xchar) ret);
947.  }
948.  

ledger_no

949.  /* return a bookkeeping level number for purpose of comparisons and
950.   * save/restore */
951.  xchar
952.  ledger_no(lev)
953.  d_level	*lev;
954.  {
955.  	return((xchar)(lev->dlevel + dungeons[lev->dnum].ledger_start));
956.  }
957.  

maxledgerno

958.  /*
959.   * The last level in the bookkeeping list of level is the bottom of the last
960.   * dungeon in the dungeons[] array.
961.   *
962.   * Maxledgerno() -- which is the max number of levels in the bookkeeping
963.   * list, should not be confused with dunlevs_in_dungeon(lev) -- which
964.   * returns the max number of levels in lev's dungeon, and both should
965.   * not be confused with deepest_lev_reached() -- which returns the lowest
966.   * depth visited by the player.
967.   */
968.  xchar
969.  maxledgerno()
970.  {
971.      return (xchar) (dungeons[n_dgns-1].ledger_start +
972.  				dungeons[n_dgns-1].num_dunlevs);
973.  }
974.  

ledger_to_dnum

975.  /* return the dungeon that this ledgerno exists in */
976.  xchar
977.  ledger_to_dnum(ledgerno)
978.  xchar	ledgerno;
979.  {
980.  	register int i;
981.  
982.  	/* find i such that (i->base + 1) <= ledgerno <= (i->base + i->count) */
983.  	for (i = 0; i < n_dgns; i++)
984.  	    if (dungeons[i].ledger_start < ledgerno &&
985.  		ledgerno <= dungeons[i].ledger_start + dungeons[i].num_dunlevs)
986.  		return (xchar)i;
987.  
988.  	panic("level number out of range [ledger_to_dnum(%d)]", (int)ledgerno);
989.  	/*NOT REACHED*/
990.  	return (xchar)0;
991.  }
992.  

ledger_to_dlev

993.  /* return the level of the dungeon this ledgerno exists in */
994.  xchar
995.  ledger_to_dlev(ledgerno)
996.  xchar	ledgerno;
997.  {
998.  	return((xchar)(ledgerno - dungeons[ledger_to_dnum(ledgerno)].ledger_start));
999.  }
1000. 
1001. #endif /* OVL1 */

depth

1002. #ifdef OVL0
1003. 
1004. /* returns the depth of a level, in floors below the surface	*/
1005. /* (note levels in different dungeons can have the same depth).	*/
1006. schar
1007. depth(lev)
1008. d_level	*lev;
1009. {
1010. 	return((schar)( dungeons[lev->dnum].depth_start + lev->dlevel - 1));
1011. }
1012. 

on_level

1013. boolean
1014. on_level(lev1, lev2)	/* are "lev1" and "lev2" actually the same? */
1015. d_level	*lev1, *lev2;
1016. {
1017. 	return((boolean)((lev1->dnum == lev2->dnum) && (lev1->dlevel == lev2->dlevel)));
1018. }
1019. 
1020. #endif /* OVL0 */

Is_special

1021. #ifdef OVL1
1022. 
1023. /* is this level referenced in the special level chain? */
1024. s_level *
1025. Is_special(lev)
1026. d_level	*lev;
1027. {
1028. 	s_level *levtmp;
1029. 
1030. 	for (levtmp = sp_levchn; levtmp; levtmp = levtmp->next)
1031. 	    if (on_level(lev, &levtmp->dlevel)) return(levtmp);
1032. 
1033. 	return((s_level *)0);
1034. }
1035. 

Is_branchlev

1036. /*
1037.  * Is this a multi-dungeon branch level?  If so, return a pointer to the
1038.  * branch.  Otherwise, return null.
1039.  */
1040. branch *
1041. Is_branchlev(lev)
1042. 	d_level	*lev;
1043. {
1044. 	branch *curr;
1045. 
1046. 	for (curr = branches; curr; curr = curr->next) {
1047. 	    if (on_level(lev, &curr->end1) || on_level(lev, &curr->end2))
1048. 		return curr;
1049. 	}
1050. 	return (branch *) 0;
1051. }
1052. 

next_level

1053. /* goto the next level (or appropriate dungeon) */
1054. void
1055. next_level(at_stairs)
1056. boolean	at_stairs;
1057. {
1058. 	if (at_stairs && u.ux == sstairs.sx && u.uy == sstairs.sy) {
1059. 		/* Taking a down dungeon branch. */
1060. 		goto_level(&sstairs.tolev, at_stairs, FALSE, FALSE);
1061. 	} else {
1062. 		/* Going down a stairs or jump in a trap door. */
1063. 		d_level	newlevel;
1064. 
1065. 		newlevel.dnum = u.uz.dnum;
1066. 		newlevel.dlevel = u.uz.dlevel + 1;
1067. 		goto_level(&newlevel, at_stairs, !at_stairs, FALSE);
1068. 	}
1069. }
1070. 

prev_level

1071. /* goto the previous level (or appropriate dungeon) */
1072. void
1073. prev_level(at_stairs)
1074. boolean	at_stairs;
1075. {
1076. 	if (at_stairs && u.ux == sstairs.sx && u.uy == sstairs.sy) {
1077. 		/* Taking an up dungeon branch. */
1078. 		/* KMH -- Upwards branches are okay if not level 1 */
1079. 		/* (Just make sure it doesn't go above depth 1) */
1080. 		if(!u.uz.dnum && u.uz.dlevel == 1 && !u.uhave.amulet) done(ESCAPED);
1081. 		else goto_level(&sstairs.tolev, at_stairs, FALSE, FALSE);
1082. 	} else {
1083. 		/* Going up a stairs or rising through the ceiling. */
1084. 		d_level	newlevel;
1085. 		newlevel.dnum = u.uz.dnum;
1086. 		newlevel.dlevel = u.uz.dlevel - 1;
1087. 		goto_level(&newlevel, at_stairs, FALSE, FALSE);
1088. 	}
1089. }
1090. 

u_on_newpos

1091. void
1092. u_on_newpos(x, y)
1093. int x, y;
1094. {
1095. 	u.ux = x;
1096. 	u.uy = y;
1097. #ifdef CLIPPING
1098. 	cliparound(u.ux, u.uy);
1099. #endif
1100. #ifdef STEED
1101. 	/* ridden steed always shares hero's location */
1102. 	if (u.usteed) u.usteed->mx = u.ux, u.usteed->my = u.uy;
1103. #endif
1104. }
1105. 

u_on_sstairs

1106. void
1107. u_on_sstairs() {	/* place you on the special staircase */
1108. 
1109. 	if (sstairs.sx) {
1110. 	    u_on_newpos(sstairs.sx, sstairs.sy);
1111. 	} else {
1112. 	    /* code stolen from goto_level */
1113. 	    int trycnt = 0;
1114. 	    xchar x, y;
1115. #ifdef DEBUG
1116. 	    pline("u_on_sstairs: picking random spot");
1117. #endif
1118. #define badspot(x,y) ((levl[x][y].typ != ROOM && levl[x][y].typ != CORR) || MON_AT(x, y))
1119. 	    do {
1120. 		x = rnd(COLNO-1);
1121. 		y = rn2(ROWNO);
1122. 		if (!badspot(x, y)) {
1123. 		    u_on_newpos(x, y);
1124. 		    return;
1125. 		}
1126. 	    } while (++trycnt <= 500);
1127. 	    panic("u_on_sstairs: could not relocate player!");
1128. #undef badspot
1129. 	}
1130. }
1131. 

u_on_upstairs

1132. void
1133. u_on_upstairs()	/* place you on upstairs (or special equivalent) */
1134. {
1135. 	if (xupstair) {
1136. 		u_on_newpos(xupstair, yupstair);
1137. 	} else
1138. 		u_on_sstairs();
1139. }
1140. 

u_on_dnstairs

1141. void
1142. u_on_dnstairs()	/* place you on dnstairs (or special equivalent) */
1143. {
1144. 	if (xdnstair) {
1145. 		u_on_newpos(xdnstair, ydnstair);
1146. 	} else
1147. 		u_on_sstairs();
1148. }
1149. 

On_stairs

1150. boolean
1151. On_stairs(x, y)
1152. xchar x, y;
1153. {
1154. 	return((boolean)((x == xupstair && y == yupstair) ||
1155. 	       (x == xdnstair && y == ydnstair) ||
1156. 	       (x == xdnladder && y == ydnladder) ||
1157. 	       (x == xupladder && y == yupladder) ||
1158. 	       (x == sstairs.sx && y == sstairs.sy)));
1159. }
1160. 

Is_botlevel

1161. boolean
1162. Is_botlevel(lev)
1163. d_level *lev;
1164. {
1165. 	return((boolean)(lev->dlevel == dungeons[lev->dnum].num_dunlevs));
1166. }
1167. 

Can_dig_down

1168. boolean
1169. Can_dig_down(lev)
1170. d_level *lev;
1171. {
1172. 	return((boolean)(!level.flags.hardfloor
1173. 	    && !Is_botlevel(lev) && !Invocation_lev(lev)));
1174. }
1175. 

Can_fall_thru

1176. /*
1177.  * Like Can_dig_down (above), but also allows falling through on the
1178.  * stronghold level.  Normally, the bottom level of a dungeon resists
1179.  * both digging and falling.
1180.  */
1181. boolean
1182. Can_fall_thru(lev)
1183. d_level *lev;
1184. {
1185. 	return((boolean)(Can_dig_down(lev) || Is_stronghold(lev)));
1186. }
1187. 

Can_rise_up

1188. /*
1189.  * True if one can rise up a level (e.g. cursed gain level).
1190.  * This happens on intermediate dungeon levels or on any top dungeon
1191.  * level that has a stairwell style branch to the next higher dungeon.
1192.  * Checks for amulets and such must be done elsewhere.
1193.  */
1194. boolean
1195. Can_rise_up(x, y, lev)
1196. int	x, y;
1197. d_level *lev;
1198. {
1199.     /* can't rise up from inside the top of the Wizard's tower */
1200.     /* KMH -- or in sokoban */
1201.     if (In_endgame(lev) || In_sokoban(lev) ||
1202. 			(Is_wiz1_level(lev) && In_W_tower(x, y, lev)))
1203. 	return FALSE;
1204.     return (boolean)(lev->dlevel > 1 ||
1205. 		(dungeons[lev->dnum].entry_lev == 1 && ledger_no(lev) != 1 &&
1206. 		 sstairs.sx && sstairs.up));
1207. }
1208. 

get_level

1209. /*
1210.  * It is expected that the second argument of get_level is a depth value,
1211.  * either supplied by the user (teleport control) or randomly generated.
1212.  * But more than one level can be at the same depth.  If the target level
1213.  * is "above" the present depth location, get_level must trace "up" from
1214.  * the player's location (through the ancestors dungeons) the dungeon
1215.  * within which the target level is located.  With only one exception
1216.  * which does not pass through this routine (see level_tele), teleporting
1217.  * "down" is confined to the current dungeon.  At present, level teleport
1218.  * in dungeons that build up is confined within them.
1219.  */
1220. void
1221. get_level(newlevel, levnum)
1222. d_level *newlevel;
1223. int levnum;
1224. {
1225. 	branch *br;
1226. 	xchar dgn = u.uz.dnum;
1227. 
1228. 	if (levnum <= 0) {
1229. 	    /* can only currently happen in endgame */
1230. 	    levnum = u.uz.dlevel;
1231. 	} else if (levnum > dungeons[dgn].depth_start
1232. 			    + dungeons[dgn].num_dunlevs - 1) {
1233. 	    /* beyond end of dungeon, jump to last level */
1234. 	    levnum = dungeons[dgn].num_dunlevs;
1235. 	} else {
1236. 	    /* The desired level is in this dungeon or a "higher" one. */
1237. 
1238. 	    /*
1239. 	     * Branch up the tree until we reach a dungeon that contains the
1240. 	     * levnum.
1241. 	     */
1242. 	    if (levnum < dungeons[dgn].depth_start) {
1243. 
1244. 		do {
1245. 		    /*
1246. 		     * Find the parent dungeon of this dungeon.
1247. 		     *
1248. 		     * This assumes that end2 is always the "child" and it is
1249. 		     * unique.
1250. 		     */
1251. 		    for (br = branches; br; br = br->next)
1252. 			if (br->end2.dnum == dgn) break;
1253. 		    if (!br)
1254. 			panic("get_level: can't find parent dungeon");
1255. 
1256. 		    dgn = br->end1.dnum;
1257. 		} while (levnum < dungeons[dgn].depth_start);
1258. 	    }
1259. 
1260. 	    /* We're within the same dungeon; calculate the level. */
1261. 	    levnum = levnum - dungeons[dgn].depth_start + 1;
1262. 	}
1263. 
1264. 	newlevel->dnum = dgn;
1265. 	newlevel->dlevel = levnum;
1266. }
1267. 
1268. #endif /* OVL1 */

In_quest

1269. #ifdef OVL0
1270. 
1271. boolean
1272. In_quest(lev)	/* are you in the quest dungeon? */
1273. d_level *lev;
1274. {
1275. 	return((boolean)(lev->dnum == quest_dnum));
1276. }
1277. 
1278. #endif /* OVL0 */

In_mines

1279. #ifdef OVL1
1280. 
1281. boolean
1282. In_mines(lev)	/* are you in the mines dungeon? */
1283. d_level	*lev;
1284. {
1285. 	return((boolean)(lev->dnum == mines_dnum));
1286. }
1287. 

dungeon_branch

1288. /*
1289.  * Return the branch for the given dungeon.
1290.  *
1291.  * This function assumes:
1292.  *	+ This is not called with "Dungeons of Doom".
1293.  *	+ There is only _one_ branch to a given dungeon.
1294.  *	+ Field end2 is the "child" dungeon.
1295.  */
1296. branch *
1297. dungeon_branch(s)
1298.     const char *s;
1299. {
1300.     branch *br;
1301.     xchar  dnum;
1302. 
1303.     dnum = dname_to_dnum(s);
1304. 
1305.     /* Find the branch that connects to dungeon i's branch. */
1306.     for (br = branches; br; br = br->next)
1307. 	if (br->end2.dnum == dnum) break;
1308. 
1309.     if (!br) panic("dgn_entrance: can't find entrance to %s", s);
1310. 
1311.     return br;
1312. }
1313. 

at_dgn_entrance

1314. /*
1315.  * This returns true if the hero is on the same level as the entrance to
1316.  * the named dungeon.
1317.  *
1318.  * Called from do.c and mklev.c.
1319.  *
1320.  * Assumes that end1 is always the "parent".
1321.  */
1322. boolean
1323. at_dgn_entrance(s)
1324.     const char *s;
1325. {
1326.     branch *br;
1327. 
1328.     br = dungeon_branch(s);
1329.     return((boolean)(on_level(&u.uz, &br->end1) ? TRUE : FALSE));
1330. }
1331. 

In_V_tower

1332. boolean
1333. In_V_tower(lev)	/* is `lev' part of Vlad's tower? */
1334. d_level	*lev;
1335. {
1336. 	return((boolean)(lev->dnum == tower_dnum));
1337. }
1338. 

On_W_tower_level

1339. boolean
1340. On_W_tower_level(lev)	/* is `lev' a level containing the Wizard's tower? */
1341. d_level	*lev;
1342. {
1343. 	return (boolean)(Is_wiz1_level(lev) ||
1344. 			 Is_wiz2_level(lev) ||
1345. 			 Is_wiz3_level(lev));
1346. }
1347. 

In_W_tower

1348. boolean
1349. In_W_tower(x, y, lev)	/* is <x,y> of `lev' inside the Wizard's tower? */
1350. int	x, y;
1351. d_level	*lev;
1352. {
1353. 	if (!On_W_tower_level(lev)) return FALSE;
1354. 	/*
1355. 	 * Both of the exclusion regions for arriving via level teleport
1356. 	 * (from above or below) define the tower's boundary.
1357. 	 *	assert( updest.nIJ == dndest.nIJ for I={l|h},J={x|y} );
1358. 	 */
1359. 	if (dndest.nlx > 0)
1360. 	    return (boolean)within_bounded_area(x, y, dndest.nlx, dndest.nly,
1361. 						dndest.nhx, dndest.nhy);
1362. 	else
1363. 	    impossible("No boundary for Wizard's Tower?");
1364. 	return FALSE;
1365. }
1366. 
1367. #endif /* OVL1 */

In_hell

1368. #ifdef OVL0
1369. 
1370. boolean
1371. In_hell(lev)	/* are you in one of the Hell levels? */
1372. d_level	*lev;
1373. {
1374. 	return((boolean)(dungeons[lev->dnum].flags.hellish));
1375. }
1376. 
1377. #endif /* OVL0 */

find_hell

1378. #ifdef OVL1
1379. 
1380. void
1381. find_hell(lev)	/* sets *lev to be the gateway to Gehennom... */
1382. d_level *lev;
1383. {
1384. 	lev->dnum = valley_level.dnum;
1385. 	lev->dlevel = 1;
1386. }
1387. 

goto_hell

1388. void
1389. goto_hell(at_stairs, falling)	/* go directly to hell... */
1390. boolean	at_stairs, falling;
1391. {
1392. 	d_level lev;
1393. 
1394. 	find_hell(&lev);
1395. 	goto_level(&lev, at_stairs, falling, FALSE);
1396. }
1397. 

assign_level

1398. void
1399. assign_level(dest, src)		/* equivalent to dest = source */
1400. d_level	*dest, *src;
1401. {
1402. 	dest->dnum = src->dnum;
1403. 	dest->dlevel = src->dlevel;
1404. }
1405. 

assign_rnd_level

1406. void
1407. assign_rnd_level(dest, src, range)	/* dest = src + rn1(range) */
1408. d_level	*dest, *src;
1409. int range;
1410. {
1411. 	dest->dnum = src->dnum;
1412. 	dest->dlevel = src->dlevel + ((range > 0) ? rnd(range) : -rnd(-range)) ;
1413. 
1414. 	if(dest->dlevel > dunlevs_in_dungeon(dest))
1415. 		dest->dlevel = dunlevs_in_dungeon(dest);
1416. 	else if(dest->dlevel < 1)
1417. 		dest->dlevel = 1;
1418. }
1419. 
1420. #endif /* OVL1 */

induced_align

1421. #ifdef OVL0
1422. 
1423. int
1424. induced_align(pct)
1425. int	pct;
1426. {
1427. 	s_level	*lev = Is_special(&u.uz);
1428. 	aligntyp al;
1429. 
1430. 	if (lev && lev->flags.align)
1431. 		if(rn2(100) < pct) return(lev->flags.align);
1432. 
1433. 	if(dungeons[u.uz.dnum].flags.align)
1434. 		if(rn2(100) < pct) return(dungeons[u.uz.dnum].flags.align);
1435. 
1436. 	al = rn2(3) - 1;
1437. 	return(Align2amask(al));
1438. }
1439. 
1440. #endif /* OVL0 */

Invocation_lev

1441. #ifdef OVL1
1442. 
1443. boolean
1444. Invocation_lev(lev)
1445. d_level *lev;
1446. {
1447. 	return((boolean)(In_hell(lev) &&
1448. 		lev->dlevel == (dungeons[lev->dnum].num_dunlevs - 1)));
1449. }
1450. 

level_difficulty

1451. /* use instead of depth() wherever a degree of difficulty is made
1452.  * dependent on the location in the dungeon (eg. monster creation).
1453.  */
1454. xchar
1455. level_difficulty()
1456. {
1457. 	if (In_endgame(&u.uz))
1458. 		return((xchar)(depth(&sanctum_level) + u.ulevel/2));
1459. 	else
1460. 		if (u.uhave.amulet)
1461. 			return(deepest_lev_reached(FALSE));
1462. 		else
1463. 			return((xchar) depth(&u.uz));
1464. }
1465. 

lev_by_name

1466. /* Take one word and try to match it to a level.
1467.  * Recognized levels are as shown by print_dungeon().
1468.  */
1469. schar
1470. lev_by_name(nam)
1471. const char *nam;
1472. {
1473.     schar lev = 0;
1474.     s_level *slev;
1475.     d_level dlev;
1476.     const char *p;
1477.     int idx, idxtoo;
1478.     char buf[BUFSZ];
1479. 
1480.     /* allow strings like "the oracle level" to find "oracle" */
1481.     if (!strncmpi(nam, "the ", 4)) nam += 4;
1482.     if ((p = strstri(nam, " level")) != 0 && p == eos((char*)nam) - 6) {
1483. 	nam = strcpy(buf, nam);
1484. 	*(eos(buf) - 6) = '\0';
1485.     }
1486.     /* hell is the old name, and wouldn't match; gehennom would match its
1487.        branch, yielding the castle level instead of the valley of the dead */
1488.     if (!strcmpi(nam, "gehennom") || !strcmpi(nam, "hell")) {
1489. 	if (In_V_tower(&u.uz)) nam = " to Vlad's tower";  /* branch to... */
1490. 	else nam = "valley";
1491.     }
1492. 
1493.     if ((slev = find_level(nam)) != 0) {
1494. 	dlev = slev->dlevel;
1495. 	idx = ledger_no(&dlev);
1496. 	if ((dlev.dnum == u.uz.dnum ||
1497. 		/* within same branch, or else main dungeon <-> gehennom */
1498. 		(u.uz.dnum == valley_level.dnum &&
1499. 			dlev.dnum == medusa_level.dnum) ||
1500. 		(u.uz.dnum == medusa_level.dnum &&
1501. 			dlev.dnum == valley_level.dnum)) &&
1502. 	    (	/* either wizard mode or else seen and not forgotten */
1503. #ifdef WIZARD
1504. 	     wizard ||
1505. #endif
1506. 		(level_info[idx].flags & (FORGOTTEN|VISITED)) == VISITED)) {
1507. 	    lev = depth(&slev->dlevel);
1508. 	}
1509.     } else {	/* not a specific level; try branch names */
1510. 	idx = find_branch(nam, (struct proto_dungeon *)0);
1511. 	/* "<branch> to Xyzzy" */
1512. 	if (idx < 0 && (p = strstri(nam, " to ")) != 0)
1513. 	    idx = find_branch(p + 4, (struct proto_dungeon *)0);
1514. 
1515. 	if (idx >= 0) {
1516. 	    idxtoo = (idx >> 8) & 0x00FF;
1517. 	    idx &= 0x00FF;
1518. 	    if (  /* either wizard mode, or else _both_ sides of branch seen */
1519. #ifdef WIZARD
1520. 		wizard ||
1521. #endif
1522. 		((level_info[idx].flags & (FORGOTTEN|VISITED)) == VISITED &&
1523. 		 (level_info[idxtoo].flags & (FORGOTTEN|VISITED)) == VISITED)) {
1524. 		if (ledger_to_dnum(idxtoo) == u.uz.dnum) idx = idxtoo;
1525. 		dlev.dnum = ledger_to_dnum(idx);
1526. 		dlev.dlevel = ledger_to_dlev(idx);
1527. 		lev = depth(&dlev);
1528. 	    }
1529. 	}
1530.     }
1531.     return lev;
1532. }
1533. 

br_string

1534. #ifdef WIZARD
1535. 
1536. /* Convert a branch type to a string usable by print_dungeon(). */
1537. STATIC_OVL const char *
1538. br_string(type)
1539.     int type;
1540. {
1541.     switch (type) {
1542. 	case BR_PORTAL:	 return "Portal";
1543. 	case BR_NO_END1: return "Connection";
1544. 	case BR_NO_END2: return "One way stair";
1545. 	case BR_STAIR:	 return "Stair";
1546.     }
1547.     return " (unknown)";
1548. }
1549. 

print_branch

1550. /* Print all child branches between the lower and upper bounds. */
1551. STATIC_OVL void
1552. print_branch(win, dnum, lower_bound, upper_bound, bymenu, lchoices)
1553.     winid win;
1554.     int   dnum;
1555.     int   lower_bound;
1556.     int   upper_bound;
1557.     boolean bymenu;
1558.     struct lchoice *lchoices;
1559. {
1560.     branch *br;
1561.     char buf[BUFSZ];
1562.     anything any;
1563. 
1564.     /* This assumes that end1 is the "parent". */
1565.     for (br = branches; br; br = br->next) {
1566. 	if (br->end1.dnum == dnum && lower_bound < br->end1.dlevel &&
1567. 					br->end1.dlevel <= upper_bound) {
1568. 	    Sprintf(buf,"   %s to %s: %d",
1569. 		    br_string(br->type),
1570. 		    dungeons[br->end2.dnum].dname,
1571. 		    depth(&br->end1));
1572. 	    if (bymenu) {
1573. 		lchoices->lev[lchoices->idx] = br->end1.dlevel;
1574. 		lchoices->dgn[lchoices->idx] = br->end1.dnum;
1575. 		lchoices->playerlev[lchoices->idx] = depth(&br->end1);
1576. 		any.a_void = 0;
1577. 		any.a_int = lchoices->idx + 1;
1578. 		add_menu(win, NO_GLYPH, &any, lchoices->menuletter,
1579. 				0, ATR_NONE, buf, MENU_UNSELECTED);
1580. 		if (lchoices->menuletter == 'z') lchoices->menuletter = 'A';
1581. 		else lchoices->menuletter++;
1582. 		lchoices->idx++;
1583. 	    } else
1584. 		putstr(win, 0, buf);
1585. 	}
1586.     }
1587. }
1588. 

print_dungeon

1589. /* Print available dungeon information. */
1590. schar
1591. print_dungeon(bymenu, rlev, rdgn)
1592. boolean bymenu;
1593. schar *rlev;
1594. xchar *rdgn;
1595. {
1596.     int     i, last_level, nlev;
1597.     char    buf[BUFSZ];
1598.     boolean first;
1599.     s_level *slev;
1600.     dungeon *dptr;
1601.     branch  *br;
1602.     anything any;
1603.     struct lchoice lchoices;
1604. 
1605.     winid   win = create_nhwindow(NHW_MENU);
1606.     if (bymenu) {
1607. 	start_menu(win);
1608. 	lchoices.idx = 0;
1609. 	lchoices.menuletter = 'a';
1610.     }
1611. 
1612.     for (i = 0, dptr = dungeons; i < n_dgns; i++, dptr++) {
1613. 	nlev = dptr->num_dunlevs;
1614. 	if (nlev > 1)
1615. 	    Sprintf(buf, "%s: levels %d to %d", dptr->dname, dptr->depth_start,
1616. 						dptr->depth_start + nlev - 1);
1617. 	else
1618. 	    Sprintf(buf, "%s: level %d", dptr->dname, dptr->depth_start);
1619. 
1620. 	/* Most entrances are uninteresting. */
1621. 	if (dptr->entry_lev != 1) {
1622. 	    if (dptr->entry_lev == nlev)
1623. 		Strcat(buf, ", entrance from below");
1624. 	    else
1625. 		Sprintf(eos(buf), ", entrance on %d",
1626. 			dptr->depth_start + dptr->entry_lev - 1);
1627. 	}
1628. 	if (bymenu) {
1629. 	    any.a_void = 0;
1630. 	    add_menu(win, NO_GLYPH, &any, 0, 0, iflags.menu_headings, buf, MENU_UNSELECTED);
1631. 	} else
1632. 	    putstr(win, 0, buf);
1633. 
1634. 	/*
1635. 	 * Circle through the special levels to find levels that are in
1636. 	 * this dungeon.
1637. 	 */
1638. 	for (slev = sp_levchn, last_level = 0; slev; slev = slev->next) {
1639. 	    if (slev->dlevel.dnum != i) continue;
1640. 
1641. 	    /* print any branches before this level */
1642. 	    print_branch(win, i, last_level, slev->dlevel.dlevel, bymenu, &lchoices);
1643. 
1644. 	    Sprintf(buf, "   %s: %d", slev->proto, depth(&slev->dlevel));
1645. 	    if (Is_stronghold(&slev->dlevel))
1646. 		Sprintf(eos(buf), " (tune %s)", tune);
1647. 	    if (bymenu) {
1648. 	    	/* If other floating branches are added, this will need to change */
1649. 	    	if (i != knox_level.dnum) {
1650. 			lchoices.lev[lchoices.idx] = slev->dlevel.dlevel;
1651. 			lchoices.dgn[lchoices.idx] = i;
1652. 		} else {
1653. 			lchoices.lev[lchoices.idx] = depth(&slev->dlevel);
1654. 			lchoices.dgn[lchoices.idx] = 0;
1655. 		}
1656. 		lchoices.playerlev[lchoices.idx] = depth(&slev->dlevel);
1657. 		any.a_void = 0;
1658. 		any.a_int = lchoices.idx + 1;
1659. 		add_menu(win, NO_GLYPH, &any, lchoices.menuletter,
1660. 				0, ATR_NONE, buf, MENU_UNSELECTED);
1661. 		if (lchoices.menuletter == 'z') lchoices.menuletter = 'A';
1662. 		else lchoices.menuletter++;
1663. 		lchoices.idx++;
1664. 	    } else
1665. 		putstr(win, 0, buf);
1666. 
1667. 	    last_level = slev->dlevel.dlevel;
1668. 	}
1669. 	/* print branches after the last special level */
1670. 	print_branch(win, i, last_level, MAXLEVEL, bymenu, &lchoices);
1671.     }
1672. 
1673.     /* Print out floating branches (if any). */
1674.     for (first = TRUE, br = branches; br; br = br->next) {
1675. 	if (br->end1.dnum == n_dgns) {
1676. 	    if (first) {
1677. 	    	if (!bymenu) {
1678. 		    putstr(win, 0, "");
1679. 		    putstr(win, 0, "Floating branches");
1680. 		}
1681. 		first = FALSE;
1682. 	    }
1683. 	    Sprintf(buf, "   %s to %s",
1684. 			br_string(br->type), dungeons[br->end2.dnum].dname);
1685. 	    if (!bymenu)
1686. 		putstr(win, 0, buf);
1687. 	}
1688.     }
1689.     if (bymenu) {
1690.     	int n;
1691. 	menu_item *selected;
1692. 	int idx;
1693. 
1694. 	end_menu(win, "Level teleport to where:");
1695. 	n = select_menu(win, PICK_ONE, &selected);
1696. 	destroy_nhwindow(win);
1697. 	if (n > 0) {
1698. 		idx = selected[0].item.a_int - 1;
1699. 		free((genericptr_t)selected);
1700. 		if (rlev && rdgn) {
1701. 			*rlev = lchoices.lev[idx];
1702. 			*rdgn = lchoices.dgn[idx];
1703. 			return lchoices.playerlev[idx];
1704. 		}
1705. 	}
1706. 	return 0;
1707.     }
1708. 
1709.     /* I hate searching for the invocation pos while debugging. -dean */
1710.     if (Invocation_lev(&u.uz)) {
1711. 	putstr(win, 0, "");
1712. 	Sprintf(buf, "Invocation position @ (%d,%d), hero @ (%d,%d)",
1713. 		inv_pos.x, inv_pos.y, u.ux, u.uy);
1714. 	putstr(win, 0, buf);
1715.     }
1716.     /*
1717.      * The following is based on the assumption that the inter-level portals
1718.      * created by the level compiler (not the dungeon compiler) only exist
1719.      * one per level (currently true, of course).
1720.      */
1721.     else if (Is_earthlevel(&u.uz) || Is_waterlevel(&u.uz)
1722. 				|| Is_firelevel(&u.uz) || Is_airlevel(&u.uz)) {
1723. 	struct trap *trap;
1724. 	for (trap = ftrap; trap; trap = trap->ntrap)
1725. 	    if (trap->ttyp == MAGIC_PORTAL) break;
1726. 
1727. 	putstr(win, 0, "");
1728. 	if (trap)
1729. 	    Sprintf(buf, "Portal @ (%d,%d), hero @ (%d,%d)",
1730. 		trap->tx, trap->ty, u.ux, u.uy);
1731. 	else
1732. 	    Sprintf(buf, "No portal found.");
1733. 	putstr(win, 0, buf);
1734.     }
1735. 
1736.     display_nhwindow(win, TRUE);
1737.     destroy_nhwindow(win);
1738.     return 0;
1739. }
1740. #endif /* WIZARD */
1741. 
1742. #endif /* OVL1 */
1743. 
1744. /*dungeon.c*/