The g? structs had a mix of variables that were written to
the savefile, and those that were not.
For better clarity and to distinguish those that end up in
the savefile, relocate some g? variables that get written
directly to the savefile into different structs.
This updates EDITLEVEL, although technically it probably
didn't need to, since savefile contents are not changing.
Details:
gb.bases -> svb.bases
gb.bbubbles -> svb.bbubbles
gb.branches -> svb.branches
gc.context -> svc.context
gd.disco -> svd.disco
gd.dndest -> svd.dndest
gd.doors -> svd.doors
gd.doors_alloc -> svd.doors_alloc
gd.dungeon_topology -> svd.dungeon_topology
gd.dungeons -> svd.dungeons
ge.exclusion_zones -> sve.exclusion_zones
gh.hackpid -> svh.hackpid
gi.inv_pos -> svi.inv_pos
gk.killer -> svk.killer
gl.lastseentyp -> svl.lastseentyp
gl.level -> svl.level
gl.level_info -> svl.level_info
gm.mapseenchn -> svm.mapseenchn
gm.moves -> svm.moves
gm.mvitals -> svm.mvitals
gn.n_dgns -> svn.n_dgns
gn.n_regions -> svn.n_regions
gn.nroom -> svn.nroom
go.oracle_cnt -> svo.oracle_cnt
gp.pl_character -> svp.pl_character
gp.pl_fruit -> svp.pl_fruit
gp.plname -> svp.plname
gp.program_state -> svp.program_state
gq.quest_status -> svq.quest_status
gr.rooms -> svr.rooms
gs.sp_levchn -> svs.sp_levchn
gs.spl_book -> svs.spl_book
gt.timer_id -> svt.timer_id
gt.tune -> svt.tune
gu.updest -> svu.updest
gx.xmax -> svx.xmax
gx.xmin -> svx.xmin
gy.ymax -> svy.ymax
gy.ymin -> svy.ymin
Related note:
There are some pointer variables that are heads of chains that were not
moved from 'g?' to 'sv?', because they are not actually written to the
savefile directly, but the objects/monst/trap/lightsource/timer in the
chains they point to are. That can be changed, if desired.
Examples: gi.invent, gm.migrating_objs, gb.billobjs, gm.migrating_mons,
gf.ftrap, gl.light_base, gt.timer_base
2485 lines
79 KiB
C
2485 lines
79 KiB
C
/* NetHack 3.7 mklev.c $NHDT-Date: 1704830831 2024/01/09 20:07:11 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.175 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Alex Smith, 2017. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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/* for UNIX, Rand #def'd to (long)lrand48() or (long)random() */
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/* croom->lx etc are schar (width <= int), so % arith ensures that */
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/* conversion of result to int is reasonable */
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staticfn boolean generate_stairs_room_good(struct mkroom *, int);
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staticfn struct mkroom *generate_stairs_find_room(void);
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staticfn void generate_stairs(void);
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staticfn void mkfount(struct mkroom *);
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staticfn boolean find_okay_roompos(struct mkroom *, coord *) NONNULLARG12;
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staticfn void mksink(struct mkroom *);
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staticfn void mkaltar(struct mkroom *);
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staticfn void mkgrave(struct mkroom *);
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staticfn void mkinvpos(coordxy, coordxy, int);
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staticfn int mkinvk_check_wall(coordxy x, coordxy y);
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staticfn void mk_knox_portal(coordxy, coordxy);
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staticfn void makevtele(void);
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staticfn void fill_ordinary_room(struct mkroom *, boolean) NONNULLARG1;
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staticfn void themerooms_post_level_generate(void);
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staticfn void makelevel(void);
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staticfn boolean bydoor(coordxy, coordxy);
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staticfn void mktrap_victim(struct trap *);
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staticfn int traptype_rnd(unsigned);
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staticfn int traptype_roguelvl(void);
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staticfn struct mkroom *find_branch_room(coord *) NONNULLARG1;
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staticfn struct mkroom *pos_to_room(coordxy, coordxy);
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staticfn boolean cardinal_nextto_room(struct mkroom *, coordxy, coordxy);
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staticfn boolean place_niche(struct mkroom *, int *, coordxy *, coordxy *);
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staticfn void makeniche(int);
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staticfn void make_niches(void);
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staticfn int QSORTCALLBACK mkroom_cmp(const genericptr, const genericptr);
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staticfn void dosdoor(coordxy, coordxy, struct mkroom *, int);
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staticfn void join(int, int, boolean);
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staticfn void alloc_doors(void);
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staticfn void do_room_or_subroom(struct mkroom *,
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coordxy, coordxy, coordxy, coordxy,
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boolean, schar, boolean, boolean);
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staticfn void makerooms(void);
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staticfn boolean door_into_nonjoined(coordxy, coordxy);
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staticfn boolean finddpos(coord *, coordxy, coordxy, coordxy, coordxy);
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#define create_vault() create_room(-1, -1, 2, 2, -1, -1, VAULT, TRUE)
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#define init_vault() gv.vault_x = -1
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#define do_vault() (gv.vault_x != -1)
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/* Args must be (const genericptr) so that qsort will always be happy. */
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staticfn int QSORTCALLBACK
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mkroom_cmp(const genericptr vx, const genericptr vy)
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{
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const struct mkroom *x, *y;
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x = (const struct mkroom *) vx;
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y = (const struct mkroom *) vy;
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if (x->lx < y->lx)
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return -1;
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return (x->lx > y->lx);
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}
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/* Return TRUE if a door placed at (x, y) which otherwise passes okdoor()
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* checks would be connecting into an area that was declared as joined = false.
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* Checking for this in finddpos() enables us to have rooms with sub-areas
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* (such as shops) that will never randomly generate unwanted doors in order
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* to connect them up to other areas.
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*/
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staticfn boolean
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door_into_nonjoined(coordxy x, coordxy y)
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{
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coordxy tx, ty, i;
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for (i = 0; i < 4; i++) {
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tx = x + xdir[dirs_ord[i]];
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ty = y + ydir[dirs_ord[i]];
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if (!isok(tx, ty) || IS_ROCK(levl[tx][ty].typ))
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continue;
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/* Is this connecting to a room that doesn't want joining? */
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if (levl[tx][ty].roomno >= ROOMOFFSET
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&& !svr.rooms[levl[tx][ty].roomno - ROOMOFFSET].needjoining) {
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return TRUE;
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}
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}
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return FALSE;
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}
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staticfn boolean
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finddpos(coord *cc, coordxy xl, coordxy yl, coordxy xh, coordxy yh)
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{
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coordxy x, y;
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x = rn1(xh - xl + 1, xl);
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y = rn1(yh - yl + 1, yl);
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if (okdoor(x, y) && !door_into_nonjoined(x, y))
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goto gotit;
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for (x = xl; x <= xh; x++)
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for (y = yl; y <= yh; y++)
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if (okdoor(x, y) && !door_into_nonjoined(x, y))
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goto gotit;
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for (x = xl; x <= xh; x++)
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for (y = yl; y <= yh; y++)
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if (IS_DOOR(levl[x][y].typ) || levl[x][y].typ == SDOOR)
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goto gotit;
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/* cannot find something reasonable -- strange */
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x = xl;
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y = yh;
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return FALSE;
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gotit:
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cc->x = x;
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cc->y = y;
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return TRUE;
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}
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/* Sort rooms on the level so they're ordered from left to right on the map.
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makecorridors() by default links rooms N and N+1 */
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void
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sort_rooms(void)
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{
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coordxy x, y;
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unsigned i, ri[MAXNROFROOMS + 1] = { 0U }, n = (unsigned) svn.nroom;
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qsort((genericptr_t) svr.rooms, n, sizeof (struct mkroom), mkroom_cmp);
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/* Update the roomnos on the map */
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for (i = 0; i < n; i++)
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ri[svr.rooms[i].roomnoidx] = i;
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for (x = 1; x < COLNO; x++)
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for (y = 0; y < ROWNO; y++) {
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unsigned rno = levl[x][y].roomno;
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if (rno >= ROOMOFFSET && rno < MAXNROFROOMS + 1)
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levl[x][y].roomno = ri[rno - ROOMOFFSET] + ROOMOFFSET;
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}
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}
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staticfn void
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do_room_or_subroom(struct mkroom *croom,
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coordxy lowx, coordxy lowy, coordxy hix, coordxy hiy,
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boolean lit, schar rtype, boolean special, boolean is_room)
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{
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coordxy x, y;
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struct rm *lev;
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/* locations might bump level edges in wall-less rooms */
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/* add/subtract 1 to allow for edge locations */
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if (!lowx)
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lowx++;
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if (!lowy)
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lowy++;
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if (hix >= COLNO - 1)
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hix = COLNO - 2;
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if (hiy >= ROWNO - 1)
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hiy = ROWNO - 2;
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if (lit) {
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for (x = lowx - 1; x <= hix + 1; x++) {
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lev = &levl[x][max(lowy - 1, 0)];
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for (y = lowy - 1; y <= hiy + 1; y++)
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lev++->lit = 1;
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}
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croom->rlit = 1;
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} else
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croom->rlit = 0;
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croom->roomnoidx = (croom - svr.rooms);
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croom->lx = lowx;
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croom->hx = hix;
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croom->ly = lowy;
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croom->hy = hiy;
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croom->rtype = rtype;
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croom->doorct = 0;
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/* if we're not making a vault, gd.doorindex will still be 0
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* if we are, we'll have problems adding niches to the previous room
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* unless fdoor is at least gd.doorindex
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*/
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croom->fdoor = gd.doorindex;
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croom->irregular = FALSE;
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croom->nsubrooms = 0;
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croom->sbrooms[0] = (struct mkroom *) 0;
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if (!special) {
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croom->needjoining = TRUE;
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for (x = lowx - 1; x <= hix + 1; x++)
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for (y = lowy - 1; y <= hiy + 1; y += (hiy - lowy + 2)) {
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levl[x][y].typ = HWALL;
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levl[x][y].horizontal = 1; /* For open/secret doors. */
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}
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for (x = lowx - 1; x <= hix + 1; x += (hix - lowx + 2))
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for (y = lowy; y <= hiy; y++) {
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levl[x][y].typ = VWALL;
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levl[x][y].horizontal = 0; /* For open/secret doors. */
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}
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for (x = lowx; x <= hix; x++) {
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lev = &levl[x][lowy];
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for (y = lowy; y <= hiy; y++)
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lev++->typ = ROOM;
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}
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if (is_room) {
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levl[lowx - 1][lowy - 1].typ = TLCORNER;
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levl[hix + 1][lowy - 1].typ = TRCORNER;
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levl[lowx - 1][hiy + 1].typ = BLCORNER;
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levl[hix + 1][hiy + 1].typ = BRCORNER;
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} else { /* a subroom */
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wallification(lowx - 1, lowy - 1, hix + 1, hiy + 1);
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}
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}
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}
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void
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add_room(int lowx, int lowy, int hix, int hiy,
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boolean lit, schar rtype, boolean special)
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{
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struct mkroom *croom;
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croom = &svr.rooms[svn.nroom];
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do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit, rtype, special,
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(boolean) TRUE);
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croom++;
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croom->hx = -1;
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svn.nroom++;
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}
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void
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add_subroom(struct mkroom *proom, int lowx, int lowy, int hix, int hiy,
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boolean lit, schar rtype, boolean special)
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{
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struct mkroom *croom;
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croom = &gs.subrooms[gn.nsubroom];
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do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit, rtype, special,
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(boolean) FALSE);
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proom->sbrooms[proom->nsubrooms++] = croom;
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croom++;
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croom->hx = -1;
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gn.nsubroom++;
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}
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void
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free_luathemes(enum lua_theme_group theme_group)
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{
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int i;
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/*
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* Release which group(s)?
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* tut_themes => leaving tutorial, free tutorial themes only;
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* most_themes => entering endgame, free non-endgame themes;
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* all_themes => end of game, free all themes.
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*/
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for (i = 0; i < svn.n_dgns; ++i) {
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if ((theme_group == tut_themes && i != tutorial_dnum)
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|| (theme_group == most_themes && i == astral_level.dnum))
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continue;
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if (gl.luathemes[i]) {
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nhl_done((lua_State *) gl.luathemes[i]);
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gl.luathemes[i] = (lua_State *) 0;
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}
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}
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}
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staticfn void
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makerooms(void)
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{
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boolean tried_vault = FALSE;
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int themeroom_tries = 0;
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char *fname;
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nhl_sandbox_info sbi = {NHL_SB_SAFE, 1*1024*1024, 0, 1*1024*1024};
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lua_State *themes = (lua_State *) gl.luathemes[u.uz.dnum];
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if (!themes && *(fname = svd.dungeons[u.uz.dnum].themerms)) {
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if ((themes = nhl_init(&sbi)) != 0) {
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if (!nhl_loadlua(themes, fname)) {
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/* loading lua failed, don't use themed rooms */
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nhl_done(themes);
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themes = (lua_State *) 0;
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} else {
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/* success; save state for this dungeon branch */
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gl.luathemes[u.uz.dnum] = (genericptr_t) themes;
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/* keep themes context, so not 'nhl_done(themes);' */
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iflags.in_lua = FALSE; /* can affect error messages */
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}
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}
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if (!themes) /* don't try again when making next level */
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*fname = '\0'; /* svd.dungeons[u.uz.dnum].themerms */
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}
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if (themes) {
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create_des_coder();
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iflags.in_lua = gi.in_mk_themerooms = TRUE;
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gt.themeroom_failed = FALSE;
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lua_getglobal(themes, "pre_themerooms_generate");
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nhl_pcall_handle(themes, 0, 0, "makerooms-1", NHLpa_impossible);
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iflags.in_lua = gi.in_mk_themerooms = FALSE;
|
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}
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/* make rooms until satisfied */
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/* rnd_rect() will returns 0 if no more rects are available... */
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while (svn.nroom < (MAXNROFROOMS - 1) && rnd_rect()) {
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if (svn.nroom >= (MAXNROFROOMS / 6) && rn2(2) && !tried_vault) {
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tried_vault = TRUE;
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if (create_vault()) {
|
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gv.vault_x = svr.rooms[svn.nroom].lx;
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|
gv.vault_y = svr.rooms[svn.nroom].ly;
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svr.rooms[svn.nroom].hx = -1;
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}
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} else {
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if (themes) {
|
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iflags.in_lua = gi.in_mk_themerooms = TRUE;
|
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gt.themeroom_failed = FALSE;
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lua_getglobal(themes, "themerooms_generate");
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nhl_pcall_handle(themes, 0, 0, "makerooms-2", NHLpa_panic);
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iflags.in_lua = gi.in_mk_themerooms = FALSE;
|
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if (gt.themeroom_failed
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&& ((themeroom_tries++ > 10)
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|| (svn.nroom >= (MAXNROFROOMS / 6))))
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break;
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} else {
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if (!create_room(-1, -1, -1, -1, -1, -1, OROOM, -1))
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|
break;;
|
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}
|
|
}
|
|
}
|
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if (themes) {
|
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reset_xystart_size();
|
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iflags.in_lua = gi.in_mk_themerooms = TRUE;
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gt.themeroom_failed = FALSE;
|
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lua_getglobal(themes, "post_themerooms_generate");
|
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nhl_pcall_handle(themes, 0, 0, "makerooms-3", NHLpa_panic);
|
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iflags.in_lua = gi.in_mk_themerooms = FALSE;
|
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}
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}
|
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|
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staticfn void
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join(int a, int b, boolean nxcor)
|
|
{
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coord cc, tt, org, dest;
|
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coordxy tx, ty, xx, yy;
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struct mkroom *croom, *troom;
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int dx, dy;
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|
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croom = &svr.rooms[a];
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troom = &svr.rooms[b];
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|
|
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if (!croom->needjoining || !troom->needjoining)
|
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return;
|
|
|
|
/* find positions cc and tt for doors in croom and troom
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and direction for a corridor between them */
|
|
|
|
if (troom->hx < 0 || croom->hx < 0)
|
|
return;
|
|
if (troom->lx > croom->hx) {
|
|
dx = 1;
|
|
dy = 0;
|
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xx = croom->hx + 1;
|
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tx = troom->lx - 1;
|
|
if (!finddpos(&cc, xx, croom->ly, xx, croom->hy))
|
|
return;
|
|
if (!finddpos(&tt, tx, troom->ly, tx, troom->hy))
|
|
return;
|
|
} else if (troom->hy < croom->ly) {
|
|
dy = -1;
|
|
dx = 0;
|
|
yy = croom->ly - 1;
|
|
ty = troom->hy + 1;
|
|
if (!finddpos(&cc, croom->lx, yy, croom->hx, yy))
|
|
return;
|
|
if (!finddpos(&tt, troom->lx, ty, troom->hx, ty))
|
|
return;
|
|
} else if (troom->hx < croom->lx) {
|
|
dx = -1;
|
|
dy = 0;
|
|
xx = croom->lx - 1;
|
|
tx = troom->hx + 1;
|
|
if (!finddpos(&cc, xx, croom->ly, xx, croom->hy))
|
|
return;
|
|
if (!finddpos(&tt, tx, troom->ly, tx, troom->hy))
|
|
return;
|
|
} else {
|
|
dy = 1;
|
|
dx = 0;
|
|
yy = croom->hy + 1;
|
|
ty = troom->ly - 1;
|
|
if (!finddpos(&cc, croom->lx, yy, croom->hx, yy))
|
|
return;
|
|
if (!finddpos(&tt, troom->lx, ty, troom->hx, ty))
|
|
return;
|
|
}
|
|
xx = cc.x;
|
|
yy = cc.y;
|
|
tx = tt.x - dx;
|
|
ty = tt.y - dy;
|
|
if (nxcor && levl[xx + dx][yy + dy].typ != STONE)
|
|
return;
|
|
if (okdoor(xx, yy) || !nxcor)
|
|
dodoor(xx, yy, croom);
|
|
|
|
org.x = xx + dx;
|
|
org.y = yy + dy;
|
|
dest.x = tx;
|
|
dest.y = ty;
|
|
|
|
if (!dig_corridor(&org, &dest, nxcor,
|
|
svl.level.flags.arboreal ? ROOM : CORR, STONE))
|
|
return;
|
|
|
|
/* we succeeded in digging the corridor */
|
|
if (okdoor(tt.x, tt.y) || !nxcor)
|
|
dodoor(tt.x, tt.y, troom);
|
|
|
|
if (gs.smeq[a] < gs.smeq[b])
|
|
gs.smeq[b] = gs.smeq[a];
|
|
else
|
|
gs.smeq[a] = gs.smeq[b];
|
|
}
|
|
|
|
/* create random corridors between rooms */
|
|
void
|
|
makecorridors(void)
|
|
{
|
|
int a, b, i;
|
|
boolean any = TRUE;
|
|
|
|
for (a = 0; a < svn.nroom - 1; a++) {
|
|
join(a, a + 1, FALSE);
|
|
if (!rn2(50))
|
|
break; /* allow some randomness */
|
|
}
|
|
for (a = 0; a < svn.nroom - 2; a++)
|
|
if (gs.smeq[a] != gs.smeq[a + 2])
|
|
join(a, a + 2, FALSE);
|
|
for (a = 0; any && a < svn.nroom; a++) {
|
|
any = FALSE;
|
|
for (b = 0; b < svn.nroom; b++)
|
|
if (gs.smeq[a] != gs.smeq[b]) {
|
|
join(a, b, FALSE);
|
|
any = TRUE;
|
|
}
|
|
}
|
|
/* add some extra corridors which may be blocked off */
|
|
if (svn.nroom > 2)
|
|
for (i = rn2(svn.nroom) + 4; i; i--) {
|
|
a = rn2(svn.nroom);
|
|
b = rn2(svn.nroom - 2);
|
|
if (b >= a)
|
|
b += 2;
|
|
join(a, b, TRUE);
|
|
}
|
|
}
|
|
|
|
/* (re)allocate space for svd.doors array */
|
|
staticfn void
|
|
alloc_doors(void)
|
|
{
|
|
if (!svd.doors || gd.doorindex >= svd.doors_alloc) {
|
|
int c = svd.doors_alloc + DOORINC;
|
|
coord *doortmp = (coord *) alloc(c * sizeof(coord));
|
|
|
|
(void) memset((genericptr_t) doortmp, 0, c * sizeof(coord));
|
|
if (svd.doors) {
|
|
(void) memcpy(doortmp, svd.doors, svd.doors_alloc * sizeof(coord));
|
|
free(svd.doors);
|
|
}
|
|
svd.doors = doortmp;
|
|
svd.doors_alloc = c;
|
|
}
|
|
}
|
|
|
|
void
|
|
add_door(coordxy x, coordxy y, struct mkroom *aroom)
|
|
{
|
|
struct mkroom *broom;
|
|
int tmp;
|
|
int i;
|
|
|
|
alloc_doors();
|
|
|
|
if (aroom->doorct) {
|
|
for (i = 0; i < aroom->doorct; i++) {
|
|
tmp = aroom->fdoor + i;
|
|
if (svd.doors[tmp].x == x && svd.doors[tmp].y == y)
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (aroom->doorct == 0)
|
|
aroom->fdoor = gd.doorindex;
|
|
|
|
aroom->doorct++;
|
|
|
|
for (tmp = gd.doorindex; tmp > aroom->fdoor; tmp--)
|
|
svd.doors[tmp] = svd.doors[tmp - 1];
|
|
|
|
for (i = 0; i < svn.nroom; i++) {
|
|
broom = &svr.rooms[i];
|
|
if (broom != aroom && broom->doorct && broom->fdoor >= aroom->fdoor)
|
|
broom->fdoor++;
|
|
}
|
|
for (i = 0; i < gn.nsubroom; i++) {
|
|
broom = &gs.subrooms[i];
|
|
if (broom != aroom && broom->doorct && broom->fdoor >= aroom->fdoor)
|
|
broom->fdoor++;
|
|
}
|
|
|
|
gd.doorindex++;
|
|
svd.doors[aroom->fdoor].x = x;
|
|
svd.doors[aroom->fdoor].y = y;
|
|
}
|
|
|
|
staticfn void
|
|
dosdoor(coordxy x, coordxy y, struct mkroom *aroom, int type)
|
|
{
|
|
boolean shdoor = *in_rooms(x, y, SHOPBASE) ? TRUE : FALSE;
|
|
|
|
if (!IS_WALL(levl[x][y].typ)) /* avoid S.doors on already made doors */
|
|
type = DOOR;
|
|
levl[x][y].typ = type;
|
|
if (type == DOOR) {
|
|
if (!rn2(3)) { /* is it a locked door, closed, or a doorway? */
|
|
if (!rn2(5))
|
|
levl[x][y].doormask = D_ISOPEN;
|
|
else if (!rn2(6))
|
|
levl[x][y].doormask = D_LOCKED;
|
|
else
|
|
levl[x][y].doormask = D_CLOSED;
|
|
|
|
if (levl[x][y].doormask != D_ISOPEN && !shdoor
|
|
&& level_difficulty() >= 5 && !rn2(25))
|
|
levl[x][y].doormask |= D_TRAPPED;
|
|
} else {
|
|
#ifdef STUPID
|
|
if (shdoor)
|
|
levl[x][y].doormask = D_ISOPEN;
|
|
else
|
|
levl[x][y].doormask = D_NODOOR;
|
|
#else
|
|
levl[x][y].doormask = (shdoor ? D_ISOPEN : D_NODOOR);
|
|
#endif
|
|
}
|
|
|
|
/* also done in roguecorr(); doing it here first prevents
|
|
making mimics in place of trapped doors on rogue svl.level */
|
|
if (Is_rogue_level(&u.uz))
|
|
levl[x][y].doormask = D_NODOOR;
|
|
|
|
if (levl[x][y].doormask & D_TRAPPED) {
|
|
struct monst *mtmp;
|
|
|
|
if (level_difficulty() >= 9 && !rn2(5)
|
|
&& !((svm.mvitals[PM_SMALL_MIMIC].mvflags & G_GONE)
|
|
&& (svm.mvitals[PM_LARGE_MIMIC].mvflags & G_GONE)
|
|
&& (svm.mvitals[PM_GIANT_MIMIC].mvflags & G_GONE))) {
|
|
/* make a mimic instead */
|
|
levl[x][y].doormask = D_NODOOR;
|
|
mtmp = makemon(mkclass(S_MIMIC, 0), x, y, NO_MM_FLAGS);
|
|
if (mtmp)
|
|
set_mimic_sym(mtmp);
|
|
}
|
|
}
|
|
/* newsym(x,y); */
|
|
} else { /* SDOOR */
|
|
if (shdoor || !rn2(5))
|
|
levl[x][y].doormask = D_LOCKED;
|
|
else
|
|
levl[x][y].doormask = D_CLOSED;
|
|
|
|
if (!shdoor && level_difficulty() >= 4 && !rn2(20))
|
|
levl[x][y].doormask |= D_TRAPPED;
|
|
}
|
|
|
|
add_door(x, y, aroom);
|
|
}
|
|
|
|
/* is x,y location such that NEWS direction from it is inside aroom,
|
|
excluding subrooms */
|
|
staticfn boolean
|
|
cardinal_nextto_room(struct mkroom *aroom, coordxy x, coordxy y)
|
|
{
|
|
int rmno = (int) ((aroom - svr.rooms) + ROOMOFFSET);
|
|
|
|
if (isok(x - 1, y) && !levl[x - 1][y].edge
|
|
&& (int) levl[x - 1][y].roomno == rmno)
|
|
return TRUE;
|
|
if (isok(x + 1, y) && !levl[x + 1][y].edge
|
|
&& (int) levl[x + 1][y].roomno == rmno)
|
|
return TRUE;
|
|
if (isok(x, y - 1) && !levl[x][y - 1].edge
|
|
&& (int) levl[x][y - 1].roomno == rmno)
|
|
return TRUE;
|
|
if (isok(x, y + 1) && !levl[x][y + 1].edge
|
|
&& (int) levl[x][y + 1].roomno == rmno)
|
|
return TRUE;
|
|
return FALSE;
|
|
}
|
|
|
|
staticfn boolean
|
|
place_niche(
|
|
struct mkroom *aroom,
|
|
int *dy,
|
|
coordxy *xx, coordxy *yy)
|
|
{
|
|
coord dd;
|
|
|
|
if (rn2(2)) {
|
|
*dy = 1;
|
|
if (!finddpos(&dd, aroom->lx, aroom->hy + 1, aroom->hx, aroom->hy + 1))
|
|
return FALSE;
|
|
} else {
|
|
*dy = -1;
|
|
if (!finddpos(&dd, aroom->lx, aroom->ly - 1, aroom->hx, aroom->ly - 1))
|
|
return FALSE;
|
|
}
|
|
*xx = dd.x;
|
|
*yy = dd.y;
|
|
return (boolean) ((isok(*xx, *yy + *dy)
|
|
&& levl[*xx][*yy + *dy].typ == STONE)
|
|
&& (isok(*xx, *yy - *dy)
|
|
&& !IS_POOL(levl[*xx][*yy - *dy].typ)
|
|
&& !IS_FURNITURE(levl[*xx][*yy - *dy].typ))
|
|
&& cardinal_nextto_room(aroom, *xx, *yy));
|
|
}
|
|
|
|
/* there should be one of these per trap, in the same order as trap.h */
|
|
static NEARDATA const char *trap_engravings[TRAPNUM] = {
|
|
(char *) 0, (char *) 0, (char *) 0, (char *) 0, (char *) 0,
|
|
(char *) 0, (char *) 0, (char *) 0, (char *) 0, (char *) 0,
|
|
(char *) 0, (char *) 0, (char *) 0, (char *) 0,
|
|
/* 14..16: trap door, teleport, level-teleport */
|
|
"Vlad was here", "ad aerarium", "ad aerarium", (char *) 0, (char *) 0,
|
|
(char *) 0, (char *) 0, (char *) 0, (char *) 0, (char *) 0,
|
|
/* 24..25 */
|
|
(char *) 0, (char *) 0,
|
|
};
|
|
|
|
staticfn void
|
|
makeniche(int trap_type)
|
|
{
|
|
struct mkroom *aroom;
|
|
struct rm *rm;
|
|
int dy, vct = 8;
|
|
coordxy xx, yy;
|
|
struct trap *ttmp;
|
|
|
|
while (vct--) {
|
|
aroom = &svr.rooms[rn2(svn.nroom)];
|
|
if (aroom->rtype != OROOM)
|
|
continue; /* not an ordinary room */
|
|
if (aroom->doorct == 1 && rn2(5))
|
|
continue;
|
|
if (!place_niche(aroom, &dy, &xx, &yy))
|
|
continue;
|
|
|
|
rm = &levl[xx][yy + dy];
|
|
if (trap_type || !rn2(4)) {
|
|
rm->typ = SCORR;
|
|
if (trap_type) {
|
|
if (is_hole(trap_type) && !Can_fall_thru(&u.uz))
|
|
trap_type = ROCKTRAP;
|
|
ttmp = maketrap(xx, yy + dy, trap_type);
|
|
if (ttmp) {
|
|
if (trap_type != ROCKTRAP)
|
|
ttmp->once = 1;
|
|
if (trap_engravings[trap_type]) {
|
|
make_engr_at(xx, yy - dy,
|
|
trap_engravings[trap_type], 0L,
|
|
DUST);
|
|
wipe_engr_at(xx, yy - dy, 5,
|
|
FALSE); /* age it a little */
|
|
}
|
|
}
|
|
}
|
|
dosdoor(xx, yy, aroom, SDOOR);
|
|
} else {
|
|
rm->typ = CORR;
|
|
if (rn2(7))
|
|
dosdoor(xx, yy, aroom, rn2(5) ? SDOOR : DOOR);
|
|
else {
|
|
/* inaccessible niches occasionally have iron bars */
|
|
if (!rn2(5) && IS_WALL(levl[xx][yy].typ)) {
|
|
(void) set_levltyp(xx, yy, IRONBARS);
|
|
if (rn2(3))
|
|
(void) mkcorpstat(CORPSE, (struct monst *) 0,
|
|
mkclass(S_HUMAN, 0), xx,
|
|
yy + dy, TRUE);
|
|
}
|
|
if (!svl.level.flags.noteleport)
|
|
(void) mksobj_at(SCR_TELEPORTATION, xx, yy + dy, TRUE,
|
|
FALSE);
|
|
if (!rn2(3))
|
|
(void) mkobj_at(RANDOM_CLASS, xx, yy + dy, TRUE);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
staticfn void
|
|
make_niches(void)
|
|
{
|
|
int ct = rnd((svn.nroom >> 1) + 1), dep = depth(&u.uz);
|
|
boolean ltptr = (!svl.level.flags.noteleport && dep > 15),
|
|
vamp = (dep > 5 && dep < 25);
|
|
|
|
while (ct--) {
|
|
if (ltptr && !rn2(6)) {
|
|
ltptr = FALSE;
|
|
makeniche(LEVEL_TELEP);
|
|
} else if (vamp && !rn2(6)) {
|
|
vamp = FALSE;
|
|
makeniche(TRAPDOOR);
|
|
} else
|
|
makeniche(NO_TRAP);
|
|
}
|
|
}
|
|
|
|
staticfn void
|
|
makevtele(void)
|
|
{
|
|
makeniche(TELEP_TRAP);
|
|
}
|
|
|
|
/* count the tracked features (sinks, fountains) present on the level */
|
|
void
|
|
count_level_features(void)
|
|
{
|
|
coordxy x, y;
|
|
|
|
svl.level.flags.nfountains = svl.level.flags.nsinks = 0;
|
|
for (y = 0; y < ROWNO; y++)
|
|
for (x = 1; x < COLNO; x++) {
|
|
int typ = levl[x][y].typ;
|
|
|
|
if (typ == FOUNTAIN)
|
|
svl.level.flags.nfountains++;
|
|
else if (typ == SINK)
|
|
svl.level.flags.nsinks++;
|
|
}
|
|
}
|
|
|
|
/* clear out various globals that keep information on the current level.
|
|
* some of this is only necessary for some types of levels (maze, normal,
|
|
* special) but it's easier to put it all in one place than make sure
|
|
* each type initializes what it needs to separately.
|
|
*/
|
|
void
|
|
clear_level_structures(void)
|
|
{
|
|
static struct rm zerorm = { GLYPH_UNEXPLORED,
|
|
0, 0, 0, 0, 0, 0, 0, 0, 0 };
|
|
coordxy x, y;
|
|
struct rm *lev;
|
|
|
|
/* note: normally we'd start at x=1 because map column #0 isn't used
|
|
(except for placing vault guard at <0,0> when removed from the map
|
|
but not from the level); explicitly reset column #0 along with the
|
|
rest so that we start the new level with a completely clean slate */
|
|
for (x = 0; x < COLNO; x++) {
|
|
lev = &levl[x][0];
|
|
for (y = 0; y < ROWNO; y++) {
|
|
*lev++ = zerorm;
|
|
svl.level.objects[x][y] = (struct obj *) 0;
|
|
svl.level.monsters[x][y] = (struct monst *) 0;
|
|
}
|
|
}
|
|
svl.level.objlist = (struct obj *) 0;
|
|
svl.level.buriedobjlist = (struct obj *) 0;
|
|
svl.level.monlist = (struct monst *) 0;
|
|
svl.level.damagelist = (struct damage *) 0;
|
|
svl.level.bonesinfo = (struct cemetery *) 0;
|
|
|
|
svl.level.flags.nfountains = 0;
|
|
svl.level.flags.nsinks = 0;
|
|
svl.level.flags.has_shop = 0;
|
|
svl.level.flags.has_vault = 0;
|
|
svl.level.flags.has_zoo = 0;
|
|
svl.level.flags.has_court = 0;
|
|
svl.level.flags.has_morgue = svl.level.flags.graveyard = 0;
|
|
svl.level.flags.has_beehive = 0;
|
|
svl.level.flags.has_barracks = 0;
|
|
svl.level.flags.has_temple = 0;
|
|
svl.level.flags.has_swamp = 0;
|
|
svl.level.flags.noteleport = 0;
|
|
svl.level.flags.hardfloor = 0;
|
|
svl.level.flags.nommap = 0;
|
|
svl.level.flags.hero_memory = 1;
|
|
svl.level.flags.shortsighted = 0;
|
|
svl.level.flags.sokoban_rules = 0;
|
|
svl.level.flags.is_maze_lev = 0;
|
|
svl.level.flags.is_cavernous_lev = 0;
|
|
svl.level.flags.arboreal = 0;
|
|
svl.level.flags.has_town = 0;
|
|
svl.level.flags.wizard_bones = 0;
|
|
svl.level.flags.corrmaze = 0;
|
|
svl.level.flags.temperature = In_hell(&u.uz) ? 1 : 0;
|
|
svl.level.flags.rndmongen = 1;
|
|
svl.level.flags.deathdrops = 1;
|
|
svl.level.flags.noautosearch = 0;
|
|
svl.level.flags.fumaroles = 0;
|
|
svl.level.flags.stormy = 0;
|
|
|
|
svn.nroom = 0;
|
|
svr.rooms[0].hx = -1;
|
|
gn.nsubroom = 0;
|
|
gs.subrooms[0].hx = -1;
|
|
gd.doorindex = 0;
|
|
if (svd.doors_alloc) {
|
|
free((genericptr_t) svd.doors);
|
|
svd.doors = (coord *) 0;
|
|
svd.doors_alloc = 0;
|
|
}
|
|
init_rect();
|
|
init_vault();
|
|
stairway_free_all();
|
|
gm.made_branch = FALSE;
|
|
clear_regions();
|
|
free_exclusions();
|
|
reset_xystart_size();
|
|
if (gl.lev_message) {
|
|
free(gl.lev_message);
|
|
gl.lev_message = (char *) 0;
|
|
}
|
|
}
|
|
|
|
#define ROOM_IS_FILLABLE(croom) \
|
|
((croom->rtype == OROOM || croom->rtype == THEMEROOM) \
|
|
&& croom->needfill == FILL_NORMAL)
|
|
|
|
/* Fill a "random" room (i.e. a typical non-special room in the Dungeons of
|
|
Doom) with random monsters, objects, and dungeon features.
|
|
|
|
If bonus_items is TRUE, there may be an additional special item
|
|
generated, depending on depth. */
|
|
staticfn void
|
|
fill_ordinary_room(
|
|
struct mkroom *croom,
|
|
boolean bonus_items)
|
|
{
|
|
int trycnt = 0;
|
|
coord pos;
|
|
struct monst *tmonst; /* always put a web with a spider */
|
|
coordxy x, y;
|
|
boolean skip_chests = FALSE;
|
|
|
|
if (croom->rtype != OROOM && croom->rtype != THEMEROOM)
|
|
return;
|
|
|
|
/* If there are subrooms, fill them now - we don't want an outer room
|
|
* that's specified to be unfilled to block an inner subroom that's
|
|
* specified to be filled. */
|
|
for (x = 0; x < croom->nsubrooms; ++x) {
|
|
struct mkroom *subroom = croom->sbrooms[x];
|
|
|
|
if (!subroom) {
|
|
impossible("fill_ordinary_room: Null subroom");
|
|
return;
|
|
}
|
|
fill_ordinary_room(subroom, FALSE);
|
|
}
|
|
|
|
if (croom->needfill != FILL_NORMAL)
|
|
return;
|
|
|
|
/* put a sleeping monster inside */
|
|
/* Note: monster may be on the stairs. This cannot be
|
|
avoided: maybe the player fell through a trap door
|
|
while a monster was on the stairs. Conclusion:
|
|
we have to check for monsters on the stairs anyway. */
|
|
|
|
if ((u.uhave.amulet || !rn2(3)) && somexyspace(croom, &pos)) {
|
|
tmonst = makemon((struct permonst *) 0, pos.x, pos.y, MM_NOGRP);
|
|
if (tmonst && tmonst->data == &mons[PM_GIANT_SPIDER]
|
|
&& !occupied(pos.x, pos.y))
|
|
(void) maketrap(pos.x, pos.y, WEB);
|
|
}
|
|
/* put traps and mimics inside */
|
|
x = 8 - (level_difficulty() / 6);
|
|
if (x <= 1)
|
|
x = 2;
|
|
while (!rn2(x) && (++trycnt < 1000))
|
|
mktrap(0, MKTRAP_NOFLAGS, croom, (coord *) 0);
|
|
if (!rn2(3) && somexyspace(croom, &pos))
|
|
(void) mkgold(0L, pos.x, pos.y);
|
|
if (Is_rogue_level(&u.uz))
|
|
goto skip_nonrogue;
|
|
if (!rn2(10))
|
|
mkfount(croom);
|
|
if (!rn2(60))
|
|
mksink(croom);
|
|
if (!rn2(60))
|
|
mkaltar(croom);
|
|
x = 80 - (depth(&u.uz) * 2);
|
|
if (x < 2)
|
|
x = 2;
|
|
if (!rn2(x))
|
|
mkgrave(croom);
|
|
|
|
/* put statues inside */
|
|
if (!rn2(20) && somexyspace(croom, &pos))
|
|
(void) mkcorpstat(STATUE, (struct monst *) 0,
|
|
(struct permonst *) 0, pos.x,
|
|
pos.y, CORPSTAT_INIT);
|
|
|
|
/*
|
|
* bonus_items means that this is the room where the bonus item
|
|
* should be placed, if there is one; but there might not be a
|
|
* bonus item on any given level.
|
|
*
|
|
* Bonus items are currently as follows:
|
|
* a) on the Mines branch level, 100% chance of a fairly filling
|
|
* comestible;
|
|
* b) on other levels above the Oracle, 2/3 chance of a "supply
|
|
* chest" that contains an early-game survivability item
|
|
* (there are therefore more of these when Sokoban is deep,
|
|
* which is intentional as those games are harder).
|
|
* This mechanism could be expanded in the future to place
|
|
* near-guaranteed items on particular levels (but, it is possible
|
|
* that no room will be given a bonus item if there is no suitable
|
|
* room to place it in, so it should not be used for plot-critical
|
|
* items).
|
|
*/
|
|
if (bonus_items && somexyspace(croom, &pos)) {
|
|
branch *uz_branch = Is_branchlev(&u.uz);
|
|
|
|
if (uz_branch && u.uz.dnum != mines_dnum
|
|
&& (uz_branch->end1.dnum == mines_dnum
|
|
|| uz_branch->end2.dnum == mines_dnum)) {
|
|
(void) mksobj_at((rn2(5) < 3) ? FOOD_RATION
|
|
: rn2(2) ? CRAM_RATION
|
|
: LEMBAS_WAFER,
|
|
pos.x, pos.y, TRUE, FALSE);
|
|
} else if (u.uz.dnum == oracle_level.dnum
|
|
&& u.uz.dlevel < oracle_level.dlevel && rn2(3)) {
|
|
struct obj *otmp;
|
|
int otyp, tryct = 0;
|
|
boolean cursed;
|
|
/* reverse probabilities compared to non-supply chests;
|
|
these are twice as likely to be chests than large
|
|
boxes, rather than vice versa */
|
|
struct obj *supply_chest = mksobj_at(rn2(3) ? CHEST : LARGE_BOX,
|
|
pos.x, pos.y, FALSE, FALSE);
|
|
|
|
supply_chest->olocked = !!(rn2(6));
|
|
|
|
do {
|
|
static const int supply_items[] = {
|
|
POT_EXTRA_HEALING,
|
|
POT_SPEED,
|
|
POT_GAIN_ENERGY,
|
|
SCR_ENCHANT_WEAPON,
|
|
SCR_ENCHANT_ARMOR,
|
|
SCR_CONFUSE_MONSTER,
|
|
SCR_SCARE_MONSTER,
|
|
WAN_DIGGING,
|
|
SPE_HEALING,
|
|
};
|
|
|
|
/* 50% this is a potion of healing */
|
|
otyp = rn2(2) ? POT_HEALING : ROLL_FROM(supply_items);
|
|
otmp = mksobj(otyp, TRUE, FALSE);
|
|
if (otyp == POT_HEALING && rn2(2)) {
|
|
otmp->quan = 2;
|
|
otmp->owt = weight(otmp);
|
|
}
|
|
cursed = otmp->cursed;
|
|
add_to_container(supply_chest, otmp); /* owt updated below */
|
|
|
|
++tryct;
|
|
if (tryct == 50) {
|
|
impossible("couldn't generate supply chest item");
|
|
break;
|
|
}
|
|
/* guarantee at least one noncursed item, with a small
|
|
probability of more; if we generate a cursed item, it's
|
|
added to the supply chest but we reroll for a noncursed
|
|
item and add that too */
|
|
} while (cursed || !rn2(5));
|
|
|
|
/* maybe put a random item into the supply chest, biased
|
|
slightly towards low-level spellbooks; avoid tools
|
|
because chests don't fit into other chests */
|
|
if (rn2(3)) {
|
|
static const int extra_classes[] = {
|
|
FOOD_CLASS,
|
|
WEAPON_CLASS,
|
|
ARMOR_CLASS,
|
|
GEM_CLASS,
|
|
SCROLL_CLASS,
|
|
POTION_CLASS,
|
|
RING_CLASS,
|
|
SPBOOK_no_NOVEL,
|
|
SPBOOK_no_NOVEL,
|
|
SPBOOK_no_NOVEL
|
|
};
|
|
int oclass = ROLL_FROM(extra_classes);
|
|
|
|
otmp = mkobj(oclass, FALSE);
|
|
if (oclass == SPBOOK_no_NOVEL) {
|
|
int pass, maxpass = (depth(&u.uz) > 2) ? 2 : 3;
|
|
|
|
/* bias towards lower level by generating again
|
|
and taking the lower-level book; do that three
|
|
times if on level 1 or 2, twice when deeper */
|
|
for (pass = 1; pass <= maxpass; ++pass) {
|
|
struct obj *otmp2 = mkobj(oclass, FALSE);
|
|
|
|
if (objects[otmp->otyp].oc_level
|
|
<= objects[otmp2->otyp].oc_level) {
|
|
dealloc_obj(otmp2);
|
|
} else {
|
|
dealloc_obj(otmp);
|
|
otmp = otmp2;
|
|
}
|
|
}
|
|
}
|
|
add_to_container(supply_chest, otmp); /* owt updated below */
|
|
}
|
|
|
|
/* add_to_container() doesn't update the container's weight */
|
|
supply_chest->owt = weight(supply_chest);
|
|
|
|
skip_chests = TRUE; /* don't want a second chest in this room */
|
|
}
|
|
}
|
|
|
|
|
|
/* put box/chest inside;
|
|
* 40% chance for at least 1 box, regardless of number
|
|
* of rooms; about 5 - 7.5% for 2 boxes, least likely
|
|
* when few rooms; chance for 3 or more is negligible.
|
|
*/
|
|
/*assert(svn.nroom > 0); // must be true because we're filling a room*/
|
|
if (!skip_chests && !rn2(svn.nroom * 5 / 2) && somexyspace(croom, &pos))
|
|
(void) mksobj_at(rn2(3) ? LARGE_BOX : CHEST,
|
|
pos.x, pos.y, TRUE, FALSE);
|
|
|
|
/* maybe make some graffiti */
|
|
if (!rn2(27 + 3 * abs(depth(&u.uz)))) {
|
|
char buf[BUFSZ];
|
|
const char *mesg = random_engraving(buf);
|
|
|
|
if (mesg) {
|
|
do {
|
|
(void) somexyspace(croom, &pos);
|
|
x = pos.x;
|
|
y = pos.y;
|
|
} while (levl[x][y].typ != ROOM && !rn2(40));
|
|
if (levl[x][y].typ == ROOM)
|
|
make_engr_at(x, y, mesg, 0L, MARK);
|
|
}
|
|
}
|
|
|
|
skip_nonrogue:
|
|
if (!rn2(3) && somexyspace(croom, &pos)) {
|
|
(void) mkobj_at(RANDOM_CLASS, pos.x, pos.y, TRUE);
|
|
trycnt = 0;
|
|
while (!rn2(5)) {
|
|
if (++trycnt > 100) {
|
|
impossible("trycnt overflow4");
|
|
break;
|
|
}
|
|
if (somexyspace(croom, &pos)) {
|
|
(void) mkobj_at(RANDOM_CLASS, pos.x, pos.y, TRUE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
staticfn void
|
|
themerooms_post_level_generate(void)
|
|
{
|
|
lua_State *themes = (lua_State *) gl.luathemes[u.uz.dnum];
|
|
|
|
/* themes should already be loaded by makerooms();
|
|
* if not, we don't run this either */
|
|
if (!themes)
|
|
return;
|
|
|
|
reset_xystart_size();
|
|
iflags.in_lua = gi.in_mk_themerooms = TRUE;
|
|
gt.themeroom_failed = FALSE;
|
|
lua_getglobal(themes, "post_level_generate");
|
|
nhl_pcall_handle(themes, 0, 0, "post_level_generate", NHLpa_panic);
|
|
iflags.in_lua = gi.in_mk_themerooms = FALSE;
|
|
|
|
wallification(1, 0, COLNO - 1, ROWNO - 1);
|
|
free(gc.coder);
|
|
gc.coder = NULL;
|
|
lua_gc(themes, LUA_GCCOLLECT);
|
|
}
|
|
|
|
staticfn void
|
|
makelevel(void)
|
|
{
|
|
struct mkroom *croom;
|
|
branch *branchp;
|
|
stairway *prevstairs;
|
|
int room_threshold;
|
|
s_level *slev = Is_special(&u.uz);
|
|
int i;
|
|
|
|
if (wiz1_level.dlevel == 0)
|
|
init_dungeons();
|
|
oinit(); /* assign level dependent obj probabilities */
|
|
clear_level_structures();
|
|
|
|
/* check for special levels */
|
|
if (slev && !Is_rogue_level(&u.uz)) {
|
|
makemaz(slev->proto);
|
|
} else if (svd.dungeons[u.uz.dnum].proto[0]) {
|
|
makemaz("");
|
|
} else if (svd.dungeons[u.uz.dnum].fill_lvl[0]) {
|
|
makemaz(svd.dungeons[u.uz.dnum].fill_lvl);
|
|
} else if (In_quest(&u.uz)) {
|
|
char fillname[9];
|
|
s_level *loc_lev;
|
|
|
|
Sprintf(fillname, "%s-loca", gu.urole.filecode);
|
|
loc_lev = find_level(fillname);
|
|
|
|
Sprintf(fillname, "%s-fil", gu.urole.filecode);
|
|
Strcat(fillname,
|
|
(u.uz.dlevel < loc_lev->dlevel.dlevel) ? "a" : "b");
|
|
makemaz(fillname);
|
|
} else if (In_hell(&u.uz)
|
|
|| (rn2(5) && u.uz.dnum == medusa_level.dnum
|
|
&& depth(&u.uz) > depth(&medusa_level))) {
|
|
makemaz("");
|
|
} else {
|
|
/* otherwise, fall through - it's a "regular" level. */
|
|
int u_depth = depth(&u.uz);
|
|
|
|
if (Is_rogue_level(&u.uz)) {
|
|
makeroguerooms();
|
|
makerogueghost();
|
|
} else {
|
|
makerooms();
|
|
}
|
|
assert(svn.nroom > 0);
|
|
sort_rooms();
|
|
|
|
generate_stairs(); /* up and down stairs */
|
|
|
|
branchp = Is_branchlev(&u.uz); /* possible dungeon branch */
|
|
room_threshold = branchp ? 4 : 3; /* minimum number of rooms needed
|
|
to allow a random special room */
|
|
if (Is_rogue_level(&u.uz))
|
|
goto skip0;
|
|
makecorridors();
|
|
make_niches();
|
|
|
|
/* make a secret treasure vault, not connected to the rest */
|
|
if (do_vault()) {
|
|
coordxy w, h;
|
|
|
|
debugpline0("trying to make a vault...");
|
|
w = 1;
|
|
h = 1;
|
|
if (check_room(&gv.vault_x, &w, &gv.vault_y, &h, TRUE)) {
|
|
fill_vault:
|
|
add_room(gv.vault_x, gv.vault_y,
|
|
gv.vault_x + w, gv.vault_y + h,
|
|
TRUE, VAULT, FALSE);
|
|
svl.level.flags.has_vault = 1;
|
|
++room_threshold;
|
|
svr.rooms[svn.nroom - 1].needfill = FILL_NORMAL;
|
|
fill_special_room(&svr.rooms[svn.nroom - 1]);
|
|
mk_knox_portal(gv.vault_x + w, gv.vault_y + h);
|
|
if (!svl.level.flags.noteleport && !rn2(3))
|
|
makevtele();
|
|
} else if (rnd_rect() && create_vault()) {
|
|
gv.vault_x = svr.rooms[svn.nroom].lx;
|
|
gv.vault_y = svr.rooms[svn.nroom].ly;
|
|
if (check_room(&gv.vault_x, &w, &gv.vault_y, &h, TRUE))
|
|
goto fill_vault;
|
|
else
|
|
svr.rooms[svn.nroom].hx = -1;
|
|
}
|
|
}
|
|
|
|
/* make up to 1 special room, with type dependent on depth;
|
|
note that mkroom doesn't guarantee a room gets created, and that
|
|
this step only sets the room's rtype - it doesn't fill it yet. */
|
|
if (wizard && nh_getenv("SHOPTYPE"))
|
|
do_mkroom(SHOPBASE);
|
|
else if (u_depth > 1 && u_depth < depth(&medusa_level)
|
|
&& svn.nroom >= room_threshold && rn2(u_depth) < 3)
|
|
do_mkroom(SHOPBASE);
|
|
else if (u_depth > 4 && !rn2(6))
|
|
do_mkroom(COURT);
|
|
else if (u_depth > 5 && !rn2(8)
|
|
&& !(svm.mvitals[PM_LEPRECHAUN].mvflags & G_GONE))
|
|
do_mkroom(LEPREHALL);
|
|
else if (u_depth > 6 && !rn2(7))
|
|
do_mkroom(ZOO);
|
|
else if (u_depth > 8 && !rn2(5))
|
|
do_mkroom(TEMPLE);
|
|
else if (u_depth > 9 && !rn2(5)
|
|
&& !(svm.mvitals[PM_KILLER_BEE].mvflags & G_GONE))
|
|
do_mkroom(BEEHIVE);
|
|
else if (u_depth > 11 && !rn2(6))
|
|
do_mkroom(MORGUE);
|
|
else if (u_depth > 12 && !rn2(8) && antholemon())
|
|
do_mkroom(ANTHOLE);
|
|
else if (u_depth > 14 && !rn2(4)
|
|
&& !(svm.mvitals[PM_SOLDIER].mvflags & G_GONE))
|
|
do_mkroom(BARRACKS);
|
|
else if (u_depth > 15 && !rn2(6))
|
|
do_mkroom(SWAMP);
|
|
else if (u_depth > 16 && !rn2(8)
|
|
&& !(svm.mvitals[PM_COCKATRICE].mvflags & G_GONE))
|
|
do_mkroom(COCKNEST);
|
|
|
|
skip0:
|
|
prevstairs = gs.stairs; /* used to test for place_branch() success */
|
|
/* Place multi-dungeon branch. */
|
|
place_branch(branchp, 0, 0);
|
|
|
|
/* for main dungeon level 1, the stairs up where the hero starts
|
|
are branch stairs; treat them as if hero had just come down
|
|
them by marking them as having been traversed; most recently
|
|
created stairway is held in 'gs.stairs' */
|
|
if (u.uz.dnum == 0 && u.uz.dlevel == 1 && gs.stairs != prevstairs)
|
|
gs.stairs->u_traversed = TRUE;
|
|
|
|
/* some levels have specially generated items in ordinary
|
|
rooms (intended to be indistinguishable from the normally
|
|
generated items); work out which room these will be placed in */
|
|
int fillable_room_count = 0;
|
|
for (croom = svr.rooms; croom->hx > 0; croom++) {
|
|
if (ROOM_IS_FILLABLE(croom))
|
|
fillable_room_count++;
|
|
}
|
|
/* choose a random fillable room to be the one that gets the
|
|
bonus items, if there are any; if there aren't any we don't
|
|
generate the bonus items (but levels with no fillable rooms
|
|
typically don't have any bonus items to generate anyway) */
|
|
int bonus_item_room_countdown = fillable_room_count
|
|
? rn2(fillable_room_count) : -1;
|
|
|
|
/* for each room: put things inside */
|
|
for (croom = svr.rooms; croom->hx > 0; croom++) {
|
|
boolean fillable = ROOM_IS_FILLABLE(croom);
|
|
|
|
fill_ordinary_room(croom,
|
|
fillable && bonus_item_room_countdown == 0);
|
|
if (fillable)
|
|
--bonus_item_room_countdown;
|
|
}
|
|
}
|
|
/* Fill all special rooms now, regardless of whether this is a special
|
|
* level, proto level, or ordinary level. */
|
|
for (i = 0; i < svn.nroom; ++i) {
|
|
fill_special_room(&svr.rooms[i]);
|
|
}
|
|
|
|
themerooms_post_level_generate();
|
|
|
|
if (gl.luacore && nhcb_counts[NHCB_LVL_ENTER]) {
|
|
lua_getglobal(gl.luacore, "nh_callback_run");
|
|
lua_pushstring(gl.luacore, nhcb_name[NHCB_LVL_ENTER]);
|
|
nhl_pcall_handle(gl.luacore, 1, 0, "makelevel", NHLpa_panic);
|
|
lua_settop(gl.luacore, 0);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Place deposits of minerals (gold and misc gems) in the stone
|
|
* surrounding the rooms on the map.
|
|
* Also place kelp in water.
|
|
* mineralize(-1, -1, -1, -1, FALSE); => "default" behavior
|
|
*/
|
|
void
|
|
mineralize(int kelp_pool, int kelp_moat, int goldprob, int gemprob,
|
|
boolean skip_lvl_checks)
|
|
{
|
|
s_level *sp;
|
|
struct obj *otmp;
|
|
coordxy x, y;
|
|
int cnt;
|
|
|
|
if (kelp_pool < 0)
|
|
kelp_pool = 10;
|
|
if (kelp_moat < 0)
|
|
kelp_moat = 30;
|
|
|
|
/* Place kelp, except on the plane of water */
|
|
if (!skip_lvl_checks && In_endgame(&u.uz))
|
|
return;
|
|
for (x = 2; x < (COLNO - 2); x++)
|
|
for (y = 1; y < (ROWNO - 1); y++)
|
|
if ((kelp_pool && levl[x][y].typ == POOL && !rn2(kelp_pool))
|
|
|| (kelp_moat && levl[x][y].typ == MOAT && !rn2(kelp_moat)))
|
|
(void) mksobj_at(KELP_FROND, x, y, TRUE, FALSE);
|
|
|
|
/* determine if it is even allowed;
|
|
almost all special levels are excluded */
|
|
if (!skip_lvl_checks
|
|
&& (In_hell(&u.uz) || In_V_tower(&u.uz) || Is_rogue_level(&u.uz)
|
|
|| svl.level.flags.arboreal
|
|
|| ((sp = Is_special(&u.uz)) != 0 && !Is_oracle_level(&u.uz)
|
|
&& (!In_mines(&u.uz) || sp->flags.town))))
|
|
return;
|
|
|
|
/* basic level-related probabilities */
|
|
if (goldprob < 0)
|
|
goldprob = 20 + depth(&u.uz) / 3;
|
|
if (gemprob < 0)
|
|
gemprob = goldprob / 4;
|
|
|
|
/* mines have ***MORE*** goodies - otherwise why mine? */
|
|
if (!skip_lvl_checks) {
|
|
if (In_mines(&u.uz)) {
|
|
goldprob *= 2;
|
|
gemprob *= 3;
|
|
} else if (In_quest(&u.uz)) {
|
|
goldprob /= 4;
|
|
gemprob /= 6;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Seed rock areas with gold and/or gems.
|
|
* We use fairly low level object handling to avoid unnecessary
|
|
* overhead from placing things in the floor chain prior to burial.
|
|
*/
|
|
for (x = 2; x < (COLNO - 2); x++)
|
|
for (y = 1; y < (ROWNO - 1); y++)
|
|
if (levl[x][y + 1].typ != STONE) { /* <x,y> spot not eligible */
|
|
y += 2; /* next two spots aren't eligible either */
|
|
} else if (levl[x][y].typ != STONE) { /* this spot not eligible */
|
|
y += 1; /* next spot isn't eligible either */
|
|
} else if (!(levl[x][y].wall_info & W_NONDIGGABLE)
|
|
&& levl[x][y - 1].typ == STONE
|
|
&& levl[x + 1][y - 1].typ == STONE
|
|
&& levl[x - 1][y - 1].typ == STONE
|
|
&& levl[x + 1][y].typ == STONE
|
|
&& levl[x - 1][y].typ == STONE
|
|
&& levl[x + 1][y + 1].typ == STONE
|
|
&& levl[x - 1][y + 1].typ == STONE) {
|
|
if (rn2(1000) < goldprob) {
|
|
if ((otmp = mksobj(GOLD_PIECE, FALSE, FALSE)) != 0) {
|
|
otmp->ox = x, otmp->oy = y;
|
|
otmp->quan = 1L + rnd(goldprob * 3);
|
|
otmp->owt = weight(otmp);
|
|
if (!rn2(3))
|
|
add_to_buried(otmp);
|
|
else
|
|
place_object(otmp, x, y);
|
|
}
|
|
}
|
|
if (rn2(1000) < gemprob) {
|
|
for (cnt = rnd(2 + dunlev(&u.uz) / 3); cnt > 0; cnt--)
|
|
if ((otmp = mkobj(GEM_CLASS, FALSE)) != 0) {
|
|
if (otmp->otyp == ROCK) {
|
|
dealloc_obj(otmp); /* discard it */
|
|
} else {
|
|
otmp->ox = x, otmp->oy = y;
|
|
if (!rn2(3))
|
|
add_to_buried(otmp);
|
|
else
|
|
place_object(otmp, x, y);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
level_finalize_topology(void)
|
|
{
|
|
struct mkroom *croom;
|
|
int ridx;
|
|
|
|
bound_digging();
|
|
mineralize(-1, -1, -1, -1, FALSE);
|
|
gi.in_mklev = FALSE;
|
|
/* avoid coordinates in future lua-loads for this level being thrown off
|
|
* because xstart and ystart aren't saved with the level and will be 0 after
|
|
* leaving and returning */
|
|
gx.xstart = gy.ystart = 0;
|
|
/* has_morgue gets cleared once morgue is entered; graveyard stays
|
|
set (graveyard might already be set even when has_morgue is clear
|
|
[see fixup_special()], so don't update it unconditionally) */
|
|
if (svl.level.flags.has_morgue)
|
|
svl.level.flags.graveyard = 1;
|
|
if (!svl.level.flags.is_maze_lev) {
|
|
for (croom = &svr.rooms[0]; croom != &svr.rooms[svn.nroom]; croom++)
|
|
#ifdef SPECIALIZATION
|
|
topologize(croom, FALSE);
|
|
#else
|
|
topologize(croom);
|
|
#endif
|
|
}
|
|
set_wall_state();
|
|
/* for many room types, svr.rooms[].rtype is zeroed once the room has been
|
|
entered; svr.rooms[].orig_rtype always retains original rtype value */
|
|
for (ridx = 0; ridx < SIZE(svr.rooms); ridx++)
|
|
svr.rooms[ridx].orig_rtype = svr.rooms[ridx].rtype;
|
|
}
|
|
|
|
void
|
|
mklev(void)
|
|
{
|
|
reseed_random(rn2);
|
|
reseed_random(rn2_on_display_rng);
|
|
|
|
init_mapseen(&u.uz);
|
|
if (getbones())
|
|
return;
|
|
|
|
gi.in_mklev = TRUE;
|
|
makelevel();
|
|
|
|
level_finalize_topology();
|
|
|
|
reseed_random(rn2);
|
|
reseed_random(rn2_on_display_rng);
|
|
}
|
|
|
|
void
|
|
#ifdef SPECIALIZATION
|
|
topologize(struct mkroom *croom, boolean do_ordinary)
|
|
#else
|
|
topologize(struct mkroom *croom)
|
|
#endif
|
|
{
|
|
coordxy x, y;
|
|
int roomno = (int) ((croom - svr.rooms) + ROOMOFFSET);
|
|
coordxy lowx = croom->lx, lowy = croom->ly;
|
|
coordxy hix = croom->hx, hiy = croom->hy;
|
|
#ifdef SPECIALIZATION
|
|
schar rtype = croom->rtype;
|
|
#endif
|
|
int subindex, nsubrooms = croom->nsubrooms;
|
|
|
|
/* skip the room if already done; i.e. a shop handled out of order */
|
|
/* also skip if this is non-rectangular (it _must_ be done already) */
|
|
if ((int) levl[lowx][lowy].roomno == roomno || croom->irregular)
|
|
return;
|
|
#ifdef SPECIALIZATION
|
|
if (Is_rogue_level(&u.uz))
|
|
do_ordinary = TRUE; /* vision routine helper */
|
|
if ((rtype != OROOM) || do_ordinary)
|
|
#endif
|
|
{
|
|
/* do innards first */
|
|
for (x = lowx; x <= hix; x++)
|
|
for (y = lowy; y <= hiy; y++)
|
|
#ifdef SPECIALIZATION
|
|
if (rtype == OROOM)
|
|
levl[x][y].roomno = NO_ROOM;
|
|
else
|
|
#endif
|
|
levl[x][y].roomno = roomno;
|
|
/* top and bottom edges */
|
|
for (x = lowx - 1; x <= hix + 1; x++)
|
|
for (y = lowy - 1; y <= hiy + 1; y += (hiy - lowy + 2)) {
|
|
levl[x][y].edge = 1;
|
|
if (levl[x][y].roomno)
|
|
levl[x][y].roomno = SHARED;
|
|
else
|
|
levl[x][y].roomno = roomno;
|
|
}
|
|
/* sides */
|
|
for (x = lowx - 1; x <= hix + 1; x += (hix - lowx + 2))
|
|
for (y = lowy; y <= hiy; y++) {
|
|
levl[x][y].edge = 1;
|
|
if (levl[x][y].roomno)
|
|
levl[x][y].roomno = SHARED;
|
|
else
|
|
levl[x][y].roomno = roomno;
|
|
}
|
|
}
|
|
/* gs.subrooms */
|
|
for (subindex = 0; subindex < nsubrooms; subindex++)
|
|
#ifdef SPECIALIZATION
|
|
topologize(croom->sbrooms[subindex], (boolean) (rtype != OROOM));
|
|
#else
|
|
topologize(croom->sbrooms[subindex]);
|
|
#endif
|
|
}
|
|
|
|
/* Find an unused room for a branch location. */
|
|
staticfn struct mkroom *
|
|
find_branch_room(coord *mp)
|
|
{
|
|
struct mkroom *croom = 0;
|
|
|
|
if (svn.nroom == 0) {
|
|
mazexy(mp); /* already verifies location */
|
|
} else {
|
|
croom = generate_stairs_find_room();
|
|
assert(croom != NULL); /* Null iff nroom==0 which won't get here */
|
|
if (!somexyspace(croom, mp))
|
|
impossible("Can't place branch!");
|
|
}
|
|
return croom;
|
|
}
|
|
|
|
/* Find the room for (x,y). Return null if not in a room. */
|
|
staticfn struct mkroom *
|
|
pos_to_room(coordxy x, coordxy y)
|
|
{
|
|
int i;
|
|
struct mkroom *curr;
|
|
|
|
for (curr = svr.rooms, i = 0; i < svn.nroom; curr++, i++)
|
|
if (inside_room(curr, x, y))
|
|
return curr;
|
|
;
|
|
return (struct mkroom *) 0;
|
|
}
|
|
|
|
/* If given a branch, randomly place a special stair or portal. */
|
|
void
|
|
place_branch(
|
|
branch *br, /* branch to place */
|
|
coordxy x, coordxy y) /* location */
|
|
{
|
|
coord m = {0};
|
|
d_level *dest;
|
|
boolean make_stairs;
|
|
struct mkroom *br_room;
|
|
|
|
/*
|
|
* Return immediately if there is no branch to make or we have
|
|
* already made one. This routine can be called twice when
|
|
* a special level is loaded that specifies an SSTAIR location
|
|
* as a favored spot for a branch.
|
|
*/
|
|
if (!br || gm.made_branch)
|
|
return;
|
|
|
|
nhUse(br_room);
|
|
if (!x) { /* find random coordinates for branch */
|
|
/* br_room = find_branch_room(&m); */
|
|
(void) find_branch_room(&m); /* sets m via mazexy() or somexy() */
|
|
x = m.x;
|
|
y = m.y;
|
|
} else {
|
|
br_room = pos_to_room(x, y);
|
|
}
|
|
|
|
if (on_level(&br->end1, &u.uz)) {
|
|
/* we're on end1 */
|
|
make_stairs = br->type != BR_NO_END1;
|
|
dest = &br->end2;
|
|
} else {
|
|
/* we're on end2 */
|
|
make_stairs = br->type != BR_NO_END2;
|
|
dest = &br->end1;
|
|
}
|
|
|
|
if (br->type == BR_PORTAL) {
|
|
if (iflags.debug_fuzzer && (u.ucamefrom.dnum || u.ucamefrom.dlevel))
|
|
mkportal(x, y, u.ucamefrom.dnum, u.ucamefrom.dlevel);
|
|
else
|
|
mkportal(x, y, dest->dnum, dest->dlevel);
|
|
} else if (make_stairs) {
|
|
boolean goes_up = on_level(&br->end1, &u.uz) ? br->end1_up
|
|
: !br->end1_up;
|
|
|
|
stairway_add(x, y, goes_up, FALSE, dest);
|
|
(void) set_levltyp(x, y, STAIRS);
|
|
levl[x][y].ladder = goes_up ? LA_UP : LA_DOWN;
|
|
}
|
|
/*
|
|
* Set made_branch to TRUE even if we didn't make a stairwell (i.e.
|
|
* make_stairs is false) since there is currently only one branch
|
|
* per level, if we failed once, we're going to fail again on the
|
|
* next call.
|
|
*/
|
|
gm.made_branch = TRUE;
|
|
}
|
|
|
|
staticfn boolean
|
|
bydoor(coordxy x, coordxy y)
|
|
{
|
|
int typ;
|
|
|
|
if (isok(x + 1, y)) {
|
|
typ = levl[x + 1][y].typ;
|
|
if (IS_DOOR(typ) || typ == SDOOR)
|
|
return TRUE;
|
|
}
|
|
if (isok(x - 1, y)) {
|
|
typ = levl[x - 1][y].typ;
|
|
if (IS_DOOR(typ) || typ == SDOOR)
|
|
return TRUE;
|
|
}
|
|
if (isok(x, y + 1)) {
|
|
typ = levl[x][y + 1].typ;
|
|
if (IS_DOOR(typ) || typ == SDOOR)
|
|
return TRUE;
|
|
}
|
|
if (isok(x, y - 1)) {
|
|
typ = levl[x][y - 1].typ;
|
|
if (IS_DOOR(typ) || typ == SDOOR)
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
/* see whether it is allowable to create a door at [x,y] */
|
|
int
|
|
okdoor(coordxy x, coordxy y)
|
|
{
|
|
boolean near_door = bydoor(x, y);
|
|
|
|
return ((levl[x][y].typ == HWALL || levl[x][y].typ == VWALL)
|
|
&& ((isok(x - 1, y) && !IS_ROCK(levl[x - 1][y].typ))
|
|
|| (isok(x + 1, y) && !IS_ROCK(levl[x + 1][y].typ))
|
|
|| (isok(x, y - 1) && !IS_ROCK(levl[x][y - 1].typ))
|
|
|| (isok(x, y + 1) && !IS_ROCK(levl[x][y + 1].typ)))
|
|
&& !near_door);
|
|
}
|
|
|
|
/* do we want a secret door/corridor? */
|
|
boolean
|
|
maybe_sdoor(int chance)
|
|
{
|
|
return (depth(&u.uz) > 2) && !rn2(max(2, chance));
|
|
}
|
|
|
|
/* create a door at x,y in room aroom */
|
|
void
|
|
dodoor(coordxy x, coordxy y, struct mkroom *aroom)
|
|
{
|
|
dosdoor(x, y, aroom, maybe_sdoor(8) ? SDOOR : DOOR);
|
|
}
|
|
|
|
boolean
|
|
occupied(coordxy x, coordxy y)
|
|
{
|
|
return (boolean) (t_at(x, y) || IS_FURNITURE(levl[x][y].typ)
|
|
|| is_lava(x, y) || is_pool(x, y)
|
|
|| invocation_pos(x, y));
|
|
}
|
|
|
|
/* generate a corpse and some items on top of a trap */
|
|
staticfn void
|
|
mktrap_victim(struct trap *ttmp)
|
|
{
|
|
/* Object generated by the trap; initially NULL, stays NULL if
|
|
we fail to generate an object or if the trap doesn't
|
|
generate objects. */
|
|
struct obj *otmp = NULL;
|
|
int victim_mnum; /* race of the victim */
|
|
unsigned lvl = level_difficulty();
|
|
int kind = ttmp->ttyp;
|
|
coordxy x = ttmp->tx, y = ttmp->ty;
|
|
|
|
assert(x > 0 && x < COLNO && y >= 0 && y < ROWNO);
|
|
/* Not all trap types have special handling here; only the ones
|
|
that kill in a specific way that's obvious after the fact. */
|
|
switch (kind) {
|
|
case ARROW_TRAP:
|
|
otmp = mksobj(ARROW, TRUE, FALSE);
|
|
otmp->opoisoned = 0;
|
|
/* don't adjust the quantity; maybe the trap shot multiple
|
|
times, there was an untrapping attempt, etc... */
|
|
break;
|
|
case DART_TRAP:
|
|
otmp = mksobj(DART, TRUE, FALSE);
|
|
break;
|
|
case ROCKTRAP:
|
|
otmp = mksobj(ROCK, TRUE, FALSE);
|
|
break;
|
|
default:
|
|
/* no item dropped by the trap */
|
|
break;
|
|
}
|
|
if (otmp) {
|
|
place_object(otmp, x, y);
|
|
}
|
|
|
|
/* now otmp is reused for other items we're placing */
|
|
|
|
/* Place a random possession. This could be a weapon, tool,
|
|
food, or gem, i.e. the item classes that are typically
|
|
nonmagical and not worthless. */
|
|
do {
|
|
int poss_class = RANDOM_CLASS; /* init => lint suppression */
|
|
|
|
switch (rn2(4)) {
|
|
case 0:
|
|
poss_class = WEAPON_CLASS;
|
|
break;
|
|
case 1:
|
|
poss_class = TOOL_CLASS;
|
|
break;
|
|
case 2:
|
|
poss_class = FOOD_CLASS;
|
|
break;
|
|
case 3:
|
|
poss_class = GEM_CLASS;
|
|
break;
|
|
}
|
|
|
|
otmp = mkobj(poss_class, FALSE);
|
|
/* these items are always cursed, both for flavour (owned
|
|
by a dead adventurer, bones-pile-style) and for balance
|
|
(less useful to use, and encourage pets to avoid the trap) */
|
|
if (otmp) {
|
|
otmp->blessed = 0;
|
|
otmp->cursed = 1;
|
|
otmp->owt = weight(otmp);
|
|
place_object(otmp, x, y);
|
|
}
|
|
|
|
/* 20% chance of placing an additional item, recursively */
|
|
} while (!rn2(5));
|
|
|
|
/* Place a corpse. */
|
|
switch (rn2(15)) {
|
|
case 0:
|
|
/* elf corpses are the rarest as they're the most useful */
|
|
victim_mnum = PM_ELF;
|
|
/* elven adventurers get sleep resistance early; so don't
|
|
generate elf corpses on sleeping gas traps unless a)
|
|
we're on dlvl 2 (1 is impossible) and b) we pass a coin
|
|
flip */
|
|
if (kind == SLP_GAS_TRAP && !(lvl <= 2 && rn2(2)))
|
|
victim_mnum = PM_HUMAN;
|
|
break;
|
|
case 1: case 2:
|
|
victim_mnum = PM_DWARF;
|
|
break;
|
|
case 3: case 4: case 5:
|
|
victim_mnum = PM_ORC;
|
|
break;
|
|
case 6: case 7: case 8: case 9:
|
|
/* more common as they could have come from the Mines */
|
|
victim_mnum = PM_GNOME;
|
|
/* 10% chance of a candle too */
|
|
if (!rn2(10)) {
|
|
otmp = mksobj(rn2(4) ? TALLOW_CANDLE : WAX_CANDLE, TRUE, FALSE);
|
|
otmp->quan = 1;
|
|
otmp->owt = weight(otmp);
|
|
curse(otmp);
|
|
place_object(otmp, x, y);
|
|
if (!levl[x][y].lit)
|
|
begin_burn(otmp, FALSE);
|
|
}
|
|
break;
|
|
default:
|
|
/* human is the most common result */
|
|
victim_mnum = PM_HUMAN;
|
|
break;
|
|
}
|
|
/* PM_HUMAN is a placeholder monster primarily used for zombie, mummy,
|
|
and vampire corpses; usually change it into a fake player monster
|
|
instead (always human); no role-specific equipment is provided */
|
|
if (victim_mnum == PM_HUMAN && rn2(25))
|
|
victim_mnum = rn1(PM_WIZARD - PM_ARCHEOLOGIST, PM_ARCHEOLOGIST);
|
|
otmp = mkcorpstat(CORPSE, NULL, &mons[victim_mnum], x, y, CORPSTAT_INIT);
|
|
otmp->age -= (TAINT_AGE + 1); /* died too long ago to safely eat */
|
|
}
|
|
|
|
/* pick a random trap type, return NO_TRAP if "too hard" */
|
|
staticfn int
|
|
traptype_rnd(unsigned mktrapflags)
|
|
{
|
|
unsigned lvl = level_difficulty();
|
|
int kind = rnd(TRAPNUM - 1);
|
|
|
|
switch (kind) {
|
|
/* these are controlled by the feature or object they guard,
|
|
not by the map so mustn't be created on it */
|
|
case TRAPPED_DOOR:
|
|
case TRAPPED_CHEST:
|
|
kind = NO_TRAP;
|
|
break;
|
|
/* these can have a random location but can't be generated
|
|
randomly */
|
|
case MAGIC_PORTAL:
|
|
case VIBRATING_SQUARE:
|
|
kind = NO_TRAP;
|
|
break;
|
|
case ROLLING_BOULDER_TRAP:
|
|
case SLP_GAS_TRAP:
|
|
if (lvl < 2)
|
|
kind = NO_TRAP;
|
|
break;
|
|
case LEVEL_TELEP:
|
|
if (lvl < 5 || svl.level.flags.noteleport
|
|
|| single_level_branch(&u.uz))
|
|
kind = NO_TRAP;
|
|
break;
|
|
case SPIKED_PIT:
|
|
if (lvl < 5)
|
|
kind = NO_TRAP;
|
|
break;
|
|
case LANDMINE:
|
|
if (lvl < 6)
|
|
kind = NO_TRAP;
|
|
break;
|
|
case WEB:
|
|
if (lvl < 7 && !(mktrapflags & MKTRAP_NOSPIDERONWEB))
|
|
kind = NO_TRAP;
|
|
break;
|
|
case STATUE_TRAP:
|
|
case POLY_TRAP:
|
|
if (lvl < 8)
|
|
kind = NO_TRAP;
|
|
break;
|
|
case FIRE_TRAP:
|
|
if (!Inhell)
|
|
kind = NO_TRAP;
|
|
break;
|
|
case TELEP_TRAP:
|
|
if (svl.level.flags.noteleport)
|
|
kind = NO_TRAP;
|
|
break;
|
|
case HOLE:
|
|
/* make these much less often than other traps */
|
|
if (rn2(7))
|
|
kind = NO_TRAP;
|
|
break;
|
|
}
|
|
return kind;
|
|
}
|
|
|
|
/* random trap type for the Rogue level */
|
|
staticfn int
|
|
traptype_roguelvl(void)
|
|
{
|
|
int kind;
|
|
|
|
switch (rn2(7)) {
|
|
default:
|
|
kind = BEAR_TRAP;
|
|
break; /* 0 */
|
|
case 1:
|
|
kind = ARROW_TRAP;
|
|
break;
|
|
case 2:
|
|
kind = DART_TRAP;
|
|
break;
|
|
case 3:
|
|
kind = TRAPDOOR;
|
|
break;
|
|
case 4:
|
|
kind = PIT;
|
|
break;
|
|
case 5:
|
|
kind = SLP_GAS_TRAP;
|
|
break;
|
|
case 6:
|
|
kind = RUST_TRAP;
|
|
break;
|
|
}
|
|
return kind;
|
|
}
|
|
|
|
/* mktrap(): select trap type and location, then use maketrap() to create it;
|
|
make it at location 'tm' when that isn't Null, otherwise in 'croom'
|
|
if mktrapflags doesn't have MKTRAP_MAZEFLAG set, else in maze corridor */
|
|
void
|
|
mktrap(
|
|
int num, /* if non-zero, specific type of trap to make */
|
|
unsigned mktrapflags, /* MKTRAP_{SEEN,MAZEFLAG,NOSPIDERONWEB,NOVICTIM} */
|
|
struct mkroom *croom, /* room to hold trap */
|
|
coord *tm) /* specific location for trap */
|
|
{
|
|
static int mktrap_err = 0; /* move to struct g? */
|
|
struct trap *t;
|
|
coord m;
|
|
int kind;
|
|
unsigned lvl = level_difficulty();
|
|
|
|
if (!tm && !croom && !(mktrapflags & MKTRAP_MAZEFLAG)) {
|
|
/* complain when the combination of arguments will never set 'm' */
|
|
if (!mktrap_err++) {
|
|
char errbuf[BUFSZ];
|
|
|
|
Snprintf(errbuf, sizeof errbuf,
|
|
"args (%d,%d,%s,%s) are invalid",
|
|
num, mktrapflags, "null room", "null location");
|
|
paniclog("mktrap", errbuf);
|
|
}
|
|
return;
|
|
}
|
|
m.x = m.y = 0;
|
|
|
|
/* no traps in pools */
|
|
if (tm && is_pool(tm->x, tm->y))
|
|
return;
|
|
|
|
if (num > NO_TRAP && num < TRAPNUM) {
|
|
kind = num;
|
|
} else if (Is_rogue_level(&u.uz)) {
|
|
kind = traptype_roguelvl();
|
|
} else if (Inhell && !rn2(5)) {
|
|
/* bias the frequency of fire traps in Gehennom */
|
|
kind = FIRE_TRAP;
|
|
} else {
|
|
do {
|
|
kind = traptype_rnd(mktrapflags);
|
|
} while (kind == NO_TRAP);
|
|
}
|
|
|
|
if (is_hole(kind) && !Can_fall_thru(&u.uz))
|
|
kind = ROCKTRAP;
|
|
|
|
if (tm) {
|
|
m = *tm;
|
|
} else {
|
|
int tryct = 0;
|
|
boolean avoid_boulder = (is_pit(kind) || is_hole(kind));
|
|
|
|
do {
|
|
if (++tryct > 200)
|
|
return;
|
|
if ((mktrapflags & MKTRAP_MAZEFLAG) != 0)
|
|
mazexy(&m);
|
|
else if (croom && !somexyspace(croom, &m))
|
|
return;
|
|
} while (occupied(m.x, m.y)
|
|
|| (avoid_boulder && sobj_at(BOULDER, m.x, m.y)));
|
|
}
|
|
|
|
t = maketrap(m.x, m.y, kind);
|
|
/* we should always get type of trap we're asking for (occupied() test
|
|
should prevent cases where that might not happen) but be paranoid */
|
|
kind = t ? t->ttyp : NO_TRAP;
|
|
|
|
if (kind == WEB && !(mktrapflags & MKTRAP_NOSPIDERONWEB))
|
|
(void) makemon(&mons[PM_GIANT_SPIDER], m.x, m.y, NO_MM_FLAGS);
|
|
if (t && (mktrapflags & MKTRAP_SEEN))
|
|
t->tseen = TRUE;
|
|
if (kind == MAGIC_PORTAL && (u.ucamefrom.dnum || u.ucamefrom.dlevel)) {
|
|
assign_level(&t->dst, &u.ucamefrom);
|
|
}
|
|
|
|
/* The hero isn't the only person who's entered the dungeon in
|
|
search of treasure. On the very shallowest levels, there's a
|
|
chance that a created trap will have killed something already
|
|
(and this is guaranteed on the first level).
|
|
|
|
This isn't meant to give any meaningful treasure (in fact, any
|
|
items we drop here are typically cursed, other than ammo fired
|
|
by the trap). Rather, it's mostly just for flavour and to give
|
|
players on very early levels a sufficient chance to avoid traps
|
|
that may end up killing them before they have a fair chance to
|
|
build max HP. Including cursed items gives the same fair chance
|
|
to the starting pet, and fits the rule that possessions of the
|
|
dead are normally cursed.
|
|
|
|
Some types of traps are excluded because they're entirely
|
|
nonlethal, even indirectly. We also exclude all of the
|
|
later/fancier traps because they tend to have special
|
|
considerations (e.g. webs, portals), often are indirectly
|
|
lethal, and tend not to generate on shallower levels anyway
|
|
(exception: magic traps can generate on dlvl 1 and be
|
|
immediately lethal). Finally, pits are excluded because it's
|
|
weird to see an item in a pit and yet not be able to identify
|
|
that the pit is there. */
|
|
if (kind != NO_TRAP && !(mktrapflags & MKTRAP_NOVICTIM)
|
|
&& lvl <= (unsigned) rnd(4)
|
|
&& kind != SQKY_BOARD && kind != RUST_TRAP
|
|
/* rolling boulder trap might not have a boulder if there was no
|
|
viable path (such as when placed in the corner of a room), in
|
|
which case tx,ty==launch.x,y; no boulder => no dead predecessor */
|
|
&& !(kind == ROLLING_BOULDER_TRAP
|
|
&& t->launch.x == t->tx && t->launch.y == t->ty)
|
|
&& !is_pit(kind) && (kind < HOLE || kind == MAGIC_TRAP)) {
|
|
mktrap_victim(t);
|
|
}
|
|
}
|
|
|
|
/* Create stairs up or down at x,y.
|
|
If force is TRUE, change the terrain to ROOM first */
|
|
void
|
|
mkstairs(
|
|
coordxy x, coordxy y,
|
|
char up, /* [why 'char' when usage is boolean?] */
|
|
struct mkroom *croom UNUSED,
|
|
boolean force)
|
|
{
|
|
int ltyp;
|
|
d_level dest;
|
|
|
|
if (!x || !isok(x, y)) {
|
|
impossible("mkstairs: bogus stair attempt at <%d,%d>", x, y);
|
|
return;
|
|
}
|
|
if (force)
|
|
levl[x][y].typ = ROOM;
|
|
ltyp = levl[x][y].typ; /* somexyspace() allows ice */
|
|
if (ltyp != ROOM && ltyp != CORR && ltyp != ICE) {
|
|
int glyph = back_to_glyph(x, y),
|
|
sidx = glyph_to_cmap(glyph);
|
|
|
|
impossible("mkstairs: placing stairs %s on %s at <%d,%d>",
|
|
up ? "up" : "down", defsyms[sidx].explanation, x, y);
|
|
}
|
|
|
|
/*
|
|
* We can't make a regular stair off an end of the dungeon. This
|
|
* attempt can happen when a special level is placed at an end and
|
|
* has an up or down stair specified in its description file.
|
|
*/
|
|
if (dunlev(&u.uz) == (up ? 1 : dunlevs_in_dungeon(&u.uz)))
|
|
return;
|
|
|
|
dest.dnum = u.uz.dnum;
|
|
dest.dlevel = u.uz.dlevel + (up ? -1 : 1);
|
|
stairway_add(x, y, up ? TRUE : FALSE, FALSE, &dest);
|
|
|
|
(void) set_levltyp(x, y, STAIRS);
|
|
levl[x][y].ladder = up ? LA_UP : LA_DOWN;
|
|
}
|
|
|
|
/* is room a good one to generate up or down stairs in? */
|
|
staticfn boolean
|
|
generate_stairs_room_good(struct mkroom *croom, int phase)
|
|
{
|
|
/*
|
|
* phase values, smaller allows for more relaxed criteria:
|
|
* 2 == no relaxed criteria;
|
|
* 1 == allow a themed room;
|
|
* 0 == allow same room as existing up/downstairs;
|
|
* -1 == allow an unjoined room.
|
|
*/
|
|
return (croom && (croom->needjoining || (phase < 0))
|
|
&& ((!has_dnstairs(croom) && !has_upstairs(croom))
|
|
|| phase < 1)
|
|
&& (croom->rtype == OROOM
|
|
|| ((phase < 2) && croom->rtype == THEMEROOM)));
|
|
}
|
|
|
|
/* find a good room to generate an up or down stairs in */
|
|
staticfn struct mkroom *
|
|
generate_stairs_find_room(void)
|
|
{
|
|
struct mkroom *croom;
|
|
int i, phase, ai;
|
|
int *rmarr;
|
|
|
|
if (!svn.nroom)
|
|
return (struct mkroom *) 0;
|
|
|
|
rmarr = (int *) alloc(sizeof(int) * svn.nroom);
|
|
|
|
for (phase = 2; phase > -1; phase--) {
|
|
ai = 0;
|
|
for (i = 0; i < svn.nroom; i++)
|
|
if (generate_stairs_room_good(&svr.rooms[i], phase))
|
|
rmarr[ai++] = i;
|
|
if (ai > 0) {
|
|
i = rmarr[rn2(ai)];
|
|
free(rmarr);
|
|
return &svr.rooms[i];
|
|
}
|
|
}
|
|
|
|
free(rmarr);
|
|
croom = &svr.rooms[rn2(svn.nroom)];
|
|
return croom;
|
|
}
|
|
|
|
/* construct stairs up and down within the same branch,
|
|
up and down in different rooms if possible */
|
|
staticfn void
|
|
generate_stairs(void)
|
|
{
|
|
/* generate_stairs_find_room() returns Null if nroom == 0, but that
|
|
should never happen for a rooms+corridors style level */
|
|
static const char
|
|
gen_stairs_panic[] = "generate_stairs: failed to find a room! (%d)";
|
|
struct mkroom *croom;
|
|
coord pos;
|
|
|
|
if (!Is_botlevel(&u.uz)) {
|
|
if ((croom = generate_stairs_find_room()) == NULL)
|
|
panic(gen_stairs_panic, svn.nroom);
|
|
|
|
if (!somexyspace(croom, &pos)) {
|
|
pos.x = somex(croom);
|
|
pos.y = somey(croom);
|
|
}
|
|
mkstairs(pos.x, pos.y, 0, croom, FALSE); /* down */
|
|
}
|
|
|
|
if (u.uz.dlevel != 1) {
|
|
/* if there is only 1 room and we found it above, this will find
|
|
it again */
|
|
if ((croom = generate_stairs_find_room()) == NULL)
|
|
panic(gen_stairs_panic, svn.nroom);
|
|
|
|
if (!somexyspace(croom, &pos)) {
|
|
pos.x = somex(croom);
|
|
pos.y = somey(croom);
|
|
}
|
|
mkstairs(pos.x, pos.y, 1, croom, FALSE); /* up */
|
|
}
|
|
}
|
|
|
|
staticfn void
|
|
mkfount(struct mkroom *croom)
|
|
{
|
|
coord m;
|
|
|
|
if (!find_okay_roompos(croom, &m))
|
|
return;
|
|
|
|
/* Put a fountain at m.x, m.y */
|
|
if (!set_levltyp(m.x, m.y, FOUNTAIN))
|
|
return;
|
|
/* Is it a "blessed" fountain? (affects drinking from fountain) */
|
|
if (!rn2(7))
|
|
levl[m.x][m.y].blessedftn = 1;
|
|
|
|
svl.level.flags.nfountains++;
|
|
}
|
|
|
|
staticfn boolean
|
|
find_okay_roompos(struct mkroom *croom, coord *crd)
|
|
{
|
|
int tryct = 0;
|
|
|
|
do {
|
|
if (++tryct > 200)
|
|
return FALSE;
|
|
if (!somexyspace(croom, crd))
|
|
return FALSE;
|
|
} while (occupied(crd->x, crd->y) || bydoor(crd->x, crd->y));
|
|
return TRUE;
|
|
}
|
|
|
|
staticfn void
|
|
mksink(struct mkroom *croom)
|
|
{
|
|
coord m;
|
|
|
|
if (!find_okay_roompos(croom, &m))
|
|
return;
|
|
|
|
/* Put a sink at m.x, m.y */
|
|
if (!set_levltyp(m.x, m.y, SINK))
|
|
return;
|
|
|
|
svl.level.flags.nsinks++;
|
|
}
|
|
|
|
staticfn void
|
|
mkaltar(struct mkroom *croom)
|
|
{
|
|
coord m;
|
|
aligntyp al;
|
|
|
|
if (croom->rtype != OROOM)
|
|
return;
|
|
|
|
if (!find_okay_roompos(croom, &m))
|
|
return;
|
|
|
|
/* Put an altar at m.x, m.y */
|
|
if (!set_levltyp(m.x, m.y, ALTAR))
|
|
return;
|
|
|
|
/* -1 - A_CHAOTIC, 0 - A_NEUTRAL, 1 - A_LAWFUL */
|
|
al = rn2((int) A_LAWFUL + 2) - 1;
|
|
levl[m.x][m.y].altarmask = Align2amask(al);
|
|
}
|
|
|
|
staticfn void
|
|
mkgrave(struct mkroom *croom)
|
|
{
|
|
coord m;
|
|
int tryct = 0;
|
|
struct obj *otmp;
|
|
boolean dobell = !rn2(10);
|
|
|
|
if (croom->rtype != OROOM)
|
|
return;
|
|
|
|
if (!find_okay_roompos(croom, &m))
|
|
return;
|
|
|
|
/* Put a grave at <m.x,m.y> */
|
|
make_grave(m.x, m.y, dobell ? "Saved by the bell!" : (char *) 0);
|
|
|
|
/* Possibly fill it with objects */
|
|
if (!rn2(3)) {
|
|
/* this used to use mkgold(), which puts a stack of gold on
|
|
the ground (or merges it with an existing one there if
|
|
present), and didn't bother burying it; now we create a
|
|
loose, easily buriable, stack but we make no attempt to
|
|
replicate mkgold()'s level-based formula for the amount */
|
|
struct obj *gold = mksobj(GOLD_PIECE, TRUE, FALSE);
|
|
|
|
gold->quan = (long) (rnd(20) + level_difficulty() * rnd(5));
|
|
gold->owt = weight(gold);
|
|
gold->ox = m.x, gold->oy = m.y;
|
|
add_to_buried(gold);
|
|
}
|
|
for (tryct = rn2(5); tryct; tryct--) {
|
|
otmp = mkobj(RANDOM_CLASS, TRUE);
|
|
if (!otmp)
|
|
return;
|
|
curse(otmp);
|
|
otmp->ox = m.x;
|
|
otmp->oy = m.y;
|
|
add_to_buried(otmp);
|
|
}
|
|
|
|
/* Leave a bell, in case we accidentally buried someone alive */
|
|
if (dobell)
|
|
(void) mksobj_at(BELL, m.x, m.y, TRUE, FALSE);
|
|
return;
|
|
}
|
|
|
|
/*
|
|
* Major level transmutation: add a set of stairs (to the Sanctum) after
|
|
* an earthquake that leaves behind a new topology, centered at inv_pos.
|
|
* Assumes there are no rooms within the invocation area and that svi.inv_pos
|
|
* is not too close to the edge of the map. Also assume the hero can see,
|
|
* which is guaranteed for normal play due to the fact that sight is needed
|
|
* to read the Book of the Dead. [That assumption is not valid; it is
|
|
* possible that "the Book reads the hero" rather than vice versa if
|
|
* attempted while blind (in order to make blind-from-birth conduct viable).]
|
|
*/
|
|
void
|
|
mkinvokearea(void)
|
|
{
|
|
int dist, wallct;
|
|
coordxy xmin, xmax, ymin, ymax;
|
|
coordxy i;
|
|
|
|
/* slightly odd if levitating, but not wrong */
|
|
pline_The("floor shakes violently under you!");
|
|
/* decide whether to issue the crumbling walls message */
|
|
{
|
|
xmin = xmax = svi.inv_pos.x;
|
|
ymin = ymax = svi.inv_pos.y;
|
|
wallct = mkinvk_check_wall(xmin, ymin);
|
|
/* this replicates the somewhat convoluted loop below, working
|
|
out from the stair position, except for stopping early when
|
|
walls are found */
|
|
for (dist = 1; !wallct && dist < 7; ++dist) {
|
|
xmin--, xmax++;
|
|
/* top and bottom */
|
|
if (dist != 3) { /* the area is wider that it is high */
|
|
ymin--, ymax++;
|
|
for (i = xmin + 1; i < xmax; i++) {
|
|
if (mkinvk_check_wall(i, ymin))
|
|
++wallct; /* we could break after finding first wall
|
|
* but it isn't a significant optimization
|
|
* for code which only executes once */
|
|
if (mkinvk_check_wall(i, ymax))
|
|
++wallct;
|
|
}
|
|
}
|
|
/* left and right */
|
|
if (!wallct) { /* skip y loop if x loop found any walls */
|
|
for (i = ymin; i <= ymax; i++) {
|
|
if (mkinvk_check_wall(xmin, i))
|
|
++wallct;
|
|
if (mkinvk_check_wall(xmax, i))
|
|
++wallct;
|
|
}
|
|
}
|
|
}
|
|
/* message won't appear if the maze 'walls' on this level are lava
|
|
or if all the walls within range have been dug away; when it does
|
|
appear, it will describe iron bars as "walls" (which is ok) */
|
|
if (wallct)
|
|
pline_The("walls around you begin to bend and crumble!");
|
|
}
|
|
display_nhwindow(WIN_MESSAGE, TRUE);
|
|
|
|
/* any trap hero is stuck in will be going away now */
|
|
if (u.utrap) {
|
|
if (u.utraptype == TT_BURIEDBALL)
|
|
buried_ball_to_punishment();
|
|
reset_utrap(FALSE);
|
|
}
|
|
|
|
xmin = xmax = svi.inv_pos.x; /* reset after the check for walls */
|
|
ymin = ymax = svi.inv_pos.y;
|
|
mkinvpos(xmin, ymin, 0); /* middle, before placing stairs */
|
|
|
|
for (dist = 1; dist < 7; dist++) {
|
|
xmin--;
|
|
xmax++;
|
|
|
|
/* top and bottom */
|
|
if (dist != 3) { /* the area is wider that it is high */
|
|
ymin--;
|
|
ymax++;
|
|
for (i = xmin + 1; i < xmax; i++) {
|
|
mkinvpos(i, ymin, dist);
|
|
mkinvpos(i, ymax, dist);
|
|
}
|
|
}
|
|
|
|
/* left and right */
|
|
for (i = ymin; i <= ymax; i++) {
|
|
mkinvpos(xmin, i, dist);
|
|
mkinvpos(xmax, i, dist);
|
|
}
|
|
|
|
flush_screen(1); /* make sure the new glyphs shows up */
|
|
nh_delay_output();
|
|
}
|
|
|
|
You("are standing at the top of a stairwell leading down!");
|
|
mkstairs(u.ux, u.uy, 0, (struct mkroom *) 0, FALSE); /* down */
|
|
newsym(u.ux, u.uy);
|
|
gv.vision_full_recalc = 1; /* everything changed */
|
|
}
|
|
|
|
/* Change level topology. Boulders in the vicinity are eliminated.
|
|
* Temporarily overrides vision in the name of a nice effect.
|
|
*/
|
|
staticfn void
|
|
mkinvpos(coordxy x, coordxy y, int dist)
|
|
{
|
|
struct trap *ttmp;
|
|
struct obj *otmp;
|
|
boolean make_rocks;
|
|
struct rm *lev = &levl[x][y];
|
|
struct monst *mon;
|
|
/* maze levels have slightly different constraints from normal levels;
|
|
these are also defined in mkmaze.c and may not be appropriate for
|
|
mazes with corridors wider than 1 or for cavernous levels */
|
|
#define x_maze_min 2
|
|
#define y_maze_min 2
|
|
|
|
/* clip at existing map borders if necessary */
|
|
if (!within_bounded_area(x, y, x_maze_min, y_maze_min,
|
|
gx.x_maze_max, gy.y_maze_max)) {
|
|
/* outermost 2 columns and/or rows may be truncated due to edge */
|
|
if (dist < (7 - 2)) { /* panic() or impossible() */
|
|
void (*errfunc)(const char *, ...) PRINTF_F(1, 2);
|
|
|
|
errfunc = !isok(x, y) ? panic : impossible;
|
|
(*errfunc)("mkinvpos: <%d,%d> (%d) off map edge!", x, y, dist);
|
|
}
|
|
return;
|
|
}
|
|
|
|
/* clear traps */
|
|
if ((ttmp = t_at(x, y)) != 0)
|
|
deltrap(ttmp);
|
|
|
|
/* clear boulders; leave some rocks for non-{moat|trap} locations */
|
|
make_rocks = (dist != 1 && dist != 4 && dist != 5) ? TRUE : FALSE;
|
|
while ((otmp = sobj_at(BOULDER, x, y)) != 0) {
|
|
if (make_rocks) {
|
|
fracture_rock(otmp);
|
|
make_rocks = FALSE; /* don't bother with more rocks */
|
|
} else {
|
|
obj_extract_self(otmp);
|
|
obfree(otmp, (struct obj *) 0);
|
|
}
|
|
}
|
|
|
|
/* fake out saved state */
|
|
lev->seenv = 0;
|
|
lev->doormask = 0;
|
|
if (dist < 6)
|
|
lev->lit = TRUE;
|
|
lev->waslit = TRUE;
|
|
lev->horizontal = FALSE;
|
|
/* short-circuit vision recalc */
|
|
gv.viz_array[y][x] = (dist < 6) ? (IN_SIGHT | COULD_SEE) : COULD_SEE;
|
|
|
|
switch (dist) {
|
|
case 1: /* fire traps */
|
|
if (is_pool(x, y))
|
|
break;
|
|
lev->typ = ROOM;
|
|
ttmp = maketrap(x, y, FIRE_TRAP);
|
|
if (ttmp)
|
|
ttmp->tseen = TRUE;
|
|
break;
|
|
case 0: /* lit room locations */
|
|
case 2:
|
|
case 3:
|
|
case 6: /* unlit room locations */
|
|
lev->typ = ROOM;
|
|
break;
|
|
case 4: /* pools (aka a wide moat) */
|
|
case 5:
|
|
lev->typ = MOAT;
|
|
/* No kelp! */
|
|
break;
|
|
default:
|
|
impossible("mkinvpos called with dist %d", dist);
|
|
break;
|
|
}
|
|
|
|
if ((mon = m_at(x, y)) != 0) {
|
|
/* wake up mimics, don't want to deal with them blocking vision */
|
|
if (mon->m_ap_type)
|
|
seemimic(mon);
|
|
|
|
if ((ttmp = t_at(x, y)) != 0)
|
|
(void) mintrap(mon, NO_TRAP_FLAGS);
|
|
else
|
|
(void) minliquid(mon);
|
|
}
|
|
|
|
if (!does_block(x, y, lev))
|
|
unblock_point(x, y); /* make sure vision knows this location is open */
|
|
|
|
/* display new value of position; could have a monster/object on it */
|
|
newsym(x, y);
|
|
#undef x_maze_min
|
|
#undef y_maze_min
|
|
}
|
|
|
|
/* reduces clutter in mkinvokearea() while avoiding potential static analyzer
|
|
confusion about using isok(x,y) to control access to levl[x][y] */
|
|
staticfn int
|
|
mkinvk_check_wall(coordxy x, coordxy y)
|
|
{
|
|
unsigned ltyp;
|
|
|
|
if (!isok(x, y))
|
|
return 0;
|
|
assert(x > 0 && x < COLNO);
|
|
assert(y >= 0 && y < ROWNO);
|
|
ltyp = levl[x][y].typ;
|
|
return (IS_STWALL(ltyp) || ltyp == IRONBARS) ? 1 : 0;
|
|
}
|
|
|
|
/*
|
|
* The portal to Ludios is special. The entrance can only occur within a
|
|
* vault in the main dungeon at a depth greater than 10. The Ludios branch
|
|
* structure reflects this by having a bogus "source" dungeon: the value
|
|
* of n_dgns (thus, Is_branchlev() will never find it).
|
|
*
|
|
* Ludios will remain isolated until the branch is corrected by this function.
|
|
*/
|
|
staticfn void
|
|
mk_knox_portal(coordxy x, coordxy y)
|
|
{
|
|
d_level *source;
|
|
branch *br;
|
|
schar u_depth;
|
|
|
|
br = dungeon_branch("Fort Ludios");
|
|
/* dungeon_branch() panics (so never returns) if result would be Null */
|
|
assert(br != NULL);
|
|
|
|
if (on_level(&knox_level, &br->end1)) {
|
|
source = &br->end2;
|
|
} else {
|
|
/* disallow Knox branch on a level with one branch already */
|
|
if (Is_branchlev(&u.uz))
|
|
return;
|
|
source = &br->end1;
|
|
}
|
|
|
|
/* Already set or 2/3 chance of deferring until a later level. */
|
|
if (source->dnum < svn.n_dgns || (rn2(3) && !wizard))
|
|
return;
|
|
|
|
if (!(u.uz.dnum == oracle_level.dnum /* in main dungeon */
|
|
&& !at_dgn_entrance("The Quest") /* but not Quest's entry */
|
|
&& (u_depth = depth(&u.uz)) > 10 /* beneath 10 */
|
|
&& u_depth < depth(&medusa_level))) /* and above Medusa */
|
|
return;
|
|
|
|
/* Adjust source to be current level and re-insert branch. */
|
|
*source = u.uz;
|
|
insert_branch(br, TRUE);
|
|
|
|
debugpline0("Made knox portal.");
|
|
place_branch(br, x, y);
|
|
}
|
|
|
|
/*mklev.c*/
|