Source:NetHack 3.2.0/dungeon.c
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Below is the full text to dungeon.c from the source code of NetHack 3.2.0.
Warning! This is the source code from an old release. For newer releases, see Source code
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1. /* SCCS Id: @(#)dungeon.c 3.2 96/03/10 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 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-start" 14. #define X_LOCATE "x-locate" 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. static void FDECL(Fread, (genericptr_t, int, int, dlb *)); 33. static xchar FDECL(dname_to_dnum, (const char *)); 34. static int FDECL(find_branch, (const char *, struct proto_dungeon *)); 35. static xchar FDECL(parent_dnum, (const char *, struct proto_dungeon *)); 36. static int FDECL(level_range, (XCHAR_P,int,int,int,struct proto_dungeon *,int *)); 37. static xchar FDECL(parent_dlevel, (const char *, struct proto_dungeon *)); 38. static int FDECL(correct_branch_type, (struct tmpbranch *)); 39. static branch *FDECL(add_branch, (int, int, struct proto_dungeon *)); 40. static void FDECL(add_level, (s_level *)); 41. static void FDECL(init_level, (int,int,struct proto_dungeon *)); 42. static int FDECL(possible_places, (int, boolean *, struct proto_dungeon *)); 43. static xchar FDECL(pick_level, (boolean *, int)); 44. static boolean FDECL(place_level, (int, struct proto_dungeon *)); 45. #ifdef WIZARD 46. static const char *FDECL(br_string, (int)); 47. static void FDECL(print_branch, (winid, int, int, int)); 48. #endif 49. 50. #ifdef DEBUG 51. #define DD dungeons[i] 52. static void NDECL(dumpit); 53. 54. static void 55. dumpit() 56. { 57. int i; 58. s_level *x; 59. branch *br; 60. 61. for(i = 0; i < n_dgns; i++) { 62. fprintf(stderr, "\n#%d \"%s\" (%s):\n", i, 63. DD.dname, DD.proto); 64. fprintf(stderr, " num_dunlevs %d, dunlev_ureached %d\n", 65. DD.num_dunlevs, DD.dunlev_ureached); 66. fprintf(stderr, " depth_start %d, ledger_start %d\n", 67. DD.depth_start, DD.ledger_start); 68. fprintf(stderr, " flags:%s%s%s\n", 69. DD.flags.rogue_like ? " rogue_like" : "", 70. DD.flags.maze_like ? " maze_like" : "", 71. DD.flags.hellish ? " hellish" : ""); 72. getchar(); 73. } 74. fprintf(stderr,"\nSpecial levels:\n"); 75. for(x = sp_levchn; x; x = x->next) { 76. fprintf(stderr, "%s (%d): ", x->proto, x->rndlevs); 77. fprintf(stderr, "on %d, %d; ", x->dlevel.dnum, x->dlevel.dlevel); 78. fprintf(stderr, "flags:%s%s%s%s\n", 79. x->flags.rogue_like ? " rogue_like" : "", 80. x->flags.maze_like ? " maze_like" : "", 81. x->flags.hellish ? " hellish" : "", 82. x->flags.town ? " town" : ""); 83. getchar(); 84. } 85. fprintf(stderr,"\nBranches:\n"); 86. for (br = branches; br; br = br->next) { 87. fprintf(stderr, "%d: %s, end1 %d %d, end2 %d %d, %s\n", 88. br->id, 89. br->type == BR_STAIR ? "stair" : 90. br->type == BR_NO_END1 ? "no end1" : 91. br->type == BR_NO_END2 ? "no end2" : 92. br->type == BR_PORTAL ? "portal" : 93. "unknown", 94. br->end1.dnum, br->end1.dlevel, 95. br->end2.dnum, br->end2.dlevel, 96. br->end1_up ? "end1 up" : "end1 down"); 97. } 98. getchar(); 99. fprintf(stderr,"\nDone\n"); 100. getchar(); 101. } 102. #endif 103. 104. /* Save the dungeon structures. */ 105. void 106. save_dungeon(fd, perform_write, free_data) 107. int fd; 108. boolean perform_write, free_data; 109. { 110. branch *curr, *next; 111. int count; 112. 113. if (perform_write) { 114. bwrite(fd, (genericptr_t) &n_dgns, sizeof n_dgns); 115. bwrite(fd, (genericptr_t) dungeons, sizeof(dungeon) * (unsigned)n_dgns); 116. bwrite(fd, (genericptr_t) &dungeon_topology, sizeof dungeon_topology); 117. bwrite(fd, (genericptr_t) tune, sizeof tune); 118. 119. for (count = 0, curr = branches; curr; curr = curr->next) 120. count++; 121. bwrite(fd, (genericptr_t) &count, sizeof(count)); 122. 123. for (curr = branches; curr; curr = curr->next) 124. bwrite(fd, (genericptr_t) curr, sizeof (branch)); 125. 126. count = maxledgerno(); 127. bwrite(fd, (genericptr_t) &count, sizeof count); 128. bwrite(fd, (genericptr_t) level_info, 129. (unsigned)count * sizeof (struct linfo)); 130. bwrite(fd, (genericptr_t) &inv_pos, sizeof inv_pos); 131. } 132. 133. if (free_data) { 134. for (curr = branches; curr; curr = next) { 135. next = curr->next; 136. free((genericptr_t) curr); 137. } 138. branches = 0; 139. } 140. } 141. 142. /* Restore the dungeon structures. */ 143. void 144. restore_dungeon(fd) 145. int fd; 146. { 147. branch *curr, *last; 148. int count, i; 149. 150. mread(fd, (genericptr_t) &n_dgns, sizeof(n_dgns)); 151. mread(fd, (genericptr_t) dungeons, sizeof(dungeon) * (unsigned)n_dgns); 152. mread(fd, (genericptr_t) &dungeon_topology, sizeof dungeon_topology); 153. mread(fd, (genericptr_t) tune, sizeof tune); 154. 155. last = branches = (branch *) 0; 156. 157. mread(fd, (genericptr_t) &count, sizeof(count)); 158. for (i = 0; i < count; i++) { 159. curr = (branch *) alloc(sizeof(branch)); 160. mread(fd, (genericptr_t) curr, sizeof(branch)); 161. curr->next = (branch *) 0; 162. if (last) 163. last->next = curr; 164. else 165. branches = curr; 166. last = curr; 167. } 168. 169. mread(fd, (genericptr_t) &count, sizeof(count)); 170. if (count >= MAXLINFO) 171. panic("level information count larger (%d) than allocated size", count); 172. mread(fd, (genericptr_t) level_info, (unsigned)count*sizeof(struct linfo)); 173. mread(fd, (genericptr_t) &inv_pos, sizeof inv_pos); 174. } 175. 176. static void 177. Fread(ptr, size, nitems, stream) 178. genericptr_t ptr; 179. int size, nitems; 180. dlb *stream; 181. { 182. int cnt; 183. 184. if((cnt = dlb_fread(ptr, size, nitems, stream)) != nitems) { 185. panic( 186. "Premature EOF on dungeon description file!\r\nExpected %d bytes - got %d.", 187. (size * nitems), (size * cnt)); 188. terminate(EXIT_FAILURE); 189. } 190. } 191. 192. static xchar 193. dname_to_dnum(s) 194. const char *s; 195. { 196. xchar i; 197. 198. for (i = 0; i < n_dgns; i++) 199. if (!strcmp(dungeons[i].dname, s)) return i; 200. 201. panic("Couldn't resolve dungeon number for name \"%s\".", s); 202. /*NOT REACHED*/ 203. return (xchar)0; 204. } 205. 206. s_level * 207. find_level(s) 208. const char *s; 209. { 210. s_level *curr; 211. for(curr = sp_levchn; curr; curr = curr->next) 212. if (!strcmpi(s, curr->proto)) break; 213. return curr; 214. } 215. 216. /* Find the branch that links the named dungeon. */ 217. static int 218. find_branch(s, pd) 219. const char *s; /* dungeon name */ 220. struct proto_dungeon *pd; 221. { 222. int i; 223. 224. if (pd) { 225. for (i = 0; i < pd->n_brs; i++) 226. if (!strcmp(pd->tmpbranch[i].name, s)) break; 227. if (i == pd->n_brs) panic("find_branch: can't find %s", s); 228. } else { 229. /* support for level tport by name */ 230. branch *br; 231. const char *dnam; 232. 233. for (br = branches; br; br = br->next) { 234. dnam = dungeons[br->end2.dnum].dname; 235. if (!strcmpi(dnam, s) || 236. (!strncmpi(dnam, "The ", 4) && !strcmpi(dnam + 4, s))) 237. break; 238. } 239. i = br ? ((ledger_no(&br->end1) << 8) | ledger_no(&br->end2)) : -1; 240. } 241. return i; 242. } 243. 244. 245. /* 246. * Find the "parent" by searching the prototype branch list for the branch 247. * listing, then figuring out to which dungeon it belongs. 248. */ 249. static xchar 250. parent_dnum(s, pd) 251. const char *s; /* dungeon name */ 252. struct proto_dungeon *pd; 253. { 254. int i; 255. xchar pdnum; 256. 257. i = find_branch(s, pd); 258. /* 259. * Got branch, now find parent dungeon. Stop if we have reached 260. * "this" dungeon (if we haven't found it by now it is an error). 261. */ 262. for (pdnum = 0; strcmp(pd->tmpdungeon[pdnum].name, s); pdnum++) 263. if ((i -= pd->tmpdungeon[pdnum].branches) < 0) 264. return(pdnum); 265. 266. panic("parent_dnum: couldn't resolve branch."); 267. /*NOT REACHED*/ 268. return (xchar)0; 269. } 270. 271. /* 272. * Return a starting point and number of successive positions a level 273. * or dungeon entrance can occupy. 274. * 275. * Note: This follows the acouple (instead of the rcouple) rules for a 276. * negative random component (rand < 0). These rules are found 277. * in dgn_comp.y. The acouple [absolute couple] section says that 278. * a negative random component means from the (adjusted) base to the 279. * end of the dungeon. 280. */ 281. static int 282. level_range(dgn, base, rand, chain, pd, adjusted_base) 283. xchar dgn; 284. int base, rand, chain; 285. struct proto_dungeon *pd; 286. int *adjusted_base; 287. { 288. int lmax = dungeons[dgn].num_dunlevs; 289. 290. if (chain >= 0) { /* relative to a special level */ 291. s_level *levtmp = pd->final_lev[chain]; 292. if (!levtmp) panic("level_range: empty chain level!"); 293. 294. base += levtmp->dlevel.dlevel; 295. } else { /* absolute in the dungeon */ 296. /* from end of dungeon */ 297. if (base < 0) base = (lmax + base + 1); 298. } 299. 300. if (base < 1 || base > lmax) 301. panic("level_range: base value out of range"); 302. 303. *adjusted_base = base; 304. 305. if (rand == -1) { /* from base to end of dungeon */ 306. return (lmax - base + 1); 307. } else if (rand) { 308. /* make sure we don't run off the end of the dungeon */ 309. return (((base + rand - 1) > lmax) ? lmax-base+1 : rand); 310. } /* else only one choice */ 311. return 1; 312. } 313. 314. static xchar 315. parent_dlevel(s, pd) 316. const char *s; 317. struct proto_dungeon *pd; 318. { 319. int i, num, base; 320. 321. i = find_branch(s, pd); 322. num = level_range(parent_dnum(s, pd), pd->tmpbranch[i].lev.base, 323. pd->tmpbranch[i].lev.rand, 324. pd->tmpbranch[i].chain, 325. pd, &base); 326. return (xchar) rn1(num,base); 327. } 328. 329. /* Convert from the temporary branch type to the dungeon branch type. */ 330. static int 331. correct_branch_type(tbr) 332. struct tmpbranch *tbr; 333. { 334. switch (tbr->type) { 335. case TBR_STAIR: return BR_STAIR; 336. case TBR_NO_UP: return tbr->up ? BR_NO_END1 : BR_NO_END2; 337. case TBR_NO_DOWN: return tbr->up ? BR_NO_END2 : BR_NO_END1; 338. case TBR_PORTAL: return BR_PORTAL; 339. } 340. impossible("correct_branch_type: unknown branch type"); 341. return BR_STAIR; 342. } 343. 344. /* 345. * Add the given branch to the branch list. The branch list is ordered 346. * by end1 dungeon and level followed by end2 dungeon and level. If 347. * extract_first is true, then the branch is already part of the list 348. * but needs to be repositioned. 349. */ 350. void 351. insert_branch(new_branch, extract_first) 352. branch *new_branch; 353. boolean extract_first; 354. { 355. branch *curr, *prev; 356. long new_val, curr_val, prev_val; 357. 358. if (extract_first) { 359. for (prev = 0, curr = branches; curr; prev = curr, curr = curr->next) 360. if (curr == new_branch) break; 361. 362. if (!curr) panic("insert_branch: not found"); 363. if (prev) 364. prev->next = curr->next; 365. else 366. branches = curr->next; 367. } 368. new_branch->next = (branch *) 0; 369. 370. /* Convert the branch into a unique number so we can sort them. */ 371. #define branch_val(bp) ((((long)(bp)->end1.dnum * (MAXLEVEL+1) + (long)(bp)->end1.dlevel) * (MAXDUNGEON+1) * (MAXLEVEL+1)) + ((long)(bp)->end2.dnum * (MAXLEVEL+1) + (long)(bp)->end2.dlevel)) 372. 373. /* 374. * Insert the new branch into the correct place in the branch list. 375. */ 376. prev = (branch *) 0; 377. prev_val = -1; 378. new_val = branch_val(new_branch); 379. for (curr = branches; curr; 380. prev_val = curr_val, prev = curr, curr = curr->next) { 381. curr_val = branch_val(curr); 382. if (prev_val < new_val && new_val <= curr_val) break; 383. } 384. if (prev) { 385. new_branch->next = curr; 386. prev->next = new_branch; 387. } else { 388. new_branch->next = branches; 389. branches = new_branch; 390. } 391. } 392. 393. /* Add a dungeon branch to the branch list. */ 394. static branch * 395. add_branch(dgn, child_entry_level, pd) 396. int dgn; 397. int child_entry_level; 398. struct proto_dungeon *pd; 399. { 400. static int branch_id = 0; 401. int branch_num; 402. branch *new_branch; 403. 404. branch_num = find_branch(dungeons[dgn].dname,pd); 405. new_branch = (branch *) alloc(sizeof(branch)); 406. new_branch->next = (branch *) 0; 407. new_branch->id = branch_id++; 408. new_branch->type = correct_branch_type(&pd->tmpbranch[branch_num]); 409. new_branch->end1.dnum = parent_dnum(dungeons[dgn].dname, pd); 410. new_branch->end1.dlevel = parent_dlevel(dungeons[dgn].dname, pd); 411. new_branch->end2.dnum = dgn; 412. new_branch->end2.dlevel = child_entry_level; 413. new_branch->end1_up = pd->tmpbranch[branch_num].up ? TRUE : FALSE; 414. 415. insert_branch(new_branch, FALSE); 416. return new_branch; 417. } 418. 419. /* 420. * Add new level to special level chain. Insert it in level order with the 421. * other levels in this dungeon. This assumes that we are never given a 422. * level that has a dungeon number less than the dungeon number of the 423. * last entry. 424. */ 425. static void 426. add_level(new_lev) 427. s_level *new_lev; 428. { 429. s_level *prev, *curr; 430. 431. prev = (s_level *) 0; 432. for (curr = sp_levchn; curr; curr = curr->next) { 433. if (curr->dlevel.dnum == new_lev->dlevel.dnum && 434. curr->dlevel.dlevel > new_lev->dlevel.dlevel) 435. break; 436. prev = curr; 437. } 438. if (!prev) { 439. new_lev->next = sp_levchn; 440. sp_levchn = new_lev; 441. } else { 442. new_lev->next = curr; 443. prev->next = new_lev; 444. } 445. } 446. 447. static void 448. init_level(dgn, proto_index, pd) 449. int dgn, proto_index; 450. struct proto_dungeon *pd; 451. { 452. s_level *new_level; 453. struct tmplevel *tlevel = &pd->tmplevel[proto_index]; 454. 455. pd->final_lev[proto_index] = (s_level *) 0; /* no "real" level */ 456. #ifdef WIZARD 457. if (!wizard) 458. #endif 459. if (tlevel->chance <= rn2(100)) return; 460. 461. pd->final_lev[proto_index] = new_level = 462. (s_level *) alloc(sizeof(s_level)); 463. /* load new level with data */ 464. Strcpy(new_level->proto, tlevel->name); 465. new_level->boneid = tlevel->boneschar; 466. new_level->dlevel.dnum = dgn; 467. new_level->dlevel.dlevel = 0; /* for now */ 468. 469. new_level->flags.town = !!(tlevel->flags & TOWN); 470. new_level->flags.hellish = !!(tlevel->flags & HELLISH); 471. new_level->flags.maze_like = !!(tlevel->flags & MAZELIKE); 472. new_level->flags.rogue_like = !!(tlevel->flags & ROGUELIKE); 473. new_level->flags.align = ((tlevel->flags & D_ALIGN_MASK) >> 4); 474. 475. new_level->rndlevs = tlevel->rndlevs; 476. new_level->next = (s_level *) 0; 477. } 478. 479. static int 480. possible_places(idx, map, pd) 481. int idx; /* prototype index */ 482. boolean *map; /* array MAXLEVEL+1 in length */ 483. struct proto_dungeon *pd; 484. { 485. int i, start, count; 486. s_level *lev = pd->final_lev[idx]; 487. 488. /* init level possibilities */ 489. for (i = 0; i <= MAXLEVEL; i++) map[i] = FALSE; 490. 491. /* get base and range and set those entried to true */ 492. count = level_range(lev->dlevel.dnum, pd->tmplevel[idx].lev.base, 493. pd->tmplevel[idx].lev.rand, 494. pd->tmplevel[idx].chain, 495. pd, &start); 496. for (i = start; i < start+count; i++) 497. map[i] = TRUE; 498. 499. /* mark off already placed levels */ 500. for (i = pd->start; i < idx; i++) { 501. if (pd->final_lev[i] && map[pd->final_lev[i]->dlevel.dlevel]) { 502. map[pd->final_lev[i]->dlevel.dlevel] = FALSE; 503. --count; 504. } 505. } 506. 507. return count; 508. } 509. 510. /* Pick the nth TRUE entry in the given boolean array. */ 511. static xchar 512. pick_level(map, nth) 513. boolean *map; /* an array MAXLEVEL+1 in size */ 514. int nth; 515. { 516. int i; 517. for (i = 1; i <= MAXLEVEL; i++) 518. if (map[i] && !nth--) return (xchar) i; 519. panic("pick_level: ran out of valid levels"); 520. return 0; 521. } 522. 523. #ifdef DDEBUG 524. static void FDECL(indent,(int)); 525. 526. static void 527. indent(d) 528. int d; 529. { 530. while (d-- > 0) fputs(" ", stderr); 531. } 532. #endif 533. 534. /* 535. * Place a level. First, find the possible places on a dungeon map 536. * template. Next pick one. Then try to place the next level. If 537. * sucessful, we're done. Otherwise, try another (and another) until 538. * all possible places have been tried. If all possible places have 539. * been exausted, return false. 540. */ 541. static boolean 542. place_level(proto_index, pd) 543. int proto_index; 544. struct proto_dungeon *pd; 545. { 546. boolean map[MAXLEVEL+1]; /* valid levels are 1..MAXLEVEL inclusive */ 547. s_level *lev; 548. int npossible; 549. #ifdef DDEBUG 550. int i; 551. #endif 552. 553. if (proto_index == pd->n_levs) return TRUE; /* at end of proto levels */ 554. 555. lev = pd->final_lev[proto_index]; 556. 557. /* No level created for this prototype, goto next. */ 558. if (!lev) return place_level(proto_index+1, pd); 559. 560. npossible = possible_places(proto_index, map, pd); 561. 562. for (; npossible; --npossible) { 563. lev->dlevel.dlevel = pick_level(map, rn2(npossible)); 564. #ifdef DDEBUG 565. indent(proto_index-pd->start); 566. fprintf(stderr,"%s: trying %d [ ", lev->proto, lev->dlevel.dlevel); 567. for (i = 1; i <= MAXLEVEL; i++) 568. if (map[i]) fprintf(stderr,"%d ", i); 569. fprintf(stderr,"]\n"); 570. #endif 571. if (place_level(proto_index+1, pd)) return TRUE; 572. map[lev->dlevel.dlevel] = FALSE; /* this choice didn't work */ 573. } 574. #ifdef DDEBUG 575. indent(proto_index-pd->start); 576. fprintf(stderr,"%s: failed\n", lev->proto); 577. #endif 578. return FALSE; 579. } 580. 581. 582. struct level_map { 583. const char *lev_name; 584. d_level *lev_spec; 585. } level_map[] = { 586. { "air", &air_level }, 587. { "asmodeus", &asmodeus_level }, 588. { "astral", &astral_level }, 589. { "baalz", &baalzebub_level }, 590. { "bigroom", &bigroom_level }, 591. { "castle", &stronghold_level }, 592. { "earth", &earth_level }, 593. { "fakewiz1", &portal_level }, 594. { "fire", &fire_level }, 595. { "juiblex", &juiblex_level }, 596. { "knox", &knox_level }, 597. { "medusa", &medusa_level }, 598. { "oracle", &oracle_level }, 599. { "orcus", &orcus_level }, 600. #ifdef REINCARNATION 601. { "rogue", &rogue_level }, 602. #endif 603. { "sanctum", &sanctum_level }, 604. { "valley", &valley_level }, 605. { "water", &water_level }, 606. { "wizard1", &wiz1_level }, 607. { "wizard2", &wiz2_level }, 608. { "wizard3", &wiz3_level }, 609. { X_START, &qstart_level }, 610. { X_LOCATE, &qlocate_level }, 611. { X_GOAL, &nemesis_level }, 612. { "", (d_level *)0 } 613. }; 614. 615. void 616. init_dungeons() /* initialize the "dungeon" structs */ 617. { 618. dlb *dgn_file; 619. register int i, cl = 0, cb = 0; 620. register s_level *x; 621. struct proto_dungeon pd; 622. struct level_map *lev_map; 623. long vers_info[3]; 624. 625. pd.n_levs = pd.n_brs = 0; 626. 627. dgn_file = dlb_fopen(DUNGEON_FILE, RDBMODE); 628. if (!dgn_file) 629. panic("Cannot open dungeon description file \"%s\"!", DUNGEON_FILE); 630. 631. /* validate the data's version against the program's version */ 632. Fread((genericptr_t) vers_info, sizeof vers_info, 1, dgn_file); 633. if (!check_version(vers_info, DUNGEON_FILE, TRUE)) 634. panic("Dungeon description not valid."); 635. 636. /* 637. * Read in each dungeon and transfer the results to the internal 638. * dungeon arrays. 639. */ 640. sp_levchn = (s_level *) 0; 641. Fread((genericptr_t)&n_dgns, sizeof(int), 1, dgn_file); 642. if (n_dgns >= MAXDUNGEON) 643. panic("init_dungeons: too many dungeons"); 644. 645. for (i = 0; i < n_dgns; i++) { 646. Fread((genericptr_t)&pd.tmpdungeon[i], 647. sizeof(struct tmpdungeon), 1, dgn_file); 648. #ifdef WIZARD 649. if(!wizard) 650. #endif 651. if(pd.tmpdungeon[i].chance && (pd.tmpdungeon[i].chance <= rn2(100))) { 652. int j; 653. 654. /* skip over any levels or branches */ 655. for(j = 0; j < pd.tmpdungeon[i].levels; j++) 656. Fread((genericptr_t)&pd.tmplevel[cl], sizeof(struct tmplevel), 657. 1, dgn_file); 658. 659. for(j = 0; j < pd.tmpdungeon[i].branches; j++) 660. Fread((genericptr_t)&pd.tmpbranch[cb], 661. sizeof(struct tmpbranch), 1, dgn_file); 662. n_dgns--; i--; 663. continue; 664. } 665. 666. Strcpy(dungeons[i].dname, pd.tmpdungeon[i].name); 667. Strcpy(dungeons[i].proto, pd.tmpdungeon[i].protoname); 668. dungeons[i].boneid = pd.tmpdungeon[i].boneschar; 669. 670. if(pd.tmpdungeon[i].lev.rand) 671. dungeons[i].num_dunlevs = (xchar)rn1(pd.tmpdungeon[i].lev.rand, 672. pd.tmpdungeon[i].lev.base); 673. else dungeons[i].num_dunlevs = (xchar)pd.tmpdungeon[i].lev.base; 674. 675. if(!i) { 676. dungeons[i].ledger_start = 0; 677. dungeons[i].depth_start = 1; 678. dungeons[i].dunlev_ureached = 1; 679. } else { 680. dungeons[i].ledger_start = dungeons[i-1].ledger_start + 681. dungeons[i-1].num_dunlevs; 682. dungeons[i].dunlev_ureached = 0; 683. } 684. 685. dungeons[i].flags.hellish = !!(pd.tmpdungeon[i].flags & HELLISH); 686. dungeons[i].flags.maze_like = !!(pd.tmpdungeon[i].flags & MAZELIKE); 687. dungeons[i].flags.rogue_like = !!(pd.tmpdungeon[i].flags & ROGUELIKE); 688. dungeons[i].flags.align = ((pd.tmpdungeon[i].flags & D_ALIGN_MASK) >> 4); 689. /* 690. * Set the entry level for this dungeon. The pd.tmpdungeon entry 691. * value means: 692. * < 0 from bottom (-1 == bottom level) 693. * 0 default (top) 694. * > 0 actual level (1 = top) 695. * 696. * Note that the entry_lev field in the dungeon structure is 697. * redundant. It is used only here and in print_dungeon(). 698. */ 699. if (pd.tmpdungeon[i].entry_lev < 0) { 700. dungeons[i].entry_lev = dungeons[i].num_dunlevs + 701. pd.tmpdungeon[i].entry_lev + 1; 702. if (dungeons[i].entry_lev <= 0) dungeons[i].entry_lev = 1; 703. } else if (pd.tmpdungeon[i].entry_lev > 0) { 704. dungeons[i].entry_lev = pd.tmpdungeon[i].entry_lev; 705. if (dungeons[i].entry_lev > dungeons[i].num_dunlevs) 706. dungeons[i].entry_lev = pd.tmpdungeon[i].entry_lev; 707. } else { /* default */ 708. dungeons[i].entry_lev = 1; /* defaults to top level */ 709. } 710. 711. if (i) { /* set depth */ 712. branch *br; 713. schar from_depth; 714. boolean from_up; 715. 716. br = add_branch(i, dungeons[i].entry_lev, &pd); 717. 718. /* Get the depth of the connecting end. */ 719. if (br->end1.dnum == i) { 720. from_depth = depth(&br->end2); 721. from_up = !br->end1_up; 722. } else { 723. from_depth = depth(&br->end1); 724. from_up = br->end1_up; 725. } 726. 727. /* 728. * Calculate the depth of the top of the dungeon via 729. * its branch. First, the depth of the entry point: 730. * 731. * depth of branch from "parent" dungeon 732. * + -1 or 1 depending on a up or down stair or 733. * 0 if portal 734. * 735. * Followed by the depth of the top of the dungeon: 736. * 737. * - (entry depth - 1) 738. * 739. * We'll say that portals stay on the same depth. 740. */ 741. dungeons[i].depth_start = from_depth 742. + (br->type == BR_PORTAL ? 0 : 743. (from_up ? -1 : 1)) 744. - (dungeons[i].entry_lev - 1); 745. } 746. 747. /* this is redundant - it should have been flagged by dgn_comp */ 748. if(dungeons[i].num_dunlevs > MAXLEVEL) 749. dungeons[i].num_dunlevs = MAXLEVEL; 750. 751. pd.start = pd.n_levs; /* save starting point */ 752. pd.n_levs += pd.tmpdungeon[i].levels; 753. if (pd.n_levs > LEV_LIMIT) 754. panic("init_dungeon: too many special levels"); 755. /* 756. * Read in the prototype special levels. Don't add generated 757. * special levels until they are all placed. 758. */ 759. for(; cl < pd.n_levs; cl++) { 760. Fread((genericptr_t)&pd.tmplevel[cl], 761. sizeof(struct tmplevel), 1, dgn_file); 762. init_level(i, cl, &pd); 763. } 764. /* 765. * Recursively place the generated levels for this dungeon. This 766. * routine will attempt all possible combinations before giving 767. * up. 768. */ 769. if (!place_level(pd.start, &pd)) 770. panic("init_dungeon: couldn't place levels"); 771. #ifdef DDEBUG 772. fprintf(stderr, "--- end of dungeon %d ---\n", i); 773. fflush(stderr); 774. getchar(); 775. #endif 776. for (; pd.start < pd.n_levs; pd.start++) 777. if (pd.final_lev[pd.start]) add_level(pd.final_lev[pd.start]); 778. 779. 780. pd.n_brs += pd.tmpdungeon[i].branches; 781. if (pd.n_brs > BRANCH_LIMIT) 782. panic("init_dungeon: too many branches"); 783. for(; cb < pd.n_brs; cb++) 784. Fread((genericptr_t)&pd.tmpbranch[cb], 785. sizeof(struct tmpbranch), 1, dgn_file); 786. } 787. (void) dlb_fclose(dgn_file); 788. 789. for (i = 0; i < 5; i++) tune[i] = 'A' + rn2(7); 790. tune[5] = 0; 791. 792. /* 793. * Find most of the special levels and dungeons so we can access their 794. * locations quickly. 795. */ 796. for (lev_map = level_map; lev_map->lev_name[0]; lev_map++) { 797. x = find_level(lev_map->lev_name); 798. if (x) { 799. assign_level(lev_map->lev_spec, &x->dlevel); 800. if (!strncmp(lev_map->lev_name, "x-", 2)) { 801. /* This is where the name substitution on the 802. * levels of the quest dungeon occur. 803. */ 804. x->proto[0] = pl_character[0]; 805. } else if (lev_map->lev_spec == &knox_level) { 806. branch *br; 807. /* 808. * Kludge to allow floating Knox entrance. We 809. * specify a floating entrance by the fact that 810. * its entrance (end1) has a bogus dnum, namely 811. * n_dgns. 812. */ 813. for (br = branches; br; br = br->next) 814. if (on_level(&br->end2, &knox_level)) break; 815. 816. if (br) br->end1.dnum = n_dgns; 817. /* adjust the branch's position on the list */ 818. insert_branch(br, TRUE); 819. } 820. } 821. } 822. /* 823. * I hate hardwiring these names. :-( 824. */ 825. quest_dnum = dname_to_dnum("The Quest"); 826. mines_dnum = dname_to_dnum("The Gnomish Mines"); 827. tower_dnum = dname_to_dnum("Vlad's Tower"); 828. 829. /* one special fixup for dummy surface level */ 830. if ((x = find_level("dummy")) != 0) { 831. i = x->dlevel.dnum; 832. /* the code above puts earth one level above dungeon level #1, 833. making the dummy level overlay level 1; but the whole reason 834. for having the dummy level is to make earth have depth -1 835. instead of 0, so adjust the start point to shift endgame up */ 836. if (dunlevs_in_dungeon(&x->dlevel) > 1 - dungeons[i].depth_start) 837. dungeons[i].depth_start -= 1; 838. /* TO DO: strip "dummy" out all the way here, 839. so that it's hidden from <ctrl/O> feedback. */ 840. } 841. 842. #ifdef DEBUG 843. dumpit(); 844. #endif 845. } 846. 847. xchar 848. dunlev(lev) /* return the level number for lev in *this* dungeon */ 849. d_level *lev; 850. { 851. return(lev->dlevel); 852. } 853. 854. xchar 855. dunlevs_in_dungeon(lev) /* return the lowest level number for *this* dungeon*/ 856. d_level *lev; 857. { 858. return(dungeons[lev->dnum].num_dunlevs); 859. } 860. 861. xchar 862. deepest_lev_reached(noquest) /* return the lowest level explored in the game*/ 863. boolean noquest; 864. { 865. /* this function is used for three purposes: to provide a factor 866. * of difficulty in monster generation; to provide a factor of 867. * difficulty in experience calculations (botl.c and end.c); and 868. * to insert the deepest level reached in the game in the topten 869. * display. the 'noquest' arg switch is required for the latter. 870. * 871. * from the player's point of view, going into the Quest is _not_ 872. * going deeper into the dungeon -- it is going back "home", where 873. * the dungeon starts at level 1. given the setup in dungeon.def, 874. * the depth of the Quest (thought of as starting at level 1) is 875. * never lower than the level of entry into the Quest, so we exclude 876. * the Quest from the topten "deepest level reached" display 877. * calculation. _However_ the Quest is a difficult dungeon, so we 878. * include it in the factor of difficulty calculations. 879. */ 880. register int i; 881. d_level tmp; 882. register schar ret = 0; 883. 884. for(i = 0; i < n_dgns; i++) { 885. if((tmp.dlevel = dungeons[i].dunlev_ureached) == 0) continue; 886. if(!strcmp(dungeons[i].dname, "The Quest") && noquest) continue; 887. 888. tmp.dnum = i; 889. if(depth(&tmp) > ret) ret = depth(&tmp); 890. } 891. return((xchar) ret); 892. } 893. 894. /* return a bookkeeping level number for purpose of comparisons and 895. * save/restore */ 896. xchar 897. ledger_no(lev) 898. d_level *lev; 899. { 900. return((xchar)(lev->dlevel + dungeons[lev->dnum].ledger_start)); 901. } 902. 903. /* 904. * The last level in the bookkeeping list of level is the bottom of the last 905. * dungeon in the dungeons[] array. 906. * 907. * Maxledgerno() -- which is the max number of levels in the bookkeeping 908. * list, should not be confused with dunlevs_in_dungeon(lev) -- which 909. * returns the max number of levels in lev's dungeon, and both should 910. * not be confused with deepest_lev_reached() -- which returns the lowest 911. * depth visited by the player. 912. */ 913. xchar 914. maxledgerno() 915. { 916. return (xchar) (dungeons[n_dgns-1].ledger_start + 917. dungeons[n_dgns-1].num_dunlevs); 918. } 919. 920. /* return the dungeon that this ledgerno exists in */ 921. xchar 922. ledger_to_dnum(ledgerno) 923. xchar ledgerno; 924. { 925. register int i; 926. 927. /* find i such that (i->base + 1) <= ledgerno <= (i->base + i->count) */ 928. for (i = 0; i < n_dgns; i++) 929. if (dungeons[i].ledger_start < ledgerno && 930. ledgerno <= dungeons[i].ledger_start + dungeons[i].num_dunlevs) 931. return (xchar)i; 932. 933. panic("level number out of range [ledger_to_dnum(%d)]", (int)ledgerno); 934. /*NOT REACHED*/ 935. return (xchar)0; 936. } 937. 938. /* return the level of the dungeon this ledgerno exists in */ 939. xchar 940. ledger_to_dlev(ledgerno) 941. xchar ledgerno; 942. { 943. return((xchar)(ledgerno - dungeons[ledger_to_dnum(ledgerno)].ledger_start)); 944. } 945. 946. #endif /* OVL1 */ 947. #ifdef OVL0 948. 949. /* returns the depth of a level, in floors below the surface */ 950. /* (note levels in different dungeons can have the same depth). */ 951. schar 952. depth(lev) 953. d_level *lev; 954. { 955. return((schar)( dungeons[lev->dnum].depth_start + lev->dlevel - 1)); 956. } 957. 958. boolean 959. on_level(lev1, lev2) /* are "lev1" and "lev2" actually the same? */ 960. d_level *lev1, *lev2; 961. { 962. return((boolean)((lev1->dnum == lev2->dnum) && (lev1->dlevel == lev2->dlevel))); 963. } 964. 965. #endif /* OVL0 */ 966. #ifdef OVL1 967. 968. /* is this level referenced in the special level chain? */ 969. s_level * 970. Is_special(lev) 971. d_level *lev; 972. { 973. s_level *levtmp; 974. 975. for (levtmp = sp_levchn; levtmp; levtmp = levtmp->next) 976. if (on_level(lev, &levtmp->dlevel)) return(levtmp); 977. 978. return((s_level *)0); 979. } 980. 981. /* 982. * Is this a multi-dungeon branch level? If so, return a pointer to the 983. * branch. Otherwise, return null. 984. */ 985. branch * 986. Is_branchlev(lev) 987. d_level *lev; 988. { 989. branch *curr; 990. 991. for (curr = branches; curr; curr = curr->next) { 992. if (on_level(lev, &curr->end1) || on_level(lev, &curr->end2)) 993. return curr; 994. } 995. return (branch *) 0; 996. } 997. 998. /* goto the next level (or appropriate dungeon) */ 999. void 1000. next_level(at_stairs ) 1001. boolean at_stairs; 1002. { 1003. if (at_stairs && u.ux == sstairs.sx && u.uy == sstairs.sy) { 1004. /* Taking a down dungeon branch. */ 1005. goto_level(&sstairs.tolev, at_stairs, FALSE, FALSE); 1006. } else { 1007. /* Going down a stairs or jump in a trap door. */ 1008. d_level newlevel; 1009. 1010. newlevel.dnum = u.uz.dnum; 1011. newlevel.dlevel = u.uz.dlevel + 1; 1012. goto_level(&newlevel, at_stairs, !at_stairs, FALSE); 1013. } 1014. } 1015. 1016. /* goto the previous level (or appropriate dungeon) */ 1017. void 1018. prev_level(at_stairs) 1019. boolean at_stairs; 1020. { 1021. if (at_stairs && u.ux == sstairs.sx && u.uy == sstairs.sy) { 1022. /* Taking an up dungeon branch. */ 1023. if(!u.uz.dnum && !u.uhave.amulet) done(ESCAPED); 1024. else goto_level(&sstairs.tolev, at_stairs, FALSE, FALSE); 1025. } else { 1026. /* Going up a stairs or rising through the ceiling. */ 1027. d_level newlevel; 1028. newlevel.dnum = u.uz.dnum; 1029. newlevel.dlevel = u.uz.dlevel - 1; 1030. goto_level(&newlevel, at_stairs, FALSE, FALSE); 1031. } 1032. } 1033. 1034. void 1035. u_on_newpos(x, y) 1036. int x, y; 1037. { 1038. u.ux = x; 1039. u.uy = y; 1040. #ifdef CLIPPING 1041. cliparound(u.ux, u.uy); 1042. #endif 1043. } 1044. 1045. void 1046. u_on_sstairs() { /* place you on the special staircase */ 1047. 1048. if (sstairs.sx) { 1049. u_on_newpos(sstairs.sx, sstairs.sy); 1050. } else { 1051. /* code stolen from goto_level */ 1052. int trycnt = 0; 1053. xchar x, y; 1054. #ifdef DEBUG 1055. pline("u_on_sstairs: picking random spot"); 1056. #endif 1057. #define badspot(x,y) ((levl[x][y].typ != ROOM && levl[x][y].typ != CORR) || MON_AT(x, y)) 1058. do { 1059. x = rnd(COLNO-1); 1060. y = rn2(ROWNO); 1061. if (!badspot(x, y)) { 1062. u_on_newpos(x, y); 1063. return; 1064. } 1065. } while (++trycnt <= 500); 1066. panic("u_on_sstairs: could not relocate player!"); 1067. #undef badspot 1068. } 1069. } 1070. 1071. void 1072. u_on_upstairs() /* place you on upstairs (or special equivalent) */ 1073. { 1074. if (xupstair) { 1075. u_on_newpos(xupstair, yupstair); 1076. } else 1077. u_on_sstairs(); 1078. } 1079. 1080. void 1081. u_on_dnstairs() /* place you on dnstairs (or special equivalent) */ 1082. { 1083. if (xdnstair) { 1084. u_on_newpos(xdnstair, ydnstair); 1085. } else 1086. u_on_sstairs(); 1087. } 1088. 1089. boolean 1090. On_stairs(x, y) 1091. xchar x, y; 1092. { 1093. return((boolean)((x == xupstair && y == yupstair) || 1094. (x == xdnstair && y == ydnstair) || 1095. (x == xdnladder && y == ydnladder) || 1096. (x == xupladder && y == yupladder) || 1097. (x == sstairs.sx && y == sstairs.sy))); 1098. } 1099. 1100. boolean 1101. Is_botlevel(lev) 1102. d_level *lev; 1103. { 1104. return((boolean)(lev->dlevel == dungeons[lev->dnum].num_dunlevs)); 1105. } 1106. 1107. boolean 1108. Can_dig_down(lev) 1109. d_level *lev; 1110. { 1111. return((boolean)(!level.flags.hardfloor 1112. && !Is_botlevel(lev) && !Invocation_lev(lev))); 1113. } 1114. 1115. /* 1116. * Like Can_dig_down (above), but also allows falling through on the 1117. * stronghold level. Normally, the bottom level of a dungeon resists 1118. * both digging and falling. 1119. */ 1120. boolean 1121. Can_fall_thru(lev) 1122. d_level *lev; 1123. { 1124. return((boolean)(Can_dig_down(lev) || Is_stronghold(lev))); 1125. } 1126. 1127. /* 1128. * True if one can rise up a level (e.g. cursed gain level). 1129. * This happens on intermediate dungeon levels or on any top dungeon 1130. * level that has a stairwell style branch to the next higher dungeon. 1131. * Checks for amulets and such must be done elsewhere. 1132. */ 1133. boolean 1134. Can_rise_up(x, y, lev) 1135. int x, y; 1136. d_level *lev; 1137. { 1138. /* can't rise up from inside the top of the Wizard's tower */ 1139. if (In_endgame(lev) || (Is_wiz1_level(lev) && In_W_tower(x, y, lev))) 1140. return FALSE; 1141. return (boolean)(lev->dlevel > 1 || 1142. (dungeons[lev->dnum].entry_lev == 1 && ledger_no(lev) != 1 && 1143. sstairs.sx && sstairs.up)); 1144. } 1145. 1146. /* 1147. * It is expected that the second argument of get_level is a depth value, 1148. * either supplied by the user (teleport control) or randomly generated. 1149. * But more than one level can be at the same depth. If the target level 1150. * is "above" the present depth location, get_level must trace "up" from 1151. * the player's location (through the ancestors dungeons) the dungeon 1152. * within which the target level is located. With only one exception 1153. * which does not pass through this routine (see level_tele), teleporting 1154. * "down" is confined to the current dungeon. At present, level teleport 1155. * in dungeons that build up is confined within them. 1156. */ 1157. void 1158. get_level(newlevel, levnum) 1159. d_level *newlevel; 1160. int levnum; 1161. { 1162. branch *br; 1163. xchar dgn = u.uz.dnum; 1164. 1165. if (levnum <= 0) { 1166. /* can only currently happen in endgame */ 1167. levnum = u.uz.dlevel; 1168. } else if (levnum > dungeons[dgn].depth_start 1169. + dungeons[dgn].num_dunlevs - 1) { 1170. /* beyond end of dungeon, jump to last level */ 1171. levnum = dungeons[dgn].num_dunlevs; 1172. } else { 1173. /* The desired level is in this dungeon or a "higher" one. */ 1174. 1175. /* 1176. * Branch up the tree until we reach a dungeon that contains the 1177. * levnum. 1178. */ 1179. if (levnum < dungeons[dgn].depth_start) { 1180. 1181. do { 1182. /* 1183. * Find the parent dungeon of this dungeon. 1184. * 1185. * This assumes that end2 is always the "child" and it is 1186. * unique. 1187. */ 1188. for (br = branches; br; br = br->next) 1189. if (br->end2.dnum == dgn) break; 1190. if (!br) 1191. panic("get_level: can't find parent dungeon"); 1192. 1193. dgn = br->end1.dnum; 1194. } while (levnum < dungeons[dgn].depth_start); 1195. } 1196. 1197. /* We're within the same dungeon; calculate the level. */ 1198. levnum = levnum - dungeons[dgn].depth_start + 1; 1199. } 1200. 1201. newlevel->dnum = dgn; 1202. newlevel->dlevel = levnum; 1203. } 1204. 1205. #endif /* OVL1 */ 1206. #ifdef OVL0 1207. 1208. boolean 1209. In_quest(lev) /* are you in the quest dungeon? */ 1210. d_level *lev; 1211. { 1212. return((boolean)(lev->dnum == quest_dnum)); 1213. } 1214. 1215. #endif /* OVL0 */ 1216. #ifdef OVL1 1217. 1218. boolean 1219. In_mines(lev) /* are you in the mines dungeon? */ 1220. d_level *lev; 1221. { 1222. return((boolean)(lev->dnum == mines_dnum)); 1223. } 1224. 1225. /* 1226. * Return the branch for the given dungeon. 1227. * 1228. * This function assumes: 1229. * + This is not called with "Dungeons of Doom". 1230. * + There is only _one_ branch to a given dungeon. 1231. * + Field end2 is the "child" dungeon. 1232. */ 1233. branch * 1234. dungeon_branch(s) 1235. const char *s; 1236. { 1237. branch *br; 1238. xchar dnum; 1239. 1240. dnum = dname_to_dnum(s); 1241. 1242. /* Find the branch that connects to dungeon i's branch. */ 1243. for (br = branches; br; br = br->next) 1244. if (br->end2.dnum == dnum) break; 1245. 1246. if (!br) panic("dgn_entrance: can't find entrance to %s", s); 1247. 1248. return br; 1249. } 1250. 1251. /* 1252. * This returns true if the hero is on the same level as the entrance to 1253. * the named dungeon. 1254. * 1255. * Called from do.c and mklev.c. 1256. * 1257. * Assumes that end1 is always the "parent". 1258. */ 1259. boolean 1260. at_dgn_entrance(s) 1261. const char *s; 1262. { 1263. branch *br; 1264. 1265. br = dungeon_branch(s); 1266. return((boolean)(on_level(&u.uz, &br->end1) ? TRUE : FALSE)); 1267. } 1268. 1269. boolean 1270. In_V_tower(lev) /* is `lev' part of Vlad's tower? */ 1271. d_level *lev; 1272. { 1273. return((boolean)(lev->dnum == tower_dnum)); 1274. } 1275. 1276. boolean 1277. On_W_tower_level(lev) /* is `lev' a level containing the Wizard's tower? */ 1278. d_level *lev; 1279. { 1280. return (boolean)(Is_wiz1_level(lev) || 1281. Is_wiz2_level(lev) || 1282. Is_wiz3_level(lev)); 1283. } 1284. 1285. boolean 1286. In_W_tower(x, y, lev) /* is <x,y> of `lev' inside the Wizard's tower? */ 1287. int x, y; 1288. d_level *lev; 1289. { 1290. if (!On_W_tower_level(lev)) return FALSE; 1291. /* 1292. * Both of the exclusion regions for arriving via level teleport 1293. * (from above or below) define the tower's boundary. 1294. * assert( updest.nIJ == dndest.nIJ for I={l|h},J={x|y} ); 1295. */ 1296. if (dndest.nlx > 0) 1297. return (boolean)within_bounded_area(x, y, dndest.nlx, dndest.nly, 1298. dndest.nhx, dndest.nhy); 1299. else 1300. impossible("No boundary for Wizard's Tower?"); 1301. return FALSE; 1302. } 1303. 1304. #endif /* OVL1 */ 1305. #ifdef OVL0 1306. 1307. boolean 1308. In_hell(lev) /* are you in one of the Hell levels? */ 1309. d_level *lev; 1310. { 1311. return((boolean)(dungeons[lev->dnum].flags.hellish)); 1312. } 1313. 1314. #endif /* OVL0 */ 1315. #ifdef OVL1 1316. 1317. void 1318. find_hell(lev) /* sets *lev to be the gateway to Gehennom... */ 1319. d_level *lev; 1320. { 1321. lev->dnum = valley_level.dnum; 1322. lev->dlevel = 1; 1323. } 1324. 1325. void 1326. goto_hell(at_stairs, falling) /* go directly to hell... */ 1327. boolean at_stairs, falling; 1328. { 1329. d_level lev; 1330. 1331. find_hell(&lev); 1332. goto_level(&lev, at_stairs, falling, FALSE); 1333. } 1334. 1335. void 1336. assign_level(dest, src) /* equivalent to dest = source */ 1337. d_level *dest, *src; 1338. { 1339. dest->dnum = src->dnum; 1340. dest->dlevel = src->dlevel; 1341. } 1342. 1343. void 1344. assign_rnd_level(dest, src, range) /* dest = src + rn1(range) */ 1345. d_level *dest, *src; 1346. int range; 1347. { 1348. dest->dnum = src->dnum; 1349. dest->dlevel = src->dlevel + ((range > 0) ? rnd(range) : -rnd(-range)) ; 1350. 1351. if(dest->dlevel > dunlevs_in_dungeon(dest)) 1352. dest->dlevel = dunlevs_in_dungeon(dest); 1353. else if(dest->dlevel < 1) 1354. dest->dlevel = 1; 1355. } 1356. 1357. #endif /* OVL1 */ 1358. #ifdef OVL0 1359. 1360. int 1361. induced_align(pct) 1362. int pct; 1363. { 1364. s_level *lev = Is_special(&u.uz); 1365. aligntyp al; 1366. 1367. if (lev && lev->flags.align) 1368. if(rn2(100) < pct) return(lev->flags.align); 1369. 1370. if(dungeons[u.uz.dnum].flags.align) 1371. if(rn2(100) < pct) return(dungeons[u.uz.dnum].flags.align); 1372. 1373. al = rn2(3) - 1; 1374. return(Align2amask(al)); 1375. } 1376. 1377. #endif /* OVL0 */ 1378. #ifdef OVL1 1379. 1380. boolean 1381. Invocation_lev(lev) 1382. d_level *lev; 1383. { 1384. return((boolean)(In_hell(lev) && 1385. lev->dlevel == (dungeons[lev->dnum].num_dunlevs - 1))); 1386. } 1387. 1388. /* use instead of depth() wherever a degree of difficulty is made 1389. * dependent on the location in the dungeon (eg. monster creation). 1390. */ 1391. xchar 1392. level_difficulty() 1393. { 1394. if (In_endgame(&u.uz)) 1395. return((xchar)(depth(&sanctum_level) + u.ulevel/2)); 1396. else 1397. if (u.uhave.amulet) 1398. return(deepest_lev_reached(FALSE)); 1399. else 1400. return((xchar) depth(&u.uz)); 1401. } 1402. 1403. /* Take one word and try to match it to a level. 1404. * Recognized levels are as shown by print_dungeon(). 1405. */ 1406. schar 1407. lev_by_name(nam) 1408. const char *nam; 1409. { 1410. schar lev = 0; 1411. s_level *slev; 1412. d_level dlev; 1413. const char *p; 1414. int idx, idxtoo; 1415. char buf[BUFSZ]; 1416. 1417. /* allow strings like "the oracle level" to find "oracle" */ 1418. if (!strncmpi(nam, "the ", 4)) nam += 4; 1419. if ((p = strstri(nam, " level")) != 0 && p == eos((char*)nam) - 6) { 1420. nam = strcpy(buf, nam); 1421. *(eos(buf) - 6) = '\0'; 1422. } 1423. /* hell is the old name, and wouldn't match; gehennom would match its 1424. branch, yielding the castle level instead of the valley of the dead */ 1425. if (!strcmpi(nam, "gehennom") || !strcmpi(nam, "hell")) { 1426. if (In_V_tower(&u.uz)) nam = " to Vlad's tower"; /* branch to... */ 1427. else nam = "valley"; 1428. } 1429. 1430. if ((slev = find_level(nam)) != 0) { 1431. dlev = slev->dlevel; 1432. idx = ledger_no(&dlev); 1433. if ((dlev.dnum == u.uz.dnum || 1434. /* within same branch, or else main dungeon <-> gehennom */ 1435. (u.uz.dnum == valley_level.dnum && 1436. dlev.dnum == medusa_level.dnum) || 1437. (u.uz.dnum == medusa_level.dnum && 1438. dlev.dnum == valley_level.dnum)) && 1439. ( /* either wizard mode or else seen and not forgotten */ 1440. #ifdef WIZARD 1441. wizard || 1442. #endif 1443. (level_info[idx].flags & (FORGOTTEN|VISITED)) == VISITED)) { 1444. lev = depth(&slev->dlevel); 1445. } 1446. } else { /* not a specific level; try branch names */ 1447. idx = find_branch(nam, (struct proto_dungeon *)0); 1448. /* "<branch> to Xyzzy" */ 1449. if (idx < 0 && (p = strstri(nam, " to ")) != 0) 1450. idx = find_branch(p + 4, (struct proto_dungeon *)0); 1451. 1452. if (idx >= 0) { 1453. idxtoo = (idx >> 8) & 0x00FF; 1454. idx &= 0x00FF; 1455. if ( /* either wizard mode, or else _both_ sides of branch seen */ 1456. #ifdef WIZARD 1457. wizard || 1458. #endif 1459. ((level_info[idx].flags & (FORGOTTEN|VISITED)) == VISITED && 1460. (level_info[idxtoo].flags & (FORGOTTEN|VISITED)) == VISITED)) { 1461. if (ledger_to_dnum(idxtoo) == u.uz.dnum) idx = idxtoo; 1462. dlev.dnum = ledger_to_dnum(idx); 1463. dlev.dlevel = ledger_to_dlev(idx); 1464. lev = depth(&dlev); 1465. } 1466. } 1467. } 1468. return lev; 1469. } 1470. 1471. 1472. #ifdef WIZARD 1473. 1474. /* Convert a branch type to a string usable by print_dungeon(). */ 1475. static const char * 1476. br_string(type) 1477. int type; 1478. { 1479. switch (type) { 1480. case BR_PORTAL: return "Portal"; 1481. case BR_NO_END1: return "Connection"; 1482. case BR_NO_END2: return "One way stair"; 1483. case BR_STAIR: return "Stair"; 1484. } 1485. return " (unknown)"; 1486. } 1487. 1488. /* Print all child branches between the lower and upper bounds. */ 1489. static void 1490. print_branch(win, dnum, lower_bound, upper_bound) 1491. winid win; 1492. int dnum; 1493. int lower_bound; 1494. int upper_bound; 1495. { 1496. branch *br; 1497. char buf[BUFSZ]; 1498. 1499. /* This assumes that end1 is the "parent". */ 1500. for (br = branches; br; br = br->next) { 1501. if (br->end1.dnum == dnum && lower_bound < br->end1.dlevel && 1502. br->end1.dlevel <= upper_bound) { 1503. Sprintf(buf," %s to %s: %d", 1504. br_string(br->type), 1505. dungeons[br->end2.dnum].dname, 1506. depth(&br->end1)); 1507. putstr(win, 0, buf); 1508. } 1509. } 1510. } 1511. 1512. /* Print available dungeon information. */ 1513. void 1514. print_dungeon() 1515. { 1516. int i, last_level, nlev; 1517. char buf[BUFSZ]; 1518. boolean first; 1519. s_level *slev; 1520. dungeon *dptr; 1521. branch *br; 1522. winid win = create_nhwindow(NHW_MENU); 1523. 1524. for (i = 0, dptr = dungeons; i < n_dgns; i++, dptr++) { 1525. nlev = dptr->num_dunlevs; 1526. if (nlev > 1) 1527. Sprintf(buf, "%s: levels %d to %d", dptr->dname, dptr->depth_start, 1528. dptr->depth_start + nlev - 1); 1529. else 1530. Sprintf(buf, "%s: level %d", dptr->dname, dptr->depth_start); 1531. 1532. /* Most entrances are uninteresting. */ 1533. if (dptr->entry_lev != 1) { 1534. if (dptr->entry_lev == nlev) 1535. Strcat(buf, ", entrance from below"); 1536. else 1537. Sprintf(eos(buf), ", entrance on %d", 1538. dptr->depth_start + dptr->entry_lev - 1); 1539. } 1540. putstr(win, 0, buf); 1541. 1542. /* 1543. * Circle through the special levels to find levels that are in 1544. * this dungeon. 1545. */ 1546. for (slev = sp_levchn, last_level = 0; slev; slev = slev->next) { 1547. if (slev->dlevel.dnum != i) continue; 1548. 1549. /* print any branches before this level */ 1550. print_branch(win, i, last_level, slev->dlevel.dlevel); 1551. 1552. Sprintf(buf, " %s: %d", slev->proto, depth(&slev->dlevel)); 1553. if (Is_stronghold(&slev->dlevel)) 1554. Sprintf(eos(buf), " (tune %s)", tune); 1555. putstr(win, 0, buf); 1556. 1557. last_level = slev->dlevel.dlevel; 1558. } 1559. /* print branches after the last special level */ 1560. print_branch(win, i, last_level, MAXLEVEL); 1561. } 1562. 1563. /* Print out floating branches (if any). */ 1564. for (first = TRUE, br = branches; br; br = br->next) { 1565. if (br->end1.dnum == n_dgns) { 1566. if (first) { 1567. putstr(win, 0, ""); 1568. putstr(win, 0, "Floating branches"); 1569. first = FALSE; 1570. } 1571. Sprintf(buf, " %s to %s", 1572. br_string(br->type), dungeons[br->end2.dnum].dname); 1573. putstr(win, 0, buf); 1574. } 1575. } 1576. 1577. /* I hate searching for the invocation pos while debugging. -dean */ 1578. if (Invocation_lev(&u.uz)) { 1579. putstr(win, 0, ""); 1580. Sprintf(buf, "Invocation position @ (%d,%d), hero @ (%d,%d)", 1581. inv_pos.x, inv_pos.y, u.ux, u.uy); 1582. putstr(win, 0, buf); 1583. } 1584. /* 1585. * The following is based on the assumption that the inter-level portals 1586. * created by the level compiler (not the dungeon compiler) only exist 1587. * one per level (currently true, of course). 1588. */ 1589. else if (Is_earthlevel(&u.uz) || Is_waterlevel(&u.uz) 1590. || Is_firelevel(&u.uz) || Is_airlevel(&u.uz)) { 1591. struct trap *trap; 1592. for (trap = ftrap; trap; trap = trap->ntrap) 1593. if (trap->ttyp == MAGIC_PORTAL) break; 1594. 1595. putstr(win, 0, ""); 1596. if (trap) 1597. Sprintf(buf, "Portal @ (%d,%d), hero @ (%d,%d)", 1598. trap->tx, trap->ty, u.ux, u.uy); 1599. else 1600. Sprintf(buf, "No portal found."); 1601. putstr(win, 0, buf); 1602. } 1603. 1604. display_nhwindow(win, TRUE); 1605. destroy_nhwindow(win); 1606. } 1607. #endif /* WIZARD */ 1608. 1609. #endif /* OVL1 */ 1610. 1611. /*dungeon.c*/