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Source:NetHack 3.2.0/extralev.c

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Below is the full text to extralev.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/extralev.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

The NetHack General Public License applies to screenshots, source code and other content from NetHack.
1.    /*	SCCS Id: @(#)extralev.c	3.2	94/06/08	*/
2.    /*	Copyright 1988, 1989 by Ken Arromdee				*/
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    /*
6.     * Support code for "rogue"-style level.
7.     */
8.    
9.    #include "hack.h"
10.   
11.   #ifdef REINCARNATION
12.   
13.   struct rogueroom {
14.   	xchar rlx, rly;
15.   	xchar dx, dy;
16.   	boolean real;
17.   	uchar doortable;
18.   	int nroom; /* Only meaningful for "real" rooms */
19.   };
20.   #define UP 1
21.   #define DOWN 2
22.   #define LEFT 4
23.   #define RIGHT 8
24.   
25.   static NEARDATA struct rogueroom r[3][3];
26.   static void FDECL(roguejoin,(int,int,int,int,int));
27.   static void FDECL(roguecorr,(int,int,int));
28.   static void FDECL(miniwalk,(int,int));
29.   
30.   static
31.   void
32.   roguejoin(x1,y1,x2,y2, horiz)
33.   int x1,y1,x2,y2;
34.   int horiz;
35.   {
36.   	register int x,y,middle;
37.   #ifndef MAX
38.   #define MAX(a,b) (((a) > (b)) ? (a) : (b))
39.   #endif
40.   #ifndef MIN
41.   #define MIN(a,b) (((a) < (b)) ? (a) : (b))
42.   #endif
43.   	if (horiz) {
44.   		middle = x1 + rn2(x2-x1+1);
45.   		for(x=MIN(x1,middle); x<=MAX(x1,middle); x++)
46.   			corr(x, y1);
47.   		for(y=MIN(y1,y2); y<=MAX(y1,y2); y++)
48.   			corr(middle,y);
49.   		for(x=MIN(middle,x2); x<=MAX(middle,x2); x++)
50.   			corr(x, y2);
51.   	} else {
52.   		middle = y1 + rn2(y2-y1+1);
53.   		for(y=MIN(y1,middle); y<=MAX(y1,middle); y++)
54.   			corr(x1, y);
55.   		for(x=MIN(x1,x2); x<=MAX(x1,x2); x++)
56.   			corr(x, middle);
57.   		for(y=MIN(middle,y2); y<=MAX(middle,y2); y++)
58.   			corr(x2,y);
59.   	}
60.   }
61.   
62.   static
63.   void
64.   roguecorr(x, y, dir)
65.   int x,y,dir;
66.   {
67.   	register int fromx, fromy, tox, toy;
68.   
69.   	if (dir==DOWN) {
70.   		r[x][y].doortable &= ~DOWN;
71.   		if (!r[x][y].real) {
72.   			fromx = r[x][y].rlx; fromy = r[x][y].rly;
73.   			fromx += 1 + 26*x; fromy += 7*y;
74.   		} else {
75.   			fromx = r[x][y].rlx + rn2(r[x][y].dx);
76.   			fromy = r[x][y].rly + r[x][y].dy;
77.   			fromx += 1 + 26*x; fromy += 7*y;
78.   			if (!IS_WALL(levl[fromx][fromy].typ))
79.   				impossible("down: no wall at %d,%d?",fromx,
80.   									fromy);
81.   			dodoor(fromx, fromy, &rooms[r[x][y].nroom]);
82.   			levl[fromx][fromy].doormask = D_NODOOR;
83.   			fromy++;
84.   		}
85.   		if(y >= 2) {
86.   			impossible("down door from %d,%d going nowhere?",x,y);
87.   			return;
88.   		}
89.   		y++;
90.   		r[x][y].doortable &= ~UP;
91.   		if (!r[x][y].real) {
92.   			tox = r[x][y].rlx; toy = r[x][y].rly;
93.   			tox += 1 + 26*x; toy += 7*y;
94.   		} else {
95.   			tox = r[x][y].rlx + rn2(r[x][y].dx);
96.   			toy = r[x][y].rly - 1;
97.   			tox += 1 + 26*x; toy += 7*y;
98.   			if (!IS_WALL(levl[tox][toy].typ))
99.   				impossible("up: no wall at %d,%d?",tox,toy);
100.  			dodoor(tox, toy, &rooms[r[x][y].nroom]);
101.  			levl[tox][toy].doormask = D_NODOOR;
102.  			toy--;
103.  		}
104.  		roguejoin(fromx, fromy, tox, toy, FALSE);
105.  		return;
106.  	} else if (dir == RIGHT) {
107.  		r[x][y].doortable &= ~RIGHT;
108.  		if (!r[x][y].real) {
109.  			fromx = r[x][y].rlx; fromy = r[x][y].rly;
110.  			fromx += 1 + 26*x; fromy += 7*y;
111.  		} else {
112.  			fromx = r[x][y].rlx + r[x][y].dx;
113.  			fromy = r[x][y].rly + rn2(r[x][y].dy);
114.  			fromx += 1 + 26*x; fromy += 7*y;
115.  			if (!IS_WALL(levl[fromx][fromy].typ))
116.  				impossible("down: no wall at %d,%d?",fromx,
117.  									fromy);
118.  			dodoor(fromx, fromy, &rooms[r[x][y].nroom]);
119.  			levl[fromx][fromy].doormask = D_NODOOR;
120.  			fromx++;
121.  		}
122.  		if(x >= 2) {
123.  			impossible("right door from %d,%d going nowhere?",x,y);
124.  			return;
125.  		}
126.  		x++;
127.  		r[x][y].doortable &= ~LEFT;
128.  		if (!r[x][y].real) {
129.  			tox = r[x][y].rlx; toy = r[x][y].rly;
130.  			tox += 1 + 26*x; toy += 7*y;
131.  		} else {
132.  			tox = r[x][y].rlx - 1;
133.  			toy = r[x][y].rly + rn2(r[x][y].dy);
134.  			tox += 1 + 26*x; toy += 7*y;
135.  			if (!IS_WALL(levl[tox][toy].typ))
136.  				impossible("left: no wall at %d,%d?",tox,toy);
137.  			dodoor(tox, toy, &rooms[r[x][y].nroom]);
138.  			levl[tox][toy].doormask = D_NODOOR;
139.  			tox--;
140.  		}
141.  		roguejoin(fromx, fromy, tox, toy, TRUE);
142.  		return;
143.  	} else impossible("corridor in direction %d?",dir);
144.  }
145.  			
146.  /* Modified walkfrom() from mkmaze.c */
147.  static
148.  void
149.  miniwalk(x, y)
150.  int x,y;
151.  {
152.  	register int q, dir;
153.  	int dirs[4];
154.  
155.  	while(1) {
156.  		q = 0;
157.  #define doorhere (r[x][y].doortable)
158.  		if (x>0 && (!(doorhere & LEFT)) &&
159.  					(!r[x-1][y].doortable || !rn2(10)))
160.  			dirs[q++] = 0;
161.  		if (x<2 && (!(doorhere & RIGHT)) &&
162.  					(!r[x+1][y].doortable || !rn2(10)))
163.  			dirs[q++] = 1;
164.  		if (y>0 && (!(doorhere & UP)) &&
165.  					(!r[x][y-1].doortable || !rn2(10)))
166.  			dirs[q++] = 2;
167.  		if (y<2 && (!(doorhere & DOWN)) &&
168.  					(!r[x][y+1].doortable || !rn2(10)))
169.  			dirs[q++] = 3;
170.  	/* Rogue levels aren't just 3 by 3 mazes; they have some extra
171.  	 * connections, thus that 1/10 chance
172.  	 */
173.  		if (!q) return;
174.  		dir = dirs[rn2(q)];
175.  		switch(dir) { /* Move in direction */
176.  			case 0: doorhere |= LEFT;
177.  				x--;
178.  				doorhere |= RIGHT;
179.  				break;
180.  			case 1: doorhere |= RIGHT;
181.  				x++;
182.  				doorhere |= LEFT;
183.  				break;
184.  			case 2: doorhere |= UP;
185.  				y--;
186.  				doorhere |= DOWN;
187.  				break;
188.  			case 3: doorhere |= DOWN;
189.  				y++;
190.  				doorhere |= UP;
191.  				break;
192.  		}
193.  		miniwalk(x,y);
194.  	}
195.  }
196.  
197.  void
198.  makeroguerooms() {
199.  	register int x,y;
200.  	/* Rogue levels are structured 3 by 3, with each section containing
201.  	 * a room or an intersection.  The minimum width is 2 each way.
202.  	 * One difference between these and "real" Rogue levels: real Rogue
203.  	 * uses 24 rows and NetHack only 23.  So we cheat a bit by making the
204.  	 * second row of rooms not as deep.
205.  	 *
206.  	 * Each normal space has 6/7 rows and 25 columns in which a room may
207.  	 * actually be placed.  Walls go from rows 0-5/6 and columns 0-24.
208.  	 * Not counting walls, the room may go in
209.  	 * rows 1-5 and columns 1-23 (numbering starting at 0).  A room
210.  	 * coordinate of this type may be converted to a level coordinate
211.  	 * by adding 1+28*x to the column, and 7*y to the row.  (The 1
212.  	 * is because column 0 isn't used [we only use 1-78]).
213.  	 * Room height may be 2-4 (2-5 on last row), length 2-23 (not
214.  	 * counting walls)
215.  	 */
216.  #define here r[x][y]
217.  
218.  	nroom = 0;
219.  	for(y=0; y<3; y++) for(x=0; x<3; x++) {
220.  		/* Note: we want to insure at least 1 room.  So, if the
221.  		 * first 8 are all dummies, force the last to be a room.
222.  		 */
223.  		if (!rn2(5) && (nroom || (x<2 && y<2))) {
224.  			/* Arbitrary: dummy rooms may only go where real
225.  			 * ones do.
226.  			 */
227.  			here.real = FALSE;
228.  			here.rlx = rn1(22, 2);
229.  			here.rly = rn1((y==2)?4:3, 2);
230.  		} else {
231.  			here.real = TRUE;
232.  			here.dx = rn1(22, 2); /* 2-23 long, plus walls */
233.  			here.dy = rn1((y==2)?4:3, 2); /* 2-5 high, plus walls */
234.  
235.  			/* boundaries of room floor */
236.  			here.rlx = rnd(23 - here.dx + 1);
237.  			here.rly = rnd(((y==2) ? 5 : 4)- here.dy + 1);
238.  			nroom++;
239.  		}
240.  		here.doortable = 0;
241.  	}
242.  	miniwalk(rn2(3), rn2(3));
243.  	nroom = 0;
244.  	for(y=0; y<3; y++) for(x=0; x<3; x++) {
245.  		if (here.real) { /* Make a room */
246.  			int lowx, lowy, hix, hiy;
247.  
248.  			r[x][y].nroom = nroom;
249.  			smeq[nroom] = nroom;
250.  
251.  			lowx = 1 + 26*x + here.rlx;
252.  			lowy = 7*y + here.rly;
253.  			hix = 1 + 26*x + here.rlx + here.dx - 1;
254.  			hiy = 7*y + here.rly + here.dy - 1;
255.  			/* Strictly speaking, it should be lit only if above
256.  			 * level 10, but since Rogue rooms are only
257.  			 * encountered below level 10, use !rn2(7).
258.  			 */
259.  			add_room(lowx, lowy, hix, hiy,
260.  				 (boolean) !rn2(7), OROOM, FALSE);
261.  		}
262.  	}
263.  
264.  	/* Now, add connecting corridors. */
265.  	for(y=0; y<3; y++) for(x=0; x<3; x++) {
266.  		if (here.doortable & DOWN)
267.  			roguecorr(x, y, DOWN);
268.  		if (here.doortable & RIGHT)
269.  			roguecorr(x, y, RIGHT);
270.  		if (here.doortable & LEFT)
271.  			impossible ("left end of %d, %d never connected?",x,y);
272.  		if (here.doortable & UP)
273.  			impossible ("up end of %d, %d never connected?",x,y);
274.  	}
275.  }
276.  
277.  void
278.  corr(x,y)
279.  int x, y;
280.  {
281.  	if (rn2(50)) {
282.  		levl[x][y].typ = CORR;
283.  	} else {
284.  		levl[x][y].typ = SCORR;
285.  	}
286.  }
287.  
288.  void
289.  makerogueghost()
290.  {
291.  	register struct monst *ghost;
292.  	struct obj *ghostobj;
293.  	struct mkroom *croom;
294.  	int x,y;
295.  
296.  	if (!nroom) return; /* Should never happen */
297.  	croom = &rooms[rn2(nroom)];
298.  	x = somex(croom); y = somey(croom);
299.  	if (!(ghost = makemon(&mons[PM_GHOST], x, y)))
300.  		return;
301.  	ghost->msleep = 1;
302.  	Strcpy((char *)ghost->mextra, roguename());
303.  
304.  	if (rn2(4)) {
305.  		ghostobj = mksobj_at(FOOD_RATION,x,y,FALSE);
306.  		ghostobj->quan = (long) rnd(7);
307.  		ghostobj->owt = weight(ghostobj);
308.  	}
309.  	if (rn2(2)) {
310.  		ghostobj = mksobj_at(MACE,x,y,FALSE);
311.  		ghostobj->spe = rnd(3);
312.  		if (rn2(4)) curse(ghostobj);
313.  	} else {
314.  		ghostobj = mksobj_at(TWO_HANDED_SWORD,x,y,FALSE);
315.  		ghostobj->spe = rnd(5) - 2;
316.  		if (rn2(4)) curse(ghostobj);
317.  	}
318.  	ghostobj = mksobj_at(BOW,x,y,FALSE);
319.  	ghostobj->spe = 1;
320.  	if (rn2(4)) curse(ghostobj);
321.  
322.  	ghostobj = mksobj_at(ARROW,x,y,FALSE);
323.  	ghostobj->spe = 0;
324.  	ghostobj->quan = (long) rn1(10,25);
325.  	ghostobj->owt = weight(ghostobj);
326.  	if (rn2(4)) curse(ghostobj);
327.  
328.  	if (rn2(2)) {
329.  		ghostobj = mksobj_at(RING_MAIL,x,y,FALSE);
330.  		ghostobj->spe = rn2(3);
331.  		if (!rn2(3)) ghostobj->oerodeproof = TRUE;
332.  		if (rn2(4)) curse(ghostobj);
333.  	} else {
334.  		ghostobj = mksobj_at(PLATE_MAIL,x,y,FALSE);
335.  		ghostobj->spe = rnd(5) - 2;
336.  		if (!rn2(3)) ghostobj->oerodeproof = TRUE;
337.  		if (rn2(4)) curse(ghostobj);
338.  	}
339.  	if (rn2(2)) {
340.  		ghostobj = mksobj_at(FAKE_AMULET_OF_YENDOR,x,y,TRUE);
341.  		ghostobj->known = TRUE;
342.  	}
343.  }
344.  #endif /* REINCARNATION /**/
345.  
346.  /*extralev.c*/

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