The consolidation of global variables from scattered source
files into decl.c and declared in decl.h was begun in 3.7.0.
Their placement in common files was done for centralized
initialization and potential re-initialization during a
"play again" scenario.
It wasn't really necessary for all of them to be housed in a
single huge structure to meet the "play again" requirement,
and the single huge structure has been a little unwieldy when
it comes to maintenance.
Following this commit, instead of one single extremely large structure
named 'g' to house all of the relocated global variables, they
are distributed into several ga through gz.
To make things easy for the developer, each variable is placed
into the struct corresponding to the starting letter of the variable.
That way, no lookup is required in order to know which struct houses
a particular variable, it is a simple match to the starting letter
for all the centralized global variables.
A global variable named 'amulets', would be found in ga.
ga.amulets
^ ^
A global varable named 'move', would be found in gm.
gm.moves
^ ^
A global variable named 'val_for_n_or_more' would be found in gv.
gv.val_for_n_or_more
^ ^
A global variable named 'youmonst' would be found in gy.
gy.youmonst
^ ^
1088 lines
31 KiB
C
1088 lines
31 KiB
C
/* NetHack 3.7 mkroom.c $NHDT-Date: 1613086701 2021/02/11 23:38:21 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.52 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2011. */
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/* NetHack may be freely redistributed. See license for details. */
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/*
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* Entry points:
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* do_mkroom() -- make and stock a room of a given type
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* nexttodoor() -- return TRUE if adjacent to a door
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* has_dnstairs() -- return TRUE if given room has a down staircase
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* has_upstairs() -- return TRUE if given room has an up staircase
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* courtmon() -- generate a court monster
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* save_rooms() -- save rooms into file fd
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* rest_rooms() -- restore rooms from file fd
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* cmap_to_type() -- convert S_xxx symbol to XXX topology code
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*/
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#include "hack.h"
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static boolean isbig(struct mkroom *);
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static struct mkroom *pick_room(boolean);
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static void mkshop(void), mkzoo(int), mkswamp(void);
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static void mk_zoo_thronemon(coordxy, coordxy);
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static void mktemple(void);
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static coord *shrine_pos(int);
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static struct permonst *morguemon(void);
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static struct permonst *squadmon(void);
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static void save_room(NHFILE *, struct mkroom *);
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static void rest_room(NHFILE *, struct mkroom *);
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static boolean invalid_shop_shape(struct mkroom *sroom);
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#define sq(x) ((x) * (x))
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extern const struct shclass shtypes[]; /* defined in shknam.c */
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static boolean
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isbig(struct mkroom* sroom)
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{
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register int area = (sroom->hx - sroom->lx + 1)
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* (sroom->hy - sroom->ly + 1);
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return (boolean) (area > 20);
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}
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/* make and stock a room of a given type */
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void
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do_mkroom(int roomtype)
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{
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if (roomtype >= SHOPBASE) {
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mkshop(); /* someday, we should be able to specify shop type */
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} else {
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switch (roomtype) {
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case COURT:
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mkzoo(COURT);
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break;
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case ZOO:
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mkzoo(ZOO);
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break;
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case BEEHIVE:
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mkzoo(BEEHIVE);
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break;
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case MORGUE:
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mkzoo(MORGUE);
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break;
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case BARRACKS:
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mkzoo(BARRACKS);
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break;
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case SWAMP:
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mkswamp();
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break;
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case TEMPLE:
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mktemple();
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break;
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case LEPREHALL:
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mkzoo(LEPREHALL);
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break;
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case COCKNEST:
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mkzoo(COCKNEST);
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break;
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case ANTHOLE:
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mkzoo(ANTHOLE);
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break;
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default:
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impossible("Tried to make a room of type %d.", roomtype);
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}
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}
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}
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static void
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mkshop(void)
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{
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register struct mkroom *sroom;
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int i = -1;
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char *ep = (char *) 0; /* (init == lint suppression) */
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/* first determine shoptype */
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if (wizard) {
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ep = nh_getenv("SHOPTYPE");
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if (ep) {
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if (*ep == 'z' || *ep == 'Z') {
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mkzoo(ZOO);
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return;
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}
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if (*ep == 'm' || *ep == 'M') {
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mkzoo(MORGUE);
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return;
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}
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if (*ep == 'b' || *ep == 'B') {
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mkzoo(BEEHIVE);
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return;
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}
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if (*ep == 't' || *ep == 'T' || *ep == '\\') {
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mkzoo(COURT);
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return;
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}
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if (*ep == 's' || *ep == 'S') {
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mkzoo(BARRACKS);
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return;
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}
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if (*ep == 'a' || *ep == 'A') {
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mkzoo(ANTHOLE);
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return;
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}
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if (*ep == 'c' || *ep == 'C') {
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mkzoo(COCKNEST);
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return;
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}
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if (*ep == 'l' || *ep == 'L') {
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mkzoo(LEPREHALL);
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return;
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}
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if (*ep == '_') {
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mktemple();
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return;
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}
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if (*ep == '}') {
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mkswamp();
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return;
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}
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for (i = 0; shtypes[i].name; i++)
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if (*ep == def_oc_syms[(int) shtypes[i].symb].sym)
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goto gottype;
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if (*ep == 'g' || *ep == 'G')
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i = 0;
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else if (*ep == 'v' || *ep == 'V')
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i = FODDERSHOP - SHOPBASE; /* veggy food */
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else
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i = -1;
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}
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}
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gottype:
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for (sroom = &gr.rooms[0];; sroom++) {
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/* return from this loop: cannot find any eligible room to be a shop
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* continue: sroom is ineligible
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* break: sroom is eligible
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*/
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if (sroom->hx < 0)
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return;
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if (sroom - gr.rooms >= gn.nroom) {
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impossible("rooms[] not closed by -1?");
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return;
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}
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if (sroom->rtype != OROOM)
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continue;
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if (has_dnstairs(sroom) || has_upstairs(sroom))
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continue;
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if (sroom->doorct == 1 || (wizard && ep && sroom->doorct != 0)) {
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if (invalid_shop_shape(sroom))
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continue;
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else
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break;
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}
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}
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if (!sroom->rlit) {
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coordxy x, y;
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for (x = sroom->lx - 1; x <= sroom->hx + 1; x++)
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for (y = sroom->ly - 1; y <= sroom->hy + 1; y++)
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levl[x][y].lit = 1;
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sroom->rlit = 1;
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}
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if (i < 0) { /* shoptype not yet determined */
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register int j;
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/* pick a shop type at random */
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for (j = rnd(100), i = 0; (j -= shtypes[i].prob) > 0; i++)
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continue;
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/* big rooms cannot be wand or book shops,
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* - so make them general stores
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*/
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if (isbig(sroom) && (shtypes[i].symb == WAND_CLASS
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|| shtypes[i].symb == SPBOOK_CLASS))
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i = 0;
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}
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sroom->rtype = SHOPBASE + i;
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/* set room bits before stocking the shop */
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#ifdef SPECIALIZATION
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topologize(sroom, FALSE); /* doesn't matter - this is a special room */
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#else
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topologize(sroom);
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#endif
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/* The shop used to be stocked here, but this no longer happens--all we do
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is set its rtype, and it gets stocked at the end of makelevel() along
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with other special rooms. */
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sroom->needfill = FILL_NORMAL;
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}
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/* pick an unused room, preferably with only one door */
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static struct mkroom *
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pick_room(boolean strict)
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{
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register struct mkroom *sroom;
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register int i = gn.nroom;
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for (sroom = &gr.rooms[rn2(gn.nroom)]; i--; sroom++) {
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if (sroom == &gr.rooms[gn.nroom])
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sroom = &gr.rooms[0];
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if (sroom->hx < 0)
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return (struct mkroom *) 0;
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if (sroom->rtype != OROOM)
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continue;
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if (!strict) {
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if (has_upstairs(sroom) || (has_dnstairs(sroom) && rn2(3)))
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continue;
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} else if (has_upstairs(sroom) || has_dnstairs(sroom))
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continue;
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if (sroom->doorct == 1 || !rn2(5) || wizard)
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return sroom;
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}
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return (struct mkroom *) 0;
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}
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static void
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mkzoo(int type)
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{
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register struct mkroom *sroom;
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if ((sroom = pick_room(FALSE)) != 0) {
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sroom->rtype = type;
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/* room does not get stocked at this time - it will get stocked at the
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* end of makelevel() */
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sroom->needfill = FILL_NORMAL;
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}
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}
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static void
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mk_zoo_thronemon(coordxy x, coordxy y)
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{
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int i = rnd(level_difficulty());
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int pm = (i > 9) ? PM_OGRE_TYRANT
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: (i > 5) ? PM_ELVEN_MONARCH
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: (i > 2) ? PM_DWARF_RULER
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: PM_GNOME_RULER;
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struct monst *mon = makemon(&mons[pm], x, y, NO_MM_FLAGS);
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if (mon) {
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mon->msleeping = 1;
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mon->mpeaceful = 0;
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set_malign(mon);
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/* Give him a sceptre to pound in judgment */
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(void) mongets(mon, MACE);
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}
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}
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void
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fill_zoo(struct mkroom* sroom)
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{
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struct monst *mon;
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register int sx, sy, i;
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int sh, goldlim = 0, type = sroom->rtype;
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coordxy tx = 0, ty = 0;
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int rmno = (int) ((sroom - gr.rooms) + ROOMOFFSET);
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coord mm;
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/* Note: This doesn't check needfill; it assumes the caller has already
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done that. */
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sh = sroom->fdoor;
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switch (type) {
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case COURT:
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if (gl.level.flags.is_maze_lev) {
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for (tx = sroom->lx; tx <= sroom->hx; tx++)
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for (ty = sroom->ly; ty <= sroom->hy; ty++)
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if (IS_THRONE(levl[tx][ty].typ))
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goto throne_placed;
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}
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i = 100;
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do { /* don't place throne on top of stairs */
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(void) somexyspace(sroom, &mm);
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tx = mm.x;
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ty = mm.y;
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} while (occupied((coordxy) tx, (coordxy) ty) && --i > 0);
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throne_placed:
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mk_zoo_thronemon(tx, ty);
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break;
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case BEEHIVE:
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tx = sroom->lx + (sroom->hx - sroom->lx + 1) / 2;
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ty = sroom->ly + (sroom->hy - sroom->ly + 1) / 2;
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if (sroom->irregular) {
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/* center might not be valid, so put queen elsewhere */
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if ((int) levl[tx][ty].roomno != rmno || levl[tx][ty].edge) {
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(void) somexyspace(sroom, &mm);
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tx = mm.x;
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ty = mm.y;
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}
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}
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break;
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case ZOO:
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case LEPREHALL:
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goldlim = 500 * level_difficulty();
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break;
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}
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for (sx = sroom->lx; sx <= sroom->hx; sx++)
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for (sy = sroom->ly; sy <= sroom->hy; sy++) {
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if (sroom->irregular) {
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if ((int) levl[sx][sy].roomno != rmno || levl[sx][sy].edge
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|| (sroom->doorct
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&& distmin(sx, sy, gd.doors[sh].x, gd.doors[sh].y) <= 1))
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continue;
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} else if (!SPACE_POS(levl[sx][sy].typ)
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|| (sroom->doorct
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&& ((sx == sroom->lx && gd.doors[sh].x == sx - 1)
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|| (sx == sroom->hx && gd.doors[sh].x == sx + 1)
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|| (sy == sroom->ly && gd.doors[sh].y == sy - 1)
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|| (sy == sroom->hy
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&& gd.doors[sh].y == sy + 1))))
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continue;
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/* don't place monster on explicitly placed throne */
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if (type == COURT && IS_THRONE(levl[sx][sy].typ))
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continue;
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mon = makemon((type == COURT)
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? courtmon()
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: (type == BARRACKS)
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? squadmon()
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: (type == MORGUE)
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? morguemon()
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: (type == BEEHIVE)
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? (sx == tx && sy == ty
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? &mons[PM_QUEEN_BEE]
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: &mons[PM_KILLER_BEE])
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: (type == LEPREHALL)
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? &mons[PM_LEPRECHAUN]
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: (type == COCKNEST)
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? &mons[PM_COCKATRICE]
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: (type == ANTHOLE)
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? antholemon()
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: (struct permonst *) 0,
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sx, sy, MM_ASLEEP | MM_NOGRP);
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if (mon) {
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mon->msleeping = 1;
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if (type == COURT && mon->mpeaceful) {
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mon->mpeaceful = 0;
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set_malign(mon);
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}
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}
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switch (type) {
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case ZOO:
|
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case LEPREHALL:
|
|
if (sroom->doorct) {
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int distval = dist2(sx, sy, gd.doors[sh].x, gd.doors[sh].y);
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i = sq(distval);
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} else
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i = goldlim;
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if (i >= goldlim)
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i = 5 * level_difficulty();
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goldlim -= i;
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(void) mkgold((long) rn1(i, 10), sx, sy);
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break;
|
|
case MORGUE:
|
|
if (!rn2(5))
|
|
(void) mk_tt_object(CORPSE, sx, sy);
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if (!rn2(10)) /* lots of treasure buried with dead */
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(void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, sx, sy,
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TRUE, FALSE);
|
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if (!rn2(5))
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make_grave(sx, sy, (char *) 0);
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|
break;
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|
case BEEHIVE:
|
|
if (!rn2(3))
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(void) mksobj_at(LUMP_OF_ROYAL_JELLY, sx, sy, TRUE,
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FALSE);
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|
break;
|
|
case BARRACKS:
|
|
if (!rn2(20)) /* the payroll and some loot */
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(void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, sx, sy,
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TRUE, FALSE);
|
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break;
|
|
case COCKNEST:
|
|
if (!rn2(3)) {
|
|
struct obj *sobj = mk_tt_object(STATUE, sx, sy);
|
|
|
|
if (sobj) {
|
|
for (i = rn2(5); i; i--)
|
|
(void) add_to_container(
|
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sobj, mkobj(RANDOM_CLASS, FALSE));
|
|
sobj->owt = weight(sobj);
|
|
}
|
|
}
|
|
break;
|
|
case ANTHOLE:
|
|
if (!rn2(3))
|
|
(void) mkobj_at(FOOD_CLASS, sx, sy, FALSE);
|
|
break;
|
|
}
|
|
}
|
|
switch (type) {
|
|
case COURT: {
|
|
struct obj *chest, *gold;
|
|
levl[tx][ty].typ = THRONE;
|
|
(void) somexyspace(sroom, &mm);
|
|
gold = mksobj(GOLD_PIECE, TRUE, FALSE);
|
|
gold->quan = (long) rn1(50 * level_difficulty(), 10);
|
|
gold->owt = weight(gold);
|
|
/* the royal coffers */
|
|
chest = mksobj_at(CHEST, mm.x, mm.y, TRUE, FALSE);
|
|
add_to_container(chest, gold);
|
|
chest->owt = weight(chest);
|
|
chest->spe = 2; /* so it can be found later */
|
|
gl.level.flags.has_court = 1;
|
|
break;
|
|
}
|
|
case BARRACKS:
|
|
gl.level.flags.has_barracks = 1;
|
|
break;
|
|
case ZOO:
|
|
gl.level.flags.has_zoo = 1;
|
|
break;
|
|
case MORGUE:
|
|
gl.level.flags.has_morgue = 1;
|
|
break;
|
|
case SWAMP:
|
|
gl.level.flags.has_swamp = 1;
|
|
break;
|
|
case BEEHIVE:
|
|
gl.level.flags.has_beehive = 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* make a swarm of undead around mm */
|
|
void
|
|
mkundead(
|
|
coord *mm,
|
|
boolean revive_corpses,
|
|
int mm_flags)
|
|
{
|
|
int cnt = (level_difficulty() + 1) / 10 + rnd(5);
|
|
struct permonst *mdat;
|
|
struct obj *otmp;
|
|
coord cc;
|
|
|
|
while (cnt--) {
|
|
mdat = morguemon();
|
|
if (mdat && enexto(&cc, mm->x, mm->y, mdat)
|
|
&& (!revive_corpses
|
|
|| !(otmp = sobj_at(CORPSE, cc.x, cc.y))
|
|
|| !revive(otmp, FALSE)))
|
|
(void) makemon(mdat, cc.x, cc.y, mm_flags);
|
|
}
|
|
gl.level.flags.graveyard = TRUE; /* reduced chance for undead corpse */
|
|
}
|
|
|
|
static struct permonst *
|
|
morguemon(void)
|
|
{
|
|
register int i = rn2(100), hd = rn2(level_difficulty());
|
|
|
|
if (hd > 10 && i < 10) {
|
|
if (Inhell || In_endgame(&u.uz)) {
|
|
return mkclass(S_DEMON, 0);
|
|
} else {
|
|
int ndemon_res = ndemon(A_NONE);
|
|
if (ndemon_res != NON_PM)
|
|
return &mons[ndemon_res];
|
|
/* else do what? As is, it will drop to ghost/wraith/zombie */
|
|
}
|
|
}
|
|
|
|
if (hd > 8 && i > 85)
|
|
return mkclass(S_VAMPIRE, 0);
|
|
|
|
return ((i < 20) ? &mons[PM_GHOST]
|
|
: (i < 40) ? &mons[PM_WRAITH]
|
|
: mkclass(S_ZOMBIE, 0));
|
|
}
|
|
|
|
struct permonst *
|
|
antholemon(void)
|
|
{
|
|
int mtyp, indx, trycnt = 0;
|
|
|
|
/* casts are for dealing with time_t */
|
|
indx = (int) ((long) ubirthday % 3L);
|
|
indx += level_difficulty();
|
|
/* Same monsters within a level, different ones between levels */
|
|
do {
|
|
switch ((indx + trycnt) % 3) {
|
|
case 0:
|
|
mtyp = PM_SOLDIER_ANT;
|
|
break;
|
|
case 1:
|
|
mtyp = PM_FIRE_ANT;
|
|
break;
|
|
default:
|
|
mtyp = PM_GIANT_ANT;
|
|
break;
|
|
}
|
|
/* try again if chosen type has been genocided or used up */
|
|
} while (++trycnt < 3 && (gm.mvitals[mtyp].mvflags & G_GONE));
|
|
|
|
return ((gm.mvitals[mtyp].mvflags & G_GONE) ? (struct permonst *) 0
|
|
: &mons[mtyp]);
|
|
}
|
|
|
|
static void
|
|
mkswamp(void) /* Michiel Huisjes & Fred de Wilde */
|
|
{
|
|
register struct mkroom *sroom;
|
|
register int i, eelct = 0;
|
|
coordxy sx, sy;
|
|
int rmno;
|
|
|
|
for (i = 0; i < 5; i++) { /* turn up to 5 rooms swampy */
|
|
sroom = &gr.rooms[rn2(gn.nroom)];
|
|
if (sroom->hx < 0 || sroom->rtype != OROOM || has_upstairs(sroom)
|
|
|| has_dnstairs(sroom))
|
|
continue;
|
|
|
|
rmno = (int)(sroom - gr.rooms) + ROOMOFFSET;
|
|
|
|
/* satisfied; make a swamp */
|
|
sroom->rtype = SWAMP;
|
|
for (sx = sroom->lx; sx <= sroom->hx; sx++)
|
|
for (sy = sroom->ly; sy <= sroom->hy; sy++) {
|
|
if (!IS_ROOM(levl[sx][sy].typ)
|
|
|| (int) levl[sx][sy].roomno != rmno)
|
|
continue;
|
|
if (!OBJ_AT(sx, sy) && !MON_AT(sx, sy) && !t_at(sx, sy)
|
|
&& !nexttodoor(sx, sy)) {
|
|
if ((sx + sy) % 2) {
|
|
levl[sx][sy].typ = POOL;
|
|
if (!eelct || !rn2(4)) {
|
|
/* mkclass() won't do, as we might get kraken */
|
|
(void) makemon(rn2(5)
|
|
? &mons[PM_GIANT_EEL]
|
|
: rn2(2)
|
|
? &mons[PM_PIRANHA]
|
|
: &mons[PM_ELECTRIC_EEL],
|
|
sx, sy, NO_MM_FLAGS);
|
|
eelct++;
|
|
}
|
|
} else if (!rn2(4)) /* swamps tend to be moldy */
|
|
(void) makemon(mkclass(S_FUNGUS, 0), sx, sy,
|
|
NO_MM_FLAGS);
|
|
}
|
|
}
|
|
gl.level.flags.has_swamp = 1;
|
|
}
|
|
}
|
|
|
|
static coord *
|
|
shrine_pos(int roomno)
|
|
{
|
|
static coord buf;
|
|
int delta;
|
|
struct mkroom *troom = &gr.rooms[roomno - ROOMOFFSET];
|
|
|
|
/* if width and height are odd, placement will be the exact center;
|
|
if either or both are even, center point is a hypothetical spot
|
|
between map locations and placement will be adjacent to that */
|
|
delta = troom->hx - troom->lx;
|
|
buf.x = troom->lx + delta / 2;
|
|
if ((delta % 2) && rn2(2))
|
|
buf.x++;
|
|
delta = troom->hy - troom->ly;
|
|
buf.y = troom->ly + delta / 2;
|
|
if ((delta % 2) && rn2(2))
|
|
buf.y++;
|
|
return &buf;
|
|
}
|
|
|
|
static void
|
|
mktemple(void)
|
|
{
|
|
register struct mkroom *sroom;
|
|
coord *shrine_spot;
|
|
register struct rm *lev;
|
|
|
|
if (!(sroom = pick_room(TRUE)))
|
|
return;
|
|
|
|
/* set up Priest and shrine */
|
|
sroom->rtype = TEMPLE;
|
|
/*
|
|
* In temples, shrines are blessed altars
|
|
* located in the center of the room
|
|
*/
|
|
shrine_spot = shrine_pos((int) ((sroom - gr.rooms) + ROOMOFFSET));
|
|
lev = &levl[shrine_spot->x][shrine_spot->y];
|
|
lev->typ = ALTAR;
|
|
lev->altarmask = induced_align(80);
|
|
priestini(&u.uz, sroom, shrine_spot->x, shrine_spot->y, FALSE);
|
|
lev->altarmask |= AM_SHRINE;
|
|
gl.level.flags.has_temple = 1;
|
|
}
|
|
|
|
boolean
|
|
nexttodoor(int sx, int sy)
|
|
{
|
|
register int dx, dy;
|
|
register struct rm *lev;
|
|
|
|
for (dx = -1; dx <= 1; dx++)
|
|
for (dy = -1; dy <= 1; dy++) {
|
|
if (!isok(sx + dx, sy + dy))
|
|
continue;
|
|
lev = &levl[sx + dx][sy + dy];
|
|
if (IS_DOOR(lev->typ) || lev->typ == SDOOR)
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
boolean
|
|
has_dnstairs(struct mkroom* sroom)
|
|
{
|
|
stairway *stway = gs.stairs;
|
|
|
|
while (stway) {
|
|
if (!stway->up && inside_room(sroom, stway->sx, stway->sy))
|
|
return TRUE;
|
|
stway = stway->next;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
boolean
|
|
has_upstairs(struct mkroom* sroom)
|
|
{
|
|
stairway *stway = gs.stairs;
|
|
|
|
while (stway) {
|
|
if (stway->up && inside_room(sroom, stway->sx, stway->sy))
|
|
return TRUE;
|
|
stway = stway->next;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
int
|
|
somex(struct mkroom* croom)
|
|
{
|
|
return rn1(croom->hx - croom->lx + 1, croom->lx);
|
|
}
|
|
|
|
int
|
|
somey(struct mkroom* croom)
|
|
{
|
|
return rn1(croom->hy - croom->ly + 1, croom->ly);
|
|
}
|
|
|
|
boolean
|
|
inside_room(struct mkroom* croom, coordxy x, coordxy y)
|
|
{
|
|
if (croom->irregular) {
|
|
int i = (int) ((croom - gr.rooms) + ROOMOFFSET);
|
|
return (!levl[x][y].edge && (int) levl[x][y].roomno == i);
|
|
}
|
|
|
|
return (boolean) (x >= croom->lx - 1 && x <= croom->hx + 1
|
|
&& y >= croom->ly - 1 && y <= croom->hy + 1);
|
|
}
|
|
|
|
/* return a coord c inside mkroom croom, but not in a subroom.
|
|
returns TRUE if any such space found.
|
|
can return a non-accessible location, eg. inside a wall
|
|
if a themed room is not irregular, but has some non-room terrain */
|
|
boolean
|
|
somexy(struct mkroom* croom,coord * c)
|
|
{
|
|
int try_cnt = 0;
|
|
int i;
|
|
|
|
if (croom->irregular) {
|
|
i = (int) ((croom - gr.rooms) + ROOMOFFSET);
|
|
|
|
while (try_cnt++ < 100) {
|
|
c->x = somex(croom);
|
|
c->y = somey(croom);
|
|
if (!levl[c->x][c->y].edge && (int) levl[c->x][c->y].roomno == i)
|
|
return TRUE;
|
|
}
|
|
/* try harder; exhaustively search until one is found */
|
|
for (c->x = croom->lx; c->x <= croom->hx; c->x++)
|
|
for (c->y = croom->ly; c->y <= croom->hy; c->y++)
|
|
if (!levl[c->x][c->y].edge
|
|
&& (int) levl[c->x][c->y].roomno == i)
|
|
return TRUE;
|
|
return FALSE;
|
|
}
|
|
|
|
if (!croom->nsubrooms) {
|
|
c->x = somex(croom);
|
|
c->y = somey(croom);
|
|
return TRUE;
|
|
}
|
|
|
|
/* Check that coords doesn't fall into a subroom or into a wall */
|
|
|
|
while (try_cnt++ < 100) {
|
|
c->x = somex(croom);
|
|
c->y = somey(croom);
|
|
if (IS_WALL(levl[c->x][c->y].typ))
|
|
continue;
|
|
for (i = 0; i < croom->nsubrooms; i++)
|
|
if (inside_room(croom->sbrooms[i], c->x, c->y))
|
|
goto you_lose;
|
|
break;
|
|
you_lose:
|
|
;
|
|
}
|
|
if (try_cnt >= 100)
|
|
return FALSE;
|
|
return TRUE;
|
|
}
|
|
|
|
/* like somexy(), but returns an accessible location */
|
|
boolean
|
|
somexyspace(struct mkroom* croom, coord *c)
|
|
{
|
|
int trycnt = 0;
|
|
boolean okay;
|
|
|
|
do {
|
|
okay = somexy(croom, c) && isok(c->x, c->y) && !occupied(c->x, c->y)
|
|
&& (levl[c->x][c->y].typ == ROOM
|
|
|| levl[c->x][c->y].typ == CORR
|
|
|| levl[c->x][c->y].typ == ICE);
|
|
} while (trycnt++ < 100 && !okay);
|
|
return okay;
|
|
}
|
|
|
|
/*
|
|
* Search for a special room given its type (zoo, court, etc...)
|
|
* Special values :
|
|
* - ANY_SHOP
|
|
* - ANY_TYPE
|
|
*/
|
|
struct mkroom *
|
|
search_special(schar type)
|
|
{
|
|
register struct mkroom *croom;
|
|
|
|
for (croom = &gr.rooms[0]; croom->hx >= 0; croom++)
|
|
if ((type == ANY_TYPE && croom->rtype != OROOM)
|
|
|| (type == ANY_SHOP && croom->rtype >= SHOPBASE)
|
|
|| croom->rtype == type)
|
|
return croom;
|
|
for (croom = &gs.subrooms[0]; croom->hx >= 0; croom++)
|
|
if ((type == ANY_TYPE && croom->rtype != OROOM)
|
|
|| (type == ANY_SHOP && croom->rtype >= SHOPBASE)
|
|
|| croom->rtype == type)
|
|
return croom;
|
|
return (struct mkroom *) 0;
|
|
}
|
|
|
|
struct permonst *
|
|
courtmon(void)
|
|
{
|
|
int i = rn2(60) + rn2(3 * level_difficulty());
|
|
|
|
if (i > 100)
|
|
return mkclass(S_DRAGON, 0);
|
|
else if (i > 95)
|
|
return mkclass(S_GIANT, 0);
|
|
else if (i > 85)
|
|
return mkclass(S_TROLL, 0);
|
|
else if (i > 75)
|
|
return mkclass(S_CENTAUR, 0);
|
|
else if (i > 60)
|
|
return mkclass(S_ORC, 0);
|
|
else if (i > 45)
|
|
return &mons[PM_BUGBEAR];
|
|
else if (i > 30)
|
|
return &mons[PM_HOBGOBLIN];
|
|
else if (i > 15)
|
|
return mkclass(S_GNOME, 0);
|
|
else
|
|
return mkclass(S_KOBOLD, 0);
|
|
}
|
|
|
|
static const struct {
|
|
unsigned pm;
|
|
unsigned prob;
|
|
} squadprob[] = { { PM_SOLDIER, 80 },
|
|
{ PM_SERGEANT, 15 },
|
|
{ PM_LIEUTENANT, 4 },
|
|
{ PM_CAPTAIN, 1 } };
|
|
|
|
/* return soldier types. */
|
|
static struct permonst *
|
|
squadmon(void)
|
|
{
|
|
int sel_prob, i, cpro, mndx;
|
|
|
|
sel_prob = rnd(80 + level_difficulty());
|
|
|
|
cpro = 0;
|
|
for (i = 0; i < SIZE(squadprob); i++) {
|
|
cpro += squadprob[i].prob;
|
|
if (cpro > sel_prob) {
|
|
mndx = squadprob[i].pm;
|
|
goto gotone;
|
|
}
|
|
}
|
|
mndx = squadprob[rn2(SIZE(squadprob))].pm;
|
|
gotone:
|
|
if (!(gm.mvitals[mndx].mvflags & G_GONE))
|
|
return &mons[mndx];
|
|
else
|
|
return (struct permonst *) 0;
|
|
}
|
|
|
|
/*
|
|
* save_room : A recursive function that saves a room and its subrooms
|
|
* (if any).
|
|
*/
|
|
static void
|
|
save_room(NHFILE* nhfp, struct mkroom* r)
|
|
{
|
|
short i;
|
|
|
|
/*
|
|
* Well, I really should write only useful information instead
|
|
* of writing the whole structure. That is I should not write
|
|
* the gs.subrooms pointers, but who cares ?
|
|
*/
|
|
if (nhfp->structlevel)
|
|
bwrite(nhfp->fd, (genericptr_t) r, sizeof (struct mkroom));
|
|
for (i = 0; i < r->nsubrooms; i++) {
|
|
save_room(nhfp, r->sbrooms[i]);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* save_rooms : Save all the rooms on disk!
|
|
*/
|
|
void
|
|
save_rooms(NHFILE* nhfp)
|
|
{
|
|
short i;
|
|
|
|
/* First, write the number of rooms */
|
|
if (nhfp->structlevel)
|
|
bwrite(nhfp->fd, (genericptr_t) &gn.nroom, sizeof(gn.nroom));
|
|
for (i = 0; i < gn.nroom; i++)
|
|
save_room(nhfp, &gr.rooms[i]);
|
|
}
|
|
|
|
static void
|
|
rest_room(NHFILE* nhfp, struct mkroom* r)
|
|
{
|
|
short i;
|
|
|
|
if (nhfp->structlevel)
|
|
mread(nhfp->fd, (genericptr_t) r, sizeof(struct mkroom));
|
|
|
|
for (i = 0; i < r->nsubrooms; i++) {
|
|
r->sbrooms[i] = &gs.subrooms[gn.nsubroom];
|
|
rest_room(nhfp, &gs.subrooms[gn.nsubroom]);
|
|
gs.subrooms[gn.nsubroom++].resident = (struct monst *) 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* rest_rooms : That's for restoring rooms. Read the rooms structure from
|
|
* the disk.
|
|
*/
|
|
void
|
|
rest_rooms(NHFILE* nhfp)
|
|
{
|
|
short i;
|
|
|
|
if (nhfp->structlevel)
|
|
mread(nhfp->fd, (genericptr_t) &gn.nroom, sizeof(gn.nroom));
|
|
|
|
gn.nsubroom = 0;
|
|
for (i = 0; i < gn.nroom; i++) {
|
|
rest_room(nhfp, &gr.rooms[i]);
|
|
gr.rooms[i].resident = (struct monst *) 0;
|
|
}
|
|
gr.rooms[gn.nroom].hx = -1; /* restore ending flags */
|
|
gs.subrooms[gn.nsubroom].hx = -1;
|
|
}
|
|
|
|
/* convert a display symbol for terrain into topology type;
|
|
used for remembered terrain when mimics pose as furniture */
|
|
int
|
|
cmap_to_type(int sym)
|
|
{
|
|
int typ = STONE; /* catchall */
|
|
|
|
switch (sym) {
|
|
case S_stone:
|
|
typ = STONE;
|
|
break;
|
|
case S_vwall:
|
|
typ = VWALL;
|
|
break;
|
|
case S_hwall:
|
|
typ = HWALL;
|
|
break;
|
|
case S_tlcorn:
|
|
typ = TLCORNER;
|
|
break;
|
|
case S_trcorn:
|
|
typ = TRCORNER;
|
|
break;
|
|
case S_blcorn:
|
|
typ = BLCORNER;
|
|
break;
|
|
case S_brcorn:
|
|
typ = BRCORNER;
|
|
break;
|
|
case S_crwall:
|
|
typ = CROSSWALL;
|
|
break;
|
|
case S_tuwall:
|
|
typ = TUWALL;
|
|
break;
|
|
case S_tdwall:
|
|
typ = TDWALL;
|
|
break;
|
|
case S_tlwall:
|
|
typ = TLWALL;
|
|
break;
|
|
case S_trwall:
|
|
typ = TRWALL;
|
|
break;
|
|
case S_ndoor: /* no door (empty doorway) */
|
|
case S_vodoor: /* open door in vertical wall */
|
|
case S_hodoor: /* open door in horizontal wall */
|
|
case S_vcdoor: /* closed door in vertical wall */
|
|
case S_hcdoor:
|
|
typ = DOOR;
|
|
break;
|
|
case S_bars:
|
|
typ = IRONBARS;
|
|
break;
|
|
case S_tree:
|
|
typ = TREE;
|
|
break;
|
|
case S_room:
|
|
case S_darkroom:
|
|
typ = ROOM;
|
|
break;
|
|
case S_corr:
|
|
case S_litcorr:
|
|
typ = CORR;
|
|
break;
|
|
case S_upstair:
|
|
case S_dnstair:
|
|
typ = STAIRS;
|
|
break;
|
|
case S_upladder:
|
|
case S_dnladder:
|
|
typ = LADDER;
|
|
break;
|
|
case S_altar:
|
|
typ = ALTAR;
|
|
break;
|
|
case S_grave:
|
|
typ = GRAVE;
|
|
break;
|
|
case S_throne:
|
|
typ = THRONE;
|
|
break;
|
|
case S_sink:
|
|
typ = SINK;
|
|
break;
|
|
case S_fountain:
|
|
typ = FOUNTAIN;
|
|
break;
|
|
case S_pool:
|
|
typ = POOL;
|
|
break;
|
|
case S_ice:
|
|
typ = ICE;
|
|
break;
|
|
case S_lava:
|
|
typ = LAVAPOOL;
|
|
break;
|
|
case S_vodbridge: /* open drawbridge spanning north/south */
|
|
case S_hodbridge:
|
|
typ = DRAWBRIDGE_DOWN;
|
|
break; /* east/west */
|
|
case S_vcdbridge: /* closed drawbridge in vertical wall */
|
|
case S_hcdbridge:
|
|
typ = DBWALL;
|
|
break;
|
|
case S_air:
|
|
typ = AIR;
|
|
break;
|
|
case S_cloud:
|
|
typ = CLOUD;
|
|
break;
|
|
case S_water:
|
|
typ = WATER;
|
|
break;
|
|
default:
|
|
break; /* not a cmap symbol? */
|
|
}
|
|
return typ;
|
|
}
|
|
|
|
/* With the introduction of themed rooms, there are certain room shapes that may
|
|
* generate a door, the square just inside the door, and only one other ROOM
|
|
* square touching that one. E.g.
|
|
* ---
|
|
* ---..
|
|
* +....
|
|
* ---..
|
|
* ---
|
|
* This means that if the room becomes a shop, the shopkeeper will move between
|
|
* those two squares nearest the door without ever allowing the player to get
|
|
* past them.
|
|
* Before approving sroom as a shop, check for this circumstance, and if it
|
|
* exists, don't consider it as valid for a shop.
|
|
*
|
|
* Note that the invalidity of the shape derives from the position of its door
|
|
* already being chosen. It's quite possible that if the door were somewhere
|
|
* else on the perimeter of this room, it would work fine as a shop.*/
|
|
static boolean
|
|
invalid_shop_shape(struct mkroom *sroom)
|
|
{
|
|
coordxy x, y;
|
|
coordxy doorx = gd.doors[sroom->fdoor].x;
|
|
coordxy doory = gd.doors[sroom->fdoor].y;
|
|
coordxy insidex = 0, insidey = 0, insidect = 0;
|
|
|
|
/* First, identify squares inside the room and next to the door. */
|
|
for (x = max(doorx - 1, sroom->lx);
|
|
x <= min(doorx + 1, sroom->hx); x++) {
|
|
for (y = max(doory - 1, sroom->ly);
|
|
y <= min(doory + 1, sroom->hy); y++) {
|
|
if (levl[x][y].typ == ROOM) {
|
|
insidex = x;
|
|
insidey = y;
|
|
insidect++;
|
|
}
|
|
}
|
|
}
|
|
if (insidect < 1) {
|
|
impossible("invalid_shop_shape: no squares inside door?");
|
|
return TRUE;
|
|
}
|
|
/* if insidect > 1, then the shopkeeper already has alternate
|
|
* squares to move to so we don't need to check further. */
|
|
if (insidect == 1) {
|
|
/* But if it is 1, scan all adjacent squares for other squares
|
|
* that are part of this room. */
|
|
insidect = 0;
|
|
for (x = max(insidex - 1, sroom->lx);
|
|
x <= min(insidex + 1, sroom->hx); x++) {
|
|
for (y = max(insidey - 1, sroom->ly);
|
|
y <= min(insidey + 1, sroom->hy); y++) {
|
|
if (x == insidex && y == insidey)
|
|
continue;
|
|
if (levl[x][y].typ == ROOM)
|
|
insidect++;
|
|
}
|
|
}
|
|
if (insidect == 1) {
|
|
/* shopkeeper standing just inside the door can only move
|
|
* to one other square; this cannot be a shop. */
|
|
return TRUE;
|
|
}
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
/*mkroom.c*/
|