Source:NetHack 3.4.3/src/dungeon.c
Jump to navigation
Jump to search
Below is the full text to src/dungeon.c from NetHack 3.4.3. To link to a particular line, write Source:NetHack 3.4.3/src/dungeon.c#line123, for example.
Contents
- 1 Top of file
- 2 dumpit
- 3 save_dungeon
- 4 restore_dungeon
- 5 Fread
- 6 dname_to_dnum
- 7 find_level
- 8 find_branch
- 9 parent_dnum
- 10 level_range
- 11 parent_dlevel
- 12 correct_branch_type
- 13 insert_branch
- 14 add_branch
- 15 add_level
- 16 init_level
- 17 possible_places
- 18 pick_level
- 19 indent
- 20 place_level
- 21 level_map
- 22 init_dungeons
- 23 dunlev
- 24 dunlevs_in_dungeon
- 25 deepest_lev_reached
- 26 ledger_no
- 27 maxledgerno
- 28 ledger_to_dnum
- 29 ledger_to_dlev
- 30 depth
- 31 on_level
- 32 Is_special
- 33 Is_branchlev
- 34 next_level
- 35 prev_level
- 36 u_on_newpos
- 37 u_on_sstairs
- 38 u_on_upstairs
- 39 u_on_dnstairs
- 40 On_stairs
- 41 Is_botlevel
- 42 Can_dig_down
- 43 Can_fall_thru
- 44 Can_rise_up
- 45 get_level
- 46 In_quest
- 47 In_mines
- 48 dungeon_branch
- 49 at_dgn_entrance
- 50 In_V_tower
- 51 On_W_tower_level
- 52 In_W_tower
- 53 In_hell
- 54 find_hell
- 55 goto_hell
- 56 assign_level
- 57 assign_rnd_level
- 58 induced_align
- 59 Invocation_lev
- 60 level_difficulty
- 61 lev_by_name
- 62 br_string
- 63 print_branch
- 64 print_dungeon
Top of file
/* SCCS Id: @(#)dungeon.c 3.4 1999/10/30 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
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.
#include "hack.h"
#include "dgn_file.h"
#include "dlb.h"
#ifdef OVL1
#define DUNGEON_FILE "dungeon"
#define X_START "x-strt"
#define X_LOCATE "x-loca"
#define X_GOAL "x-goal"
struct proto_dungeon {
struct tmpdungeon tmpdungeon[MAXDUNGEON];
struct tmplevel tmplevel[LEV_LIMIT];
s_level *final_lev[LEV_LIMIT]; /* corresponding level pointers */
struct tmpbranch tmpbranch[BRANCH_LIMIT];
int start; /* starting index of current dungeon sp levels */
int n_levs; /* number of tmplevel entries */
int n_brs; /* number of tmpbranch entries */
};
int n_dgns; /* number of dungeons (used here, */
/* and mklev.c) */
static branch *branches = (branch *) 0; /* dungeon branch list */
struct lchoice {
int idx;
schar lev[MAXLINFO];
schar playerlev[MAXLINFO];
xchar dgn[MAXLINFO];
char menuletter;
};
static void FDECL(Fread, (genericptr_t, int, int, dlb *));
STATIC_DCL xchar FDECL(dname_to_dnum, (const char *));
STATIC_DCL int FDECL(find_branch, (const char *, struct proto_dungeon *));
STATIC_DCL xchar FDECL(parent_dnum, (const char *, struct proto_dungeon *));
STATIC_DCL int FDECL(level_range, (XCHAR_P,int,int,int,struct proto_dungeon *,int *));
STATIC_DCL xchar FDECL(parent_dlevel, (const char *, struct proto_dungeon *));
STATIC_DCL int FDECL(correct_branch_type, (struct tmpbranch *));
STATIC_DCL branch *FDECL(add_branch, (int, int, struct proto_dungeon *));
STATIC_DCL void FDECL(add_level, (s_level *));
STATIC_DCL void FDECL(init_level, (int,int,struct proto_dungeon *));
STATIC_DCL int FDECL(possible_places, (int, boolean *, struct proto_dungeon *));
STATIC_DCL xchar FDECL(pick_level, (boolean *, int));
STATIC_DCL boolean FDECL(place_level, (int, struct proto_dungeon *));
#ifdef WIZARD
STATIC_DCL const char *FDECL(br_string, (int));
STATIC_DCL void FDECL(print_branch, (winid, int, int, int, BOOLEAN_P, struct lchoice *));
#endif
dumpit
#ifdef DEBUG
#define DD dungeons[i]
STATIC_DCL void NDECL(dumpit);
STATIC_OVL void
dumpit()
{
int i;
s_level *x;
branch *br;
for(i = 0; i < n_dgns; i++) {
fprintf(stderr, "\n#%d \"%s\" (%s):\n", i,
DD.dname, DD.proto);
fprintf(stderr, " num_dunlevs %d, dunlev_ureached %d\n",
DD.num_dunlevs, DD.dunlev_ureached);
fprintf(stderr, " depth_start %d, ledger_start %d\n",
DD.depth_start, DD.ledger_start);
fprintf(stderr, " flags:%s%s%s\n",
DD.flags.rogue_like ? " rogue_like" : "",
DD.flags.maze_like ? " maze_like" : "",
DD.flags.hellish ? " hellish" : "");
getchar();
}
fprintf(stderr,"\nSpecial levels:\n");
for(x = sp_levchn; x; x = x->next) {
fprintf(stderr, "%s (%d): ", x->proto, x->rndlevs);
fprintf(stderr, "on %d, %d; ", x->dlevel.dnum, x->dlevel.dlevel);
fprintf(stderr, "flags:%s%s%s%s\n",
x->flags.rogue_like ? " rogue_like" : "",
x->flags.maze_like ? " maze_like" : "",
x->flags.hellish ? " hellish" : "",
x->flags.town ? " town" : "");
getchar();
}
fprintf(stderr,"\nBranches:\n");
for (br = branches; br; br = br->next) {
fprintf(stderr, "%d: %s, end1 %d %d, end2 %d %d, %s\n",
br->id,
br->type == BR_STAIR ? "stair" :
br->type == BR_NO_END1 ? "no end1" :
br->type == BR_NO_END2 ? "no end2" :
br->type == BR_PORTAL ? "portal" :
"unknown",
br->end1.dnum, br->end1.dlevel,
br->end2.dnum, br->end2.dlevel,
br->end1_up ? "end1 up" : "end1 down");
}
getchar();
fprintf(stderr,"\nDone\n");
getchar();
}
#endif
save_dungeon
/* Save the dungeon structures. */
void
save_dungeon(fd, perform_write, free_data)
int fd;
boolean perform_write, free_data;
{
branch *curr, *next;
int count;
if (perform_write) {
bwrite(fd, (genericptr_t) &n_dgns, sizeof n_dgns);
bwrite(fd, (genericptr_t) dungeons, sizeof(dungeon) * (unsigned)n_dgns);
bwrite(fd, (genericptr_t) &dungeon_topology, sizeof dungeon_topology);
bwrite(fd, (genericptr_t) tune, sizeof tune);
for (count = 0, curr = branches; curr; curr = curr->next)
count++;
bwrite(fd, (genericptr_t) &count, sizeof(count));
for (curr = branches; curr; curr = curr->next)
bwrite(fd, (genericptr_t) curr, sizeof (branch));
count = maxledgerno();
bwrite(fd, (genericptr_t) &count, sizeof count);
bwrite(fd, (genericptr_t) level_info,
(unsigned)count * sizeof (struct linfo));
bwrite(fd, (genericptr_t) &inv_pos, sizeof inv_pos);
}
if (free_data) {
for (curr = branches; curr; curr = next) {
next = curr->next;
free((genericptr_t) curr);
}
branches = 0;
}
}
restore_dungeon
/* Restore the dungeon structures. */
void
restore_dungeon(fd)
int fd;
{
branch *curr, *last;
int count, i;
mread(fd, (genericptr_t) &n_dgns, sizeof(n_dgns));
mread(fd, (genericptr_t) dungeons, sizeof(dungeon) * (unsigned)n_dgns);
mread(fd, (genericptr_t) &dungeon_topology, sizeof dungeon_topology);
mread(fd, (genericptr_t) tune, sizeof tune);
last = branches = (branch *) 0;
mread(fd, (genericptr_t) &count, sizeof(count));
for (i = 0; i < count; i++) {
curr = (branch *) alloc(sizeof(branch));
mread(fd, (genericptr_t) curr, sizeof(branch));
curr->next = (branch *) 0;
if (last)
last->next = curr;
else
branches = curr;
last = curr;
}
mread(fd, (genericptr_t) &count, sizeof(count));
if (count >= MAXLINFO)
panic("level information count larger (%d) than allocated size", count);
mread(fd, (genericptr_t) level_info, (unsigned)count*sizeof(struct linfo));
mread(fd, (genericptr_t) &inv_pos, sizeof inv_pos);
}
Fread
static void
Fread(ptr, size, nitems, stream)
genericptr_t ptr;
int size, nitems;
dlb *stream;
{
int cnt;
if((cnt = dlb_fread(ptr, size, nitems, stream)) != nitems) {
panic(
"Premature EOF on dungeon description file!\r\nExpected %d bytes - got %d.",
(size * nitems), (size * cnt));
terminate(EXIT_FAILURE);
}
}
dname_to_dnum
STATIC_OVL xchar
dname_to_dnum(s)
const char *s;
{
xchar i;
for (i = 0; i < n_dgns; i++)
if (!strcmp(dungeons[i].dname, s)) return i;
panic("Couldn't resolve dungeon number for name \"%s\".", s);
/*NOT REACHED*/
return (xchar)0;
}
find_level
s_level *
find_level(s)
const char *s;
{
s_level *curr;
for(curr = sp_levchn; curr; curr = curr->next)
if (!strcmpi(s, curr->proto)) break;
return curr;
}
find_branch
/* Find the branch that links the named dungeon. */
STATIC_OVL int
find_branch(s, pd)
const char *s; /* dungeon name */
struct proto_dungeon *pd;
{
int i;
if (pd) {
for (i = 0; i < pd->n_brs; i++)
if (!strcmp(pd->tmpbranch[i].name, s)) break;
if (i == pd->n_brs) panic("find_branch: can't find %s", s);
} else {
/* support for level tport by name */
branch *br;
const char *dnam;
for (br = branches; br; br = br->next) {
dnam = dungeons[br->end2.dnum].dname;
if (!strcmpi(dnam, s) ||
(!strncmpi(dnam, "The ", 4) && !strcmpi(dnam + 4, s)))
break;
}
i = br ? ((ledger_no(&br->end1) << 8) | ledger_no(&br->end2)) : -1;
}
return i;
}
parent_dnum
/*
* Find the "parent" by searching the prototype branch list for the branch
* listing, then figuring out to which dungeon it belongs.
*/
STATIC_OVL xchar
parent_dnum(s, pd)
const char *s; /* dungeon name */
struct proto_dungeon *pd;
{
int i;
xchar pdnum;
i = find_branch(s, pd);
/*
* Got branch, now find parent dungeon. Stop if we have reached
* "this" dungeon (if we haven't found it by now it is an error).
*/
for (pdnum = 0; strcmp(pd->tmpdungeon[pdnum].name, s); pdnum++)
if ((i -= pd->tmpdungeon[pdnum].branches) < 0)
return(pdnum);
panic("parent_dnum: couldn't resolve branch.");
/*NOT REACHED*/
return (xchar)0;
}
level_range
/*
* Return a starting point and number of successive positions a level
* or dungeon entrance can occupy.
*
* Note: This follows the acouple (instead of the rcouple) rules for a
* negative random component (rand < 0). These rules are found
* in dgn_comp.y. The acouple [absolute couple] section says that
* a negative random component means from the (adjusted) base to the
* end of the dungeon.
*/
STATIC_OVL int
level_range(dgn, base, rand, chain, pd, adjusted_base)
xchar dgn;
int base, rand, chain;
struct proto_dungeon *pd;
int *adjusted_base;
{
int lmax = dungeons[dgn].num_dunlevs;
if (chain >= 0) { /* relative to a special level */
s_level *levtmp = pd->final_lev[chain];
if (!levtmp) panic("level_range: empty chain level!");
base += levtmp->dlevel.dlevel;
} else { /* absolute in the dungeon */
/* from end of dungeon */
if (base < 0) base = (lmax + base + 1);
}
if (base < 1 || base > lmax)
panic("level_range: base value out of range");
*adjusted_base = base;
if (rand == -1) { /* from base to end of dungeon */
return (lmax - base + 1);
} else if (rand) {
/* make sure we don't run off the end of the dungeon */
return (((base + rand - 1) > lmax) ? lmax-base+1 : rand);
} /* else only one choice */
return 1;
}
parent_dlevel
STATIC_OVL xchar
parent_dlevel(s, pd)
const char *s;
struct proto_dungeon *pd;
{
int i, j, num, base, dnum = parent_dnum(s, pd);
branch *curr;
i = find_branch(s, pd);
num = level_range(dnum, pd->tmpbranch[i].lev.base,
pd->tmpbranch[i].lev.rand,
pd->tmpbranch[i].chain,
pd, &base);
/* KMH -- Try our best to find a level without an existing branch */
i = j = rn2(num);
do {
if (++i >= num) i = 0;
for (curr = branches; curr; curr = curr->next)
if ((curr->end1.dnum == dnum && curr->end1.dlevel == base+i) ||
(curr->end2.dnum == dnum && curr->end2.dlevel == base+i))
break;
} while (curr && i != j);
return (base + i);
}
correct_branch_type
/* Convert from the temporary branch type to the dungeon branch type. */
STATIC_OVL int
correct_branch_type(tbr)
struct tmpbranch *tbr;
{
switch (tbr->type) {
case TBR_STAIR: return BR_STAIR;
case TBR_NO_UP: return tbr->up ? BR_NO_END1 : BR_NO_END2;
case TBR_NO_DOWN: return tbr->up ? BR_NO_END2 : BR_NO_END1;
case TBR_PORTAL: return BR_PORTAL;
}
impossible("correct_branch_type: unknown branch type");
return BR_STAIR;
}
insert_branch
/*
* Add the given branch to the branch list. The branch list is ordered
* by end1 dungeon and level followed by end2 dungeon and level. If
* extract_first is true, then the branch is already part of the list
* but needs to be repositioned.
*/
void
insert_branch(new_branch, extract_first)
branch *new_branch;
boolean extract_first;
{
branch *curr, *prev;
long new_val, curr_val, prev_val;
if (extract_first) {
for (prev = 0, curr = branches; curr; prev = curr, curr = curr->next)
if (curr == new_branch) break;
if (!curr) panic("insert_branch: not found");
if (prev)
prev->next = curr->next;
else
branches = curr->next;
}
new_branch->next = (branch *) 0;
/* Convert the branch into a unique number so we can sort them. */
#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))
/*
* Insert the new branch into the correct place in the branch list.
*/
prev = (branch *) 0;
prev_val = -1;
new_val = branch_val(new_branch);
for (curr = branches; curr;
prev_val = curr_val, prev = curr, curr = curr->next) {
curr_val = branch_val(curr);
if (prev_val < new_val && new_val <= curr_val) break;
}
if (prev) {
new_branch->next = curr;
prev->next = new_branch;
} else {
new_branch->next = branches;
branches = new_branch;
}
}
add_branch
/* Add a dungeon branch to the branch list. */
STATIC_OVL branch *
add_branch(dgn, child_entry_level, pd)
int dgn;
int child_entry_level;
struct proto_dungeon *pd;
{
static int branch_id = 0;
int branch_num;
branch *new_branch;
branch_num = find_branch(dungeons[dgn].dname,pd);
new_branch = (branch *) alloc(sizeof(branch));
new_branch->next = (branch *) 0;
new_branch->id = branch_id++;
new_branch->type = correct_branch_type(&pd->tmpbranch[branch_num]);
new_branch->end1.dnum = parent_dnum(dungeons[dgn].dname, pd);
new_branch->end1.dlevel = parent_dlevel(dungeons[dgn].dname, pd);
new_branch->end2.dnum = dgn;
new_branch->end2.dlevel = child_entry_level;
new_branch->end1_up = pd->tmpbranch[branch_num].up ? TRUE : FALSE;
insert_branch(new_branch, FALSE);
return new_branch;
}
add_level
/*
* Add new level to special level chain. Insert it in level order with the
* other levels in this dungeon. This assumes that we are never given a
* level that has a dungeon number less than the dungeon number of the
* last entry.
*/
STATIC_OVL void
add_level(new_lev)
s_level *new_lev;
{
s_level *prev, *curr;
prev = (s_level *) 0;
for (curr = sp_levchn; curr; curr = curr->next) {
if (curr->dlevel.dnum == new_lev->dlevel.dnum &&
curr->dlevel.dlevel > new_lev->dlevel.dlevel)
break;
prev = curr;
}
if (!prev) {
new_lev->next = sp_levchn;
sp_levchn = new_lev;
} else {
new_lev->next = curr;
prev->next = new_lev;
}
}
init_level
STATIC_OVL void
init_level(dgn, proto_index, pd)
int dgn, proto_index;
struct proto_dungeon *pd;
{
s_level *new_level;
struct tmplevel *tlevel = &pd->tmplevel[proto_index];
pd->final_lev[proto_index] = (s_level *) 0; /* no "real" level */
#ifdef WIZARD
if (!wizard)
#endif
if (tlevel->chance <= rn2(100)) return;
pd->final_lev[proto_index] = new_level =
(s_level *) alloc(sizeof(s_level));
/* load new level with data */
Strcpy(new_level->proto, tlevel->name);
new_level->boneid = tlevel->boneschar;
new_level->dlevel.dnum = dgn;
new_level->dlevel.dlevel = 0; /* for now */
new_level->flags.town = !!(tlevel->flags & TOWN);
new_level->flags.hellish = !!(tlevel->flags & HELLISH);
new_level->flags.maze_like = !!(tlevel->flags & MAZELIKE);
new_level->flags.rogue_like = !!(tlevel->flags & ROGUELIKE);
new_level->flags.align = ((tlevel->flags & D_ALIGN_MASK) >> 4);
if (!new_level->flags.align)
new_level->flags.align =
((pd->tmpdungeon[dgn].flags & D_ALIGN_MASK) >> 4);
new_level->rndlevs = tlevel->rndlevs;
new_level->next = (s_level *) 0;
}
possible_places
STATIC_OVL int
possible_places(idx, map, pd)
int idx; /* prototype index */
boolean *map; /* array MAXLEVEL+1 in length */
struct proto_dungeon *pd;
{
int i, start, count;
s_level *lev = pd->final_lev[idx];
/* init level possibilities */
for (i = 0; i <= MAXLEVEL; i++) map[i] = FALSE;
/* get base and range and set those entried to true */
count = level_range(lev->dlevel.dnum, pd->tmplevel[idx].lev.base,
pd->tmplevel[idx].lev.rand,
pd->tmplevel[idx].chain,
pd, &start);
for (i = start; i < start+count; i++)
map[i] = TRUE;
/* mark off already placed levels */
for (i = pd->start; i < idx; i++) {
if (pd->final_lev[i] && map[pd->final_lev[i]->dlevel.dlevel]) {
map[pd->final_lev[i]->dlevel.dlevel] = FALSE;
--count;
}
}
return count;
}
pick_level
/* Pick the nth TRUE entry in the given boolean array. */
STATIC_OVL xchar
pick_level(map, nth)
boolean *map; /* an array MAXLEVEL+1 in size */
int nth;
{
int i;
for (i = 1; i <= MAXLEVEL; i++)
if (map[i] && !nth--) return (xchar) i;
panic("pick_level: ran out of valid levels");
return 0;
}
indent
#ifdef DDEBUG
static void FDECL(indent,(int));
static void
indent(d)
int d;
{
while (d-- > 0) fputs(" ", stderr);
}
#endif
place_level
/*
* Place a level. First, find the possible places on a dungeon map
* template. Next pick one. Then try to place the next level. If
* sucessful, we're done. Otherwise, try another (and another) until
* all possible places have been tried. If all possible places have
* been exausted, return false.
*/
STATIC_OVL boolean
place_level(proto_index, pd)
int proto_index;
struct proto_dungeon *pd;
{
boolean map[MAXLEVEL+1]; /* valid levels are 1..MAXLEVEL inclusive */
s_level *lev;
int npossible;
#ifdef DDEBUG
int i;
#endif
if (proto_index == pd->n_levs) return TRUE; /* at end of proto levels */
lev = pd->final_lev[proto_index];
/* No level created for this prototype, goto next. */
if (!lev) return place_level(proto_index+1, pd);
npossible = possible_places(proto_index, map, pd);
for (; npossible; --npossible) {
lev->dlevel.dlevel = pick_level(map, rn2(npossible));
#ifdef DDEBUG
indent(proto_index-pd->start);
fprintf(stderr,"%s: trying %d [ ", lev->proto, lev->dlevel.dlevel);
for (i = 1; i <= MAXLEVEL; i++)
if (map[i]) fprintf(stderr,"%d ", i);
fprintf(stderr,"]\n");
#endif
if (place_level(proto_index+1, pd)) return TRUE;
map[lev->dlevel.dlevel] = FALSE; /* this choice didn't work */
}
#ifdef DDEBUG
indent(proto_index-pd->start);
fprintf(stderr,"%s: failed\n", lev->proto);
#endif
return FALSE;
}
level_map
struct level_map {
const char *lev_name;
d_level *lev_spec;
} level_map[] = {
{ "air", &air_level },
{ "asmodeus", &asmodeus_level },
{ "astral", &astral_level },
{ "baalz", &baalzebub_level },
{ "bigroom", &bigroom_level },
{ "castle", &stronghold_level },
{ "earth", &earth_level },
{ "fakewiz1", &portal_level },
{ "fire", &fire_level },
{ "juiblex", &juiblex_level },
{ "knox", &knox_level },
{ "medusa", &medusa_level },
{ "oracle", &oracle_level },
{ "orcus", &orcus_level },
#ifdef REINCARNATION
{ "rogue", &rogue_level },
#endif
{ "sanctum", &sanctum_level },
{ "valley", &valley_level },
{ "water", &water_level },
{ "wizard1", &wiz1_level },
{ "wizard2", &wiz2_level },
{ "wizard3", &wiz3_level },
{ X_START, &qstart_level },
{ X_LOCATE, &qlocate_level },
{ X_GOAL, &nemesis_level },
{ "", (d_level *)0 }
};
init_dungeons
void
init_dungeons() /* initialize the "dungeon" structs */
{
dlb *dgn_file;
register int i, cl = 0, cb = 0;
register s_level *x;
struct proto_dungeon pd;
struct level_map *lev_map;
struct version_info vers_info;
pd.n_levs = pd.n_brs = 0;
dgn_file = dlb_fopen(DUNGEON_FILE, RDBMODE);
if (!dgn_file) {
char tbuf[BUFSZ];
Sprintf(tbuf, "Cannot open dungeon description - \"%s",
DUNGEON_FILE);
#ifdef DLBRSRC /* using a resource from the executable */
Strcat(tbuf, "\" resource!");
#else /* using a file or DLB file */
# if defined(DLB)
Strcat(tbuf, "\" from ");
# ifdef PREFIXES_IN_USE
Strcat(tbuf, "\n\"");
if (fqn_prefix[DATAPREFIX]) Strcat(tbuf, fqn_prefix[DATAPREFIX]);
# else
Strcat(tbuf, "\"");
# endif
Strcat(tbuf, DLBFILE);
# endif
Strcat(tbuf, "\" file!");
#endif
#ifdef WIN32
interject_assistance(1, INTERJECT_PANIC, (genericptr_t)tbuf,
(genericptr_t)fqn_prefix[DATAPREFIX]);
#endif
panic(tbuf);
}
/* validate the data's version against the program's version */
Fread((genericptr_t) &vers_info, sizeof vers_info, 1, dgn_file);
/* we'd better clear the screen now, since when error messages come from
* check_version() they will be printed using pline(), which doesn't
* mix with the raw messages that might be already on the screen
*/
if (iflags.window_inited) clear_nhwindow(WIN_MAP);
if (!check_version(&vers_info, DUNGEON_FILE, TRUE))
panic("Dungeon description not valid.");
/*
* Read in each dungeon and transfer the results to the internal
* dungeon arrays.
*/
sp_levchn = (s_level *) 0;
Fread((genericptr_t)&n_dgns, sizeof(int), 1, dgn_file);
if (n_dgns >= MAXDUNGEON)
panic("init_dungeons: too many dungeons");
for (i = 0; i < n_dgns; i++) {
Fread((genericptr_t)&pd.tmpdungeon[i],
sizeof(struct tmpdungeon), 1, dgn_file);
#ifdef WIZARD
if(!wizard)
#endif
if(pd.tmpdungeon[i].chance && (pd.tmpdungeon[i].chance <= rn2(100))) {
int j;
/* skip over any levels or branches */
for(j = 0; j < pd.tmpdungeon[i].levels; j++)
Fread((genericptr_t)&pd.tmplevel[cl], sizeof(struct tmplevel),
1, dgn_file);
for(j = 0; j < pd.tmpdungeon[i].branches; j++)
Fread((genericptr_t)&pd.tmpbranch[cb],
sizeof(struct tmpbranch), 1, dgn_file);
n_dgns--; i--;
continue;
}
Strcpy(dungeons[i].dname, pd.tmpdungeon[i].name);
Strcpy(dungeons[i].proto, pd.tmpdungeon[i].protoname);
dungeons[i].boneid = pd.tmpdungeon[i].boneschar;
if(pd.tmpdungeon[i].lev.rand)
dungeons[i].num_dunlevs = (xchar)rn1(pd.tmpdungeon[i].lev.rand,
pd.tmpdungeon[i].lev.base);
else dungeons[i].num_dunlevs = (xchar)pd.tmpdungeon[i].lev.base;
if(!i) {
dungeons[i].ledger_start = 0;
dungeons[i].depth_start = 1;
dungeons[i].dunlev_ureached = 1;
} else {
dungeons[i].ledger_start = dungeons[i-1].ledger_start +
dungeons[i-1].num_dunlevs;
dungeons[i].dunlev_ureached = 0;
}
dungeons[i].flags.hellish = !!(pd.tmpdungeon[i].flags & HELLISH);
dungeons[i].flags.maze_like = !!(pd.tmpdungeon[i].flags & MAZELIKE);
dungeons[i].flags.rogue_like = !!(pd.tmpdungeon[i].flags & ROGUELIKE);
dungeons[i].flags.align = ((pd.tmpdungeon[i].flags & D_ALIGN_MASK) >> 4);
/*
* Set the entry level for this dungeon. The pd.tmpdungeon entry
* value means:
* < 0 from bottom (-1 == bottom level)
* 0 default (top)
* > 0 actual level (1 = top)
*
* Note that the entry_lev field in the dungeon structure is
* redundant. It is used only here and in print_dungeon().
*/
if (pd.tmpdungeon[i].entry_lev < 0) {
dungeons[i].entry_lev = dungeons[i].num_dunlevs +
pd.tmpdungeon[i].entry_lev + 1;
if (dungeons[i].entry_lev <= 0) dungeons[i].entry_lev = 1;
} else if (pd.tmpdungeon[i].entry_lev > 0) {
dungeons[i].entry_lev = pd.tmpdungeon[i].entry_lev;
if (dungeons[i].entry_lev > dungeons[i].num_dunlevs)
dungeons[i].entry_lev = dungeons[i].num_dunlevs;
} else { /* default */
dungeons[i].entry_lev = 1; /* defaults to top level */
}
if (i) { /* set depth */
branch *br;
schar from_depth;
boolean from_up;
br = add_branch(i, dungeons[i].entry_lev, &pd);
/* Get the depth of the connecting end. */
if (br->end1.dnum == i) {
from_depth = depth(&br->end2);
from_up = !br->end1_up;
} else {
from_depth = depth(&br->end1);
from_up = br->end1_up;
}
/*
* Calculate the depth of the top of the dungeon via
* its branch. First, the depth of the entry point:
*
* depth of branch from "parent" dungeon
* + -1 or 1 depending on a up or down stair or
* 0 if portal
*
* Followed by the depth of the top of the dungeon:
*
* - (entry depth - 1)
*
* We'll say that portals stay on the same depth.
*/
dungeons[i].depth_start = from_depth
+ (br->type == BR_PORTAL ? 0 :
(from_up ? -1 : 1))
- (dungeons[i].entry_lev - 1);
}
/* this is redundant - it should have been flagged by dgn_comp */
if(dungeons[i].num_dunlevs > MAXLEVEL)
dungeons[i].num_dunlevs = MAXLEVEL;
pd.start = pd.n_levs; /* save starting point */
pd.n_levs += pd.tmpdungeon[i].levels;
if (pd.n_levs > LEV_LIMIT)
panic("init_dungeon: too many special levels");
/*
* Read in the prototype special levels. Don't add generated
* special levels until they are all placed.
*/
for(; cl < pd.n_levs; cl++) {
Fread((genericptr_t)&pd.tmplevel[cl],
sizeof(struct tmplevel), 1, dgn_file);
init_level(i, cl, &pd);
}
/*
* Recursively place the generated levels for this dungeon. This
* routine will attempt all possible combinations before giving
* up.
*/
if (!place_level(pd.start, &pd))
panic("init_dungeon: couldn't place levels");
#ifdef DDEBUG
fprintf(stderr, "--- end of dungeon %d ---\n", i);
fflush(stderr);
getchar();
#endif
for (; pd.start < pd.n_levs; pd.start++)
if (pd.final_lev[pd.start]) add_level(pd.final_lev[pd.start]);
pd.n_brs += pd.tmpdungeon[i].branches;
if (pd.n_brs > BRANCH_LIMIT)
panic("init_dungeon: too many branches");
for(; cb < pd.n_brs; cb++)
Fread((genericptr_t)&pd.tmpbranch[cb],
sizeof(struct tmpbranch), 1, dgn_file);
}
(void) dlb_fclose(dgn_file);
for (i = 0; i < 5; i++) tune[i] = 'A' + rn2(7);
tune[5] = 0;
/*
* Find most of the special levels and dungeons so we can access their
* locations quickly.
*/
for (lev_map = level_map; lev_map->lev_name[0]; lev_map++) {
x = find_level(lev_map->lev_name);
if (x) {
assign_level(lev_map->lev_spec, &x->dlevel);
if (!strncmp(lev_map->lev_name, "x-", 2)) {
/* This is where the name substitution on the
* levels of the quest dungeon occur.
*/
Sprintf(x->proto, "%s%s", urole.filecode, &lev_map->lev_name[1]);
} else if (lev_map->lev_spec == &knox_level) {
branch *br;
/*
* Kludge to allow floating Knox entrance. We
* specify a floating entrance by the fact that
* its entrance (end1) has a bogus dnum, namely
* n_dgns.
*/
for (br = branches; br; br = br->next)
if (on_level(&br->end2, &knox_level)) break;
if (br) br->end1.dnum = n_dgns;
/* adjust the branch's position on the list */
insert_branch(br, TRUE);
}
}
}
/*
* I hate hardwiring these names. :-(
*/
quest_dnum = dname_to_dnum("The Quest");
sokoban_dnum = dname_to_dnum("Sokoban");
mines_dnum = dname_to_dnum("The Gnomish Mines");
tower_dnum = dname_to_dnum("Vlad's Tower");
/* one special fixup for dummy surface level */
if ((x = find_level("dummy")) != 0) {
i = x->dlevel.dnum;
/* the code above puts earth one level above dungeon level #1,
making the dummy level overlay level 1; but the whole reason
for having the dummy level is to make earth have depth -1
instead of 0, so adjust the start point to shift endgame up */
if (dunlevs_in_dungeon(&x->dlevel) > 1 - dungeons[i].depth_start)
dungeons[i].depth_start -= 1;
/* TO DO: strip "dummy" out all the way here,
so that it's hidden from <ctrl/O> feedback. */
}
#ifdef DEBUG
dumpit();
#endif
}
dunlev
xchar
dunlev(lev) /* return the level number for lev in *this* dungeon */
d_level *lev;
{
return(lev->dlevel);
}
dunlevs_in_dungeon
xchar
dunlevs_in_dungeon(lev) /* return the lowest level number for *this* dungeon*/
d_level *lev;
{
return(dungeons[lev->dnum].num_dunlevs);
}
deepest_lev_reached
xchar
deepest_lev_reached(noquest) /* return the lowest level explored in the game*/
boolean noquest;
{
/* this function is used for three purposes: to provide a factor
* of difficulty in monster generation; to provide a factor of
* difficulty in experience calculations (botl.c and end.c); and
* to insert the deepest level reached in the game in the topten
* display. the 'noquest' arg switch is required for the latter.
*
* from the player's point of view, going into the Quest is _not_
* going deeper into the dungeon -- it is going back "home", where
* the dungeon starts at level 1. given the setup in dungeon.def,
* the depth of the Quest (thought of as starting at level 1) is
* never lower than the level of entry into the Quest, so we exclude
* the Quest from the topten "deepest level reached" display
* calculation. _However_ the Quest is a difficult dungeon, so we
* include it in the factor of difficulty calculations.
*/
register int i;
d_level tmp;
register schar ret = 0;
for(i = 0; i < n_dgns; i++) {
if((tmp.dlevel = dungeons[i].dunlev_ureached) == 0) continue;
if(!strcmp(dungeons[i].dname, "The Quest") && noquest) continue;
tmp.dnum = i;
if(depth(&tmp) > ret) ret = depth(&tmp);
}
return((xchar) ret);
}
ledger_no
/* return a bookkeeping level number for purpose of comparisons and
* save/restore */
xchar
ledger_no(lev)
d_level *lev;
{
return((xchar)(lev->dlevel + dungeons[lev->dnum].ledger_start));
}
maxledgerno
/*
* The last level in the bookkeeping list of level is the bottom of the last
* dungeon in the dungeons[] array.
*
* Maxledgerno() -- which is the max number of levels in the bookkeeping
* list, should not be confused with dunlevs_in_dungeon(lev) -- which
* returns the max number of levels in lev's dungeon, and both should
* not be confused with deepest_lev_reached() -- which returns the lowest
* depth visited by the player.
*/
xchar
maxledgerno()
{
return (xchar) (dungeons[n_dgns-1].ledger_start +
dungeons[n_dgns-1].num_dunlevs);
}
ledger_to_dnum
/* return the dungeon that this ledgerno exists in */
xchar
ledger_to_dnum(ledgerno)
xchar ledgerno;
{
register int i;
/* find i such that (i->base + 1) <= ledgerno <= (i->base + i->count) */
for (i = 0; i < n_dgns; i++)
if (dungeons[i].ledger_start < ledgerno &&
ledgerno <= dungeons[i].ledger_start + dungeons[i].num_dunlevs)
return (xchar)i;
panic("level number out of range [ledger_to_dnum(%d)]", (int)ledgerno);
/*NOT REACHED*/
return (xchar)0;
}
ledger_to_dlev
/* return the level of the dungeon this ledgerno exists in */
xchar
ledger_to_dlev(ledgerno)
xchar ledgerno;
{
return((xchar)(ledgerno - dungeons[ledger_to_dnum(ledgerno)].ledger_start));
}
#endif /* OVL1 */
depth
#ifdef OVL0
/* returns the depth of a level, in floors below the surface */
/* (note levels in different dungeons can have the same depth). */
schar
depth(lev)
d_level *lev;
{
return((schar)( dungeons[lev->dnum].depth_start + lev->dlevel - 1));
}
on_level
boolean
on_level(lev1, lev2) /* are "lev1" and "lev2" actually the same? */
d_level *lev1, *lev2;
{
return((boolean)((lev1->dnum == lev2->dnum) && (lev1->dlevel == lev2->dlevel)));
}
#endif /* OVL0 */
Is_special
#ifdef OVL1
/* is this level referenced in the special level chain? */
s_level *
Is_special(lev)
d_level *lev;
{
s_level *levtmp;
for (levtmp = sp_levchn; levtmp; levtmp = levtmp->next)
if (on_level(lev, &levtmp->dlevel)) return(levtmp);
return((s_level *)0);
}
Is_branchlev
/*
* Is this a multi-dungeon branch level? If so, return a pointer to the
* branch. Otherwise, return null.
*/
branch *
Is_branchlev(lev)
d_level *lev;
{
branch *curr;
for (curr = branches; curr; curr = curr->next) {
if (on_level(lev, &curr->end1) || on_level(lev, &curr->end2))
return curr;
}
return (branch *) 0;
}
next_level
/* goto the next level (or appropriate dungeon) */
void
next_level(at_stairs)
boolean at_stairs;
{
if (at_stairs && u.ux == sstairs.sx && u.uy == sstairs.sy) {
/* Taking a down dungeon branch. */
goto_level(&sstairs.tolev, at_stairs, FALSE, FALSE);
} else {
/* Going down a stairs or jump in a trap door. */
d_level newlevel;
newlevel.dnum = u.uz.dnum;
newlevel.dlevel = u.uz.dlevel + 1;
goto_level(&newlevel, at_stairs, !at_stairs, FALSE);
}
}
prev_level
/* goto the previous level (or appropriate dungeon) */
void
prev_level(at_stairs)
boolean at_stairs;
{
if (at_stairs && u.ux == sstairs.sx && u.uy == sstairs.sy) {
/* Taking an up dungeon branch. */
/* KMH -- Upwards branches are okay if not level 1 */
/* (Just make sure it doesn't go above depth 1) */
if(!u.uz.dnum && u.uz.dlevel == 1 && !u.uhave.amulet) done(ESCAPED);
else goto_level(&sstairs.tolev, at_stairs, FALSE, FALSE);
} else {
/* Going up a stairs or rising through the ceiling. */
d_level newlevel;
newlevel.dnum = u.uz.dnum;
newlevel.dlevel = u.uz.dlevel - 1;
goto_level(&newlevel, at_stairs, FALSE, FALSE);
}
}
u_on_newpos
void
u_on_newpos(x, y)
int x, y;
{
u.ux = x;
u.uy = y;
#ifdef CLIPPING
cliparound(u.ux, u.uy);
#endif
#ifdef STEED
/* ridden steed always shares hero's location */
if (u.usteed) u.usteed->mx = u.ux, u.usteed->my = u.uy;
#endif
}
u_on_sstairs
void
u_on_sstairs() { /* place you on the special staircase */
if (sstairs.sx) {
u_on_newpos(sstairs.sx, sstairs.sy);
} else {
/* code stolen from goto_level */
int trycnt = 0;
xchar x, y;
#ifdef DEBUG
pline("u_on_sstairs: picking random spot");
#endif
#define badspot(x,y) ((levl[x][y].typ != ROOM && levl[x][y].typ != CORR) || MON_AT(x, y))
do {
x = rnd(COLNO-1);
y = rn2(ROWNO);
if (!badspot(x, y)) {
u_on_newpos(x, y);
return;
}
} while (++trycnt <= 500);
panic("u_on_sstairs: could not relocate player!");
#undef badspot
}
}
u_on_upstairs
void
u_on_upstairs() /* place you on upstairs (or special equivalent) */
{
if (xupstair) {
u_on_newpos(xupstair, yupstair);
} else
u_on_sstairs();
}
u_on_dnstairs
void
u_on_dnstairs() /* place you on dnstairs (or special equivalent) */
{
if (xdnstair) {
u_on_newpos(xdnstair, ydnstair);
} else
u_on_sstairs();
}
On_stairs
boolean
On_stairs(x, y)
xchar x, y;
{
return((boolean)((x == xupstair && y == yupstair) ||
(x == xdnstair && y == ydnstair) ||
(x == xdnladder && y == ydnladder) ||
(x == xupladder && y == yupladder) ||
(x == sstairs.sx && y == sstairs.sy)));
}
Is_botlevel
boolean
Is_botlevel(lev)
d_level *lev;
{
return((boolean)(lev->dlevel == dungeons[lev->dnum].num_dunlevs));
}
Can_dig_down
boolean
Can_dig_down(lev)
d_level *lev;
{
return((boolean)(!level.flags.hardfloor
&& !Is_botlevel(lev) && !Invocation_lev(lev)));
}
Can_fall_thru
/*
* Like Can_dig_down (above), but also allows falling through on the
* stronghold level. Normally, the bottom level of a dungeon resists
* both digging and falling.
*/
boolean
Can_fall_thru(lev)
d_level *lev;
{
return((boolean)(Can_dig_down(lev) || Is_stronghold(lev)));
}
Can_rise_up
/*
* True if one can rise up a level (e.g. cursed gain level).
* This happens on intermediate dungeon levels or on any top dungeon
* level that has a stairwell style branch to the next higher dungeon.
* Checks for amulets and such must be done elsewhere.
*/
boolean
Can_rise_up(x, y, lev)
int x, y;
d_level *lev;
{
/* can't rise up from inside the top of the Wizard's tower */
/* KMH -- or in sokoban */
if (In_endgame(lev) || In_sokoban(lev) ||
(Is_wiz1_level(lev) && In_W_tower(x, y, lev)))
return FALSE;
return (boolean)(lev->dlevel > 1 ||
(dungeons[lev->dnum].entry_lev == 1 && ledger_no(lev) != 1 &&
sstairs.sx && sstairs.up));
}
get_level
/*
* It is expected that the second argument of get_level is a depth value,
* either supplied by the user (teleport control) or randomly generated.
* But more than one level can be at the same depth. If the target level
* is "above" the present depth location, get_level must trace "up" from
* the player's location (through the ancestors dungeons) the dungeon
* within which the target level is located. With only one exception
* which does not pass through this routine (see level_tele), teleporting
* "down" is confined to the current dungeon. At present, level teleport
* in dungeons that build up is confined within them.
*/
void
get_level(newlevel, levnum)
d_level *newlevel;
int levnum;
{
branch *br;
xchar dgn = u.uz.dnum;
if (levnum <= 0) {
/* can only currently happen in endgame */
levnum = u.uz.dlevel;
} else if (levnum > dungeons[dgn].depth_start
+ dungeons[dgn].num_dunlevs - 1) {
/* beyond end of dungeon, jump to last level */
levnum = dungeons[dgn].num_dunlevs;
} else {
/* The desired level is in this dungeon or a "higher" one. */
/*
* Branch up the tree until we reach a dungeon that contains the
* levnum.
*/
if (levnum < dungeons[dgn].depth_start) {
do {
/*
* Find the parent dungeon of this dungeon.
*
* This assumes that end2 is always the "child" and it is
* unique.
*/
for (br = branches; br; br = br->next)
if (br->end2.dnum == dgn) break;
if (!br)
panic("get_level: can't find parent dungeon");
dgn = br->end1.dnum;
} while (levnum < dungeons[dgn].depth_start);
}
/* We're within the same dungeon; calculate the level. */
levnum = levnum - dungeons[dgn].depth_start + 1;
}
newlevel->dnum = dgn;
newlevel->dlevel = levnum;
}
#endif /* OVL1 */
In_quest
#ifdef OVL0
boolean
In_quest(lev) /* are you in the quest dungeon? */
d_level *lev;
{
return((boolean)(lev->dnum == quest_dnum));
}
#endif /* OVL0 */
In_mines
#ifdef OVL1
boolean
In_mines(lev) /* are you in the mines dungeon? */
d_level *lev;
{
return((boolean)(lev->dnum == mines_dnum));
}
dungeon_branch
/*
* Return the branch for the given dungeon.
*
* This function assumes:
* + This is not called with "Dungeons of Doom".
* + There is only _one_ branch to a given dungeon.
* + Field end2 is the "child" dungeon.
*/
branch *
dungeon_branch(s)
const char *s;
{
branch *br;
xchar dnum;
dnum = dname_to_dnum(s);
/* Find the branch that connects to dungeon i's branch. */
for (br = branches; br; br = br->next)
if (br->end2.dnum == dnum) break;
if (!br) panic("dgn_entrance: can't find entrance to %s", s);
return br;
}
at_dgn_entrance
/*
* This returns true if the hero is on the same level as the entrance to
* the named dungeon.
*
* Called from do.c and mklev.c.
*
* Assumes that end1 is always the "parent".
*/
boolean
at_dgn_entrance(s)
const char *s;
{
branch *br;
br = dungeon_branch(s);
return((boolean)(on_level(&u.uz, &br->end1) ? TRUE : FALSE));
}
In_V_tower
boolean
In_V_tower(lev) /* is `lev' part of Vlad's tower? */
d_level *lev;
{
return((boolean)(lev->dnum == tower_dnum));
}
On_W_tower_level
boolean
On_W_tower_level(lev) /* is `lev' a level containing the Wizard's tower? */
d_level *lev;
{
return (boolean)(Is_wiz1_level(lev) ||
Is_wiz2_level(lev) ||
Is_wiz3_level(lev));
}
In_W_tower
boolean
In_W_tower(x, y, lev) /* is <x,y> of `lev' inside the Wizard's tower? */
int x, y;
d_level *lev;
{
if (!On_W_tower_level(lev)) return FALSE;
/*
* Both of the exclusion regions for arriving via level teleport
* (from above or below) define the tower's boundary.
* assert( updest.nIJ == dndest.nIJ for I={l|h},J={x|y} );
*/
if (dndest.nlx > 0)
return (boolean)within_bounded_area(x, y, dndest.nlx, dndest.nly,
dndest.nhx, dndest.nhy);
else
impossible("No boundary for Wizard's Tower?");
return FALSE;
}
#endif /* OVL1 */
In_hell
#ifdef OVL0
boolean
In_hell(lev) /* are you in one of the Hell levels? */
d_level *lev;
{
return((boolean)(dungeons[lev->dnum].flags.hellish));
}
#endif /* OVL0 */
find_hell
#ifdef OVL1
void
find_hell(lev) /* sets *lev to be the gateway to Gehennom... */
d_level *lev;
{
lev->dnum = valley_level.dnum;
lev->dlevel = 1;
}
goto_hell
void
goto_hell(at_stairs, falling) /* go directly to hell... */
boolean at_stairs, falling;
{
d_level lev;
find_hell(&lev);
goto_level(&lev, at_stairs, falling, FALSE);
}
assign_level
void
assign_level(dest, src) /* equivalent to dest = source */
d_level *dest, *src;
{
dest->dnum = src->dnum;
dest->dlevel = src->dlevel;
}
assign_rnd_level
void
assign_rnd_level(dest, src, range) /* dest = src + rn1(range) */
d_level *dest, *src;
int range;
{
dest->dnum = src->dnum;
dest->dlevel = src->dlevel + ((range > 0) ? rnd(range) : -rnd(-range)) ;
if(dest->dlevel > dunlevs_in_dungeon(dest))
dest->dlevel = dunlevs_in_dungeon(dest);
else if(dest->dlevel < 1)
dest->dlevel = 1;
}
#endif /* OVL1 */
induced_align
#ifdef OVL0
int
induced_align(pct)
int pct;
{
s_level *lev = Is_special(&u.uz);
aligntyp al;
if (lev && lev->flags.align)
if(rn2(100) < pct) return(lev->flags.align);
if(dungeons[u.uz.dnum].flags.align)
if(rn2(100) < pct) return(dungeons[u.uz.dnum].flags.align);
al = rn2(3) - 1;
return(Align2amask(al));
}
#endif /* OVL0 */
Invocation_lev
#ifdef OVL1
boolean
Invocation_lev(lev)
d_level *lev;
{
return((boolean)(In_hell(lev) &&
lev->dlevel == (dungeons[lev->dnum].num_dunlevs - 1)));
}
level_difficulty
/* use instead of depth() wherever a degree of difficulty is made
* dependent on the location in the dungeon (eg. monster creation).
*/
xchar
level_difficulty()
{
if (In_endgame(&u.uz))
return((xchar)(depth(&sanctum_level) + u.ulevel/2));
else
if (u.uhave.amulet)
return(deepest_lev_reached(FALSE));
else
return((xchar) depth(&u.uz));
}
lev_by_name
/* Take one word and try to match it to a level.
* Recognized levels are as shown by print_dungeon().
*/
schar
lev_by_name(nam)
const char *nam;
{
schar lev = 0;
s_level *slev;
d_level dlev;
const char *p;
int idx, idxtoo;
char buf[BUFSZ];
/* allow strings like "the oracle level" to find "oracle" */
if (!strncmpi(nam, "the ", 4)) nam += 4;
if ((p = strstri(nam, " level")) != 0 && p == eos((char*)nam) - 6) {
nam = strcpy(buf, nam);
*(eos(buf) - 6) = '\0';
}
/* hell is the old name, and wouldn't match; gehennom would match its
branch, yielding the castle level instead of the valley of the dead */
if (!strcmpi(nam, "gehennom") || !strcmpi(nam, "hell")) {
if (In_V_tower(&u.uz)) nam = " to Vlad's tower"; /* branch to... */
else nam = "valley";
}
if ((slev = find_level(nam)) != 0) {
dlev = slev->dlevel;
idx = ledger_no(&dlev);
if ((dlev.dnum == u.uz.dnum ||
/* within same branch, or else main dungeon <-> gehennom */
(u.uz.dnum == valley_level.dnum &&
dlev.dnum == medusa_level.dnum) ||
(u.uz.dnum == medusa_level.dnum &&
dlev.dnum == valley_level.dnum)) &&
( /* either wizard mode or else seen and not forgotten */
#ifdef WIZARD
wizard ||
#endif
(level_info[idx].flags & (FORGOTTEN|VISITED)) == VISITED)) {
lev = depth(&slev->dlevel);
}
} else { /* not a specific level; try branch names */
idx = find_branch(nam, (struct proto_dungeon *)0);
/* "<branch> to Xyzzy" */
if (idx < 0 && (p = strstri(nam, " to ")) != 0)
idx = find_branch(p + 4, (struct proto_dungeon *)0);
if (idx >= 0) {
idxtoo = (idx >> 8) & 0x00FF;
idx &= 0x00FF;
if ( /* either wizard mode, or else _both_ sides of branch seen */
#ifdef WIZARD
wizard ||
#endif
((level_info[idx].flags & (FORGOTTEN|VISITED)) == VISITED &&
(level_info[idxtoo].flags & (FORGOTTEN|VISITED)) == VISITED)) {
if (ledger_to_dnum(idxtoo) == u.uz.dnum) idx = idxtoo;
dlev.dnum = ledger_to_dnum(idx);
dlev.dlevel = ledger_to_dlev(idx);
lev = depth(&dlev);
}
}
}
return lev;
}
br_string
#ifdef WIZARD
/* Convert a branch type to a string usable by print_dungeon(). */
STATIC_OVL const char *
br_string(type)
int type;
{
switch (type) {
case BR_PORTAL: return "Portal";
case BR_NO_END1: return "Connection";
case BR_NO_END2: return "One way stair";
case BR_STAIR: return "Stair";
}
return " (unknown)";
}
print_branch
/* Print all child branches between the lower and upper bounds. */
STATIC_OVL void
print_branch(win, dnum, lower_bound, upper_bound, bymenu, lchoices)
winid win;
int dnum;
int lower_bound;
int upper_bound;
boolean bymenu;
struct lchoice *lchoices;
{
branch *br;
char buf[BUFSZ];
anything any;
/* This assumes that end1 is the "parent". */
for (br = branches; br; br = br->next) {
if (br->end1.dnum == dnum && lower_bound < br->end1.dlevel &&
br->end1.dlevel <= upper_bound) {
Sprintf(buf," %s to %s: %d",
br_string(br->type),
dungeons[br->end2.dnum].dname,
depth(&br->end1));
if (bymenu) {
lchoices->lev[lchoices->idx] = br->end1.dlevel;
lchoices->dgn[lchoices->idx] = br->end1.dnum;
lchoices->playerlev[lchoices->idx] = depth(&br->end1);
any.a_void = 0;
any.a_int = lchoices->idx + 1;
add_menu(win, NO_GLYPH, &any, lchoices->menuletter,
0, ATR_NONE, buf, MENU_UNSELECTED);
if (lchoices->menuletter == 'z') lchoices->menuletter = 'A';
else lchoices->menuletter++;
lchoices->idx++;
} else
putstr(win, 0, buf);
}
}
}
print_dungeon
/* Print available dungeon information. */
schar
print_dungeon(bymenu, rlev, rdgn)
boolean bymenu;
schar *rlev;
xchar *rdgn;
{
int i, last_level, nlev;
char buf[BUFSZ];
boolean first;
s_level *slev;
dungeon *dptr;
branch *br;
anything any;
struct lchoice lchoices;
winid win = create_nhwindow(NHW_MENU);
if (bymenu) {
start_menu(win);
lchoices.idx = 0;
lchoices.menuletter = 'a';
}
for (i = 0, dptr = dungeons; i < n_dgns; i++, dptr++) {
nlev = dptr->num_dunlevs;
if (nlev > 1)
Sprintf(buf, "%s: levels %d to %d", dptr->dname, dptr->depth_start,
dptr->depth_start + nlev - 1);
else
Sprintf(buf, "%s: level %d", dptr->dname, dptr->depth_start);
/* Most entrances are uninteresting. */
if (dptr->entry_lev != 1) {
if (dptr->entry_lev == nlev)
Strcat(buf, ", entrance from below");
else
Sprintf(eos(buf), ", entrance on %d",
dptr->depth_start + dptr->entry_lev - 1);
}
if (bymenu) {
any.a_void = 0;
add_menu(win, NO_GLYPH, &any, 0, 0, iflags.menu_headings, buf, MENU_UNSELECTED);
} else
putstr(win, 0, buf);
/*
* Circle through the special levels to find levels that are in
* this dungeon.
*/
for (slev = sp_levchn, last_level = 0; slev; slev = slev->next) {
if (slev->dlevel.dnum != i) continue;
/* print any branches before this level */
print_branch(win, i, last_level, slev->dlevel.dlevel, bymenu, &lchoices);
Sprintf(buf, " %s: %d", slev->proto, depth(&slev->dlevel));
if (Is_stronghold(&slev->dlevel))
Sprintf(eos(buf), " (tune %s)", tune);
if (bymenu) {
/* If other floating branches are added, this will need to change */
if (i != knox_level.dnum) {
lchoices.lev[lchoices.idx] = slev->dlevel.dlevel;
lchoices.dgn[lchoices.idx] = i;
} else {
lchoices.lev[lchoices.idx] = depth(&slev->dlevel);
lchoices.dgn[lchoices.idx] = 0;
}
lchoices.playerlev[lchoices.idx] = depth(&slev->dlevel);
any.a_void = 0;
any.a_int = lchoices.idx + 1;
add_menu(win, NO_GLYPH, &any, lchoices.menuletter,
0, ATR_NONE, buf, MENU_UNSELECTED);
if (lchoices.menuletter == 'z') lchoices.menuletter = 'A';
else lchoices.menuletter++;
lchoices.idx++;
} else
putstr(win, 0, buf);
last_level = slev->dlevel.dlevel;
}
/* print branches after the last special level */
print_branch(win, i, last_level, MAXLEVEL, bymenu, &lchoices);
}
/* Print out floating branches (if any). */
for (first = TRUE, br = branches; br; br = br->next) {
if (br->end1.dnum == n_dgns) {
if (first) {
if (!bymenu) {
putstr(win, 0, "");
putstr(win, 0, "Floating branches");
}
first = FALSE;
}
Sprintf(buf, " %s to %s",
br_string(br->type), dungeons[br->end2.dnum].dname);
if (!bymenu)
putstr(win, 0, buf);
}
}
if (bymenu) {
int n;
menu_item *selected;
int idx;
end_menu(win, "Level teleport to where:");
n = select_menu(win, PICK_ONE, &selected);
destroy_nhwindow(win);
if (n > 0) {
idx = selected[0].item.a_int - 1;
free((genericptr_t)selected);
if (rlev && rdgn) {
*rlev = lchoices.lev[idx];
*rdgn = lchoices.dgn[idx];
return lchoices.playerlev[idx];
}
}
return 0;
}
/* I hate searching for the invocation pos while debugging. -dean */
if (Invocation_lev(&u.uz)) {
putstr(win, 0, "");
Sprintf(buf, "Invocation position @ (%d,%d), hero @ (%d,%d)",
inv_pos.x, inv_pos.y, u.ux, u.uy);
putstr(win, 0, buf);
}
/*
* The following is based on the assumption that the inter-level portals
* created by the level compiler (not the dungeon compiler) only exist
* one per level (currently true, of course).
*/
else if (Is_earthlevel(&u.uz) || Is_waterlevel(&u.uz)
|| Is_firelevel(&u.uz) || Is_airlevel(&u.uz)) {
struct trap *trap;
for (trap = ftrap; trap; trap = trap->ntrap)
if (trap->ttyp == MAGIC_PORTAL) break;
putstr(win, 0, "");
if (trap)
Sprintf(buf, "Portal @ (%d,%d), hero @ (%d,%d)",
trap->tx, trap->ty, u.ux, u.uy);
else
Sprintf(buf, "No portal found.");
putstr(win, 0, buf);
}
display_nhwindow(win, TRUE);
destroy_nhwindow(win);
return 0;
}
#endif /* WIZARD */
#endif /* OVL1 */
/*dungeon.c*/