Source:NetHack 3.4.3/src/mkroom.c
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Below is the full text to src/mkroom.c from NetHack 3.4.3. To link to a particular line, write Source:NetHack 3.4.3/src/mkroom.c#line123, for example. This file deals with the creation of special rooms, like shops, temples, zoos, leprechaun halls, etc..
Contents
- 1 Top of file
- 2 isbig
- 3 mkroom
- 4 mkshop
- 5 pick_room
- 6 mkzoo
- 7 fill_zoo
- 8 mkundead
- 9 morguemon
- 10 antholemon
- 11 mkswamp
- 12 shrine_pos
- 13 mktemple
- 14 nexttodoor
- 15 has_dnstairs
- 16 has_upstairs
- 17 somex
- 18 somey
- 19 inside_room
- 20 somexy
- 21 search_special
- 22 courtmon
- 23 squadmon
- 24 save_room
- 25 save_rooms
- 26 rest_room
- 27 rest_rooms
Top of file
/* SCCS Id: @(#)mkroom.c 3.4 2001/09/06 */
/* 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.
/*
* Entry points:
* mkroom() -- make and stock a room of a given type
* nexttodoor() -- return TRUE if adjacent to a door
* has_dnstairs() -- return TRUE if given room has a down staircase
* has_upstairs() -- return TRUE if given room has an up staircase
* courtmon() -- generate a court monster
* save_rooms() -- save rooms into file fd
* rest_rooms() -- restore rooms from file fd
*/
#include "hack.h"
#ifdef OVLB
STATIC_DCL boolean FDECL(isbig, (struct mkroom *));
STATIC_DCL struct mkroom * FDECL(pick_room,(BOOLEAN_P));
STATIC_DCL void NDECL(mkshop), FDECL(mkzoo,(int)), NDECL(mkswamp);
STATIC_DCL void NDECL(mktemple);
STATIC_DCL coord * FDECL(shrine_pos, (int));
STATIC_DCL struct permonst * NDECL(morguemon);
STATIC_DCL struct permonst * NDECL(antholemon);
STATIC_DCL struct permonst * NDECL(squadmon);
STATIC_DCL void FDECL(save_room, (int,struct mkroom *));
STATIC_DCL void FDECL(rest_room, (int,struct mkroom *));
#endif /* OVLB */
#define sq(x) ((x)*(x))
extern const struct shclass shtypes[]; /* defined in shknam.c */
#ifdef OVLB
isbig
STATIC_OVL boolean
isbig(sroom)
register struct mkroom *sroom;
{
register int area = (sroom->hx - sroom->lx + 1)
* (sroom->hy - sroom->ly + 1);
return((boolean)( area > 20 ));
}
mkroom
void
mkroom(roomtype)
/* make and stock a room of a given type */
int roomtype;
{
if (roomtype >= SHOPBASE)
mkshop(); /* someday, we should be able to specify shop type */
else switch(roomtype) {
case COURT: mkzoo(COURT); break;
case ZOO: mkzoo(ZOO); break;
case BEEHIVE: mkzoo(BEEHIVE); break;
case MORGUE: mkzoo(MORGUE); break;
case BARRACKS: mkzoo(BARRACKS); break;
case SWAMP: mkswamp(); break;
case TEMPLE: mktemple(); break;
case LEPREHALL: mkzoo(LEPREHALL); break;
case COCKNEST: mkzoo(COCKNEST); break;
case ANTHOLE: mkzoo(ANTHOLE); break;
default: impossible("Tried to make a room of type %d.", roomtype);
}
}
mkshop
STATIC_OVL void
mkshop()
{
register struct mkroom *sroom;
int i = -1;
#ifdef WIZARD
char *ep = (char *)0; /* (init == lint suppression) */
/* first determine shoptype */
if(wizard){
#ifndef MAC
ep = nh_getenv("SHOPTYPE");
if(ep){
if(*ep == 'z' || *ep == 'Z'){
mkzoo(ZOO);
return;
}
if(*ep == 'm' || *ep == 'M'){
mkzoo(MORGUE);
return;
}
if(*ep == 'b' || *ep == 'B'){
mkzoo(BEEHIVE);
return;
}
if(*ep == 't' || *ep == 'T' || *ep == '\\'){
mkzoo(COURT);
return;
}
if(*ep == 's' || *ep == 'S'){
mkzoo(BARRACKS);
return;
}
if(*ep == 'a' || *ep == 'A'){
mkzoo(ANTHOLE);
return;
}
if(*ep == 'c' || *ep == 'C'){
mkzoo(COCKNEST);
return;
}
if(*ep == 'l' || *ep == 'L'){
mkzoo(LEPREHALL);
return;
}
if(*ep == '_'){
mktemple();
return;
}
if(*ep == '}'){
mkswamp();
return;
}
for(i=0; shtypes[i].name; i++)
if(*ep == def_oc_syms[(int)shtypes[i].symb])
goto gottype;
if(*ep == 'g' || *ep == 'G')
i = 0;
else
i = -1;
}
#endif
}
#ifndef MAC
gottype:
#endif
#endif
for(sroom = &rooms[0]; ; sroom++){
if(sroom->hx < 0) return;
if(sroom - rooms >= nroom) {
pline("rooms not closed by -1?");
return;
}
if(sroom->rtype != OROOM) continue;
if(has_dnstairs(sroom) || has_upstairs(sroom))
continue;
if(
#ifdef WIZARD
(wizard && ep && sroom->doorct != 0) ||
#endif
sroom->doorct == 1) break;
}
if (!sroom->rlit) {
int x, y;
for(x = sroom->lx - 1; x <= sroom->hx + 1; x++)
for(y = sroom->ly - 1; y <= sroom->hy + 1; y++)
levl[x][y].lit = 1;
sroom->rlit = 1;
}
if(i < 0) { /* shoptype not yet determined */
register int j;
/* pick a shop type at random */
for (j = rnd(100), i = 0; (j -= shtypes[i].prob) > 0; i++)
continue;
/* big rooms cannot be wand or book shops,
* - so make them general stores
*/
if(isbig(sroom) && (shtypes[i].symb == WAND_CLASS
|| shtypes[i].symb == SPBOOK_CLASS)) i = 0;
}
sroom->rtype = SHOPBASE + i;
/* set room bits before stocking the shop */
#ifdef SPECIALIZATION
topologize(sroom, FALSE); /* doesn't matter - this is a special room */
#else
topologize(sroom);
#endif
/* stock the room with a shopkeeper and artifacts */
stock_room(i, sroom);
}
pick_room
STATIC_OVL struct mkroom *
pick_room(strict)
register boolean strict;
/* pick an unused room, preferably with only one door */
{
register struct mkroom *sroom;
register int i = nroom;
for(sroom = &rooms[rn2(nroom)]; i--; sroom++) {
if(sroom == &rooms[nroom])
sroom = &rooms[0];
if(sroom->hx < 0)
return (struct mkroom *)0;
if(sroom->rtype != OROOM) continue;
if(!strict) {
if(has_upstairs(sroom) || (has_dnstairs(sroom) && rn2(3)))
continue;
} else if(has_upstairs(sroom) || has_dnstairs(sroom))
continue;
if(sroom->doorct == 1 || !rn2(5)
#ifdef WIZARD
|| wizard
#endif
)
return sroom;
}
return (struct mkroom *)0;
}
mkzoo
STATIC_OVL void
mkzoo(type)
int type;
{
register struct mkroom *sroom;
if ((sroom = pick_room(FALSE)) != 0) {
sroom->rtype = type;
fill_zoo(sroom);
}
}
fill_zoo
void
fill_zoo(sroom)
struct mkroom *sroom;
{
struct monst *mon;
register int sx,sy,i;
int sh, tx, ty, goldlim, type = sroom->rtype;
int rmno = (sroom - rooms) + ROOMOFFSET;
coord mm;
#ifdef GCC_WARN
tx = ty = goldlim = 0;
#endif
sh = sroom->fdoor;
switch(type) {
case COURT:
if(level.flags.is_maze_lev) {
for(tx = sroom->lx; tx <= sroom->hx; tx++)
for(ty = sroom->ly; ty <= sroom->hy; ty++)
if(IS_THRONE(levl[tx][ty].typ))
goto throne_placed;
}
i = 100;
do { /* don't place throne on top of stairs */
(void) somexy(sroom, &mm);
tx = mm.x; ty = mm.y;
} while (occupied((xchar)tx, (xchar)ty) && --i > 0);
throne_placed:
/* TODO: try to ensure the enthroned monster is an M2_PRINCE */
break;
case BEEHIVE:
tx = sroom->lx + (sroom->hx - sroom->lx + 1)/2;
ty = sroom->ly + (sroom->hy - sroom->ly + 1)/2;
if(sroom->irregular) {
/* center might not be valid, so put queen elsewhere */
if ((int) levl[tx][ty].roomno != rmno ||
levl[tx][ty].edge) {
(void) somexy(sroom, &mm);
tx = mm.x; ty = mm.y;
}
}
break;
case ZOO:
case LEPREHALL:
goldlim = 500 * level_difficulty();
break;
}
for(sx = sroom->lx; sx <= sroom->hx; sx++)
for(sy = sroom->ly; sy <= sroom->hy; sy++) {
if(sroom->irregular) {
if ((int) levl[sx][sy].roomno != rmno ||
levl[sx][sy].edge ||
(sroom->doorct &&
distmin(sx, sy, doors[sh].x, doors[sh].y) <= 1))
continue;
} else if(!SPACE_POS(levl[sx][sy].typ) ||
(sroom->doorct &&
((sx == sroom->lx && doors[sh].x == sx-1) ||
(sx == sroom->hx && doors[sh].x == sx+1) ||
(sy == sroom->ly && doors[sh].y == sy-1) ||
(sy == sroom->hy && doors[sh].y == sy+1))))
continue;
/* don't place monster on explicitly placed throne */
if(type == COURT && IS_THRONE(levl[sx][sy].typ))
continue;
mon = makemon(
(type == COURT) ? courtmon() :
(type == BARRACKS) ? squadmon() :
(type == MORGUE) ? morguemon() :
(type == BEEHIVE) ?
(sx == tx && sy == ty ? &mons[PM_QUEEN_BEE] :
&mons[PM_KILLER_BEE]) :
(type == LEPREHALL) ? &mons[PM_LEPRECHAUN] :
(type == COCKNEST) ? &mons[PM_COCKATRICE] :
(type == ANTHOLE) ? antholemon() :
(struct permonst *) 0,
sx, sy, NO_MM_FLAGS);
if(mon) {
mon->msleeping = 1;
if (type==COURT && mon->mpeaceful) {
mon->mpeaceful = 0;
set_malign(mon);
}
}
switch(type) {
case ZOO:
case LEPREHALL:
if(sroom->doorct)
{
int distval = dist2(sx,sy,doors[sh].x,doors[sh].y);
i = sq(distval);
}
else
i = goldlim;
if(i >= goldlim) i = 5*level_difficulty();
goldlim -= i;
(void) mkgold((long) rn1(i, 10), sx, sy);
break;
case MORGUE:
if(!rn2(5))
(void) mk_tt_object(CORPSE, sx, sy);
if(!rn2(10)) /* lots of treasure buried with dead */
(void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST,
sx, sy, TRUE, FALSE);
if (!rn2(5))
make_grave(sx, sy, (char *)0);
break;
case BEEHIVE:
if(!rn2(3))
(void) mksobj_at(LUMP_OF_ROYAL_JELLY,
sx, sy, TRUE, FALSE);
break;
case BARRACKS:
if(!rn2(20)) /* the payroll and some loot */
(void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST,
sx, sy, TRUE, FALSE);
break;
case COCKNEST:
if(!rn2(3)) {
struct obj *sobj = mk_tt_object(STATUE, sx, sy);
if (sobj) {
for (i = rn2(5); i; i--)
(void) add_to_container(sobj,
mkobj(RANDOM_CLASS, FALSE));
sobj->owt = weight(sobj);
}
}
break;
case ANTHOLE:
if(!rn2(3))
(void) mkobj_at(FOOD_CLASS, sx, sy, FALSE);
break;
}
}
switch (type) {
case COURT:
{
struct obj *chest;
levl[tx][ty].typ = THRONE;
(void) somexy(sroom, &mm);
(void) mkgold((long) rn1(50 * level_difficulty(),10), mm.x, mm.y);
/* the royal coffers */
chest = mksobj_at(CHEST, mm.x, mm.y, TRUE, FALSE);
chest->spe = 2; /* so it can be found later */
level.flags.has_court = 1;
break;
}
case BARRACKS:
level.flags.has_barracks = 1;
break;
case ZOO:
level.flags.has_zoo = 1;
break;
case MORGUE:
level.flags.has_morgue = 1;
break;
case SWAMP:
level.flags.has_swamp = 1;
break;
case BEEHIVE:
level.flags.has_beehive = 1;
break;
}
}
mkundead
/* make a swarm of undead around mm */
void
mkundead(mm, revive_corpses, mm_flags)
coord *mm;
boolean revive_corpses;
int mm_flags;
{
int cnt = (level_difficulty() + 1)/10 + rnd(5);
struct permonst *mdat;
struct obj *otmp;
coord cc;
while (cnt--) {
mdat = morguemon();
if (enexto(&cc, mm->x, mm->y, mdat) &&
(!revive_corpses ||
!(otmp = sobj_at(CORPSE, cc.x, cc.y)) ||
!revive(otmp)))
(void) makemon(mdat, cc.x, cc.y, mm_flags);
}
level.flags.graveyard = TRUE; /* reduced chance for undead corpse */
}
morguemon
STATIC_OVL struct permonst *
morguemon()
{
register int i = rn2(100), hd = rn2(level_difficulty());
if(hd > 10 && i < 10)
return((Inhell || In_endgame(&u.uz)) ? mkclass(S_DEMON,0) :
&mons[ndemon(A_NONE)]);
if(hd > 8 && i > 85)
return(mkclass(S_VAMPIRE,0));
return((i < 20) ? &mons[PM_GHOST]
: (i < 40) ? &mons[PM_WRAITH] : mkclass(S_ZOMBIE,0));
}
antholemon
STATIC_OVL struct permonst *
antholemon()
{
int mtyp;
/* Same monsters within a level, different ones between levels */
switch ((level_difficulty() + ((long)u.ubirthday)) % 3) {
default: mtyp = PM_GIANT_ANT; break;
case 0: mtyp = PM_SOLDIER_ANT; break;
case 1: mtyp = PM_FIRE_ANT; break;
}
return ((mvitals[mtyp].mvflags & G_GONE) ?
(struct permonst *)0 : &mons[mtyp]);
}
mkswamp
STATIC_OVL void
mkswamp() /* Michiel Huisjes & Fred de Wilde */
{
register struct mkroom *sroom;
register int sx,sy,i,eelct = 0;
for(i=0; i<5; i++) { /* turn up to 5 rooms swampy */
sroom = &rooms[rn2(nroom)];
if(sroom->hx < 0 || sroom->rtype != OROOM ||
has_upstairs(sroom) || has_dnstairs(sroom))
continue;
/* satisfied; make a swamp */
sroom->rtype = SWAMP;
for(sx = sroom->lx; sx <= sroom->hx; sx++)
for(sy = sroom->ly; sy <= sroom->hy; sy++)
if(!OBJ_AT(sx, sy) &&
!MON_AT(sx, sy) && !t_at(sx,sy) && !nexttodoor(sx,sy)) {
if((sx+sy)%2) {
levl[sx][sy].typ = POOL;
if(!eelct || !rn2(4)) {
/* mkclass() won't do, as we might get kraken */
(void) makemon(rn2(5) ? &mons[PM_GIANT_EEL]
: rn2(2) ? &mons[PM_PIRANHA]
: &mons[PM_ELECTRIC_EEL],
sx, sy, NO_MM_FLAGS);
eelct++;
}
} else
if(!rn2(4)) /* swamps tend to be moldy */
(void) makemon(mkclass(S_FUNGUS,0),
sx, sy, NO_MM_FLAGS);
}
level.flags.has_swamp = 1;
}
}
shrine_pos
STATIC_OVL coord *
shrine_pos(roomno)
int roomno;
{
static coord buf;
struct mkroom *troom = &rooms[roomno - ROOMOFFSET];
buf.x = troom->lx + ((troom->hx - troom->lx) / 2);
buf.y = troom->ly + ((troom->hy - troom->ly) / 2);
return(&buf);
}
mktemple
STATIC_OVL void
mktemple()
{
register struct mkroom *sroom;
coord *shrine_spot;
register struct rm *lev;
if(!(sroom = pick_room(TRUE))) return;
/* set up Priest and shrine */
sroom->rtype = TEMPLE;
/*
* In temples, shrines are blessed altars
* located in the center of the room
*/
shrine_spot = shrine_pos((sroom - rooms) + ROOMOFFSET);
lev = &levl[shrine_spot->x][shrine_spot->y];
lev->typ = ALTAR;
lev->altarmask = induced_align(80);
priestini(&u.uz, sroom, shrine_spot->x, shrine_spot->y, FALSE);
lev->altarmask |= AM_SHRINE;
level.flags.has_temple = 1;
}
nexttodoor
boolean
nexttodoor(sx,sy)
register int sx, sy;
{
register int dx, dy;
register struct rm *lev;
for(dx = -1; dx <= 1; dx++) for(dy = -1; dy <= 1; dy++) {
if(!isok(sx+dx, sy+dy)) continue;
if(IS_DOOR((lev = &levl[sx+dx][sy+dy])->typ) ||
lev->typ == SDOOR)
return(TRUE);
}
return(FALSE);
}
has_dnstairs
boolean
has_dnstairs(sroom)
register struct mkroom *sroom;
{
if (sroom == dnstairs_room)
return TRUE;
if (sstairs.sx && !sstairs.up)
return((boolean)(sroom == sstairs_room));
return FALSE;
}
has_upstairs
boolean
has_upstairs(sroom)
register struct mkroom *sroom;
{
if (sroom == upstairs_room)
return TRUE;
if (sstairs.sx && sstairs.up)
return((boolean)(sroom == sstairs_room));
return FALSE;
}
#endif /* OVLB */
#ifdef OVL0
somex
int
somex(croom)
register struct mkroom *croom;
{
return rn2(croom->hx-croom->lx+1) + croom->lx;
}
somey
int
somey(croom)
register struct mkroom *croom;
{
return rn2(croom->hy-croom->ly+1) + croom->ly;
}
inside_room
boolean
inside_room(croom, x, y)
struct mkroom *croom;
xchar x, y;
{
return((boolean)(x >= croom->lx-1 && x <= croom->hx+1 &&
y >= croom->ly-1 && y <= croom->hy+1));
}
somexy
boolean
somexy(croom, c)
struct mkroom *croom;
coord *c;
{
int try_cnt = 0;
int i;
if (croom->irregular) {
i = (croom - rooms) + ROOMOFFSET;
while(try_cnt++ < 100) {
c->x = somex(croom);
c->y = somey(croom);
if (!levl[c->x][c->y].edge &&
(int) levl[c->x][c->y].roomno == i)
return TRUE;
}
/* try harder; exhaustively search until one is found */
for(c->x = croom->lx; c->x <= croom->hx; c->x++)
for(c->y = croom->ly; c->y <= croom->hy; c->y++)
if (!levl[c->x][c->y].edge &&
(int) levl[c->x][c->y].roomno == i)
return TRUE;
return FALSE;
}
if (!croom->nsubrooms) {
c->x = somex(croom);
c->y = somey(croom);
return TRUE;
}
/* Check that coords doesn't fall into a subroom or into a wall */
while(try_cnt++ < 100) {
c->x = somex(croom);
c->y = somey(croom);
if (IS_WALL(levl[c->x][c->y].typ))
continue;
for(i=0 ; i<croom->nsubrooms;i++)
if(inside_room(croom->sbrooms[i], c->x, c->y))
goto you_lose;
break;
you_lose: ;
}
if (try_cnt >= 100)
return FALSE;
return TRUE;
}
search_special
/*
* Search for a special room given its type (zoo, court, etc...)
* Special values :
* - ANY_SHOP
* - ANY_TYPE
*/
struct mkroom *
search_special(type)
schar type;
{
register struct mkroom *croom;
for(croom = &rooms[0]; croom->hx >= 0; croom++)
if((type == ANY_TYPE && croom->rtype != OROOM) ||
(type == ANY_SHOP && croom->rtype >= SHOPBASE) ||
croom->rtype == type)
return croom;
for(croom = &subrooms[0]; croom->hx >= 0; croom++)
if((type == ANY_TYPE && croom->rtype != OROOM) ||
(type == ANY_SHOP && croom->rtype >= SHOPBASE) ||
croom->rtype == type)
return croom;
return (struct mkroom *) 0;
}
#endif /* OVL0 */
#ifdef OVLB
courtmon
struct permonst *
courtmon()
{
int i = rn2(60) + rn2(3*level_difficulty());
if (i > 100) return(mkclass(S_DRAGON,0));
else if (i > 95) return(mkclass(S_GIANT,0));
else if (i > 85) return(mkclass(S_TROLL,0));
else if (i > 75) return(mkclass(S_CENTAUR,0));
else if (i > 60) return(mkclass(S_ORC,0));
else if (i > 45) return(&mons[PM_BUGBEAR]);
else if (i > 30) return(&mons[PM_HOBGOBLIN]);
else if (i > 15) return(mkclass(S_GNOME,0));
else return(mkclass(S_KOBOLD,0));
}
squadmon
#define NSTYPES (PM_CAPTAIN - PM_SOLDIER + 1)
static struct {
unsigned pm;
unsigned prob;
} squadprob[NSTYPES] = {
{PM_SOLDIER, 80}, {PM_SERGEANT, 15}, {PM_LIEUTENANT, 4}, {PM_CAPTAIN, 1}
};
STATIC_OVL struct permonst *
squadmon() /* return soldier types. */
{
int sel_prob, i, cpro, mndx;
sel_prob = rnd(80+level_difficulty());
cpro = 0;
for (i = 0; i < NSTYPES; i++) {
cpro += squadprob[i].prob;
if (cpro > sel_prob) {
mndx = squadprob[i].pm;
goto gotone;
}
}
mndx = squadprob[rn2(NSTYPES)].pm;
gotone:
if (!(mvitals[mndx].mvflags & G_GONE)) return(&mons[mndx]);
else return((struct permonst *) 0);
}
save_room
/*
* save_room : A recursive function that saves a room and its subrooms
* (if any).
*/
STATIC_OVL void
save_room(fd, r)
int fd;
struct mkroom *r;
{
short i;
/*
* Well, I really should write only useful information instead
* of writing the whole structure. That is I should not write
* the subrooms pointers, but who cares ?
*/
bwrite(fd, (genericptr_t) r, sizeof(struct mkroom));
for(i=0; i<r->nsubrooms; i++)
save_room(fd, r->sbrooms[i]);
}
save_rooms
/*
* save_rooms : Save all the rooms on disk!
*/
void
save_rooms(fd)
int fd;
{
short i;
/* First, write the number of rooms */
bwrite(fd, (genericptr_t) &nroom, sizeof(nroom));
for(i=0; i<nroom; i++)
save_room(fd, &rooms[i]);
}
rest_room
STATIC_OVL void
rest_room(fd, r)
int fd;
struct mkroom *r;
{
short i;
mread(fd, (genericptr_t) r, sizeof(struct mkroom));
for(i=0; i<r->nsubrooms; i++) {
r->sbrooms[i] = &subrooms[nsubroom];
rest_room(fd, &subrooms[nsubroom]);
subrooms[nsubroom++].resident = (struct monst *)0;
}
}
rest_rooms
/*
* rest_rooms : That's for restoring rooms. Read the rooms structure from
* the disk.
*/
void
rest_rooms(fd)
int fd;
{
short i;
mread(fd, (genericptr_t) &nroom, sizeof(nroom));
nsubroom = 0;
for(i = 0; i<nroom; i++) {
rest_room(fd, &rooms[i]);
rooms[i].resident = (struct monst *)0;
}
rooms[nroom].hx = -1; /* restore ending flags */
subrooms[nsubroom].hx = -1;
}
#endif /* OVLB */
/*mkroom.c*/