Files
nethack/src/mkroom.c
nhmall a654d08c3b save/restore changes - part 3
This is the third of a series of savefile-related changes.

    This adds early-days experimental support for a completely optional
    'sfctool' utility (savefile conversion tool), to be able to export
    a savefile's contents into a more portable format. There are likely
    to be bugs at this stage. In this initial first-attempt, the export
    format is a very simple ascii output.

    NetHack can be built entirely, without also building this tool.
    NetHack has no dependencies on the tool.

    Attempts were made to minimize duplication of existing NetHack code.
    To achieve that, unfortunately, #ifdef SFCTOOL and #ifndef SFCTOOL
    had to be sprinkled around through some of the existing NetHack
    source code, so that it could be re-used for building the utility.

    The process for building the sfctool typically recompiles the source
    files with #define SFCTOOL and a distinct object file with SF- is
    produced.

sfctool notes:

    Universal ctags is used and required to produce the sfctool utility.

    Some targets were added to the Unix and Windows Makefiles to
    facilitate the build process.

         make sfctool

    That should build a copy in util.

    Note: At present, the Unix Makefiles do not copy sfctool over to the
          NetHack playground during 'make install' or 'make update'.
          Until that gets resolved by someone, The tool will
          have to be manually copied there by the builder/admin if
          desired.
          cp util/sfctool ~/nh/install/games/lib/nethackdir/sfctool

    Also, a separate Visual Studio sfctool.sln solution was written and
    placed in sys/windows/vs. That has has only very limited testing.

    Usage:

      i)  To convert an existing savefile to an exportascii format
          that co-resides with the savefile:

          sfctool -c savefile

          That *must* be executed on the same platform / architecture /
          data model that produced the save file in the first place.

     ii)  To unconvert an existing exportascii format export file to a
          historical format savefile that can then be used by NetHack:

          sfctool -u savefile

          That must be executed on the same target platform / architecture /
          data model that was used to build the NetHack that will
          utilize the save file that results.

     A Windows example:

          sfctool -c Fred.NetHack-saved-game

          That should result in creation of Fred.NetHack-saved-game.exportascii
          from existing savefile:
              %USERPROFILE%\AppData\Local\NetHack\3.7\Fred.NetHack-saved-game

     A Unix example:

          sfctool -c 1000wizard

          That should result in creation of 1000wizard.exportascii.gz
          from existing savefile in the playground save directory:
              1000wizard.gz

  Current Mechanics:
     1. Makefile recipe, or script uses universal ctags to produce
        util/sf.tags.

     2. util/sftags is built and executed to read util/sf.tags and
        generate: include/sfproto.h and src/sfdata.c.

     3. util/sfctool is built from the following:
        generated file compiled with -DSFCTOOL:
                    src/sfdata.c       -> sfdata.o
        existing files compiled with -DSFCTOOL:
                    util/sfctool.c     -> sfctool.o
                    util/sfexpasc.c    -> sfexpasc.o
                    src/alloc.c        -> sf-alloc.o
                    src/monst.c        -> sf-monst.o
                    src/objects.c      -> sf-objects.o
                    src/sfbase.c       -> sfbase.o
                    src/sfstruct.c     -> sfstruct.o
                    src/nhlua.c        -> sf-nhlua.o
                    util/panic.c       -> panic.o
                    src/date.c         -> sf-date.o
                    src/decl.c         -> sf-decl.o
                    src/artifact.c     -> sf-artifact.o
                    src/dungeon.c      -> sf-dungeon.o
                    src/end.c          -> sf-end.o
                    src/engrave.c      -> sf-engrave.o
                    src/cfgfiles.c     -> sf-cfgfiles.o
                    src/files.c        -> sf-files.o
                    src/light.c        -> sf-light.o
                    src/mdlib.c        -> sf-mdlib.o
                    src/mkmaze.c       -> sf-mkmaze.o
                    src/mkroom.c       -> sf-mkroom.o
                    src/o_init.c       -> sf-o_init.o
                    src/region.c       -> sf-region.o
                    src/restore.c      -> sf-restore.o
                    src/rumors.c       -> sf-rumors.o
                    src/sys.c          -> sf-sys.o
                    src/timeout.c      -> sf-timeout.o
                    src/track.c        -> sf-track.o
                    src/version.c      -> sf-version.o
                    src/worm.c         -> sf-worm.o
                    src/strutil.c      -> strutil.o
2025-05-25 20:38:17 -04:00

1100 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 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2011. */
/* NetHack may be freely redistributed. See license for details. */
/*
* Entry points:
* do_mkroom() -- make and stock a room of a given type
* nexttodoor() -- return TRUE if adjacent to a door
* has_dnstairs() -- return TRUE if given room has a down staircase
* has_upstairs() -- return TRUE if given room has an up staircase
* courtmon() -- generate a court monster
* save_rooms() -- save rooms into file fd
* rest_rooms() -- restore rooms from file fd
* cmap_to_type() -- convert S_xxx symbol to XXX topology code
*/
#include "hack.h"
#ifndef SFCTOOL
staticfn boolean isbig(struct mkroom *);
staticfn struct mkroom *pick_room(boolean);
staticfn void mkshop(void), mkzoo(int), mkswamp(void);
staticfn void mk_zoo_thronemon(coordxy, coordxy);
staticfn void mktemple(void);
staticfn coord *shrine_pos(int);
staticfn struct permonst *morguemon(void);
staticfn struct permonst *squadmon(void);
#endif /* SFCTOOL */
staticfn void save_room(NHFILE *, struct mkroom *);
staticfn void rest_room(NHFILE *, struct mkroom *);
#ifndef SFCTOOL
staticfn boolean invalid_shop_shape(struct mkroom *sroom);
#define sq(x) ((x) * (x))
extern const struct shclass shtypes[]; /* defined in shknam.c */
staticfn boolean
isbig(struct mkroom *sroom)
{
int area = (sroom->hx - sroom->lx + 1)
* (sroom->hy - sroom->ly + 1);
return (boolean) (area > 20);
}
/* make and stock a room of a given type */
void
do_mkroom(int roomtype)
{
if (roomtype >= SHOPBASE) {
mkshop(); /* someday, we should be able to specify shop type */
} else {
switch (roomtype) {
case COURT:
mkzoo(COURT);
break;
case ZOO:
mkzoo(ZOO);
break;
case BEEHIVE:
mkzoo(BEEHIVE);
break;
case MORGUE:
mkzoo(MORGUE);
break;
case BARRACKS:
mkzoo(BARRACKS);
break;
case SWAMP:
mkswamp();
break;
case TEMPLE:
mktemple();
break;
case LEPREHALL:
mkzoo(LEPREHALL);
break;
case COCKNEST:
mkzoo(COCKNEST);
break;
case ANTHOLE:
mkzoo(ANTHOLE);
break;
default:
impossible("Tried to make a room of type %d.", roomtype);
}
}
}
staticfn void
mkshop(void)
{
struct mkroom *sroom;
int i = -1;
char *ep = (char *) 0; /* (init == lint suppression) */
/* first determine shoptype */
if (wizard) {
ep = nh_getenv("SHOPTYPE");
if (ep) {
if (*ep == 'z' || *ep == 'Z') {
mkzoo(ZOO);
return;
}
if (*ep == 'm' || *ep == 'M') {
mkzoo(MORGUE);
return;
}
if (*ep == 'b' || *ep == 'B') {
mkzoo(BEEHIVE);
return;
}
if (*ep == 't' || *ep == 'T' || *ep == '\\') {
mkzoo(COURT);
return;
}
if (*ep == 's' || *ep == 'S') {
mkzoo(BARRACKS);
return;
}
if (*ep == 'a' || *ep == 'A') {
mkzoo(ANTHOLE);
return;
}
if (*ep == 'c' || *ep == 'C') {
mkzoo(COCKNEST);
return;
}
if (*ep == 'l' || *ep == 'L') {
mkzoo(LEPREHALL);
return;
}
if (*ep == '_') {
mktemple();
return;
}
if (*ep == '}') {
mkswamp();
return;
}
for (i = 0; shtypes[i].name; i++)
if (*ep == def_oc_syms[(int) shtypes[i].symb].sym)
goto gottype;
if (*ep == 'g' || *ep == 'G')
i = 0;
else if (*ep == 'v' || *ep == 'V')
i = FODDERSHOP - SHOPBASE; /* veggy food */
else
i = -1;
}
}
gottype:
for (sroom = &svr.rooms[0];; sroom++) {
/* return from this loop: cannot find any eligible room to be a shop
* continue: sroom is ineligible
* break: sroom is eligible
*/
if (sroom->hx < 0)
return;
if (sroom - svr.rooms >= svn.nroom) {
impossible("rooms[] not closed by -1?");
return;
}
if (sroom->rtype != OROOM)
continue;
if (has_dnstairs(sroom) || has_upstairs(sroom))
continue;
if (sroom->doorct == 1 || (wizard && ep && sroom->doorct != 0)) {
if (invalid_shop_shape(sroom))
continue;
else
break;
}
}
if (!sroom->rlit) {
coordxy x, y;
for (x = sroom->lx - 1; x <= sroom->hx + 1; x++)
for (y = sroom->ly - 1; y <= sroom->hy + 1; y++)
levl[x][y].lit = 1;
sroom->rlit = 1;
}
if (i < 0) { /* shoptype not yet determined */
int j;
/* pick a shop type at random */
for (j = rnd(100), i = 0; (j -= shtypes[i].prob) > 0; i++)
continue;
/* big rooms cannot be wand or book shops,
* - so make them general stores
*/
if (isbig(sroom) && (shtypes[i].symb == WAND_CLASS
|| shtypes[i].symb == SPBOOK_CLASS))
i = 0;
}
sroom->rtype = SHOPBASE + i;
/* set room bits before stocking the shop */
#ifdef SPECIALIZATION
topologize(sroom, FALSE); /* doesn't matter - this is a special room */
#else
topologize(sroom);
#endif
/* The shop used to be stocked here, but this no longer happens--all we do
is set its rtype, and it gets stocked at the end of makelevel() along
with other special rooms. */
sroom->needfill = FILL_NORMAL;
}
/* pick an unused room, preferably with only one door */
staticfn struct mkroom *
pick_room(boolean strict)
{
struct mkroom *sroom;
int i = svn.nroom;
for (sroom = &svr.rooms[rn2(svn.nroom)]; i--; sroom++) {
if (sroom == &svr.rooms[svn.nroom])
sroom = &svr.rooms[0];
if (sroom->hx < 0)
return (struct mkroom *) 0;
if (sroom->rtype != OROOM)
continue;
if (!strict) {
if (has_upstairs(sroom) || (has_dnstairs(sroom) && rn2(3)))
continue;
} else if (has_upstairs(sroom) || has_dnstairs(sroom))
continue;
if (sroom->doorct == 1 || !rn2(5) || wizard)
return sroom;
}
return (struct mkroom *) 0;
}
staticfn void
mkzoo(int type)
{
struct mkroom *sroom;
if ((sroom = pick_room(FALSE)) != 0) {
sroom->rtype = type;
/* room does not get stocked at this time - it will get stocked at the
* end of makelevel() */
sroom->needfill = FILL_NORMAL;
}
}
staticfn void
mk_zoo_thronemon(coordxy x, coordxy y)
{
int i = rnd(level_difficulty());
int pm = (i > 9) ? PM_OGRE_TYRANT
: (i > 5) ? PM_ELVEN_MONARCH
: (i > 2) ? PM_DWARF_RULER
: PM_GNOME_RULER;
struct monst *mon = makemon(&mons[pm], x, y, NO_MM_FLAGS);
if (mon) {
mon->msleeping = 1;
mon->mpeaceful = 0;
set_malign(mon);
/* Give him a sceptre to pound in judgment */
(void) mongets(mon, MACE);
}
}
void
fill_zoo(struct mkroom *sroom)
{
struct monst *mon;
int sx, sy, i;
int sh, goldlim = 0, type = sroom->rtype;
coordxy tx = 0, ty = 0;
int rmno = (int) ((sroom - svr.rooms) + ROOMOFFSET);
coord mm;
/* Note: This doesn't check needfill; it assumes the caller has already
done that. */
sh = sroom->fdoor;
switch (type) {
case COURT:
if (svl.level.flags.is_maze_lev) {
for (tx = sroom->lx; tx <= sroom->hx; tx++)
for (ty = sroom->ly; ty <= sroom->hy; ty++)
if (IS_THRONE(levl[tx][ty].typ))
goto throne_placed;
}
i = 100;
do { /* don't place throne on top of stairs */
(void) somexyspace(sroom, &mm);
tx = mm.x;
ty = mm.y;
} while (occupied(tx, ty) && --i > 0);
throne_placed:
mk_zoo_thronemon(tx, ty);
break;
case BEEHIVE:
tx = sroom->lx + (sroom->hx - sroom->lx + 1) / 2;
ty = sroom->ly + (sroom->hy - sroom->ly + 1) / 2;
if (sroom->irregular) {
/* center might not be valid, so put queen elsewhere */
if ((int) levl[tx][ty].roomno != rmno || levl[tx][ty].edge) {
(void) somexyspace(sroom, &mm);
tx = mm.x;
ty = mm.y;
}
}
break;
case ZOO:
case LEPREHALL:
goldlim = 500 * level_difficulty();
break;
}
for (sx = sroom->lx; sx <= sroom->hx; sx++)
for (sy = sroom->ly; sy <= sroom->hy; sy++) {
if (sroom->irregular) {
if ((int) levl[sx][sy].roomno != rmno || levl[sx][sy].edge
|| (sroom->doorct
&& (distmin(sx, sy, svd.doors[sh].x, svd.doors[sh].y)
<= 1)))
continue;
} else if (!SPACE_POS(levl[sx][sy].typ)
|| (sroom->doorct
&& ((sx == sroom->lx && svd.doors[sh].x == sx - 1)
|| (sx == sroom->hx && svd.doors[sh].x
== sx + 1)
|| (sy == sroom->ly && svd.doors[sh].y
== sy - 1)
|| (sy == sroom->hy
&& svd.doors[sh].y == sy + 1))))
continue;
/* don't place monster on explicitly placed throne */
if (type == COURT && IS_THRONE(levl[sx][sy].typ))
continue;
mon = makemon((type == COURT)
? courtmon()
: (type == BARRACKS)
? squadmon()
: (type == MORGUE)
? morguemon()
: (type == BEEHIVE)
? (sx == tx && sy == ty
? &mons[PM_QUEEN_BEE]
: &mons[PM_KILLER_BEE])
: (type == LEPREHALL)
? &mons[PM_LEPRECHAUN]
: (type == COCKNEST)
? &mons[PM_COCKATRICE]
: (type == ANTHOLE)
? antholemon()
: (struct permonst *) 0,
sx, sy, MM_ASLEEP | MM_NOGRP);
if (mon) {
mon->msleeping = 1;
if (type == COURT && mon->mpeaceful) {
mon->mpeaceful = 0;
set_malign(mon);
}
}
switch (type) {
case ZOO:
case LEPREHALL:
if (sroom->doorct) {
int distval = dist2(sx, sy,
svd.doors[sh].x, svd.doors[sh].y);
i = sq(distval);
} else
i = goldlim;
if (i >= goldlim)
i = 5 * level_difficulty();
goldlim -= i;
(void) mkgold((long) rn1(i, 10), sx, sy);
break;
case MORGUE:
if (!rn2(5))
(void) mk_tt_object(CORPSE, sx, sy);
if (!rn2(10)) /* lots of treasure buried with dead */
(void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, sx, sy,
TRUE, FALSE);
if (!rn2(5))
make_grave(sx, sy, (char *) 0);
break;
case BEEHIVE:
if (!rn2(3))
(void) mksobj_at(LUMP_OF_ROYAL_JELLY, sx, sy, TRUE,
FALSE);
break;
case BARRACKS:
if (!rn2(20)) /* the payroll and some loot */
(void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, sx, sy,
TRUE, FALSE);
break;
case COCKNEST:
if (!rn2(3)) {
struct obj *sobj = mk_tt_object(STATUE, sx, sy);
if (sobj) {
for (i = rn2(5); i; i--)
(void) add_to_container(
sobj, mkobj(RANDOM_CLASS, FALSE));
sobj->owt = weight(sobj);
}
}
break;
case ANTHOLE:
if (!rn2(3))
(void) mkobj_at(FOOD_CLASS, sx, sy, FALSE);
break;
}
}
switch (type) {
case COURT: {
struct obj *chest, *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 */
svl.level.flags.has_court = 1;
break;
}
case BARRACKS:
svl.level.flags.has_barracks = 1;
break;
case ZOO:
svl.level.flags.has_zoo = 1;
break;
case MORGUE:
svl.level.flags.has_morgue = 1;
break;
case SWAMP:
svl.level.flags.has_swamp = 1;
break;
case BEEHIVE:
svl.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);
}
svl.level.flags.graveyard = TRUE; /* reduced chance for undead corpse */
}
staticfn struct permonst *
morguemon(void)
{
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 && (svm.mvitals[mtyp].mvflags & G_GONE));
return ((svm.mvitals[mtyp].mvflags & G_GONE) ? (struct permonst *) 0
: &mons[mtyp]);
}
staticfn void
mkswamp(void) /* Michiel Huisjes & Fred de Wilde */
{
struct mkroom *sroom;
int i, eelct = 0;
coordxy sx, sy;
int rmno;
for (i = 0; i < 5; i++) { /* turn up to 5 rooms swampy */
sroom = &svr.rooms[rn2(svn.nroom)];
if (sroom->hx < 0 || sroom->rtype != OROOM || has_upstairs(sroom)
|| has_dnstairs(sroom))
continue;
rmno = (int)(sroom - svr.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) {
del_engr_at(sx, sy);
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);
}
}
svl.level.flags.has_swamp = 1;
}
}
staticfn coord *
shrine_pos(int roomno)
{
static coord buf;
int delta;
struct mkroom *troom = &svr.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;
}
staticfn void
mktemple(void)
{
struct mkroom *sroom;
coord *shrine_spot;
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 - svr.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;
svl.level.flags.has_temple = 1;
}
boolean
nexttodoor(int sx, int sy)
{
int dx, dy;
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 - svr.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 - svr.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)
{
struct mkroom *croom;
for (croom = &svr.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. */
staticfn 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 = ROLL_FROM(squadprob).pm;
gotone:
if (!(svm.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).
*/
staticfn 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 ?
*/
Sfo_mkroom(nhfp, r, "room-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 */
Sfo_int(nhfp, &svn.nroom, "room-nroom");
for (i = 0; i < svn.nroom; i++)
save_room(nhfp, &svr.rooms[i]);
}
#endif /* !SFCTOOL */
staticfn void
rest_room(NHFILE *nhfp, struct mkroom *r)
{
short i;
Sfi_mkroom(nhfp, r, "room-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;
Sfi_int(nhfp, &svn.nroom, "room-nroom");
gn.nsubroom = 0;
for (i = 0; i < svn.nroom; i++) {
rest_room(nhfp, &svr.rooms[i]);
svr.rooms[i].resident = (struct monst *) 0;
}
svr.rooms[svn.nroom].hx = -1; /* restore ending flags */
gs.subrooms[gn.nsubroom].hx = -1;
}
#ifndef SFCTOOL
/* 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;
case S_lavawall:
typ = LAVAWALL;
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.*/
staticfn boolean
invalid_shop_shape(struct mkroom *sroom)
{
coordxy x, y;
coordxy doorx = svd.doors[sroom->fdoor].x;
coordxy doory = svd.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;
}
#endif /* !SFCTOOL */
/*mkroom.c*/