1 | /* SCCS Id: @(#)mklev.c 3.3 99/04/22 */ 2 | /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3 | /* NetHack may be freely redistributed. See license for details. */ 4 | 5 | #include "hack.h" 6 | /* #define DEBUG */ /* uncomment to enable code debugging */ 7 | 8 | #ifdef DEBUG 9 | # ifdef WIZARD 10 | #define debugpline if (wizard) pline 11 | # else 12 | #define debugpline pline 13 | # endif 14 | #endif 15 | 16 | /* for UNIX, Rand #def'd to (long)lrand48() or (long)random() */ 17 | /* croom->lx etc are schar (width <= int), so % arith ensures that */ 18 | /* conversion of result to int is reasonable */ 19 | 20 | 21 | STATIC_DCL void FDECL(mkfount,(int,struct mkroom *)); 22 | #ifdef SINKS 23 | STATIC_DCL void FDECL(mksink,(struct mkroom *)); 24 | #endif 25 | STATIC_DCL void FDECL(mkaltar,(struct mkroom *)); 26 | STATIC_DCL void FDECL(mkgrave,(struct mkroom *)); 27 | STATIC_DCL void NDECL(makevtele); 28 | STATIC_DCL void NDECL(clear_level_structures); 29 | STATIC_DCL void NDECL(makelevel); 30 | STATIC_DCL void NDECL(mineralize); 31 | STATIC_DCL boolean FDECL(bydoor,(XCHAR_P,XCHAR_P)); 32 | STATIC_DCL struct mkroom *FDECL(find_branch_room, (coord *)); 33 | STATIC_DCL struct mkroom *FDECL(pos_to_room, (XCHAR_P, XCHAR_P)); 34 | STATIC_DCL boolean FDECL(place_niche,(struct mkroom *,int*,int*,int*)); 35 | STATIC_DCL void FDECL(makeniche,(int)); 36 | STATIC_DCL void NDECL(make_niches); 37 | STATIC_PTR int FDECL(do_comp,(const genericptr,const genericptr)); 38 | STATIC_DCL void FDECL(dosdoor,(XCHAR_P,XCHAR_P,struct mkroom *,int)); 39 | STATIC_DCL void FDECL(join,(int,int,BOOLEAN_P)); 40 | STATIC_DCL void FDECL(do_room_or_subroom, (struct mkroom *,int,int,int,int, 41 | BOOLEAN_P,SCHAR_P,BOOLEAN_P,BOOLEAN_P)); 42 | STATIC_DCL void NDECL(makerooms); 43 | STATIC_DCL void FDECL(finddpos,(coord *,XCHAR_P,XCHAR_P,XCHAR_P,XCHAR_P)); 44 | STATIC_DCL void FDECL(mkinvpos, (XCHAR_P,XCHAR_P,int)); 45 | STATIC_DCL void FDECL(mk_knox_portal, (XCHAR_P,XCHAR_P)); 46 | 47 | #define create_vault() create_room(-1, -1, 2, 2, -1, -1, VAULT, TRUE) 48 | #define init_vault() vault_x = -1 49 | #define do_vault() (vault_x != -1) 50 | static xchar vault_x, vault_y; 51 | boolean goldseen; 52 | static boolean made_branch; /* used only during level creation */ 53 | 54 | /* Args must be (const genericptr) so that qsort will always be happy. */ 55 | 56 | STATIC_PTR int 57 | do_comp(vx,vy) 58 | const genericptr vx; 59 | const genericptr vy; 60 | { 61 | #ifdef LINT 62 | /* lint complains about possible pointer alignment problems, but we know 63 | that vx and vy are always properly aligned. Hence, the following 64 | bogus definition: 65 | */ 66 | return (vx == vy) ? 0 : -1; 67 | #else 68 | register const struct mkroom *x, *y; 69 | 70 | x = (const struct mkroom *)vx; 71 | y = (const struct mkroom *)vy; 72 | if(x->lx < y->lx) return(-1); 73 | return(x->lx > y->lx); 74 | #endif /* LINT */ 75 | } 76 | 77 | STATIC_OVL void 78 | finddpos(cc, xl,yl,xh,yh) 79 | coord *cc; 80 | xchar xl,yl,xh,yh; 81 | { 82 | register xchar x, y; 83 | 84 | x = (xl == xh) ? xl : (xl + rn2(xh-xl+1)); 85 | y = (yl == yh) ? yl : (yl + rn2(yh-yl+1)); 86 | if(okdoor(x, y)) 87 | goto gotit; 88 | 89 | for(x = xl; x <= xh; x++) for(y = yl; y <= yh; y++) 90 | if(okdoor(x, y)) 91 | goto gotit; 92 | 93 | for(x = xl; x <= xh; x++) for(y = yl; y <= yh; y++) 94 | if(IS_DOOR(levl[x][y].typ) || levl[x][y].typ == SDOOR) 95 | goto gotit; 96 | /* cannot find something reasonable -- strange */ 97 | x = xl; 98 | y = yh; 99 | gotit: 100 | cc->x = x; 101 | cc->y = y; 102 | return; 103 | } 104 | 105 | void 106 | sort_rooms() 107 | { 108 | #if defined(SYSV) || defined(DGUX) 109 | qsort((genericptr_t) rooms, (unsigned)nroom, sizeof(struct mkroom), do_comp); 110 | #else 111 | qsort((genericptr_t) rooms, nroom, sizeof(struct mkroom), do_comp); 112 | #endif 113 | } 114 | 115 | STATIC_OVL void 116 | do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit, rtype, special, is_room) 117 | register struct mkroom *croom; 118 | int lowx, lowy; 119 | register int hix, hiy; 120 | boolean lit; 121 | schar rtype; 122 | boolean special; 123 | boolean is_room; 124 | { 125 | register int x, y; 126 | struct rm *lev; 127 | 128 | /* locations might bump level edges in wall-less rooms */ 129 | /* add/subtract 1 to allow for edge locations */ 130 | if(!lowx) lowx++; 131 | if(!lowy) lowy++; 132 | if(hix >= COLNO-1) hix = COLNO-2; 133 | if(hiy >= ROWNO-1) hiy = ROWNO-2; 134 | 135 | if(lit) { 136 | for(x = lowx-1; x <= hix+1; x++) { 137 | lev = &levl[x][max(lowy-1,0)]; 138 | for(y = lowy-1; y <= hiy+1; y++) 139 | lev++->lit = 1; 140 | } 141 | croom->rlit = 1; 142 | } else 143 | croom->rlit = 0; 144 | 145 | croom->lx = lowx; 146 | croom->hx = hix; 147 | croom->ly = lowy; 148 | croom->hy = hiy; 149 | croom->rtype = rtype; 150 | croom->doorct = 0; 151 | /* if we're not making a vault, doorindex will still be 0 152 | * if we are, we'll have problems adding niches to the previous room 153 | * unless fdoor is at least doorindex 154 | */ 155 | croom->fdoor = doorindex; 156 | croom->irregular = FALSE; 157 | 158 | croom->nsubrooms = 0; 159 | croom->sbrooms[0] = (struct mkroom *) 0; 160 | if (!special) { 161 | for(x = lowx-1; x <= hix+1; x++) 162 | for(y = lowy-1; y <= hiy+1; y += (hiy-lowy+2)) { 163 | levl[x][y].typ = HWALL; 164 | levl[x][y].horizontal = 1; /* For open/secret doors. */ 165 | } 166 | for(x = lowx-1; x <= hix+1; x += (hix-lowx+2)) 167 | for(y = lowy; y <= hiy; y++) { 168 | levl[x][y].typ = VWALL; 169 | levl[x][y].horizontal = 0; /* For open/secret doors. */ 170 | } 171 | for(x = lowx; x <= hix; x++) { 172 | lev = &levl[x][lowy]; 173 | for(y = lowy; y <= hiy; y++) 174 | lev++->typ = ROOM; 175 | } 176 | if (is_room) { 177 | levl[lowx-1][lowy-1].typ = TLCORNER; 178 | levl[hix+1][lowy-1].typ = TRCORNER; 179 | levl[lowx-1][hiy+1].typ = BLCORNER; 180 | levl[hix+1][hiy+1].typ = BRCORNER; 181 | } else { /* a subroom */ 182 | wallification(lowx-1, lowy-1, hix+1, hiy+1); 183 | } 184 | } 185 | } 186 | 187 | 188 | void 189 | add_room(lowx, lowy, hix, hiy, lit, rtype, special) 190 | register int lowx, lowy, hix, hiy; 191 | boolean lit; 192 | schar rtype; 193 | boolean special; 194 | { 195 | register struct mkroom *croom; 196 | 197 | croom = &rooms[nroom]; 198 | do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit, 199 | rtype, special, (boolean) TRUE); 200 | croom++; 201 | croom->hx = -1; 202 | nroom++; 203 | } 204 | 205 | void 206 | add_subroom(proom, lowx, lowy, hix, hiy, lit, rtype, special) 207 | struct mkroom *proom; 208 | register int lowx, lowy, hix, hiy; 209 | boolean lit; 210 | schar rtype; 211 | boolean special; 212 | { 213 | register struct mkroom *croom; 214 | 215 | croom = &subrooms[nsubroom]; 216 | do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit, 217 | rtype, special, (boolean) FALSE); 218 | proom->sbrooms[proom->nsubrooms++] = croom; 219 | croom++; 220 | croom->hx = -1; 221 | nsubroom++; 222 | } 223 | 224 | STATIC_OVL void 225 | makerooms() 226 | { 227 | boolean tried_vault = FALSE; 228 | 229 | /* make rooms until satisfied */ 230 | /* rnd_rect() will returns 0 if no more rects are available... */ 231 | while(nroom < MAXNROFROOMS && rnd_rect()) { 232 | if(nroom >= (MAXNROFROOMS/6) && rn2(2) && !tried_vault) { 233 | tried_vault = TRUE; 234 | if (create_vault()) { 235 | vault_x = rooms[nroom].lx; 236 | vault_y = rooms[nroom].ly; 237 | rooms[nroom].hx = -1; 238 | } 239 | } else 240 | if (!create_room(-1, -1, -1, -1, -1, -1, OROOM, -1)) 241 | return; 242 | } 243 | return; 244 | } 245 | 246 | STATIC_OVL void 247 | join(a,b,nxcor) 248 | register int a, b; 249 | boolean nxcor; 250 | { 251 | coord cc,tt, org, dest; 252 | register xchar tx, ty, xx, yy; 253 | register struct mkroom *croom, *troom; 254 | register int dx, dy; 255 | 256 | croom = &rooms[a]; 257 | troom = &rooms[b]; 258 | 259 | /* find positions cc and tt for doors in croom and troom 260 | and direction for a corridor between them */ 261 | 262 | if(troom->hx < 0 || croom->hx < 0 || doorindex >= DOORMAX) return; 263 | if(troom->lx > croom->hx) { 264 | dx = 1; 265 | dy = 0; 266 | xx = croom->hx+1; 267 | tx = troom->lx-1; 268 | finddpos(&cc, xx, croom->ly, xx, croom->hy); 269 | finddpos(&tt, tx, troom->ly, tx, troom->hy); 270 | } else if(troom->hy < croom->ly) { 271 | dy = -1; 272 | dx = 0; 273 | yy = croom->ly-1; 274 | finddpos(&cc, croom->lx, yy, croom->hx, yy); 275 | ty = troom->hy+1; 276 | finddpos(&tt, troom->lx, ty, troom->hx, ty); 277 | } else if(troom->hx < croom->lx) { 278 | dx = -1; 279 | dy = 0; 280 | xx = croom->lx-1; 281 | tx = troom->hx+1; 282 | finddpos(&cc, xx, croom->ly, xx, croom->hy); 283 | finddpos(&tt, tx, troom->ly, tx, troom->hy); 284 | } else { 285 | dy = 1; 286 | dx = 0; 287 | yy = croom->hy+1; 288 | ty = troom->ly-1; 289 | finddpos(&cc, croom->lx, yy, croom->hx, yy); 290 | finddpos(&tt, troom->lx, ty, troom->hx, ty); 291 | } 292 | xx = cc.x; 293 | yy = cc.y; 294 | tx = tt.x - dx; 295 | ty = tt.y - dy; 296 | if(nxcor && levl[xx+dx][yy+dy].typ) 297 | return; 298 | if (okdoor(xx,yy) || !nxcor) 299 | dodoor(xx,yy,croom); 300 | 301 | org.x = xx+dx; org.y = yy+dy; 302 | dest.x = tx; dest.y = ty; 303 | 304 | if (!dig_corridor(&org, &dest, nxcor, 305 | level.flags.arboreal ? ROOM : CORR, STONE)) 306 | return; 307 | 308 | /* we succeeded in digging the corridor */ 309 | if (okdoor(tt.x, tt.y) || !nxcor) 310 | dodoor(tt.x, tt.y, troom); 311 | 312 | if(smeq[a] < smeq[b]) 313 | smeq[b] = smeq[a]; 314 | else 315 | smeq[a] = smeq[b]; 316 | } 317 | 318 | void 319 | makecorridors() 320 | { 321 | int a, b, i; 322 | boolean any = TRUE; 323 | 324 | for(a = 0; a < nroom-1; a++) { 325 | join(a, a+1, FALSE); 326 | if(!rn2(50)) break; /* allow some randomness */ 327 | } 328 | for(a = 0; a < nroom-2; a++) 329 | if(smeq[a] != smeq[a+2]) 330 | join(a, a+2, FALSE); 331 | for(a = 0; any && a < nroom; a++) { 332 | any = FALSE; 333 | for(b = 0; b < nroom; b++) 334 | if(smeq[a] != smeq[b]) { 335 | join(a, b, FALSE); 336 | any = TRUE; 337 | } 338 | } 339 | if(nroom > 2) 340 | for(i = rn2(nroom) + 4; i; i--) { 341 | a = rn2(nroom); 342 | b = rn2(nroom-2); 343 | if(b >= a) b += 2; 344 | join(a, b, TRUE); 345 | } 346 | } 347 | 348 | void 349 | add_door(x,y,aroom) 350 | register int x, y; 351 | register struct mkroom *aroom; 352 | { 353 | register struct mkroom *broom; 354 | register int tmp; 355 | 356 | aroom->doorct++; 357 | broom = aroom+1; 358 | if(broom->hx < 0) 359 | tmp = doorindex; 360 | else 361 | for(tmp = doorindex; tmp > broom->fdoor; tmp--) 362 | doors[tmp] = doors[tmp-1]; 363 | doorindex++; 364 | doors[tmp].x = x; 365 | doors[tmp].y = y; 366 | for( ; broom->hx >= 0; broom++) broom->fdoor++; 367 | } 368 | 369 | STATIC_OVL void 370 | dosdoor(x,y,aroom,type) 371 | register xchar x, y; 372 | register struct mkroom *aroom; 373 | register int type; 374 | { 375 | boolean shdoor = ((*in_rooms(x, y, SHOPBASE))? TRUE : FALSE); 376 | 377 | if(!IS_WALL(levl[x][y].typ)) /* avoid SDOORs on already made doors */ 378 | type = DOOR; 379 | levl[x][y].typ = type; 380 | if(type == DOOR) { 381 | if(!rn2(3)) { /* is it a locked door, closed, or a doorway? */ 382 | if(!rn2(5)) 383 | levl[x][y].doormask = D_ISOPEN; 384 | else if(!rn2(6)) 385 | levl[x][y].doormask = D_LOCKED; 386 | else 387 | levl[x][y].doormask = D_CLOSED; 388 | 389 | if (levl[x][y].doormask != D_ISOPEN && !shdoor && 390 | level_difficulty() >= 5 && !rn2(25)) 391 | levl[x][y].doormask |= D_TRAPPED; 392 | } else 393 | #ifdef STUPID 394 | if (shdoor) 395 | levl[x][y].doormask = D_ISOPEN; 396 | else 397 | levl[x][y].doormask = D_NODOOR; 398 | #else 399 | levl[x][y].doormask = (shdoor ? D_ISOPEN : D_NODOOR); 400 | #endif 401 | if(levl[x][y].doormask & D_TRAPPED) { 402 | struct monst *mtmp; 403 | 404 | if (level_difficulty() >= 9 && !rn2(5) && 405 | !((mvitals[PM_SMALL_MIMIC].mvflags & G_GONE) && 406 | (mvitals[PM_LARGE_MIMIC].mvflags & G_GONE) && 407 | (mvitals[PM_GIANT_MIMIC].mvflags & G_GONE))) { 408 | /* make a mimic instead */ 409 | levl[x][y].doormask = D_NODOOR; 410 | mtmp = makemon(mkclass(S_MIMIC,0), x, y, NO_MM_FLAGS); 411 | if (mtmp) 412 | set_mimic_sym(mtmp); 413 | } 414 | } 415 | /* newsym(x,y); */ 416 | } else { /* SDOOR */ 417 | if(shdoor || !rn2(5)) levl[x][y].doormask = D_LOCKED; 418 | else levl[x][y].doormask = D_CLOSED; 419 | 420 | if(!shdoor && level_difficulty() >= 4 && !rn2(20)) 421 | levl[x][y].doormask |= D_TRAPPED; 422 | } 423 | 424 | add_door(x,y,aroom); 425 | } 426 | 427 | STATIC_OVL boolean 428 | place_niche(aroom,dy,xx,yy) 429 | register struct mkroom *aroom; 430 | int *dy, *xx, *yy; 431 | { 432 | coord dd; 433 | 434 | if(rn2(2)) { 435 | *dy = 1; 436 | finddpos(&dd, aroom->lx, aroom->hy+1, aroom->hx, aroom->hy+1); 437 | } else { 438 | *dy = -1; 439 | finddpos(&dd, aroom->lx, aroom->ly-1, aroom->hx, aroom->ly-1); 440 | } 441 | *xx = dd.x; 442 | *yy = dd.y; 443 | return((boolean)((isok(*xx,*yy+*dy) && levl[*xx][*yy+*dy].typ == STONE) 444 | && (isok(*xx,*yy-*dy) && !IS_POOL(levl[*xx][*yy-*dy].typ) 445 | && !IS_FURNITURE(levl[*xx][*yy-*dy].typ)))); 446 | } 447 | 448 | /* there should be one of these per trap, in the same order as trap.h */ 449 | static NEARDATA const char *trap_engravings[TRAPNUM] = { 450 | (char *)0, (char *)0, (char *)0, (char *)0, (char *)0, 451 | (char *)0, (char *)0, (char *)0, (char *)0, (char *)0, 452 | (char *)0, (char *)0, (char *)0, (char *)0, 453 | /* 14..16: trap door, teleport, level-teleport */ 454 | "Vlad was here", "ad aerarium", "ad aerarium", 455 | (char *)0, (char *)0, (char *)0, (char *)0, (char *)0, 456 | (char *)0, 457 | }; 458 | 459 | STATIC_OVL void 460 | makeniche(trap_type) 461 | int trap_type; 462 | { 463 | register struct mkroom *aroom; 464 | register struct rm *rm; 465 | register int vct = 8; 466 | int dy, xx, yy; 467 | register struct trap *ttmp; 468 | 469 | if(doorindex < DOORMAX) 470 | while(vct--) { 471 | aroom = &rooms[rn2(nroom)]; 472 | if(aroom->rtype != OROOM) continue; /* not an ordinary room */ 473 | if(aroom->doorct == 1 && rn2(5)) continue; 474 | if(!place_niche(aroom,&dy,&xx,&yy)) continue; 475 | 476 | rm = &levl[xx][yy+dy]; 477 | if(trap_type || !rn2(4)) { 478 | 479 | rm->typ = SCORR; 480 | if(trap_type) { 481 | if((trap_type == HOLE || trap_type == TRAPDOOR) 482 | && !Can_fall_thru(&u.uz)) 483 | trap_type = ROCKTRAP; 484 | ttmp = maketrap(xx, yy+dy, trap_type); 485 | if (ttmp) { 486 | ttmp->once = 1; 487 | if (trap_engravings[trap_type]) { 488 | make_engr_at(xx, yy-dy, 489 | trap_engravings[trap_type], 0L, DUST); 490 | wipe_engr_at(xx, yy-dy, 5); /* age it a little */ 491 | } 492 | } 493 | } 494 | dosdoor(xx, yy, aroom, SDOOR); 495 | } else { 496 | rm->typ = CORR; 497 | if(rn2(7)) 498 | dosdoor(xx, yy, aroom, rn2(5) ? SDOOR : DOOR); 499 | else { 500 | if (!level.flags.noteleport) 501 | (void) mksobj_at(SCR_TELEPORTATION, xx, yy+dy, TRUE); 502 | if(!rn2(3)) (void) mkobj_at(0, xx, yy+dy, TRUE); 503 | } 504 | } 505 | return; 506 | } 507 | } 508 | 509 | STATIC_OVL void 510 | make_niches() 511 | { 512 | register int ct = rnd((nroom>>1) + 1), dep = depth(&u.uz); 513 | 514 | boolean ltptr = (!level.flags.noteleport && dep > 15), 515 | vamp = (dep > 5 && dep < 25); 516 | 517 | while(ct--) { 518 | if (ltptr && !rn2(6)) { 519 | ltptr = FALSE; 520 | makeniche(LEVEL_TELEP); 521 | } else if (vamp && !rn2(6)) { 522 | vamp = FALSE; 523 | makeniche(TRAPDOOR); 524 | } else makeniche(NO_TRAP); 525 | } 526 | } 527 | 528 | STATIC_OVL void 529 | makevtele() 530 | { 531 | makeniche(TELEP_TRAP); 532 | } 533 | 534 | /* clear out various globals that keep information on the current level. 535 | * some of this is only necessary for some types of levels (maze, normal, 536 | * special) but it's easier to put it all in one place than make sure 537 | * each type initializes what it needs to separately. 538 | */ 539 | STATIC_OVL void 540 | clear_level_structures() 541 | { 542 | static struct rm zerorm = { cmap_to_glyph(S_stone), 543 | 0, 0, 0, 0, 0, 0, 0, 0 }; 544 | register int x,y; 545 | register struct rm *lev; 546 | 547 | for(x=0; x<COLNO; x++) { 548 | lev = &levl[x][0]; 549 | for(y=0; y<ROWNO; y++) { 550 | *lev++ = zerorm; 551 | #ifdef MICROPORT_BUG 552 | level.objects[x][y] = (struct obj *)0; 553 | level.monsters[x][y] = (struct monst *)0; 554 | #endif 555 | } 556 | } 557 | #ifndef MICROPORT_BUG 558 | (void) memset((genericptr_t)level.objects, 0, sizeof(level.objects)); 559 | (void) memset((genericptr_t)level.monsters, 0, sizeof(level.monsters)); 560 | #endif 561 | level.objlist = (struct obj *)0; 562 | level.buriedobjlist = (struct obj *)0; 563 | level.monlist = (struct monst *)0; 564 | level.damagelist = (struct damage *)0; 565 | 566 | level.flags.nfountains = 0; 567 | level.flags.nsinks = 0; 568 | level.flags.has_shop = 0; 569 | level.flags.has_vault = 0; 570 | level.flags.has_zoo = 0; 571 | level.flags.has_court = 0; 572 | level.flags.has_morgue = level.flags.graveyard = 0; 573 | level.flags.has_beehive = 0; 574 | level.flags.has_barracks = 0; 575 | level.flags.has_temple = 0; 576 | level.flags.has_swamp = 0; 577 | level.flags.noteleport = 0; 578 | level.flags.hardfloor = 0; 579 | level.flags.nommap = 0; 580 | level.flags.hero_memory = 1; 581 | level.flags.shortsighted = 0; 582 | level.flags.arboreal = 0; 583 | level.flags.is_maze_lev = 0; 584 | level.flags.is_cavernous_lev = 0; 585 | 586 | nroom = 0; 587 | rooms[0].hx = -1; 588 | nsubroom = 0; 589 | subrooms[0].hx = -1; 590 | doorindex = 0; 591 | init_rect(); 592 | init_vault(); 593 | xdnstair = ydnstair = xupstair = yupstair = 0; 594 | sstairs.sx = sstairs.sy = 0; 595 | xdnladder = ydnladder = xupladder = yupladder = 0; 596 | made_branch = FALSE; 597 | clear_regions(); 598 | } 599 | 600 | STATIC_OVL void 601 | makelevel() 602 | { 603 | register struct mkroom *croom, *troom; 604 | register int tryct; 605 | register int x, y; 606 | struct monst *tmonst; /* always put a web with a spider */ 607 | branch *branchp; 608 | int room_threshold; 609 | 610 | if(wiz1_level.dlevel == 0) init_dungeons(); 611 | oinit(); /* assign level dependent obj probabilities */ 612 | clear_level_structures(); 613 | 614 | { 615 | register s_level *slev = Is_special(&u.uz); 616 | 617 | /* check for special levels */ 618 | #ifdef REINCARNATION 619 | if (slev && !Is_rogue_level(&u.uz)) 620 | #else 621 | if (slev) 622 | #endif 623 | { 624 | makemaz(slev->proto); 625 | return; 626 | } else if (dungeons[u.uz.dnum].proto[0]) { 627 | makemaz(""); 628 | return; 629 | } else if (In_mines(&u.uz)) { 630 | makemaz("minefill"); 631 | return; 632 | } else if (In_quest(&u.uz)) { 633 | char fillname[9]; 634 | s_level *loc_lev; 635 | 636 | Sprintf(fillname, "%s-loca", urole.filecode); 637 | loc_lev = find_level(fillname); 638 | 639 | Sprintf(fillname, "%s-fil", urole.filecode); 640 | Strcat(fillname, 641 | (u.uz.dlevel < loc_lev->dlevel.dlevel) ? "a" : "b"); 642 | makemaz(fillname); 643 | return; 644 | } else if(In_hell(&u.uz) || 645 | (rn2(5) && u.uz.dnum == medusa_level.dnum 646 | && depth(&u.uz) > depth(&medusa_level))) { 647 | makemaz(""); 648 | return; 649 | } 650 | } 651 | 652 | /* otherwise, fall through - it's a "regular" level. */ 653 | 654 | #ifdef REINCARNATION 655 | if (Is_rogue_level(&u.uz)) { 656 | makeroguerooms(); 657 | makerogueghost(); 658 | } else 659 | #endif 660 | makerooms(); 661 | sort_rooms(); 662 | 663 | /* construct stairs (up and down in different rooms if possible) */ 664 | croom = &rooms[rn2(nroom)]; 665 | if (!Is_botlevel(&u.uz)) 666 | mkstairs(somex(croom), somey(croom), 0, croom); /* down */ 667 | if (nroom > 1) { 668 | troom = croom; 669 | croom = &rooms[rn2(nroom-1)]; 670 | if (croom == troom) croom++; 671 | } 672 | 673 | if (u.uz.dlevel != 1) { 674 | xchar sx, sy; 675 | do { 676 | sx = somex(croom); 677 | sy = somey(croom); 678 | } while(occupied(sx, sy)); 679 | mkstairs(sx, sy, 1, croom); /* up */ 680 | } 681 | 682 | branchp = Is_branchlev(&u.uz); /* possible dungeon branch */ 683 | room_threshold = branchp ? 4 : 3; /* minimum number of rooms needed 684 | to allow a random special room */ 685 | #ifdef REINCARNATION 686 | if (Is_rogue_level(&u.uz)) goto skip0; 687 | #endif 688 | makecorridors(); 689 | make_niches(); 690 | 691 | /* make a secret treasure vault, not connected to the rest */ 692 | if(do_vault()) { 693 | xchar w,h; 694 | #ifdef DEBUG 695 | debugpline("trying to make a vault..."); 696 | #endif 697 | w = 1; 698 | h = 1; 699 | if (check_room(&vault_x, &w, &vault_y, &h, TRUE)) { 700 | fill_vault: 701 | add_room(vault_x, vault_y, vault_x+w, 702 | vault_y+h, TRUE, VAULT, FALSE); 703 | level.flags.has_vault = 1; 704 | ++room_threshold; 705 | fill_room(&rooms[nroom - 1], FALSE); 706 | mk_knox_portal(vault_x+w, vault_y+h); 707 | if(!level.flags.noteleport && !rn2(3)) makevtele(); 708 | } else if(rnd_rect() && create_vault()) { 709 | vault_x = rooms[nroom].lx; 710 | vault_y = rooms[nroom].ly; 711 | if (check_room(&vault_x, &w, &vault_y, &h, TRUE)) 712 | goto fill_vault; 713 | else 714 | rooms[nroom].hx = -1; 715 | } 716 | } 717 | 718 | { 719 | register int u_depth = depth(&u.uz); 720 | 721 | #ifdef WIZARD 722 | if(wizard && nh_getenv("SHOPTYPE")) mkroom(SHOPBASE); else 723 | #endif 724 | if (u_depth > 1 && 725 | u_depth < depth(&medusa_level) && 726 | nroom >= room_threshold && 727 | rn2(u_depth) < 3) mkroom(SHOPBASE); 728 | else if (u_depth > 4 && !rn2(6)) mkroom(COURT); 729 | else if (u_depth > 5 && !rn2(8) && 730 | !(mvitals[PM_LEPRECHAUN].mvflags & G_GONE)) mkroom(LEPREHALL); 731 | else if (u_depth > 6 && !rn2(7)) mkroom(ZOO); 732 | else if (u_depth > 8 && !rn2(5)) mkroom(TEMPLE); 733 | else if (u_depth > 9 && !rn2(5) && 734 | !(mvitals[PM_KILLER_BEE].mvflags & G_GONE)) mkroom(BEEHIVE); 735 | else if (u_depth > 11 && !rn2(6)) mkroom(MORGUE); 736 | else if (u_depth > 12 && !rn2(8)) mkroom(ANTHOLE); 737 | else if (u_depth > 14 && !rn2(4) && 738 | !(mvitals[PM_SOLDIER].mvflags & G_GONE)) mkroom(BARRACKS); 739 | else if (u_depth > 15 && !rn2(6)) mkroom(SWAMP); 740 | else if (u_depth > 16 && !rn2(8) && 741 | !(mvitals[PM_COCKATRICE].mvflags & G_GONE)) mkroom(COCKNEST); 742 | } 743 | 744 | #ifdef REINCARNATION 745 | skip0: 746 | #endif 747 | /* Place multi-dungeon branch. */ 748 | place_branch(branchp, 0, 0); 749 | 750 | /* for each room: put things inside */ 751 | for(croom = rooms; croom->hx > 0; croom++) { 752 | if(croom->rtype != OROOM) continue; 753 | 754 | /* put a sleeping monster inside */ 755 | /* Note: monster may be on the stairs. This cannot be 756 | avoided: maybe the player fell through a trap door 757 | while a monster was on the stairs. Conclusion: 758 | we have to check for monsters on the stairs anyway. */ 759 | 760 | if(u.uhave.amulet || !rn2(3)) { 761 | x = somex(croom); y = somey(croom); 762 | tmonst = makemon((struct permonst *) 0, x,y,NO_MM_FLAGS); 763 | if (tmonst && tmonst->data == &mons[PM_GIANT_SPIDER] && 764 | !is_pool(x,y)) 765 | (void) maketrap (x,y,WEB); 766 | } 767 | /* put traps and mimics inside */ 768 | goldseen = FALSE; 769 | x = 8 - (level_difficulty()/6); 770 | if (x <= 1) x = 2; 771 | while (!rn2(x)) 772 | mktrap(0,0,croom,(coord*)0); 773 | if (!goldseen && !rn2(3)) 774 | (void) mkgold(0L, somex(croom), somey(croom)); 775 | #ifdef REINCARNATION 776 | if(Is_rogue_level(&u.uz)) goto skip_nonrogue; 777 | #endif 778 | if(!rn2(10)) mkfount(0,croom); 779 | #ifdef SINKS 780 | if(!rn2(60)) mksink(croom); 781 | #endif 782 | if(!rn2(60)) mkaltar(croom); 783 | x = 80 - (depth(&u.uz) * 2); 784 | if (x < 2) x = 2; 785 | if(!rn2(x)) mkgrave(croom); 786 | 787 | /* put statues inside */ 788 | if(!rn2(20)) 789 | (void) mkcorpstat(STATUE, (struct monst *)0, 790 | (struct permonst *)0, 791 | somex(croom), somey(croom), TRUE); 792 | /* put box/chest inside; 793 | * 40% chance for at least 1 box, regardless of number 794 | * of rooms; about 5 - 7.5% for 2 boxes, least likely 795 | * when few rooms; chance for 3 or more is neglible. 796 | */ 797 | if(!rn2(nroom * 5 / 2)) 798 | (void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, 799 | somex(croom), somey(croom), TRUE); 800 | 801 | /* maybe make some graffiti */ 802 | if(!rn2(27 + 3 * abs(depth(&u.uz)))) { 803 | char buf[BUFSZ]; 804 | const char *mesg = random_engraving(buf); 805 | if (mesg) { 806 | do { 807 | x = somex(croom); y = somey(croom); 808 | } while(levl[x][y].typ != ROOM && !rn2(40)); 809 | if (!(IS_POOL(levl[x][y].typ) || 810 | IS_FURNITURE(levl[x][y].typ))) 811 | make_engr_at(x, y, mesg, 0L, MARK); 812 | } 813 | } 814 | 815 | #ifdef REINCARNATION 816 | skip_nonrogue: 817 | #endif 818 | if(!rn2(3)) { 819 | (void) mkobj_at(0, somex(croom), somey(croom), TRUE); 820 | tryct = 0; 821 | while(!rn2(5)) { 822 | if(++tryct > 100) { 823 | impossible("tryct overflow4"); 824 | break; 825 | } 826 | (void) mkobj_at(0, somex(croom), somey(croom), TRUE); 827 | } 828 | } 829 | } 830 | } 831 | 832 | /* 833 | * Place deposits of minerals (gold and misc gems) in the stone 834 | * surrounding the rooms on the map. 835 | * Also place kelp in water. 836 | */ 837 | STATIC_OVL void 838 | mineralize() 839 | { 840 | s_level *sp; 841 | struct obj *otmp; 842 | int goldprob, gemprob, x, y, cnt; 843 | 844 | 845 | /* Place kelp, except on the plane of water */ 846 | if (In_endgame(&u.uz)) return; 847 | for (x = 2; x < (COLNO - 2); x++) 848 | for (y = 1; y < (ROWNO - 1); y++) 849 | if ((levl[x][y].typ == POOL && !rn2(10)) || 850 | (levl[x][y].typ == MOAT && !rn2(30))) 851 | (void)mksobj_at(KELP_FROND, x, y, TRUE); 852 | 853 | /* determine if it is even allowed; 854 | almost all special levels are excluded */ 855 | if (In_hell(&u.uz) || In_V_tower(&u.uz) || 856 | #ifdef REINCARNATION 857 | Is_rogue_level(&u.uz) || 858 | #endif 859 | level.flags.arboreal || 860 | ((sp = Is_special(&u.uz)) != 0 && !Is_oracle_level(&u.uz) 861 | && (!In_mines(&u.uz) || sp->flags.town) 862 | )) return; 863 | 864 | /* basic level-related probabilities */ 865 | goldprob = 20 + depth(&u.uz) / 3; 866 | gemprob = goldprob / 4; 867 | 868 | /* mines have ***MORE*** goodies - otherwise why mine? */ 869 | if (In_mines(&u.uz)) { 870 | goldprob *= 2; 871 | gemprob *= 3; 872 | } else if (In_quest(&u.uz)) { 873 | goldprob /= 4; 874 | gemprob /= 6; 875 | } 876 | 877 | /* 878 | * Seed rock areas with gold and/or gems. 879 | * We use fairly low level object handling to avoid unnecessary 880 | * overhead from placing things in the floor chain prior to burial. 881 | */ 882 | for (x = 2; x < (COLNO - 2); x++) 883 | for (y = 1; y < (ROWNO - 1); y++) 884 | if (levl[x][y+1].typ != STONE) { /* <x,y> spot not eligible */ 885 | y += 2; /* next two spots aren't eligible either */ 886 | } else if (levl[x][y].typ != STONE) { /* this spot not eligible */ 887 | y += 1; /* next spot isn't eligible either */ 888 | } else if (!(levl[x][y].wall_info & W_NONDIGGABLE) && 889 | levl[x][y-1].typ == STONE && 890 | levl[x+1][y-1].typ == STONE && levl[x-1][y-1].typ == STONE && 891 | levl[x+1][y].typ == STONE && levl[x-1][y].typ == STONE && 892 | levl[x+1][y+1].typ == STONE && levl[x-1][y+1].typ == STONE) { 893 | if (rn2(1000) < goldprob) { 894 | if ((otmp = mksobj(GOLD_PIECE, FALSE, FALSE)) != 0) { 895 | otmp->ox = x, otmp->oy = y; 896 | otmp->quan = 1L + rnd(goldprob * 3); 897 | otmp->owt = weight(otmp); 898 | if (!rn2(3)) add_to_buried(otmp); 899 | else place_object(otmp, x, y); 900 | } 901 | } 902 | if (rn2(1000) < gemprob) { 903 | for (cnt = rnd(2 + dunlev(&u.uz) / 3); cnt > 0; cnt--) 904 | if ((otmp = mkobj(GEM_CLASS, FALSE)) != 0) { 905 | if (otmp->otyp == ROCK) { 906 | dealloc_obj(otmp); /* discard it */ 907 | } else { 908 | otmp->ox = x, otmp->oy = y; 909 | if (!rn2(3)) add_to_buried(otmp); 910 | else place_object(otmp, x, y); 911 | } 912 | } 913 | } 914 | } 915 | } 916 | 917 | void 918 | mklev() 919 | { 920 | struct mkroom *croom; 921 | 922 | if(getbones()) return; 923 | in_mklev = TRUE; 924 | makelevel(); 925 | bound_digging(); 926 | mineralize(); 927 | in_mklev = FALSE; 928 | /* has_morgue gets cleared once morgue is entered; graveyard stays 929 | set (graveyard might already be set even when has_morgue is clear 930 | [see fixup_special()], so don't update it unconditionally) */ 931 | if (level.flags.has_morgue) 932 | level.flags.graveyard = 1; 933 | if (!level.flags.is_maze_lev) { 934 | for (croom = &rooms[0]; croom != &rooms[nroom]; croom++) 935 | #ifdef SPECIALIZATION 936 | topologize(croom, FALSE); 937 | #else 938 | topologize(croom); 939 | #endif 940 | } 941 | set_wall_state(); 942 | } 943 | 944 | void 945 | #ifdef SPECIALIZATION 946 | topologize(croom, do_ordinary) 947 | register struct mkroom *croom; 948 | boolean do_ordinary; 949 | #else 950 | topologize(croom) 951 | register struct mkroom *croom; 952 | #endif 953 | { 954 | register int x, y, roomno = (croom - rooms) + ROOMOFFSET; 955 | register int lowx = croom->lx, lowy = croom->ly; 956 | register int hix = croom->hx, hiy = croom->hy; 957 | #ifdef SPECIALIZATION 958 | register schar rtype = croom->rtype; 959 | #endif 960 | register int subindex, nsubrooms = croom->nsubrooms; 961 | 962 | /* skip the room if already done; i.e. a shop handled out of order */ 963 | /* also skip if this is non-rectangular (it _must_ be done already) */ 964 | if ((int) levl[lowx][lowy].roomno == roomno || croom->irregular) 965 | return; 966 | #ifdef SPECIALIZATION 967 | # ifdef REINCARNATION 968 | if (Is_rogue_level(&u.uz)) 969 | do_ordinary = TRUE; /* vision routine helper */ 970 | # endif 971 | if ((rtype != OROOM) || do_ordinary) 972 | #endif 973 | { 974 | /* do innards first */ 975 | for(x = lowx; x <= hix; x++) 976 | for(y = lowy; y <= hiy; y++) 977 | #ifdef SPECIALIZATION 978 | if (rtype == OROOM) 979 | levl[x][y].roomno = NO_ROOM; 980 | else 981 | #endif 982 | levl[x][y].roomno = roomno; 983 | /* top and bottom edges */ 984 | for(x = lowx-1; x <= hix+1; x++) 985 | for(y = lowy-1; y <= hiy+1; y += (hiy-lowy+2)) { 986 | levl[x][y].edge = 1; 987 | if (levl[x][y].roomno) 988 | levl[x][y].roomno = SHARED; 989 | else 990 | levl[x][y].roomno = roomno; 991 | } 992 | /* sides */ 993 | for(x = lowx-1; x <= hix+1; x += (hix-lowx+2)) 994 | for(y = lowy; y <= hiy; y++) { 995 | levl[x][y].edge = 1; 996 | if (levl[x][y].roomno) 997 | levl[x][y].roomno = SHARED; 998 | else 999 | levl[x][y].roomno = roomno; 1000 | } 1001 | } 1002 | /* subrooms */ 1003 | for (subindex = 0; subindex < nsubrooms; subindex++) 1004 | #ifdef SPECIALIZATION 1005 | topologize(croom->sbrooms[subindex], (rtype != OROOM)); 1006 | #else 1007 | topologize(croom->sbrooms[subindex]); 1008 | #endif 1009 | } 1010 | 1011 | /* Find an unused room for a branch location. */ 1012 | STATIC_OVL struct mkroom * 1013 | find_branch_room(mp) 1014 | coord *mp; 1015 | { 1016 | struct mkroom *croom = 0; 1017 | 1018 | if (nroom == 0) { 1019 | mazexy(mp); /* already verifies location */ 1020 | } else { 1021 | /* not perfect - there may be only one stairway */ 1022 | if(nroom > 2) { 1023 | int tryct = 0; 1024 | 1025 | do 1026 | croom = &rooms[rn2(nroom)]; 1027 | while((croom == dnstairs_room || croom == upstairs_room || 1028 | croom->rtype != OROOM) && (++tryct < 100)); 1029 | } else 1030 | croom = &rooms[rn2(nroom)]; 1031 | 1032 | do { 1033 | if (!somexy(croom, mp)) 1034 | impossible("Can't place branch!"); 1035 | } while(occupied(mp->x, mp->y) || 1036 | (levl[mp->x][mp->y].typ != CORR && levl[mp->x][mp->y].typ != ROOM)); 1037 | } 1038 | return croom; 1039 | } 1040 | 1041 | /* Find the room for (x,y). Return null if not in a room. */ 1042 | STATIC_OVL struct mkroom * 1043 | pos_to_room(x, y) 1044 | xchar x, y; 1045 | { 1046 | int i; 1047 | struct mkroom *curr; 1048 | 1049 | for (curr = rooms, i = 0; i < nroom; curr++, i++) 1050 | if (inside_room(curr, x, y)) return curr;; 1051 | return (struct mkroom *) 0; 1052 | } 1053 | 1054 | 1055 | /* If given a branch, randomly place a special stair or portal. */ 1056 | void 1057 | place_branch(br, x, y) 1058 | branch *br; /* branch to place */ 1059 | xchar x, y; /* location */ 1060 | { 1061 | coord m; 1062 | d_level *dest; 1063 | boolean make_stairs; 1064 | struct mkroom *br_room; 1065 | 1066 | /* 1067 | * Return immediately if there is no branch to make or we have 1068 | * already made one. This routine can be called twice when 1069 | * a special level is loaded that specifies an SSTAIR location 1070 | * as a favored spot for a branch. 1071 | */ 1072 | if (!br || made_branch) return; 1073 | 1074 | if (!x) { /* find random coordinates for branch */ 1075 | br_room = find_branch_room(&m); 1076 | x = m.x; 1077 | y = m.y; 1078 | } else { 1079 | br_room = pos_to_room(x, y); 1080 | } 1081 | 1082 | if (on_level(&br->end1, &u.uz)) { 1083 | /* we're on end1 */ 1084 | make_stairs = br->type != BR_NO_END1; 1085 | dest = &br->end2; 1086 | } else { 1087 | /* we're on end2 */ 1088 | make_stairs = br->type != BR_NO_END2; 1089 | dest = &br->end1; 1090 | } 1091 | 1092 | if (br->type == BR_PORTAL) { 1093 | mkportal(x, y, dest->dnum, dest->dlevel); 1094 | } else if (make_stairs) { 1095 | sstairs.sx = x; 1096 | sstairs.sy = y; 1097 | sstairs.up = (char) on_level(&br->end1, &u.uz) ? 1098 | br->end1_up : !br->end1_up; 1099 | assign_level(&sstairs.tolev, dest); 1100 | sstairs_room = br_room; 1101 | 1102 | levl[x][y].ladder = sstairs.up ? LA_UP : LA_DOWN; 1103 | levl[x][y].typ = STAIRS; 1104 | } 1105 | /* 1106 | * Set made_branch to TRUE even if we didn't make a stairwell (i.e. 1107 | * make_stairs is false) since there is currently only one branch 1108 | * per level, if we failed once, we're going to fail again on the 1109 | * next call. 1110 | */ 1111 | made_branch = TRUE; 1112 | } 1113 | 1114 | STATIC_OVL boolean 1115 | bydoor(x, y) 1116 | register xchar x, y; 1117 | { 1118 | register int typ; 1119 | 1120 | if (isok(x+1, y)) { 1121 | typ = levl[x+1][y].typ; 1122 | if (IS_DOOR(typ) || typ == SDOOR) return TRUE; 1123 | } 1124 | if (isok(x-1, y)) { 1125 | typ = levl[x-1][y].typ; 1126 | if (IS_DOOR(typ) || typ == SDOOR) return TRUE; 1127 | } 1128 | if (isok(x, y+1)) { 1129 | typ = levl[x][y+1].typ; 1130 | if (IS_DOOR(typ) || typ == SDOOR) return TRUE; 1131 | } 1132 | if (isok(x, y-1)) { 1133 | typ = levl[x][y-1].typ; 1134 | if (IS_DOOR(typ) || typ == SDOOR) return TRUE; 1135 | } 1136 | return FALSE; 1137 | } 1138 | 1139 | /* see whether it is allowable to create a door at [x,y] */ 1140 | int 1141 | okdoor(x,y) 1142 | register xchar x, y; 1143 | { 1144 | register boolean near_door = bydoor(x, y); 1145 | 1146 | return((levl[x][y].typ == HWALL || levl[x][y].typ == VWALL) && 1147 | doorindex < DOORMAX && !near_door); 1148 | } 1149 | 1150 | void 1151 | dodoor(x,y,aroom) 1152 | register int x, y; 1153 | register struct mkroom *aroom; 1154 | { 1155 | if(doorindex >= DOORMAX) { 1156 | impossible("DOORMAX exceeded?"); 1157 | return; 1158 | } 1159 | 1160 | dosdoor(x,y,aroom,rn2(8) ? DOOR : SDOOR); 1161 | } 1162 | 1163 | boolean 1164 | occupied(x, y) 1165 | register xchar x, y; 1166 | { 1167 | return((boolean)(t_at(x, y) 1168 | || IS_FURNITURE(levl[x][y].typ) 1169 | || is_lava(x,y) 1170 | || is_pool(x,y) 1171 | || invocation_pos(x,y) 1172 | )); 1173 | } 1174 | 1175 | /* make a trap somewhere (in croom if mazeflag = 0 && !tm) */ 1176 | /* if tm != null, make trap at that location */ 1177 | void 1178 | mktrap(num, mazeflag, croom, tm) 1179 | register int num, mazeflag; 1180 | register struct mkroom *croom; 1181 | coord *tm; 1182 | { 1183 | register int kind; 1184 | coord m; 1185 | 1186 | /* no traps in pools */ 1187 | if (tm && is_pool(tm->x,tm->y)) return; 1188 | 1189 | if (num > 0 && num < TRAPNUM) { 1190 | kind = num; 1191 | #ifdef REINCARNATION 1192 | } else if (Is_rogue_level(&u.uz)) { 1193 | switch (rn2(7)) { 1194 | default: kind = BEAR_TRAP; break; /* 0 */ 1195 | case 1: kind = ARROW_TRAP; break; 1196 | case 2: kind = DART_TRAP; break; 1197 | case 3: kind = TRAPDOOR; break; 1198 | case 4: kind = PIT; break; 1199 | case 5: kind = SLP_GAS_TRAP; break; 1200 | case 6: kind = RUST_TRAP; break; 1201 | } 1202 | #endif 1203 | } else if (Inhell && !rn2(5)) { 1204 | /* bias the frequency of fire traps in Gehennom */ 1205 | kind = FIRE_TRAP; 1206 | } else { 1207 | unsigned lvl = level_difficulty(); 1208 | 1209 | do { 1210 | kind = rnd(TRAPNUM-1); 1211 | /* reject "too hard" traps */ 1212 | switch (kind) { 1213 | case MAGIC_PORTAL: 1214 | kind = NO_TRAP; break; 1215 | case ROLLING_BOULDER_TRAP: 1216 | case SLP_GAS_TRAP: 1217 | if (lvl < 2) kind = NO_TRAP; break; 1218 | case LEVEL_TELEP: 1219 | if (lvl < 5 || level.flags.noteleport) 1220 | kind = NO_TRAP; break; 1221 | case SPIKED_PIT: 1222 | if (lvl < 5) kind = NO_TRAP; break; 1223 | case LANDMINE: 1224 | if (lvl < 6) kind = NO_TRAP; break; 1225 | case WEB: 1226 | if (lvl < 7) kind = NO_TRAP; break; 1227 | case STATUE_TRAP: 1228 | case POLY_TRAP: 1229 | if (lvl < 8) kind = NO_TRAP; break; 1230 | case FIRE_TRAP: 1231 | if (!Inhell) kind = NO_TRAP; break; 1232 | case TELEP_TRAP: 1233 | if (level.flags.noteleport) kind = NO_TRAP; break; 1234 | case HOLE: 1235 | /* make these much less often than other traps */ 1236 | if (rn2(7)) kind = NO_TRAP; break; 1237 | } 1238 | } while (kind == NO_TRAP); 1239 | } 1240 | 1241 | if ((kind == TRAPDOOR || kind == HOLE) && !Can_fall_thru(&u.uz)) 1242 | kind = ROCKTRAP; 1243 | 1244 | if (tm) 1245 | m = *tm; 1246 | else { 1247 | register int tryct = 0; 1248 | boolean avoid_boulder = (kind == PIT || kind == SPIKED_PIT || 1249 | kind == TRAPDOOR || kind == HOLE); 1250 | 1251 | do { 1252 | if (++tryct > 200) 1253 | return; 1254 | if (mazeflag) 1255 | mazexy(&m); 1256 | else if (!somexy(croom,&m)) 1257 | return; 1258 | } while (occupied(m.x, m.y) || 1259 | (avoid_boulder && sobj_at(BOULDER, m.x, m.y))); 1260 | } 1261 | 1262 | (void) maketrap(m.x, m.y, kind); 1263 | if (kind == WEB) (void) makemon(&mons[PM_GIANT_SPIDER], 1264 | m.x, m.y, NO_MM_FLAGS); 1265 | } 1266 | 1267 | void 1268 | mkstairs(x, y, up, croom) 1269 | xchar x, y; 1270 | char up; 1271 | struct mkroom *croom; 1272 | { 1273 | if (!x) { 1274 | impossible("mkstairs: bogus stair attempt at <%d,%d>", x, y); 1275 | return; 1276 | } 1277 | 1278 | /* 1279 | * We can't make a regular stair off an end of the dungeon. This 1280 | * attempt can happen when a special level is placed at an end and 1281 | * has an up or down stair specified in its description file. 1282 | */ 1283 | if ((dunlev(&u.uz) == 1 && up) || 1284 | (dunlev(&u.uz) == dunlevs_in_dungeon(&u.uz) && !up)) 1285 | return; 1286 | 1287 | if(up) { 1288 | xupstair = x; 1289 | yupstair = y; 1290 | upstairs_room = croom; 1291 | } else { 1292 | xdnstair = x; 1293 | ydnstair = y; 1294 | dnstairs_room = croom; 1295 | } 1296 | 1297 | levl[x][y].typ = STAIRS; 1298 | levl[x][y].ladder = up ? LA_UP : LA_DOWN; 1299 | } 1300 | 1301 | STATIC_OVL 1302 | void 1303 | mkfount(mazeflag,croom) 1304 | register int mazeflag; 1305 | register struct mkroom *croom; 1306 | { 1307 | coord m; 1308 | register int tryct = 0; 1309 | 1310 | do { 1311 | if(++tryct > 200) return; 1312 | if(mazeflag) 1313 | mazexy(&m); 1314 | else 1315 | if (!somexy(croom, &m)) 1316 | return; 1317 | } while(occupied(m.x, m.y) || bydoor(m.x, m.y)); 1318 | 1319 | /* Put a fountain at m.x, m.y */ 1320 | levl[m.x][m.y].typ = FOUNTAIN; 1321 | /* Is it a "blessed" fountain? (affects drinking from fountain) */ 1322 | if(!rn2(7)) levl[m.x][m.y].blessedftn = 1; 1323 | 1324 | level.flags.nfountains++; 1325 | } 1326 | 1327 | #ifdef SINKS 1328 | STATIC_OVL void 1329 | mksink(croom) 1330 | register struct mkroom *croom; 1331 | { 1332 | coord m; 1333 | register int tryct = 0; 1334 | 1335 | do { 1336 | if(++tryct > 200) return; 1337 | if (!somexy(croom, &m)) 1338 | return; 1339 | } while(occupied(m.x, m.y) || bydoor(m.x, m.y)); 1340 | 1341 | /* Put a sink at m.x, m.y */ 1342 | levl[m.x][m.y].typ = SINK; 1343 | 1344 | level.flags.nsinks++; 1345 | } 1346 | #endif /* SINKS */ 1347 | 1348 | 1349 | STATIC_OVL void 1350 | mkaltar(croom) 1351 | register struct mkroom *croom; 1352 | { 1353 | coord m; 1354 | register int tryct = 0; 1355 | aligntyp al; 1356 | 1357 | if (croom->rtype != OROOM) return; 1358 | 1359 | do { 1360 | if(++tryct > 200) return; 1361 | if (!somexy(croom, &m)) 1362 | return; 1363 | } while (occupied(m.x, m.y) || bydoor(m.x, m.y)); 1364 | 1365 | /* Put an altar at m.x, m.y */ 1366 | levl[m.x][m.y].typ = ALTAR; 1367 | 1368 | /* -1 - A_CHAOTIC, 0 - A_NEUTRAL, 1 - A_LAWFUL */ 1369 | al = rn2((int)A_LAWFUL+2) - 1; 1370 | levl[m.x][m.y].altarmask = Align2amask( al ); 1371 | } 1372 | 1373 | static void 1374 | mkgrave(croom) 1375 | struct mkroom *croom; 1376 | { 1377 | coord m; 1378 | register int tryct = 0; 1379 | register struct obj *otmp; 1380 | boolean dobell = !rn2(10); 1381 | 1382 | 1383 | if(croom->rtype != OROOM) return; 1384 | 1385 | do { 1386 | if(++tryct > 200) return; 1387 | if (!somexy(croom, &m)) 1388 | return; 1389 | } while (occupied(m.x, m.y) || bydoor(m.x, m.y)); 1390 | 1391 | /* Put a grave at m.x, m.y */ 1392 | make_grave(m.x, m.y, dobell ? "Saved by the bell!" : (char *) 0); 1393 | 1394 | /* Possibly fill it with objects */ 1395 | if (!rn2(3)) (void) mkgold(0L, m.x, m.y); 1396 | for (tryct = rn2(5); tryct; tryct--) { 1397 | otmp = mkobj(RANDOM_CLASS, TRUE); 1398 | if (!otmp) return; 1399 | curse(otmp); 1400 | otmp->ox = m.x; 1401 | otmp->oy = m.y; 1402 | add_to_buried(otmp); 1403 | } 1404 | 1405 | /* Leave a bell, in case we accidentally buried someone alive */ 1406 | if (dobell) (void) mksobj_at(BELL, m.x, m.y, TRUE); 1407 | return; 1408 | } 1409 | 1410 | 1411 | /* maze levels have slightly different constraints from normal levels */ 1412 | #define x_maze_min 2 1413 | #define y_maze_min 2 1414 | /* 1415 | * Major level transmutation: add a set of stairs (to the Sanctum) after 1416 | * an earthquake that leaves behind a a new topology, centered at inv_pos. 1417 | * Assumes there are no rooms within the invocation area and that inv_pos 1418 | * is not too close to the edge of the map. Also assume the hero can see, 1419 | * which is guaranteed for normal play due to the fact that sight is needed 1420 | * to read the Book of the Dead. 1421 | */ 1422 | void 1423 | mkinvokearea() 1424 | { 1425 | int dist; 1426 | xchar xmin = inv_pos.x, xmax = inv_pos.x; 1427 | xchar ymin = inv_pos.y, ymax = inv_pos.y; 1428 | register xchar i; 1429 | 1430 | pline_The("floor shakes violently under you!"); 1431 | pline_The("walls around you begin to bend and crumble!"); 1432 | display_nhwindow(WIN_MESSAGE, TRUE); 1433 | 1434 | mkinvpos(xmin, ymin, 0); /* middle, before placing stairs */ 1435 | 1436 | for(dist = 1; dist < 7; dist++) { 1437 | xmin--; xmax++; 1438 | 1439 | /* top and bottom */ 1440 | if(dist != 3) { /* the area is wider that it is high */ 1441 | ymin--; ymax++; 1442 | for(i = xmin+1; i < xmax; i++) { 1443 | mkinvpos(i, ymin, dist); 1444 | mkinvpos(i, ymax, dist); 1445 | } 1446 | } 1447 | 1448 | /* left and right */ 1449 | for(i = ymin; i <= ymax; i++) { 1450 | mkinvpos(xmin, i, dist); 1451 | mkinvpos(xmax, i, dist); 1452 | } 1453 | 1454 | flush_screen(1); /* make sure the new glyphs shows up */ 1455 | delay_output(); 1456 | } 1457 | 1458 | You("are standing at the top of a stairwell leading down!"); 1459 | mkstairs(u.ux, u.uy, 0, (struct mkroom *)0); /* down */ 1460 | newsym(u.ux, u.uy); 1461 | vision_full_recalc = 1; /* everything changed */ 1462 | } 1463 | 1464 | /* Change level topology. Boulders in the vicinity are eliminated. 1465 | * Temporarily overrides vision in the name of a nice effect. 1466 | */ 1467 | STATIC_OVL void 1468 | mkinvpos(x,y,dist) 1469 | xchar x,y; 1470 | int dist; 1471 | { 1472 | struct trap *ttmp; 1473 | struct obj *otmp; 1474 | boolean make_rocks; 1475 | register struct rm *lev = &levl[x][y]; 1476 | 1477 | /* clip at existing map borders if necessary */ 1478 | if (!within_bounded_area(x, y, x_maze_min + 1, y_maze_min + 1, 1479 | x_maze_max - 1, y_maze_max - 1)) { 1480 | /* only outermost 2 columns and/or rows may be truncated due to edge */ 1481 | if (dist < (7 - 2)) 1482 | panic("mkinvpos: <%d,%d> (%d) off map edge!", x, y, dist); 1483 | return; 1484 | } 1485 | 1486 | /* clear traps */ 1487 | if ((ttmp = t_at(x,y)) != 0) deltrap(ttmp); 1488 | 1489 | /* clear boulders; leave some rocks for non-{moat|trap} locations */ 1490 | make_rocks = (dist != 1 && dist != 4 && dist != 5) ? TRUE : FALSE; 1491 | while ((otmp = sobj_at(BOULDER, x, y)) != 0) { 1492 | if (make_rocks) { 1493 | fracture_rock(otmp); 1494 | make_rocks = FALSE; /* don't bother with more rocks */ 1495 | } else { 1496 | obj_extract_self(otmp); 1497 | obfree(otmp, (struct obj *)0); 1498 | } 1499 | } 1500 | unblock_point(x,y); /* make sure vision knows this location is open */ 1501 | 1502 | /* fake out saved state */ 1503 | lev->seenv = 0; 1504 | lev->doormask = 0; 1505 | if(dist < 6) lev->lit = TRUE; 1506 | lev->waslit = TRUE; 1507 | lev->horizontal = FALSE; 1508 | viz_array[y][x] = (dist < 6 ) ? 1509 | (IN_SIGHT|COULD_SEE) : /* short-circuit vision recalc */ 1510 | COULD_SEE; 1511 | 1512 | switch(dist) { 1513 | case 1: /* fire traps */ 1514 | if (is_pool(x,y)) break; 1515 | lev->typ = ROOM; 1516 | ttmp = maketrap(x, y, FIRE_TRAP); 1517 | if (ttmp) ttmp->tseen = TRUE; 1518 | break; 1519 | case 0: /* lit room locations */ 1520 | case 2: 1521 | case 3: 1522 | case 6: /* unlit room locations */ 1523 | lev->typ = ROOM; 1524 | break; 1525 | case 4: /* pools (aka a wide moat) */ 1526 | case 5: 1527 | lev->typ = MOAT; 1528 | /* No kelp! */ 1529 | break; 1530 | default: 1531 | impossible("mkinvpos called with dist %d", dist); 1532 | break; 1533 | } 1534 | 1535 | /* display new value of position; could have a monster/object on it */ 1536 | newsym(x,y); 1537 | } 1538 | 1539 | /* 1540 | * The portal to Ludios is special. The entrance can only occur within a 1541 | * vault in the main dungeon at a depth greater than 10. The Ludios branch 1542 | * structure reflects this by having a bogus "source" dungeon: the value 1543 | * of n_dgns (thus, Is_branchlev() will never find it). 1544 | * 1545 | * Ludios will remain isolated until the branch is corrected by this function. 1546 | */ 1547 | STATIC_OVL void 1548 | mk_knox_portal(x, y) 1549 | xchar x, y; 1550 | { 1551 | extern int n_dgns; /* from dungeon.c */ 1552 | d_level *source; 1553 | branch *br; 1554 | schar u_depth; 1555 | 1556 | br = dungeon_branch("Fort Ludios"); 1557 | if (on_level(&knox_level, &br->end1)) { 1558 | source = &br->end2; 1559 | } else { 1560 | /* disallow Knox branch on a level with one branch already */ 1561 | if(Is_branchlev(&u.uz)) 1562 | return; 1563 | source = &br->end1; 1564 | } 1565 | 1566 | /* Already set or 2/3 chance of deferring until a later level. */ 1567 | if (source->dnum < n_dgns || (rn2(3) 1568 | #ifdef WIZARD 1569 | && !wizard 1570 | #endif 1571 | )) return; 1572 | 1573 | if (! (u.uz.dnum == oracle_level.dnum /* in main dungeon */ 1574 | && !at_dgn_entrance("The Quest") /* but not Quest's entry */ 1575 | && (u_depth = depth(&u.uz)) > 10 /* beneath 10 */ 1576 | && u_depth < depth(&medusa_level))) /* and above Medusa */ 1577 | return; 1578 | 1579 | /* Adjust source to be current level and re-insert branch. */ 1580 | *source = u.uz; 1581 | insert_branch(br, TRUE); 1582 | 1583 | #ifdef DEBUG 1584 | pline("Made knox portal."); 1585 | #endif 1586 | place_branch(br, x, y); 1587 | } 1588 | 1589 | /*mklev.c*/