1896 lines
57 KiB
C
1896 lines
57 KiB
C
/* NetHack 3.6 mklev.c $NHDT-Date: 1562455089 2019/07/06 23:18:09 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.63 $ */
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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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static void FDECL(mkfount, (int, struct mkroom *));
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static void FDECL(mksink, (struct mkroom *));
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static void FDECL(mkaltar, (struct mkroom *));
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static void FDECL(mkgrave, (struct mkroom *));
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static void NDECL(makevtele);
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static void NDECL(clear_level_structures);
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static void NDECL(makelevel);
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static boolean FDECL(bydoor, (XCHAR_P, XCHAR_P));
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static struct mkroom *FDECL(find_branch_room, (coord *));
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static struct mkroom *FDECL(pos_to_room, (XCHAR_P, XCHAR_P));
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static boolean FDECL(place_niche, (struct mkroom *, int *, int *, int *));
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static void FDECL(makeniche, (int));
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static void NDECL(make_niches);
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static int FDECL(CFDECLSPEC do_comp, (const genericptr,
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const genericptr));
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static void FDECL(dosdoor, (XCHAR_P, XCHAR_P, struct mkroom *, int));
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static void FDECL(join, (int, int, BOOLEAN_P));
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static void FDECL(do_room_or_subroom, (struct mkroom *, int, int,
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int, int, BOOLEAN_P,
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SCHAR_P, BOOLEAN_P, BOOLEAN_P));
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static void NDECL(makerooms);
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static void FDECL(finddpos, (coord *, XCHAR_P, XCHAR_P,
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XCHAR_P, XCHAR_P));
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static void FDECL(mkinvpos, (XCHAR_P, XCHAR_P, int));
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static void FDECL(mk_knox_portal, (XCHAR_P, XCHAR_P));
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#define create_vault() create_room(-1, -1, 2, 2, -1, -1, VAULT, TRUE)
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#define init_vault() g.vault_x = -1
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#define do_vault() (g.vault_x != -1)
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/* Args must be (const genericptr) so that qsort will always be happy. */
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static int CFDECLSPEC
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do_comp(vx, vy)
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const genericptr vx;
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const genericptr vy;
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{
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#ifdef LINT
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/* lint complains about possible pointer alignment problems, but we know
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that vx and vy are always properly aligned. Hence, the following
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bogus definition:
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*/
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return (vx == vy) ? 0 : -1;
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#else
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register 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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#endif /* LINT */
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}
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static void
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finddpos(cc, xl, yl, xh, yh)
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coord *cc;
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xchar xl, yl, xh, yh;
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{
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register xchar 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))
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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))
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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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gotit:
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cc->x = x;
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cc->y = y;
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return;
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}
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void
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sort_rooms()
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{
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#if defined(SYSV) || defined(DGUX)
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#define CAST_nroom (unsigned) g.nroom
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#else
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#define CAST_nroom g.nroom /*as-is*/
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#endif
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qsort((genericptr_t) g.rooms, CAST_nroom, sizeof (struct mkroom), do_comp);
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#undef CAST_nroom
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}
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static void
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do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit, rtype, special, is_room)
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register struct mkroom *croom;
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int lowx, lowy;
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register int hix, hiy;
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boolean lit;
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schar rtype;
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boolean special;
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boolean is_room;
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{
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register int 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->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, g.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 g.doorindex
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*/
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croom->fdoor = g.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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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(lowx, lowy, hix, hiy, lit, rtype, special)
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int lowx, lowy, hix, hiy;
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boolean lit;
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schar rtype;
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boolean special;
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{
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register struct mkroom *croom;
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croom = &g.rooms[g.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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g.nroom++;
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}
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void
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add_subroom(proom, lowx, lowy, hix, hiy, lit, rtype, special)
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struct mkroom *proom;
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int lowx, lowy, hix, hiy;
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boolean lit;
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schar rtype;
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boolean special;
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{
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register struct mkroom *croom;
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croom = &g.subrooms[g.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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g.nsubroom++;
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}
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static void
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makerooms()
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{
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boolean tried_vault = FALSE;
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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 (g.nroom < MAXNROFROOMS && rnd_rect()) {
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if (g.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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g.vault_x = g.rooms[g.nroom].lx;
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g.vault_y = g.rooms[g.nroom].ly;
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g.rooms[g.nroom].hx = -1;
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}
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} else if (!create_room(-1, -1, -1, -1, -1, -1, OROOM, -1))
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return;
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}
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return;
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}
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static void
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join(a, b, nxcor)
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register int a, b;
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boolean nxcor;
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{
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coord cc, tt, org, dest;
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register xchar tx, ty, xx, yy;
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register struct mkroom *croom, *troom;
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register int dx, dy;
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croom = &g.rooms[a];
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troom = &g.rooms[b];
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/* find positions cc and tt for doors in croom and troom
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and direction for a corridor between them */
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if (troom->hx < 0 || croom->hx < 0 || g.doorindex >= DOORMAX)
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return;
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if (troom->lx > croom->hx) {
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dx = 1;
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dy = 0;
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xx = croom->hx + 1;
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tx = troom->lx - 1;
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finddpos(&cc, xx, croom->ly, xx, croom->hy);
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finddpos(&tt, tx, troom->ly, tx, troom->hy);
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} else if (troom->hy < croom->ly) {
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dy = -1;
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dx = 0;
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yy = croom->ly - 1;
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finddpos(&cc, croom->lx, yy, croom->hx, yy);
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ty = troom->hy + 1;
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finddpos(&tt, troom->lx, ty, troom->hx, ty);
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} else if (troom->hx < croom->lx) {
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dx = -1;
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dy = 0;
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xx = croom->lx - 1;
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tx = troom->hx + 1;
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finddpos(&cc, xx, croom->ly, xx, croom->hy);
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finddpos(&tt, tx, troom->ly, tx, troom->hy);
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} else {
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dy = 1;
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dx = 0;
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yy = croom->hy + 1;
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ty = troom->ly - 1;
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finddpos(&cc, croom->lx, yy, croom->hx, yy);
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finddpos(&tt, troom->lx, ty, troom->hx, ty);
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}
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xx = cc.x;
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yy = cc.y;
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tx = tt.x - dx;
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ty = tt.y - dy;
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if (nxcor && levl[xx + dx][yy + dy].typ)
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return;
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if (okdoor(xx, yy) || !nxcor)
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dodoor(xx, yy, croom);
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org.x = xx + dx;
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org.y = yy + dy;
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dest.x = tx;
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dest.y = ty;
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if (!dig_corridor(&org, &dest, nxcor, g.level.flags.arboreal ? ROOM : CORR,
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STONE))
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return;
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/* we succeeded in digging the corridor */
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if (okdoor(tt.x, tt.y) || !nxcor)
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dodoor(tt.x, tt.y, troom);
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if (g.smeq[a] < g.smeq[b])
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g.smeq[b] = g.smeq[a];
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else
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g.smeq[a] = g.smeq[b];
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}
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void
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makecorridors()
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{
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int a, b, i;
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boolean any = TRUE;
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for (a = 0; a < g.nroom - 1; a++) {
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join(a, a + 1, FALSE);
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if (!rn2(50))
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break; /* allow some randomness */
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}
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for (a = 0; a < g.nroom - 2; a++)
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if (g.smeq[a] != g.smeq[a + 2])
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join(a, a + 2, FALSE);
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for (a = 0; any && a < g.nroom; a++) {
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any = FALSE;
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for (b = 0; b < g.nroom; b++)
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if (g.smeq[a] != g.smeq[b]) {
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join(a, b, FALSE);
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any = TRUE;
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}
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}
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if (g.nroom > 2)
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for (i = rn2(g.nroom) + 4; i; i--) {
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a = rn2(g.nroom);
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b = rn2(g.nroom - 2);
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if (b >= a)
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b += 2;
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join(a, b, TRUE);
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}
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}
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void
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add_door(x, y, aroom)
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register int x, y;
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register struct mkroom *aroom;
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{
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register struct mkroom *broom;
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register int tmp;
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int i;
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if (aroom->doorct == 0)
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aroom->fdoor = g.doorindex;
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aroom->doorct++;
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for (tmp = g.doorindex; tmp > aroom->fdoor; tmp--)
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g.doors[tmp] = g.doors[tmp - 1];
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for (i = 0; i < g.nroom; i++) {
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broom = &g.rooms[i];
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if (broom != aroom && broom->doorct && broom->fdoor >= aroom->fdoor)
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broom->fdoor++;
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}
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for (i = 0; i < g.nsubroom; i++) {
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broom = &g.subrooms[i];
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if (broom != aroom && broom->doorct && broom->fdoor >= aroom->fdoor)
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broom->fdoor++;
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}
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g.doorindex++;
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g.doors[aroom->fdoor].x = x;
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g.doors[aroom->fdoor].y = y;
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}
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static void
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dosdoor(x, y, aroom, type)
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register xchar x, y;
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struct mkroom *aroom;
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int type;
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{
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boolean shdoor = *in_rooms(x, y, SHOPBASE) ? TRUE : FALSE;
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if (!IS_WALL(levl[x][y].typ)) /* avoid S.doors on already made doors */
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type = DOOR;
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levl[x][y].typ = type;
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if (type == DOOR) {
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if (!rn2(3)) { /* is it a locked door, closed, or a doorway? */
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if (!rn2(5))
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levl[x][y].doormask = D_ISOPEN;
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else if (!rn2(6))
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levl[x][y].doormask = D_LOCKED;
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else
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levl[x][y].doormask = D_CLOSED;
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if (levl[x][y].doormask != D_ISOPEN && !shdoor
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&& level_difficulty() >= 5 && !rn2(25))
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levl[x][y].doormask |= D_TRAPPED;
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} else {
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#ifdef STUPID
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if (shdoor)
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levl[x][y].doormask = D_ISOPEN;
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else
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levl[x][y].doormask = D_NODOOR;
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#else
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levl[x][y].doormask = (shdoor ? D_ISOPEN : D_NODOOR);
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#endif
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}
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/* also done in roguecorr(); doing it here first prevents
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making mimics in place of trapped doors on rogue g.level */
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if (Is_rogue_level(&u.uz))
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levl[x][y].doormask = D_NODOOR;
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if (levl[x][y].doormask & D_TRAPPED) {
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struct monst *mtmp;
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if (level_difficulty() >= 9 && !rn2(5)
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&& !((g.mvitals[PM_SMALL_MIMIC].mvflags & G_GONE)
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&& (g.mvitals[PM_LARGE_MIMIC].mvflags & G_GONE)
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&& (g.mvitals[PM_GIANT_MIMIC].mvflags & G_GONE))) {
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/* make a mimic instead */
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levl[x][y].doormask = D_NODOOR;
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mtmp = makemon(mkclass(S_MIMIC, 0), x, y, NO_MM_FLAGS);
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if (mtmp)
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set_mimic_sym(mtmp);
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}
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}
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/* newsym(x,y); */
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} else { /* SDOOR */
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if (shdoor || !rn2(5))
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levl[x][y].doormask = D_LOCKED;
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else
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levl[x][y].doormask = D_CLOSED;
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if (!shdoor && level_difficulty() >= 4 && !rn2(20))
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levl[x][y].doormask |= D_TRAPPED;
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}
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add_door(x, y, aroom);
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}
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static boolean
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place_niche(aroom, dy, xx, yy)
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register struct mkroom *aroom;
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int *dy, *xx, *yy;
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{
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coord dd;
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if (rn2(2)) {
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*dy = 1;
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finddpos(&dd, aroom->lx, aroom->hy + 1, aroom->hx, aroom->hy + 1);
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} else {
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*dy = -1;
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finddpos(&dd, aroom->lx, aroom->ly - 1, aroom->hx, aroom->ly - 1);
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}
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*xx = dd.x;
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*yy = dd.y;
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return (boolean) ((isok(*xx, *yy + *dy)
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&& levl[*xx][*yy + *dy].typ == STONE)
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&& (isok(*xx, *yy - *dy)
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&& !IS_POOL(levl[*xx][*yy - *dy].typ)
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&& !IS_FURNITURE(levl[*xx][*yy - *dy].typ)));
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}
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/* there should be one of these per trap, in the same order as trap.h */
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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,
|
|
};
|
|
|
|
static void
|
|
makeniche(trap_type)
|
|
int trap_type;
|
|
{
|
|
register struct mkroom *aroom;
|
|
struct rm *rm;
|
|
int vct = 8;
|
|
int dy, xx, yy;
|
|
struct trap *ttmp;
|
|
|
|
if (g.doorindex < DOORMAX) {
|
|
while (vct--) {
|
|
aroom = &g.rooms[rn2(g.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)) {
|
|
levl[xx][yy].typ = IRONBARS;
|
|
if (rn2(3))
|
|
(void) mkcorpstat(CORPSE, (struct monst *) 0,
|
|
mkclass(S_HUMAN, 0), xx,
|
|
yy + dy, TRUE);
|
|
}
|
|
if (!g.level.flags.noteleport)
|
|
(void) mksobj_at(SCR_TELEPORTATION, xx, yy + dy, TRUE,
|
|
FALSE);
|
|
if (!rn2(3))
|
|
(void) mkobj_at(0, xx, yy + dy, TRUE);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
make_niches()
|
|
{
|
|
int ct = rnd((g.nroom >> 1) + 1), dep = depth(&u.uz);
|
|
boolean ltptr = (!g.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);
|
|
}
|
|
}
|
|
|
|
static void
|
|
makevtele()
|
|
{
|
|
makeniche(TELEP_TRAP);
|
|
}
|
|
|
|
/* 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.
|
|
*/
|
|
static void
|
|
clear_level_structures()
|
|
{
|
|
static struct rm zerorm = { cmap_to_glyph(S_stone),
|
|
0, 0, 0, 0, 0, 0, 0, 0, 0 };
|
|
register int x, y;
|
|
register 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;
|
|
/*
|
|
* These used to be '#if MICROPORT_BUG',
|
|
* with use of memset(0) for '#if !MICROPORT_BUG' below,
|
|
* but memset is not appropriate for initializing pointers,
|
|
* so do these g.level.objects[][] and level.monsters[][]
|
|
* initializations unconditionally.
|
|
*/
|
|
g.level.objects[x][y] = (struct obj *) 0;
|
|
g.level.monsters[x][y] = (struct monst *) 0;
|
|
}
|
|
}
|
|
g.level.objlist = (struct obj *) 0;
|
|
g.level.buriedobjlist = (struct obj *) 0;
|
|
g.level.monlist = (struct monst *) 0;
|
|
g.level.damagelist = (struct damage *) 0;
|
|
g.level.bonesinfo = (struct cemetery *) 0;
|
|
|
|
g.level.flags.nfountains = 0;
|
|
g.level.flags.nsinks = 0;
|
|
g.level.flags.has_shop = 0;
|
|
g.level.flags.has_vault = 0;
|
|
g.level.flags.has_zoo = 0;
|
|
g.level.flags.has_court = 0;
|
|
g.level.flags.has_morgue = g.level.flags.graveyard = 0;
|
|
g.level.flags.has_beehive = 0;
|
|
g.level.flags.has_barracks = 0;
|
|
g.level.flags.has_temple = 0;
|
|
g.level.flags.has_swamp = 0;
|
|
g.level.flags.noteleport = 0;
|
|
g.level.flags.hardfloor = 0;
|
|
g.level.flags.nommap = 0;
|
|
g.level.flags.hero_memory = 1;
|
|
g.level.flags.shortsighted = 0;
|
|
g.level.flags.sokoban_rules = 0;
|
|
g.level.flags.is_maze_lev = 0;
|
|
g.level.flags.is_cavernous_lev = 0;
|
|
g.level.flags.arboreal = 0;
|
|
g.level.flags.wizard_bones = 0;
|
|
g.level.flags.corrmaze = 0;
|
|
|
|
g.nroom = 0;
|
|
g.rooms[0].hx = -1;
|
|
g.nsubroom = 0;
|
|
g.subrooms[0].hx = -1;
|
|
g.doorindex = 0;
|
|
init_rect();
|
|
init_vault();
|
|
xdnstair = ydnstair = xupstair = yupstair = 0;
|
|
g.sstairs.sx = g.sstairs.sy = 0;
|
|
xdnladder = ydnladder = xupladder = yupladder = 0;
|
|
g.dnstairs_room = g.upstairs_room = g.sstairs_room = (struct mkroom *) 0;
|
|
g.made_branch = FALSE;
|
|
clear_regions();
|
|
}
|
|
|
|
static void
|
|
makelevel()
|
|
{
|
|
register struct mkroom *croom, *troom;
|
|
register int tryct;
|
|
register int x, y;
|
|
struct monst *tmonst; /* always put a web with a spider */
|
|
branch *branchp;
|
|
int room_threshold;
|
|
|
|
if (wiz1_level.dlevel == 0)
|
|
init_dungeons();
|
|
oinit(); /* assign level dependent obj probabilities */
|
|
clear_level_structures();
|
|
|
|
{
|
|
register s_level *slev = Is_special(&u.uz);
|
|
|
|
/* check for special levels */
|
|
if (slev && !Is_rogue_level(&u.uz)) {
|
|
makemaz(slev->proto);
|
|
return;
|
|
} else if (g.dungeons[u.uz.dnum].proto[0]) {
|
|
makemaz("");
|
|
return;
|
|
} else if (In_mines(&u.uz)) {
|
|
makemaz("minefill");
|
|
return;
|
|
} else if (In_quest(&u.uz)) {
|
|
char fillname[9];
|
|
s_level *loc_lev;
|
|
|
|
Sprintf(fillname, "%s-loca", g.urole.filecode);
|
|
loc_lev = find_level(fillname);
|
|
|
|
Sprintf(fillname, "%s-fil", g.urole.filecode);
|
|
Strcat(fillname,
|
|
(u.uz.dlevel < loc_lev->dlevel.dlevel) ? "a" : "b");
|
|
makemaz(fillname);
|
|
return;
|
|
} else if (In_hell(&u.uz)
|
|
|| (rn2(5) && u.uz.dnum == medusa_level.dnum
|
|
&& depth(&u.uz) > depth(&medusa_level))) {
|
|
makemaz("");
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* otherwise, fall through - it's a "regular" level. */
|
|
|
|
if (Is_rogue_level(&u.uz)) {
|
|
makeroguerooms();
|
|
makerogueghost();
|
|
} else
|
|
makerooms();
|
|
sort_rooms();
|
|
|
|
/* construct stairs (up and down in different rooms if possible) */
|
|
croom = &g.rooms[rn2(g.nroom)];
|
|
if (!Is_botlevel(&u.uz))
|
|
mkstairs(somex(croom), somey(croom), 0, croom); /* down */
|
|
if (g.nroom > 1) {
|
|
troom = croom;
|
|
croom = &g.rooms[rn2(g.nroom - 1)];
|
|
if (croom == troom)
|
|
croom++;
|
|
}
|
|
|
|
if (u.uz.dlevel != 1) {
|
|
xchar sx, sy;
|
|
do {
|
|
sx = somex(croom);
|
|
sy = somey(croom);
|
|
} while (occupied(sx, sy));
|
|
mkstairs(sx, sy, 1, croom); /* up */
|
|
}
|
|
|
|
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()) {
|
|
xchar w, h;
|
|
|
|
debugpline0("trying to make a vault...");
|
|
w = 1;
|
|
h = 1;
|
|
if (check_room(&g.vault_x, &w, &g.vault_y, &h, TRUE)) {
|
|
fill_vault:
|
|
add_room(g.vault_x, g.vault_y, g.vault_x + w, g.vault_y + h,
|
|
TRUE, VAULT, FALSE);
|
|
g.level.flags.has_vault = 1;
|
|
++room_threshold;
|
|
fill_room(&g.rooms[g.nroom - 1], FALSE);
|
|
mk_knox_portal(g.vault_x + w, g.vault_y + h);
|
|
if (!g.level.flags.noteleport && !rn2(3))
|
|
makevtele();
|
|
} else if (rnd_rect() && create_vault()) {
|
|
g.vault_x = g.rooms[g.nroom].lx;
|
|
g.vault_y = g.rooms[g.nroom].ly;
|
|
if (check_room(&g.vault_x, &w, &g.vault_y, &h, TRUE))
|
|
goto fill_vault;
|
|
else
|
|
g.rooms[g.nroom].hx = -1;
|
|
}
|
|
}
|
|
|
|
{
|
|
register int u_depth = depth(&u.uz);
|
|
|
|
if (wizard && nh_getenv("SHOPTYPE"))
|
|
mkroom(SHOPBASE);
|
|
else if (u_depth > 1 && u_depth < depth(&medusa_level)
|
|
&& g.nroom >= room_threshold && rn2(u_depth) < 3)
|
|
mkroom(SHOPBASE);
|
|
else if (u_depth > 4 && !rn2(6))
|
|
mkroom(COURT);
|
|
else if (u_depth > 5 && !rn2(8)
|
|
&& !(g.mvitals[PM_LEPRECHAUN].mvflags & G_GONE))
|
|
mkroom(LEPREHALL);
|
|
else if (u_depth > 6 && !rn2(7))
|
|
mkroom(ZOO);
|
|
else if (u_depth > 8 && !rn2(5))
|
|
mkroom(TEMPLE);
|
|
else if (u_depth > 9 && !rn2(5)
|
|
&& !(g.mvitals[PM_KILLER_BEE].mvflags & G_GONE))
|
|
mkroom(BEEHIVE);
|
|
else if (u_depth > 11 && !rn2(6))
|
|
mkroom(MORGUE);
|
|
else if (u_depth > 12 && !rn2(8) && antholemon())
|
|
mkroom(ANTHOLE);
|
|
else if (u_depth > 14 && !rn2(4)
|
|
&& !(g.mvitals[PM_SOLDIER].mvflags & G_GONE))
|
|
mkroom(BARRACKS);
|
|
else if (u_depth > 15 && !rn2(6))
|
|
mkroom(SWAMP);
|
|
else if (u_depth > 16 && !rn2(8)
|
|
&& !(g.mvitals[PM_COCKATRICE].mvflags & G_GONE))
|
|
mkroom(COCKNEST);
|
|
}
|
|
|
|
skip0:
|
|
/* Place multi-dungeon branch. */
|
|
place_branch(branchp, 0, 0);
|
|
|
|
/* for each room: put things inside */
|
|
for (croom = g.rooms; croom->hx > 0; croom++) {
|
|
if (croom->rtype != OROOM)
|
|
continue;
|
|
|
|
/* 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)) {
|
|
x = somex(croom);
|
|
y = somey(croom);
|
|
tmonst = makemon((struct permonst *) 0, x, y, MM_NOGRP);
|
|
if (tmonst && tmonst->data == &mons[PM_GIANT_SPIDER]
|
|
&& !occupied(x, y))
|
|
(void) maketrap(x, y, WEB);
|
|
}
|
|
/* put traps and mimics inside */
|
|
x = 8 - (level_difficulty() / 6);
|
|
if (x <= 1)
|
|
x = 2;
|
|
while (!rn2(x))
|
|
mktrap(0, 0, croom, (coord *) 0);
|
|
if (!rn2(3))
|
|
(void) mkgold(0L, somex(croom), somey(croom));
|
|
if (Is_rogue_level(&u.uz))
|
|
goto skip_nonrogue;
|
|
if (!rn2(10))
|
|
mkfount(0, 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))
|
|
(void) mkcorpstat(STATUE, (struct monst *) 0,
|
|
(struct permonst *) 0, somex(croom),
|
|
somey(croom), CORPSTAT_INIT);
|
|
/* 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.
|
|
*/
|
|
if (!rn2(g.nroom * 5 / 2))
|
|
(void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, somex(croom),
|
|
somey(croom), 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 {
|
|
x = somex(croom);
|
|
y = somey(croom);
|
|
} while (levl[x][y].typ != ROOM && !rn2(40));
|
|
if (!(IS_POOL(levl[x][y].typ)
|
|
|| IS_FURNITURE(levl[x][y].typ)))
|
|
make_engr_at(x, y, mesg, 0L, MARK);
|
|
}
|
|
}
|
|
|
|
skip_nonrogue:
|
|
if (!rn2(3)) {
|
|
(void) mkobj_at(0, somex(croom), somey(croom), TRUE);
|
|
tryct = 0;
|
|
while (!rn2(5)) {
|
|
if (++tryct > 100) {
|
|
impossible("tryct overflow4");
|
|
break;
|
|
}
|
|
(void) mkobj_at(0, somex(croom), somey(croom), TRUE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* 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" behaviour
|
|
*/
|
|
void
|
|
mineralize(kelp_pool, kelp_moat, goldprob, gemprob, skip_lvl_checks)
|
|
int kelp_pool, kelp_moat, goldprob, gemprob;
|
|
boolean skip_lvl_checks;
|
|
{
|
|
s_level *sp;
|
|
struct obj *otmp;
|
|
int x, y, 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)
|
|
|| g.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
|
|
mklev()
|
|
{
|
|
struct mkroom *croom;
|
|
int ridx;
|
|
|
|
reseed_random(rn2);
|
|
reseed_random(rn2_on_display_rng);
|
|
|
|
init_mapseen(&u.uz);
|
|
if (getbones())
|
|
return;
|
|
|
|
g.in_mklev = TRUE;
|
|
makelevel();
|
|
bound_digging();
|
|
mineralize(-1, -1, -1, -1, FALSE);
|
|
g.in_mklev = FALSE;
|
|
/* 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 (g.level.flags.has_morgue)
|
|
g.level.flags.graveyard = 1;
|
|
if (!g.level.flags.is_maze_lev) {
|
|
for (croom = &g.rooms[0]; croom != &g.rooms[g.nroom]; croom++)
|
|
#ifdef SPECIALIZATION
|
|
topologize(croom, FALSE);
|
|
#else
|
|
topologize(croom);
|
|
#endif
|
|
}
|
|
set_wall_state();
|
|
/* for many room types, g.rooms[].rtype is zeroed once the room has been
|
|
entered; g.rooms[].orig_rtype always retains original rtype value */
|
|
for (ridx = 0; ridx < SIZE(g.rooms); ridx++)
|
|
g.rooms[ridx].orig_rtype = g.rooms[ridx].rtype;
|
|
|
|
/* something like this usually belongs in clear_level_structures()
|
|
but these aren't saved and restored so might not retain their
|
|
values for the life of the current level; reset them to default
|
|
now so that they never do and no one will be tempted to introduce
|
|
a new use of them for anything on this level */
|
|
g.dnstairs_room = g.upstairs_room = g.sstairs_room = (struct mkroom *) 0;
|
|
|
|
reseed_random(rn2);
|
|
reseed_random(rn2_on_display_rng);
|
|
}
|
|
|
|
void
|
|
#ifdef SPECIALIZATION
|
|
topologize(croom, do_ordinary)
|
|
struct mkroom *croom;
|
|
boolean do_ordinary;
|
|
#else
|
|
topologize(croom)
|
|
struct mkroom *croom;
|
|
#endif
|
|
{
|
|
register int x, y, roomno = (int) ((croom - g.rooms) + ROOMOFFSET);
|
|
int lowx = croom->lx, lowy = croom->ly;
|
|
int 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;
|
|
}
|
|
}
|
|
/* g.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. */
|
|
static struct mkroom *
|
|
find_branch_room(mp)
|
|
coord *mp;
|
|
{
|
|
struct mkroom *croom = 0;
|
|
|
|
if (g.nroom == 0) {
|
|
mazexy(mp); /* already verifies location */
|
|
} else {
|
|
/* not perfect - there may be only one stairway */
|
|
if (g.nroom > 2) {
|
|
int tryct = 0;
|
|
|
|
do
|
|
croom = &g.rooms[rn2(g.nroom)];
|
|
while ((croom == g.dnstairs_room || croom == g.upstairs_room
|
|
|| croom->rtype != OROOM) && (++tryct < 100));
|
|
} else
|
|
croom = &g.rooms[rn2(g.nroom)];
|
|
|
|
do {
|
|
if (!somexy(croom, mp))
|
|
impossible("Can't place branch!");
|
|
} while (occupied(mp->x, mp->y)
|
|
|| (levl[mp->x][mp->y].typ != CORR
|
|
&& levl[mp->x][mp->y].typ != ROOM));
|
|
}
|
|
return croom;
|
|
}
|
|
|
|
/* Find the room for (x,y). Return null if not in a room. */
|
|
static struct mkroom *
|
|
pos_to_room(x, y)
|
|
xchar x, y;
|
|
{
|
|
int i;
|
|
struct mkroom *curr;
|
|
|
|
for (curr = g.rooms, i = 0; i < g.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(br, x, y)
|
|
branch *br; /* branch to place */
|
|
xchar x, y; /* location */
|
|
{
|
|
coord m;
|
|
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 || g.made_branch)
|
|
return;
|
|
|
|
if (!x) { /* find random coordinates for branch */
|
|
br_room = find_branch_room(&m);
|
|
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) {
|
|
mkportal(x, y, dest->dnum, dest->dlevel);
|
|
} else if (make_stairs) {
|
|
g.sstairs.sx = x;
|
|
g.sstairs.sy = y;
|
|
g.sstairs.up =
|
|
(char) on_level(&br->end1, &u.uz) ? br->end1_up : !br->end1_up;
|
|
assign_level(&g.sstairs.tolev, dest);
|
|
g.sstairs_room = br_room;
|
|
|
|
levl[x][y].ladder = g.sstairs.up ? LA_UP : LA_DOWN;
|
|
levl[x][y].typ = STAIRS;
|
|
}
|
|
/*
|
|
* 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.
|
|
*/
|
|
g.made_branch = TRUE;
|
|
}
|
|
|
|
static boolean
|
|
bydoor(x, y)
|
|
register xchar x, y;
|
|
{
|
|
register 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(x, y)
|
|
xchar x, y;
|
|
{
|
|
boolean near_door = bydoor(x, y);
|
|
|
|
return ((levl[x][y].typ == HWALL || levl[x][y].typ == VWALL)
|
|
&& g.doorindex < DOORMAX && !near_door);
|
|
}
|
|
|
|
void
|
|
dodoor(x, y, aroom)
|
|
int x, y;
|
|
struct mkroom *aroom;
|
|
{
|
|
if (g.doorindex >= DOORMAX) {
|
|
impossible("DOORMAX exceeded?");
|
|
return;
|
|
}
|
|
|
|
dosdoor(x, y, aroom, rn2(8) ? DOOR : SDOOR);
|
|
}
|
|
|
|
boolean
|
|
occupied(x, y)
|
|
register xchar x, 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));
|
|
}
|
|
|
|
/* make a trap somewhere (in croom if mazeflag = 0 && !tm) */
|
|
/* if tm != null, make trap at that location */
|
|
void
|
|
mktrap(num, mazeflag, croom, tm)
|
|
int num, mazeflag;
|
|
struct mkroom *croom;
|
|
coord *tm;
|
|
{
|
|
register int kind;
|
|
struct trap *t;
|
|
unsigned lvl = level_difficulty();
|
|
coord m;
|
|
|
|
/* no traps in pools */
|
|
if (tm && is_pool(tm->x, tm->y))
|
|
return;
|
|
|
|
if (num > 0 && num < TRAPNUM) {
|
|
kind = num;
|
|
} else if (Is_rogue_level(&u.uz)) {
|
|
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;
|
|
}
|
|
} else if (Inhell && !rn2(5)) {
|
|
/* bias the frequency of fire traps in Gehennom */
|
|
kind = FIRE_TRAP;
|
|
} else {
|
|
do {
|
|
kind = rnd(TRAPNUM - 1);
|
|
/* reject "too hard" traps */
|
|
switch (kind) {
|
|
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 || g.level.flags.noteleport)
|
|
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)
|
|
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 (g.level.flags.noteleport)
|
|
kind = NO_TRAP;
|
|
break;
|
|
case HOLE:
|
|
/* make these much less often than other traps */
|
|
if (rn2(7))
|
|
kind = NO_TRAP;
|
|
break;
|
|
}
|
|
} while (kind == NO_TRAP);
|
|
}
|
|
|
|
if (is_hole(kind) && !Can_fall_thru(&u.uz))
|
|
kind = ROCKTRAP;
|
|
|
|
if (tm) {
|
|
m = *tm;
|
|
} else {
|
|
register int tryct = 0;
|
|
boolean avoid_boulder = (is_pit(kind) || is_hole(kind));
|
|
|
|
do {
|
|
if (++tryct > 200)
|
|
return;
|
|
if (mazeflag)
|
|
mazexy(&m);
|
|
else if (!somexy(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)
|
|
(void) makemon(&mons[PM_GIANT_SPIDER], m.x, m.y, NO_MM_FLAGS);
|
|
|
|
/* 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.
|
|
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 && 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) {
|
|
/* 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 */
|
|
|
|
/* 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, m.x, m.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, m.x, m.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->blessed = 0;
|
|
otmp->cursed = 1;
|
|
otmp->owt = weight(otmp);
|
|
place_object(otmp, m.x, m.y);
|
|
}
|
|
break;
|
|
default:
|
|
/* the most common race */
|
|
victim_mnum = PM_HUMAN;
|
|
break;
|
|
}
|
|
otmp = mkcorpstat(CORPSE, NULL, &mons[victim_mnum], m.x, m.y,
|
|
CORPSTAT_INIT);
|
|
if (otmp)
|
|
otmp->age -= 51; /* died too long ago to eat */
|
|
}
|
|
}
|
|
|
|
void
|
|
mkstairs(x, y, up, croom)
|
|
xchar x, y;
|
|
char up;
|
|
struct mkroom *croom;
|
|
{
|
|
if (!x) {
|
|
impossible("mkstairs: bogus stair attempt at <%d,%d>", x, y);
|
|
return;
|
|
}
|
|
|
|
/*
|
|
* 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) == 1 && up)
|
|
|| (dunlev(&u.uz) == dunlevs_in_dungeon(&u.uz) && !up))
|
|
return;
|
|
|
|
if (up) {
|
|
xupstair = x;
|
|
yupstair = y;
|
|
g.upstairs_room = croom;
|
|
} else {
|
|
xdnstair = x;
|
|
ydnstair = y;
|
|
g.dnstairs_room = croom;
|
|
}
|
|
|
|
levl[x][y].typ = STAIRS;
|
|
levl[x][y].ladder = up ? LA_UP : LA_DOWN;
|
|
}
|
|
|
|
static void
|
|
mkfount(mazeflag, croom)
|
|
int mazeflag;
|
|
struct mkroom *croom;
|
|
{
|
|
coord m;
|
|
register int tryct = 0;
|
|
|
|
do {
|
|
if (++tryct > 200)
|
|
return;
|
|
if (mazeflag)
|
|
mazexy(&m);
|
|
else if (!somexy(croom, &m))
|
|
return;
|
|
} while (occupied(m.x, m.y) || bydoor(m.x, m.y));
|
|
|
|
/* Put a fountain at m.x, m.y */
|
|
levl[m.x][m.y].typ = FOUNTAIN;
|
|
/* Is it a "blessed" fountain? (affects drinking from fountain) */
|
|
if (!rn2(7))
|
|
levl[m.x][m.y].blessedftn = 1;
|
|
|
|
g.level.flags.nfountains++;
|
|
}
|
|
|
|
static void
|
|
mksink(croom)
|
|
struct mkroom *croom;
|
|
{
|
|
coord m;
|
|
register int tryct = 0;
|
|
|
|
do {
|
|
if (++tryct > 200)
|
|
return;
|
|
if (!somexy(croom, &m))
|
|
return;
|
|
} while (occupied(m.x, m.y) || bydoor(m.x, m.y));
|
|
|
|
/* Put a sink at m.x, m.y */
|
|
levl[m.x][m.y].typ = SINK;
|
|
|
|
g.level.flags.nsinks++;
|
|
}
|
|
|
|
static void
|
|
mkaltar(croom)
|
|
struct mkroom *croom;
|
|
{
|
|
coord m;
|
|
register int tryct = 0;
|
|
aligntyp al;
|
|
|
|
if (croom->rtype != OROOM)
|
|
return;
|
|
|
|
do {
|
|
if (++tryct > 200)
|
|
return;
|
|
if (!somexy(croom, &m))
|
|
return;
|
|
} while (occupied(m.x, m.y) || bydoor(m.x, m.y));
|
|
|
|
/* Put an altar at m.x, m.y */
|
|
levl[m.x][m.y].typ = ALTAR;
|
|
|
|
/* -1 - A_CHAOTIC, 0 - A_NEUTRAL, 1 - A_LAWFUL */
|
|
al = rn2((int) A_LAWFUL + 2) - 1;
|
|
levl[m.x][m.y].altarmask = Align2amask(al);
|
|
}
|
|
|
|
static void
|
|
mkgrave(croom)
|
|
struct mkroom *croom;
|
|
{
|
|
coord m;
|
|
register int tryct = 0;
|
|
register struct obj *otmp;
|
|
boolean dobell = !rn2(10);
|
|
|
|
if (croom->rtype != OROOM)
|
|
return;
|
|
|
|
do {
|
|
if (++tryct > 200)
|
|
return;
|
|
if (!somexy(croom, &m))
|
|
return;
|
|
} while (occupied(m.x, m.y) || bydoor(m.x, m.y));
|
|
|
|
/* 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;
|
|
}
|
|
|
|
/* maze levels have slightly different constraints from normal levels */
|
|
#define x_maze_min 2
|
|
#define y_maze_min 2
|
|
|
|
/*
|
|
* 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 g.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()
|
|
{
|
|
int dist;
|
|
xchar xmin = g.inv_pos.x, xmax = g.inv_pos.x,
|
|
ymin = g.inv_pos.y, ymax = g.inv_pos.y;
|
|
register xchar i;
|
|
|
|
/* slightly odd if levitating, but not wrong */
|
|
pline_The("floor shakes violently under you!");
|
|
/*
|
|
* TODO:
|
|
* Suppress this message if player has dug out all the walls
|
|
* that would otherwise be affected.
|
|
*/
|
|
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);
|
|
}
|
|
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 */
|
|
delay_output();
|
|
}
|
|
|
|
You("are standing at the top of a stairwell leading down!");
|
|
mkstairs(u.ux, u.uy, 0, (struct mkroom *) 0); /* down */
|
|
newsym(u.ux, u.uy);
|
|
g.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.
|
|
*/
|
|
static void
|
|
mkinvpos(x, y, dist)
|
|
xchar x, y;
|
|
int dist;
|
|
{
|
|
struct trap *ttmp;
|
|
struct obj *otmp;
|
|
boolean make_rocks;
|
|
register struct rm *lev = &levl[x][y];
|
|
struct monst *mon;
|
|
|
|
/* clip at existing map borders if necessary */
|
|
if (!within_bounded_area(x, y, x_maze_min + 1, y_maze_min + 1,
|
|
g.x_maze_max - 1, g.y_maze_max - 1)) {
|
|
/* outermost 2 columns and/or rows may be truncated due to edge */
|
|
if (dist < (7 - 2))
|
|
panic("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 */
|
|
g.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);
|
|
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);
|
|
}
|
|
|
|
/*
|
|
* 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.
|
|
*/
|
|
static void
|
|
mk_knox_portal(x, y)
|
|
xchar x, y;
|
|
{
|
|
d_level *source;
|
|
branch *br;
|
|
schar u_depth;
|
|
|
|
br = dungeon_branch("Fort Ludios");
|
|
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 < g.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*/
|