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
355 lines
11 KiB
C
355 lines
11 KiB
C
/* NetHack 3.7 extralev.c $NHDT-Date: 1596498169 2020/08/03 23:42:49 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.19 $ */
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/* Copyright 1988, 1989 by Ken Arromdee */
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/* NetHack may be freely redistributed. See license for details. */
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/*
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* Support code for "rogue"-style level.
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*/
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#include "hack.h"
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#define XL_UP 1
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#define XL_DOWN 2
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#define XL_LEFT 4
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#define XL_RIGHT 8
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staticfn void roguejoin(coordxy, coordxy, coordxy, coordxy, int);
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staticfn void roguecorr(coordxy, coordxy, int);
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staticfn void miniwalk(coordxy, coordxy);
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staticfn void
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roguejoin(coordxy x1, coordxy y1, coordxy x2, coordxy y2, int horiz)
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{
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coordxy x, y, middle;
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if (horiz) {
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middle = x1 + rn2(x2 - x1 + 1);
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for (x = min(x1, middle); x <= max(x1, middle); x++)
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corr(x, y1);
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for (y = min(y1, y2); y <= max(y1, y2); y++)
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corr(middle, y);
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for (x = min(middle, x2); x <= max(middle, x2); x++)
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corr(x, y2);
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} else {
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middle = y1 + rn2(y2 - y1 + 1);
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for (y = min(y1, middle); y <= max(y1, middle); y++)
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corr(x1, y);
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for (x = min(x1, x2); x <= max(x1, x2); x++)
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corr(x, middle);
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for (y = min(middle, y2); y <= max(middle, y2); y++)
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corr(x2, y);
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}
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}
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staticfn void
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roguecorr(coordxy x, coordxy y, int dir)
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{
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coordxy fromx, fromy, tox, toy;
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if (dir == XL_DOWN) {
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gr.r[x][y].doortable &= ~XL_DOWN;
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if (!gr.r[x][y].real) {
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fromx = gr.r[x][y].rlx;
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fromy = gr.r[x][y].rly;
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fromx += 1 + 26 * x;
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fromy += 7 * y;
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} else {
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fromx = gr.r[x][y].rlx + rn2(gr.r[x][y].dx);
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fromy = gr.r[x][y].rly + gr.r[x][y].dy;
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fromx += 1 + 26 * x;
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fromy += 7 * y;
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if (!IS_WALL(levl[fromx][fromy].typ))
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impossible("down: no wall at %d,%d?", fromx, fromy);
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dodoor(fromx, fromy, &svr.rooms[gr.r[x][y].nroom]);
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levl[fromx][fromy].doormask = D_NODOOR;
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fromy++;
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}
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if (y >= 2) {
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impossible("down door from %d,%d going nowhere?", x, y);
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return;
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}
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y++;
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gr.r[x][y].doortable &= ~XL_UP;
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if (!gr.r[x][y].real) {
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tox = gr.r[x][y].rlx;
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toy = gr.r[x][y].rly;
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tox += 1 + 26 * x;
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toy += 7 * y;
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} else {
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tox = gr.r[x][y].rlx + rn2(gr.r[x][y].dx);
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toy = gr.r[x][y].rly - 1;
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tox += 1 + 26 * x;
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toy += 7 * y;
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if (!IS_WALL(levl[tox][toy].typ))
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impossible("up: no wall at %d,%d?", tox, toy);
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dodoor(tox, toy, &svr.rooms[gr.r[x][y].nroom]);
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levl[tox][toy].doormask = D_NODOOR;
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toy--;
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}
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roguejoin(fromx, fromy, tox, toy, FALSE);
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return;
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} else if (dir == XL_RIGHT) {
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gr.r[x][y].doortable &= ~XL_RIGHT;
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if (!gr.r[x][y].real) {
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fromx = gr.r[x][y].rlx;
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fromy = gr.r[x][y].rly;
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fromx += 1 + 26 * x;
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fromy += 7 * y;
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} else {
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fromx = gr.r[x][y].rlx + gr.r[x][y].dx;
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fromy = gr.r[x][y].rly + rn2(gr.r[x][y].dy);
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fromx += 1 + 26 * x;
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fromy += 7 * y;
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if (!IS_WALL(levl[fromx][fromy].typ))
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impossible("down: no wall at %d,%d?", fromx, fromy);
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dodoor(fromx, fromy, &svr.rooms[gr.r[x][y].nroom]);
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levl[fromx][fromy].doormask = D_NODOOR;
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fromx++;
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}
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if (x >= 2) {
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impossible("right door from %d,%d going nowhere?", x, y);
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return;
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}
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x++;
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gr.r[x][y].doortable &= ~XL_LEFT;
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if (!gr.r[x][y].real) {
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tox = gr.r[x][y].rlx;
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toy = gr.r[x][y].rly;
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tox += 1 + 26 * x;
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toy += 7 * y;
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} else {
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tox = gr.r[x][y].rlx - 1;
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toy = gr.r[x][y].rly + rn2(gr.r[x][y].dy);
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tox += 1 + 26 * x;
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toy += 7 * y;
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if (!IS_WALL(levl[tox][toy].typ))
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impossible("left: no wall at %d,%d?", tox, toy);
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dodoor(tox, toy, &svr.rooms[gr.r[x][y].nroom]);
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levl[tox][toy].doormask = D_NODOOR;
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tox--;
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}
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roguejoin(fromx, fromy, tox, toy, TRUE);
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return;
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} else
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impossible("corridor in direction %d?", dir);
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}
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/* Modified walkfrom() from mkmaze.c */
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staticfn void
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miniwalk(coordxy x, coordxy y)
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{
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int q, dir;
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int dirs[4];
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while (1) {
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q = 0;
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#define doorhere (gr.r[x][y].doortable)
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if (x > 0 && (!(doorhere & XL_LEFT))
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&& (!gr.r[x - 1][y].doortable || !rn2(10)))
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dirs[q++] = 0;
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if (x < 2 && (!(doorhere & XL_RIGHT))
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&& (!gr.r[x + 1][y].doortable || !rn2(10)))
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dirs[q++] = 1;
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if (y > 0 && (!(doorhere & XL_UP))
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&& (!gr.r[x][y - 1].doortable || !rn2(10)))
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dirs[q++] = 2;
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if (y < 2 && (!(doorhere & XL_DOWN))
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&& (!gr.r[x][y + 1].doortable || !rn2(10)))
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dirs[q++] = 3;
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/* Rogue levels aren't just 3 by 3 mazes; they have some extra
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* connections, thus that 1/10 chance
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*/
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if (!q)
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return;
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dir = dirs[rn2(q)];
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switch (dir) { /* Move in direction */
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case 0:
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doorhere |= XL_LEFT;
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x--;
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doorhere |= XL_RIGHT;
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break;
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case 1:
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doorhere |= XL_RIGHT;
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x++;
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doorhere |= XL_LEFT;
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break;
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case 2:
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doorhere |= XL_UP;
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y--;
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doorhere |= XL_DOWN;
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break;
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case 3:
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doorhere |= XL_DOWN;
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y++;
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doorhere |= XL_UP;
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break;
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}
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miniwalk(x, y);
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}
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#undef doorhere
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}
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void
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makeroguerooms(void)
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{
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coordxy x, y;
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/* Rogue levels are structured 3 by 3, with each section containing
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* a room or an intersection. The minimum width is 2 each way.
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* One difference between these and "real" Rogue levels: real Rogue
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* uses 24 rows and NetHack only 23. So we cheat a bit by making the
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* second row of rooms not as deep.
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*
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* Each normal space has 6/7 rows and 25 columns in which a room may
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* actually be placed. Walls go from rows 0-5/6 and columns 0-24.
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* Not counting walls, the room may go in
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* rows 1-5 and columns 1-23 (numbering starting at 0). A room
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* coordinate of this type may be converted to a level coordinate
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* by adding 1+28*x to the column, and 7*y to the row. (The 1
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* is because column 0 isn't used [we only use 1-78]).
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* Room height may be 2-4 (2-5 on last row), length 2-23 (not
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* counting walls).
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*/
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#define here gr.r[x][y]
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svn.nroom = 0;
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for (y = 0; y < 3; y++)
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for (x = 0; x < 3; x++) {
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/* Note: we want to insure at least 1 room. So, if the
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* first 8 are all dummies, force the last to be a room.
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*/
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if (!rn2(5) && (svn.nroom || (x < 2 && y < 2))) {
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/* Arbitrary: dummy rooms may only go where real
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* ones do.
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*/
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here.real = FALSE;
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here.rlx = rn1(22, 2);
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here.rly = rn1((y == 2) ? 4 : 3, 2);
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} else {
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here.real = TRUE;
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here.dx = rn1(22, 2); /* 2-23 long, plus walls */
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here.dy = rn1((y == 2) ? 4 : 3, 2); /* 2-5 high, plus walls */
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/* boundaries of room floor */
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here.rlx = rnd(23 - here.dx + 1);
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here.rly = rnd(((y == 2) ? 5 : 4) - here.dy + 1);
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svn.nroom++;
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}
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here.doortable = 0;
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}
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miniwalk(rn2(3), rn2(3));
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svn.nroom = 0;
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for (y = 0; y < 3; y++)
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for (x = 0; x < 3; x++) {
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if (here.real) { /* Make a room */
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coordxy lowx, lowy, hix, hiy;
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gr.r[x][y].nroom = svn.nroom;
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gs.smeq[svn.nroom] = svn.nroom;
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lowx = 1 + 26 * x + here.rlx;
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lowy = 7 * y + here.rly;
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hix = 1 + 26 * x + here.rlx + here.dx - 1;
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hiy = 7 * y + here.rly + here.dy - 1;
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/* Strictly speaking, it should be lit only if above
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* level 10, but since Rogue rooms are only
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* encountered below level 10, use !rn2(7).
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*/
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add_room(lowx, lowy, hix, hiy, (boolean) !rn2(7), OROOM,
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FALSE);
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}
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}
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/* Now, add connecting corridors. */
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for (y = 0; y < 3; y++)
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for (x = 0; x < 3; x++) {
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if (here.doortable & XL_DOWN)
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roguecorr(x, y, XL_DOWN);
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if (here.doortable & XL_RIGHT)
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roguecorr(x, y, XL_RIGHT);
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if (here.doortable & XL_LEFT)
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impossible("left end of %d, %d never connected?", x, y);
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if (here.doortable & XL_UP)
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impossible("up end of %d, %d never connected?", x, y);
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}
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#undef here
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}
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void
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corr(coordxy x, coordxy y)
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{
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if (rn2(50)) {
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levl[x][y].typ = CORR;
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} else {
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levl[x][y].typ = SCORR;
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}
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}
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void
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makerogueghost(void)
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{
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struct monst *ghost;
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struct obj *ghostobj;
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struct mkroom *croom;
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coordxy x, y;
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if (!svn.nroom)
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return; /* Should never happen */
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croom = &svr.rooms[rn2(svn.nroom)];
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x = somex(croom);
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y = somey(croom);
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if (!(ghost = makemon(&mons[PM_GHOST], x, y, NO_MM_FLAGS)))
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return;
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ghost->msleeping = 1;
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ghost = christen_monst(ghost, roguename());
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if (rn2(4)) {
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ghostobj = mksobj_at(FOOD_RATION, x, y, FALSE, FALSE);
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ghostobj->quan = (long) rnd(7);
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ghostobj->owt = weight(ghostobj);
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}
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if (rn2(2)) {
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ghostobj = mksobj_at(MACE, x, y, FALSE, FALSE);
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ghostobj->spe = rnd(3);
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if (rn2(4))
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curse(ghostobj);
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} else {
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ghostobj = mksobj_at(TWO_HANDED_SWORD, x, y, FALSE, FALSE);
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ghostobj->spe = rnd(5) - 2;
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if (rn2(4))
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curse(ghostobj);
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}
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ghostobj = mksobj_at(BOW, x, y, FALSE, FALSE);
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ghostobj->spe = 1;
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if (rn2(4))
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curse(ghostobj);
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ghostobj = mksobj_at(ARROW, x, y, FALSE, FALSE);
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ghostobj->spe = 0;
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ghostobj->quan = (long) rn1(10, 25);
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ghostobj->owt = weight(ghostobj);
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if (rn2(4))
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curse(ghostobj);
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if (rn2(2)) {
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ghostobj = mksobj_at(RING_MAIL, x, y, FALSE, FALSE);
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ghostobj->spe = rn2(3);
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if (!rn2(3))
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ghostobj->oerodeproof = TRUE;
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if (rn2(4))
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curse(ghostobj);
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} else {
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ghostobj = mksobj_at(PLATE_MAIL, x, y, FALSE, FALSE);
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ghostobj->spe = rnd(5) - 2;
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if (!rn2(3))
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ghostobj->oerodeproof = TRUE;
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if (rn2(4))
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curse(ghostobj);
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}
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if (rn2(2)) {
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ghostobj = mksobj_at(FAKE_AMULET_OF_YENDOR, x, y, TRUE, FALSE);
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ghostobj->known = TRUE;
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}
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}
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/*extralev.c*/
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