Source:NetHack 3.1.0/extralev.c

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Below is the full text to extralev.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/extralev.c#line123]], for example.

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1.    /*	SCCS Id: @(#)extralev.c	3.1	92/05/27			*/
2.    /*	Copyright 1988, 1989 by Ken Arromdee				*/
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    
7.    #ifdef REINCARNATION
8.    
9.    struct rogueroom {
10.   	xchar rlx, rly;
11.   	xchar dx, dy;
12.   	boolean real;
13.   	uchar doortable;
14.   	int nroom; /* Only meaningful for "real" rooms */
15.   };
16.   #define UP 1
17.   #define DOWN 2
18.   #define LEFT 4
19.   #define RIGHT 8
20.   
21.   static struct rogueroom NEARDATA r[3][3];
22.   static void FDECL(roguejoin,(int,int,int,int,int));
23.   static void FDECL(roguecorr,(int,int,int));
24.   static void FDECL(miniwalk,(int,int));
25.   
26.   static
27.   void
28.   roguejoin(x1,y1,x2,y2, horiz)
29.   int x1,y1,x2,y2;
30.   int horiz;
31.   {
32.   	register int x,y,middle;
33.   #ifndef MAX
34.   #define MAX(a,b) (((a) > (b)) ? (a) : (b))
35.   #endif
36.   #ifndef MIN
37.   #define MIN(a,b) (((a) < (b)) ? (a) : (b))
38.   #endif
39.   	if (horiz) {
40.   		middle = x1 + rn2(x2-x1+1);
41.   		for(x=MIN(x1,middle); x<=MAX(x1,middle); x++)
42.   			corr(x, y1);
43.   		for(y=MIN(y1,y2); y<=MAX(y1,y2); y++)
44.   			corr(middle,y);
45.   		for(x=MIN(middle,x2); x<=MAX(middle,x2); x++)
46.   			corr(x, y2);
47.   	} else {
48.   		middle = y1 + rn2(y2-y1+1);
49.   		for(y=MIN(y1,middle); y<=MAX(y1,middle); y++)
50.   			corr(x1, y);
51.   		for(x=MIN(x1,x2); x<=MAX(x1,x2); x++)
52.   			corr(x, middle);
53.   		for(y=MIN(middle,y2); y<=MAX(middle,y2); y++)
54.   			corr(x2,y);
55.   	}
56.   }
57.   
58.   static
59.   void
60.   roguecorr(x, y, dir)
61.   int x,y,dir;
62.   {
63.   	register int fromx, fromy, tox, toy;
64.   
65.   	if (dir==DOWN) {
66.   		r[x][y].doortable &= ~DOWN;
67.   		if (!r[x][y].real) {
68.   			fromx = r[x][y].rlx; fromy = r[x][y].rly;
69.   			fromx += 1 + 26*x; fromy += 7*y;
70.   		} else {
71.   			fromx = r[x][y].rlx + rn2(r[x][y].dx);
72.   			fromy = r[x][y].rly + r[x][y].dy;
73.   			fromx += 1 + 26*x; fromy += 7*y;
74.   			if (!IS_WALL(levl[fromx][fromy].typ))
75.   				impossible("down: no wall at %d,%d?",fromx,
76.   									fromy);
77.   			dodoor(fromx, fromy, &rooms[r[x][y].nroom]);
78.   			levl[fromx][fromy].doormask = D_NODOOR;
79.   			fromy++;
80.   		}
81.   		if(y >= 2) {
82.   			impossible("down door from %d,%d going nowhere?",x,y);
83.   			return;
84.   		}
85.   		y++;
86.   		r[x][y].doortable &= ~UP;
87.   		if (!r[x][y].real) {
88.   			tox = r[x][y].rlx; toy = r[x][y].rly;
89.   			tox += 1 + 26*x; toy += 7*y;
90.   		} else {
91.   			tox = r[x][y].rlx + rn2(r[x][y].dx);
92.   			toy = r[x][y].rly - 1;
93.   			tox += 1 + 26*x; toy += 7*y;
94.   			if (!IS_WALL(levl[tox][toy].typ))
95.   				impossible("up: no wall at %d,%d?",tox,toy);
96.   			dodoor(tox, toy, &rooms[r[x][y].nroom]);
97.   			levl[tox][toy].doormask = D_NODOOR;
98.   			toy--;
99.   		}
100.  		roguejoin(fromx, fromy, tox, toy, FALSE);
101.  		return;
102.  	} else if (dir == RIGHT) {
103.  		r[x][y].doortable &= ~RIGHT;
104.  		if (!r[x][y].real) {
105.  			fromx = r[x][y].rlx; fromy = r[x][y].rly;
106.  			fromx += 1 + 26*x; fromy += 7*y;
107.  		} else {
108.  			fromx = r[x][y].rlx + r[x][y].dx;
109.  			fromy = r[x][y].rly + rn2(r[x][y].dy);
110.  			fromx += 1 + 26*x; fromy += 7*y;
111.  			if (!IS_WALL(levl[fromx][fromy].typ))
112.  				impossible("down: no wall at %d,%d?",fromx,
113.  									fromy);
114.  			dodoor(fromx, fromy, &rooms[r[x][y].nroom]);
115.  			levl[fromx][fromy].doormask = D_NODOOR;
116.  			fromx++;
117.  		}
118.  		if(x >= 2) {
119.  			impossible("right door from %d,%d going nowhere?",x,y);
120.  			return;
121.  		}
122.  		x++;
123.  		r[x][y].doortable &= ~LEFT;
124.  		if (!r[x][y].real) {
125.  			tox = r[x][y].rlx; toy = r[x][y].rly;
126.  			tox += 1 + 26*x; toy += 7*y;
127.  		} else {
128.  			tox = r[x][y].rlx - 1;
129.  			toy = r[x][y].rly + rn2(r[x][y].dy);
130.  			tox += 1 + 26*x; toy += 7*y;
131.  			if (!IS_WALL(levl[tox][toy].typ))
132.  				impossible("left: no wall at %d,%d?",tox,toy);
133.  			dodoor(tox, toy, &rooms[r[x][y].nroom]);
134.  			levl[tox][toy].doormask = D_NODOOR;
135.  			tox--;
136.  		}
137.  		roguejoin(fromx, fromy, tox, toy, TRUE);
138.  		return;
139.  	} else impossible("corridor in direction %d?",dir);
140.  }
141.  			
142.  /* Modified walkfrom() from mkmaze.c */
143.  static
144.  void
145.  miniwalk(x, y)
146.  int x,y;
147.  {
148.  	register int q, dir;
149.  	int dirs[4];
150.  
151.  	while(1) {
152.  		q = 0;
153.  #define doorhere (r[x][y].doortable)
154.  		if (x>0 && (!(doorhere & LEFT)) &&
155.  					(!r[x-1][y].doortable || !rn2(10)))
156.  			dirs[q++] = 0;
157.  		if (x<2 && (!(doorhere & RIGHT)) &&
158.  					(!r[x+1][y].doortable || !rn2(10)))
159.  			dirs[q++] = 1;
160.  		if (y>0 && (!(doorhere & UP)) &&
161.  					(!r[x][y-1].doortable || !rn2(10)))
162.  			dirs[q++] = 2;
163.  		if (y<2 && (!(doorhere & DOWN)) &&
164.  					(!r[x][y+1].doortable || !rn2(10)))
165.  			dirs[q++] = 3;
166.  	/* Rogue levels aren't just 3 by 3 mazes; they have some extra
167.  	 * connections, thus that 1/10 chance
168.  	 */
169.  		if (!q) return;
170.  		dir = dirs[rn2(q)];
171.  		switch(dir) { /* Move in direction */
172.  			case 0: doorhere |= LEFT;
173.  				x--;
174.  				doorhere |= RIGHT;
175.  				break;
176.  			case 1: doorhere |= RIGHT;
177.  				x++;
178.  				doorhere |= LEFT;
179.  				break;
180.  			case 2: doorhere |= UP;
181.  				y--;
182.  				doorhere |= DOWN;
183.  				break;
184.  			case 3: doorhere |= DOWN;
185.  				y++;
186.  				doorhere |= UP;
187.  				break;
188.  		}
189.  		miniwalk(x,y);
190.  	}
191.  }
192.  
193.  void
194.  makeroguerooms() {
195.  	register int x,y;
196.  	/* Rogue levels are structured 3 by 3, with each section containing
197.  	 * a room or an intersection.  The minimum width is 2 each way.
198.  	 * One difference between these and "real" Rogue levels: real Rogue
199.  	 * uses 24 rows and NetHack only 23.  So we cheat a bit by making the
200.  	 * second row of rooms not as deep.
201.  	 *
202.  	 * Each normal space has 6/7 rows and 25 columns in which a room may
203.  	 * actually be placed.  Walls go from rows 0-5/6 and columns 0-24.
204.  	 * Not counting walls, the room may go in
205.  	 * rows 1-5 and columns 1-23 (numbering starting at 0).  A room
206.  	 * coordinate of this type may be converted to a level coordinate
207.  	 * by adding 1+28*x to the column, and 7*y to the row.  (The 1
208.  	 * is because column 0 isn't used [we only use 1-78]).
209.  	 * Room height may be 2-4 (2-5 on last row), length 2-23 (not
210.  	 * counting walls)
211.  	 */
212.  #define here r[x][y]
213.  
214.  	nroom = 0;
215.  	for(y=0; y<3; y++) for(x=0; x<3; x++) {
216.  		/* Note: we want to insure at least 1 room.  So, if the
217.  		 * first 8 are all dummies, force the last to be a room.
218.  		 */
219.  		if (!rn2(5) && (nroom || (x<2 && y<2))) {
220.  			/* Arbitrary: dummy rooms may only go where real
221.  			 * ones do.
222.  			 */
223.  			here.real = FALSE;
224.  			here.rlx = rn1(22, 2);
225.  			here.rly = rn1((y==2)?4:3, 2);
226.  		} else {
227.  			here.real = TRUE;
228.  			here.dx = rn1(22, 2); /* 2-23 long, plus walls */
229.  			here.dy = rn1((y==2)?4:3, 2); /* 2-5 high, plus walls */
230.  
231.  			/* boundaries of room floor */
232.  			here.rlx = rnd(23 - here.dx + 1);
233.  			here.rly = rnd(((y==2) ? 5 : 4)- here.dy + 1);
234.  			nroom++;
235.  		}
236.  		here.doortable = 0;
237.  	}
238.  	miniwalk(rn2(3), rn2(3));
239.  	nroom = 0;
240.  	for(y=0; y<3; y++) for(x=0; x<3; x++) {
241.  		if (here.real) { /* Make a room */
242.  			int lowx, lowy, hix, hiy;
243.  
244.  			r[x][y].nroom = nroom;
245.  			smeq[nroom] = nroom;
246.  
247.  			lowx = 1 + 26*x + here.rlx;
248.  			lowy = 7*y + here.rly;
249.  			hix = 1 + 26*x + here.rlx + here.dx - 1;
250.  			hiy = 7*y + here.rly + here.dy - 1;
251.  			/* Strictly speaking, it should be lit only if above
252.  			 * level 10, but since Rogue rooms are only
253.  			 * encountered below level 10, use !rn2(7).
254.  			 */
255.  
256.  			add_room(lowx, lowy, hix, hiy, !rn2(7), OROOM, FALSE);
257.  		}
258.  	}
259.  
260.  	/* Now, add connecting corridors. */
261.  	for(y=0; y<3; y++) for(x=0; x<3; x++) {
262.  		if (here.doortable & DOWN)
263.  			roguecorr(x, y, DOWN);
264.  		if (here.doortable & RIGHT)
265.  			roguecorr(x, y, RIGHT);
266.  		if (here.doortable & LEFT)
267.  			impossible ("left end of %d, %d never connected?",x,y);
268.  		if (here.doortable & UP)
269.  			impossible ("up end of %d, %d never connected?",x,y);
270.  	}
271.  }
272.  
273.  void
274.  corr(x,y)
275.  int x, y;
276.  {
277.  	if (rn2(50)) {
278.  		levl[x][y].typ = CORR;
279.  	} else {
280.  		levl[x][y].typ = SCORR;
281.  	}
282.  }
283.  
284.  void
285.  makerogueghost()
286.  {
287.  	register struct monst *ghost;
288.  	struct obj *ghostobj;
289.  	struct mkroom *croom;
290.  	int x,y;
291.  
292.  	if (!nroom) return; /* Should never happen */
293.  	croom = &rooms[rn2(nroom)];
294.  	x = somex(croom); y = somey(croom);
295.  	if (!(ghost = makemon(&mons[PM_GHOST], x, y)))
296.  		return;
297.  	ghost->msleep = 1;
298.  	Strcpy((char *)ghost->mextra, roguename());
299.  
300.  	if (rn2(4)) {
301.  		ghostobj = mksobj_at(FOOD_RATION,x,y,FALSE);
302.  		ghostobj->quan = (long) rnd(7);
303.  		ghostobj->owt = weight(ghostobj);
304.  	}
305.  	if (rn2(2)) {
306.  		ghostobj = mksobj_at(MACE,x,y,FALSE);
307.  		ghostobj->spe = rnd(3);
308.  		if (rn2(4)) curse(ghostobj);
309.  	} else {
310.  		ghostobj = mksobj_at(TWO_HANDED_SWORD,x,y,FALSE);
311.  		ghostobj->spe = rnd(5) - 2;
312.  		if (rn2(4)) curse(ghostobj);
313.  	}
314.  	ghostobj = mksobj_at(BOW,x,y,FALSE);
315.  	ghostobj->spe = 1;
316.  	if (rn2(4)) curse(ghostobj);
317.  
318.  	ghostobj = mksobj_at(ARROW,x,y,FALSE);
319.  	ghostobj->spe = 0;
320.  	ghostobj->quan = (long) rn1(10,25);
321.  	ghostobj->owt = weight(ghostobj);
322.  	if (rn2(4)) curse(ghostobj);
323.  
324.  	if (rn2(2)) {
325.  		ghostobj = mksobj_at(RING_MAIL,x,y,FALSE);
326.  		ghostobj->spe = rn2(3);
327.  		if (!rn2(3)) ghostobj->oerodeproof = TRUE;
328.  		if (rn2(4)) curse(ghostobj);
329.  	} else {
330.  		ghostobj = mksobj_at(PLATE_MAIL,x,y,FALSE);
331.  		ghostobj->spe = rnd(5) - 2;
332.  		if (!rn2(3)) ghostobj->oerodeproof = TRUE;
333.  		if (rn2(4)) curse(ghostobj);
334.  	}
335.  	if (rn2(2)) {
336.  		ghostobj = mksobj_at(FAKE_AMULET_OF_YENDOR,x,y,TRUE);
337.  		ghostobj->known = TRUE;
338.  	}
339.  }
340.  #endif /* REINCARNATION /**/
341.  
342.  /*extralev.c*/