Wikia

Wikihack

Source:NetHack 3.3.0/mkroom.c

2,032pages on
this wiki
Talk0

Below is the full text to mkroom.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mkroom.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: @(#)mkroom.c	3.3	97/05/25	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    /*
6.     * Entry points:
7.     *	mkroom() -- make and stock a room of a given type
8.     *	nexttodoor() -- return TRUE if adjacent to a door
9.     *	has_dnstairs() -- return TRUE if given room has a down staircase
10.    *	has_upstairs() -- return TRUE if given room has an up staircase
11.    *	courtmon() -- generate a court monster
12.    *	save_rooms() -- save rooms into file fd
13.    *	rest_rooms() -- restore rooms from file fd
14.    */
15.   
16.   #include "hack.h"
17.   
18.   #ifdef OVLB
19.   STATIC_DCL boolean FDECL(isbig, (struct mkroom *));
20.   STATIC_DCL struct mkroom * FDECL(pick_room,(BOOLEAN_P));
21.   STATIC_DCL void NDECL(mkshop), FDECL(mkzoo,(int)), NDECL(mkswamp);
22.   STATIC_DCL void NDECL(mktemple);
23.   STATIC_DCL coord * FDECL(shrine_pos, (int));
24.   STATIC_DCL struct permonst * NDECL(morguemon);
25.   STATIC_DCL struct permonst * NDECL(antholemon);
26.   STATIC_DCL struct permonst * NDECL(squadmon);
27.   STATIC_DCL void FDECL(save_room, (int,struct mkroom *));
28.   STATIC_DCL void FDECL(rest_room, (int,struct mkroom *));
29.   #endif /* OVLB */
30.   
31.   #define sq(x) ((x)*(x))
32.   
33.   extern const struct shclass shtypes[];	/* defined in shknam.c */
34.   
35.   #ifdef OVLB
36.   
37.   STATIC_OVL boolean
38.   isbig(sroom)
39.   register struct mkroom *sroom;
40.   {
41.   	register int area = (sroom->hx - sroom->lx + 1)
42.   			   * (sroom->hy - sroom->ly + 1);
43.   	return((boolean)( area > 20 ));
44.   }
45.   
46.   void
47.   mkroom(roomtype)
48.   /* make and stock a room of a given type */
49.   int	roomtype;
50.   {
51.       if (roomtype >= SHOPBASE)
52.   	mkshop();	/* someday, we should be able to specify shop type */
53.       else switch(roomtype) {
54.   	case COURT:	mkzoo(COURT); break;
55.   	case ZOO:	mkzoo(ZOO); break;
56.   	case BEEHIVE:	mkzoo(BEEHIVE); break;
57.   	case MORGUE:	mkzoo(MORGUE); break;
58.   	case BARRACKS:	mkzoo(BARRACKS); break;
59.   	case SWAMP:	mkswamp(); break;
60.   	case TEMPLE:	mktemple(); break;
61.   	case LEPREHALL:	mkzoo(LEPREHALL); break;
62.   	case COCKNEST:	mkzoo(COCKNEST); break;
63.   	case ANTHOLE:	mkzoo(ANTHOLE); break;
64.   	default:	impossible("Tried to make a room of type %d.", roomtype);
65.       }
66.   }
67.   
68.   STATIC_OVL void
69.   mkshop()
70.   {
71.   	register struct mkroom *sroom;
72.   	int i = -1;
73.   #ifdef WIZARD
74.   	char *ep = (char *)0;	/* (init == lint suppression) */
75.   
76.   	/* first determine shoptype */
77.   	if(wizard){
78.   #ifndef MAC
79.   		ep = getenv("SHOPTYPE");
80.   		if(ep){
81.   			if(*ep == 'z' || *ep == 'Z'){
82.   				mkzoo(ZOO);
83.   				return;
84.   			}
85.   			if(*ep == 'm' || *ep == 'M'){
86.   				mkzoo(MORGUE);
87.   				return;
88.   			}
89.   			if(*ep == 'b' || *ep == 'B'){
90.   				mkzoo(BEEHIVE);
91.   				return;
92.   			}
93.   			if(*ep == 't' || *ep == 'T' || *ep == '\\'){
94.   				mkzoo(COURT);
95.   				return;
96.   			}
97.   			if(*ep == 's' || *ep == 'S'){
98.   				mkzoo(BARRACKS);
99.   				return;
100.  			}
101.  			if(*ep == 'a' || *ep == 'A'){
102.  				mkzoo(ANTHOLE);
103.  				return;
104.  			}
105.  			if(*ep == 'c' || *ep == 'C'){
106.  				mkzoo(COCKNEST);
107.  				return;
108.  			}
109.  			if(*ep == 'l' || *ep == 'L'){
110.  				mkzoo(LEPREHALL);
111.  				return;
112.  			}
113.  			if(*ep == '_'){
114.  				mktemple();
115.  				return;
116.  			}
117.  			if(*ep == '}'){
118.  				mkswamp();
119.  				return;
120.  			}
121.  			for(i=0; shtypes[i].name; i++)
122.  				if(*ep == def_oc_syms[(int)shtypes[i].symb])
123.  				    goto gottype;
124.  			if(*ep == 'g' || *ep == 'G')
125.  				i = 0;
126.  			else
127.  				i = -1;
128.  		}
129.  #endif
130.  	}
131.  gottype:
132.  #endif
133.  	for(sroom = &rooms[0]; ; sroom++){
134.  		if(sroom->hx < 0) return;
135.  		if(sroom - rooms >= nroom) {
136.  			pline("rooms not closed by -1?");
137.  			return;
138.  		}
139.  		if(sroom->rtype != OROOM) continue;
140.  		if(has_dnstairs(sroom) || has_upstairs(sroom))
141.  			continue;
142.  		if(
143.  #ifdef WIZARD
144.  		   (wizard && ep && sroom->doorct != 0) ||
145.  #endif
146.  			sroom->doorct == 1) break;
147.  	}
148.  	if (!sroom->rlit) {
149.  		int x, y;
150.  
151.  		for(x = sroom->lx - 1; x <= sroom->hx + 1; x++)
152.  		for(y = sroom->ly - 1; y <= sroom->hy + 1; y++)
153.  			levl[x][y].lit = 1;
154.  		sroom->rlit = 1;
155.  	}
156.  
157.  	if(i < 0) {			/* shoptype not yet determined */
158.  	    register int j;
159.  
160.  	    /* pick a shop type at random */
161.  	    for (j = rnd(100), i = 0; (j -= shtypes[i].prob) > 0; i++)
162.  		continue;
163.  
164.  	    /* big rooms cannot be wand or book shops,
165.  	     * - so make them general stores
166.  	     */
167.  	    if(isbig(sroom) && (shtypes[i].symb == WAND_CLASS
168.  				|| shtypes[i].symb == SPBOOK_CLASS)) i = 0;
169.  	}
170.  	sroom->rtype = SHOPBASE + i;
171.  
172.  	/* set room bits before stocking the shop */
173.  #ifdef SPECIALIZATION
174.  	topologize(sroom, FALSE); /* doesn't matter - this is a special room */
175.  #else
176.  	topologize(sroom);
177.  #endif
178.  
179.  	/* stock the room with a shopkeeper and artifacts */
180.  	stock_room(i, sroom);
181.  }
182.  
183.  STATIC_OVL struct mkroom *
184.  pick_room(strict)
185.  register boolean strict;
186.  /* pick an unused room, preferably with only one door */
187.  {
188.  	register struct mkroom *sroom;
189.  	register int i = nroom;
190.  
191.  	for(sroom = &rooms[rn2(nroom)]; i--; sroom++) {
192.  		if(sroom == &rooms[nroom])
193.  			sroom = &rooms[0];
194.  		if(sroom->hx < 0)
195.  			return (struct mkroom *)0;
196.  		if(sroom->rtype != OROOM)	continue;
197.  		if(!strict) {
198.  		    if(has_upstairs(sroom) || (has_dnstairs(sroom) && rn2(3)))
199.  			continue;
200.  		} else if(has_upstairs(sroom) || has_dnstairs(sroom))
201.  			continue;
202.  		if(sroom->doorct == 1 || !rn2(5)
203.  #ifdef WIZARD
204.  						|| wizard
205.  #endif
206.  							)
207.  			return sroom;
208.  	}
209.  	return (struct mkroom *)0;
210.  }
211.  
212.  STATIC_OVL void
213.  mkzoo(type)
214.  int type;
215.  {
216.  	register struct mkroom *sroom;
217.  
218.  	if ((sroom = pick_room(FALSE)) != 0) {
219.  		sroom->rtype = type;
220.  		fill_zoo(sroom);
221.  	}
222.  }
223.  
224.  void
225.  fill_zoo(sroom)
226.  struct mkroom *sroom;
227.  {
228.  	struct monst *mon;
229.  	register int sx,sy,i;
230.  	int sh, tx, ty, goldlim, type = sroom->rtype;
231.  	int rmno = (sroom - rooms) + ROOMOFFSET;
232.  	coord mm;
233.  
234.  #ifdef GCC_WARN
235.  	tx = ty = goldlim = 0;
236.  #endif
237.  
238.  	sh = sroom->fdoor;
239.  	switch(type) {
240.  	    case COURT:
241.  		if(level.flags.is_maze_lev) {
242.  		    for(tx = sroom->lx; tx <= sroom->hx; tx++)
243.  			for(ty = sroom->ly; ty <= sroom->hy; ty++)
244.  			    if(IS_THRONE(levl[tx][ty].typ))
245.  				goto throne_placed;
246.  		}
247.  		i = 100;
248.  		do {	/* don't place throne on top of stairs */
249.  			(void) somexy(sroom, &mm);
250.  			tx = mm.x; ty = mm.y;
251.  		} while (occupied((xchar)tx, (xchar)ty) && --i > 0);
252.  	    throne_placed:
253.  		/* TODO: try to ensure the enthroned monster is an M2_PRINCE */
254.  		break;
255.  	    case BEEHIVE:
256.  		tx = sroom->lx + (sroom->hx - sroom->lx + 1)/2;
257.  		ty = sroom->ly + (sroom->hy - sroom->ly + 1)/2;
258.  		if(sroom->irregular) {
259.  		    /* center might not be valid, so put queen elsewhere */
260.  		    if ((int) levl[tx][ty].roomno != rmno ||
261.  			    levl[tx][ty].edge) {
262.  			(void) somexy(sroom, &mm);
263.  			tx = mm.x; ty = mm.y;
264.  		    }
265.  		}
266.  		break;
267.  	    case ZOO:
268.  	    case LEPREHALL:
269.  		goldlim = 500 * level_difficulty();
270.  		break;
271.  	}
272.  	for(sx = sroom->lx; sx <= sroom->hx; sx++)
273.  	    for(sy = sroom->ly; sy <= sroom->hy; sy++) {
274.  		if(sroom->irregular) {
275.  		    if ((int) levl[sx][sy].roomno != rmno ||
276.  			  levl[sx][sy].edge ||
277.  			  (sroom->doorct &&
278.  			   distmin(sx, sy, doors[sh].x, doors[sh].y) <= 1))
279.  			continue;
280.  		} else if(!SPACE_POS(levl[sx][sy].typ) ||
281.  			  (sroom->doorct &&
282.  			   ((sx == sroom->lx && doors[sh].x == sx-1) ||
283.  			    (sx == sroom->hx && doors[sh].x == sx+1) ||
284.  			    (sy == sroom->ly && doors[sh].y == sy-1) ||
285.  			    (sy == sroom->hy && doors[sh].y == sy+1))))
286.  		    continue;
287.  		/* don't place monster on explicitly placed throne */
288.  		if(type == COURT && IS_THRONE(levl[sx][sy].typ))
289.  		    continue;
290.  		mon = makemon(
291.  		    (type == COURT) ? courtmon() :
292.  		    (type == BARRACKS) ? squadmon() :
293.  		    (type == MORGUE) ? morguemon() :
294.  		    (type == BEEHIVE) ?
295.  			(sx == tx && sy == ty ? &mons[PM_QUEEN_BEE] :
296.  			 &mons[PM_KILLER_BEE]) :
297.  		    (type == LEPREHALL) ? &mons[PM_LEPRECHAUN] :
298.  		    (type == COCKNEST) ? &mons[PM_COCKATRICE] :
299.  		    (type == ANTHOLE) ? antholemon() :
300.  		    (struct permonst *) 0,
301.  		   sx, sy, NO_MM_FLAGS);
302.  		if(mon) {
303.  			mon->msleeping = 1;
304.  			if (type==COURT && mon->mpeaceful) {
305.  				mon->mpeaceful = 0;
306.  				set_malign(mon);
307.  			}
308.  		}
309.  		switch(type) {
310.  		    case ZOO:
311.  		    case LEPREHALL:
312.  			if(sroom->doorct)
313.  			{
314.  			    int distval = dist2(sx,sy,doors[sh].x,doors[sh].y);
315.  			    i = sq(distval);
316.  			}
317.  			else
318.  			    i = goldlim;
319.  			if(i >= goldlim) i = 5*level_difficulty();
320.  			goldlim -= i;
321.  			(void) mkgold((long) rn1(i, 10), sx, sy);
322.  			break;
323.  		    case MORGUE:
324.  			if(!rn2(5))
325.  			    (void) mk_tt_object(CORPSE, sx, sy);
326.  			if(!rn2(10))	/* lots of treasure buried with dead */
327.  			    (void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST,
328.  					     sx, sy, TRUE);
329.  			if (!rn2(5) && levl[sx][sy].typ == ROOM)
330.  			    levl[sx][sy].typ = GRAVE;
331.  			break;
332.  		    case BEEHIVE:
333.  			if(!rn2(3))
334.  			    (void) mksobj_at(LUMP_OF_ROYAL_JELLY, sx, sy, TRUE);
335.  			break;
336.  		    case BARRACKS:
337.  			if(!rn2(20))	/* the payroll and some loot */
338.  			    (void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST,
339.  					     sx, sy, TRUE);
340.  			break;
341.  		    case COCKNEST:
342.  			if(!rn2(3)) {
343.  			    struct obj *sobj = mk_tt_object(STATUE, sx, sy);
344.  
345.  			    if (sobj)
346.  			    	for (i = rn2(5); i; i--)
347.  			    	    add_to_container(sobj, mkobj(RANDOM_CLASS, FALSE));
348.  			}
349.  			break;
350.  		    case ANTHOLE:
351.  			if(!rn2(3))
352.  			    (void) mkobj_at(FOOD_CLASS, sx, sy, TRUE);
353.  			break;
354.  		}
355.  	    }
356.  	switch (type) {
357.  	      case COURT:
358.  		{
359.  		  struct obj *chest;
360.  		  levl[tx][ty].typ = THRONE;
361.  		  (void) somexy(sroom, &mm);
362.  		  (void) mkgold((long) rn1(50 * level_difficulty(),10), mm.x, mm.y);
363.  		  chest = mksobj_at(CHEST, mm.x, mm.y, TRUE); /* the royal coffers */
364.  		  chest->spe = 2; /* so it can be found later */
365.  		  level.flags.has_court = 1;
366.  		  break;
367.  		}
368.  	      case BARRACKS:
369.  		  level.flags.has_barracks = 1;
370.  		  break;
371.  	      case ZOO:
372.  		  level.flags.has_zoo = 1;
373.  		  break;
374.  	      case MORGUE:
375.  		  level.flags.has_morgue = 1;
376.  		  break;
377.  	      case SWAMP:
378.  		  level.flags.has_swamp = 1;
379.  		  break;
380.  	      case BEEHIVE:
381.  		  level.flags.has_beehive = 1;
382.  		  break;
383.  	}
384.  }
385.  
386.  /* make a swarm of undead around mm */
387.  void
388.  mkundead(mm, revive_corpses, mm_flags)
389.  coord *mm;
390.  boolean revive_corpses;
391.  int mm_flags;
392.  {
393.  	int cnt = (level_difficulty() + 1)/10 + rnd(5);
394.  	struct permonst *mdat;
395.  	struct obj *otmp;
396.  	coord cc;
397.  
398.  	while (cnt--) {
399.  	    mdat = morguemon();
400.  	    if (enexto(&cc, mm->x, mm->y, mdat) &&
401.  		    (!revive_corpses ||
402.  		     !(otmp = sobj_at(CORPSE, cc.x, cc.y)) ||
403.  		     !revive(otmp)))
404.  		(void) makemon(mdat, cc.x, cc.y, mm_flags);
405.  	}
406.  	level.flags.graveyard = TRUE;	/* reduced chance for undead corpse */
407.  }
408.  
409.  STATIC_OVL struct permonst *
410.  morguemon()
411.  {
412.  	register int i = rn2(100), hd = rn2(level_difficulty());
413.  
414.  	if(hd > 10 && i < 10)
415.  		return((Inhell || In_endgame(&u.uz)) ? mkclass(S_DEMON,0) :
416.  						       &mons[ndemon(A_NONE)]);
417.  	if(hd > 8 && i > 85)
418.  		return(mkclass(S_VAMPIRE,0));
419.  
420.  	return((i < 20) ? &mons[PM_GHOST]
421.  			: (i < 40) ? &mons[PM_WRAITH] : mkclass(S_ZOMBIE,0));
422.  }
423.  
424.  STATIC_OVL struct permonst *
425.  antholemon()
426.  {
427.  	int mtyp;
428.  
429.  	/* Same monsters within a level, different ones between levels */
430.  	switch ((level_difficulty() + ((long)u.ubirthday)) % 3) {
431.  	default:	mtyp = PM_GIANT_ANT; break;
432.  	case 0:		mtyp = PM_SOLDIER_ANT; break;
433.  	case 1:		mtyp = PM_FIRE_ANT; break;
434.  	}
435.  	return ((mvitals[mtyp].mvflags & G_GONE) ?
436.  			(struct permonst *)0 : &mons[mtyp]);
437.  }
438.  
439.  STATIC_OVL void
440.  mkswamp()	/* Michiel Huisjes & Fred de Wilde */
441.  {
442.  	register struct mkroom *sroom;
443.  	register int sx,sy,i,eelct = 0;
444.  
445.  	for(i=0; i<5; i++) {		/* turn up to 5 rooms swampy */
446.  		sroom = &rooms[rn2(nroom)];
447.  		if(sroom->hx < 0 || sroom->rtype != OROOM ||
448.  		   has_upstairs(sroom) || has_dnstairs(sroom))
449.  			continue;
450.  
451.  		/* satisfied; make a swamp */
452.  		sroom->rtype = SWAMP;
453.  		for(sx = sroom->lx; sx <= sroom->hx; sx++)
454.  		for(sy = sroom->ly; sy <= sroom->hy; sy++)
455.  		if(!OBJ_AT(sx, sy) &&
456.  		   !MON_AT(sx, sy) && !t_at(sx,sy) && !nexttodoor(sx,sy)) {
457.  		    if((sx+sy)%2) {
458.  			levl[sx][sy].typ = POOL;
459.  			if(!eelct || !rn2(4)) {
460.  			    /* mkclass() won't do, as we might get kraken */
461.  			    (void) makemon(rn2(5) ? &mons[PM_GIANT_EEL]
462.  						  : &mons[PM_ELECTRIC_EEL],
463.  						sx, sy, NO_MM_FLAGS);
464.  			    eelct++;
465.  			}
466.  		    } else
467.  			if(!rn2(4))	/* swamps tend to be moldy */
468.  			    (void) makemon(mkclass(S_FUNGUS,0),
469.  						sx, sy, NO_MM_FLAGS);
470.  		}
471.  		level.flags.has_swamp = 1;
472.  	}
473.  }
474.  
475.  STATIC_OVL coord *
476.  shrine_pos(roomno)
477.  int roomno;
478.  {
479.  	static coord buf;
480.  	struct mkroom *troom = &rooms[roomno - ROOMOFFSET];
481.  
482.  	buf.x = troom->lx + ((troom->hx - troom->lx) / 2);
483.  	buf.y = troom->ly + ((troom->hy - troom->ly) / 2);
484.  	return(&buf);
485.  }
486.  
487.  STATIC_OVL void
488.  mktemple()
489.  {
490.  	register struct mkroom *sroom;
491.  	coord *shrine_spot;
492.  	register struct rm *lev;
493.  
494.  	if(!(sroom = pick_room(TRUE))) return;
495.  
496.  	/* set up Priest and shrine */
497.  	sroom->rtype = TEMPLE;
498.  	/*
499.  	 * In temples, shrines are blessed altars
500.  	 * located in the center of the room
501.  	 */
502.  	shrine_spot = shrine_pos((sroom - rooms) + ROOMOFFSET);
503.  	lev = &levl[shrine_spot->x][shrine_spot->y];
504.  	lev->typ = ALTAR;
505.  	lev->altarmask = induced_align(80);
506.  	priestini(&u.uz, sroom, shrine_spot->x, shrine_spot->y, FALSE);
507.  	lev->altarmask |= AM_SHRINE;
508.  	level.flags.has_temple = 1;
509.  }
510.  
511.  boolean
512.  nexttodoor(sx,sy)
513.  register int sx, sy;
514.  {
515.  	register int dx, dy;
516.  	register struct rm *lev;
517.  	for(dx = -1; dx <= 1; dx++) for(dy = -1; dy <= 1; dy++) {
518.  		if(!isok(sx+dx, sy+dy)) continue;
519.  		if(IS_DOOR((lev = &levl[sx+dx][sy+dy])->typ) ||
520.  		    lev->typ == SDOOR)
521.  			return(TRUE);
522.  	}
523.  	return(FALSE);
524.  }
525.  
526.  boolean
527.  has_dnstairs(sroom)
528.  register struct mkroom *sroom;
529.  {
530.  	if (sroom == dnstairs_room)
531.  		return TRUE;
532.  	if (sstairs.sx && !sstairs.up)
533.  		return((boolean)(sroom == sstairs_room));
534.  	return FALSE;
535.  }
536.  
537.  boolean
538.  has_upstairs(sroom)
539.  register struct mkroom *sroom;
540.  {
541.  	if (sroom == upstairs_room)
542.  		return TRUE;
543.  	if (sstairs.sx && sstairs.up)
544.  		return((boolean)(sroom == sstairs_room));
545.  	return FALSE;
546.  }
547.  
548.  #endif /* OVLB */
549.  #ifdef OVL0
550.  
551.  int
552.  somex(croom)
553.  register struct mkroom *croom;
554.  {
555.  	return rn2(croom->hx-croom->lx+1) + croom->lx;
556.  }
557.  
558.  int
559.  somey(croom)
560.  register struct mkroom *croom;
561.  {
562.  	return rn2(croom->hy-croom->ly+1) + croom->ly;
563.  }
564.  
565.  boolean
566.  inside_room(croom, x, y)
567.  struct mkroom *croom;
568.  xchar x, y;
569.  {
570.  	return((boolean)(x >= croom->lx-1 && x <= croom->hx+1 &&
571.  		y >= croom->ly-1 && y <= croom->hy+1));
572.  }
573.  
574.  boolean
575.  somexy(croom, c)
576.  struct mkroom *croom;
577.  coord *c;
578.  {
579.  	int try_cnt = 0;
580.  	int i;
581.  
582.  	if (croom->irregular) {
583.  	    i = (croom - rooms) + ROOMOFFSET;
584.  
585.  	    while(try_cnt++ < 100) {
586.  		c->x = somex(croom);
587.  		c->y = somey(croom);
588.  		if (!levl[c->x][c->y].edge &&
589.  			(int) levl[c->x][c->y].roomno == i)
590.  		    return TRUE;
591.  	    }
592.  	    /* try harder; exhaustively search until one is found */
593.  	    for(c->x = croom->lx; c->x <= croom->hx; c->x++)
594.  		for(c->y = croom->ly; c->y <= croom->hy; c->y++)
595.  		    if (!levl[c->x][c->y].edge &&
596.  			    (int) levl[c->x][c->y].roomno == i)
597.  			return TRUE;
598.  	    return FALSE;
599.  	}
600.  
601.  	if (!croom->nsubrooms) {
602.  		c->x = somex(croom);
603.  		c->y = somey(croom);
604.  		return TRUE;
605.  	}
606.  
607.  	/* Check that coords doesn't fall into a subroom or into a wall */
608.  
609.  	while(try_cnt++ < 100) {
610.  		c->x = somex(croom);
611.  		c->y = somey(croom);
612.  		if (IS_WALL(levl[c->x][c->y].typ))
613.  		    continue;
614.  		for(i=0 ; i<croom->nsubrooms;i++)
615.  		    if(inside_room(croom->sbrooms[i], c->x, c->y))
616.  			goto you_lose;
617.  		break;
618.  you_lose:	;
619.  	}
620.  	if (try_cnt >= 100)
621.  	    return FALSE;
622.  	return TRUE;
623.  }
624.  
625.  /*
626.   * Search for a special room given its type (zoo, court, etc...)
627.   *	Special values :
628.   *		- ANY_SHOP
629.   *		- ANY_TYPE
630.   */
631.  
632.  struct mkroom *
633.  search_special(type)
634.  schar type;
635.  {
636.  	register struct mkroom *croom;
637.  
638.  	for(croom = &rooms[0]; croom->hx >= 0; croom++)
639.  	    if((type == ANY_TYPE && croom->rtype != OROOM) ||
640.  	       (type == ANY_SHOP && croom->rtype >= SHOPBASE) ||
641.  	       croom->rtype == type)
642.  		return croom;
643.  	for(croom = &subrooms[0]; croom->hx >= 0; croom++)
644.  	    if((type == ANY_TYPE && croom->rtype != OROOM) ||
645.  	       (type == ANY_SHOP && croom->rtype >= SHOPBASE) ||
646.  	       croom->rtype == type)
647.  		return croom;
648.  	return (struct mkroom *) 0;
649.  }
650.  
651.  #endif /* OVL0 */
652.  #ifdef OVLB
653.  
654.  struct permonst *
655.  courtmon()
656.  {
657.  	int     i = rn2(60) + rn2(3*level_difficulty());
658.  	if (i > 100)		return(mkclass(S_DRAGON,0));
659.  	else if (i > 95)	return(mkclass(S_GIANT,0));
660.  	else if (i > 85)	return(mkclass(S_TROLL,0));
661.  	else if (i > 75)	return(mkclass(S_CENTAUR,0));
662.  	else if (i > 60)	return(mkclass(S_ORC,0));
663.  	else if (i > 45)	return(&mons[PM_BUGBEAR]);
664.  	else if (i > 30)	return(&mons[PM_HOBGOBLIN]);
665.  	else if (i > 15)	return(mkclass(S_GNOME,0));
666.  	else			return(mkclass(S_KOBOLD,0));
667.  }
668.  
669.  #define NSTYPES (PM_CAPTAIN - PM_SOLDIER + 1)
670.  
671.  static struct {
672.      unsigned	pm;
673.      unsigned	prob;
674.  } squadprob[NSTYPES] = {
675.      {PM_SOLDIER, 80}, {PM_SERGEANT, 15}, {PM_LIEUTENANT, 4}, {PM_CAPTAIN, 1}
676.  };
677.  
678.  STATIC_OVL struct permonst *
679.  squadmon()		/* return soldier types. */
680.  {
681.  	int sel_prob, i, cpro, mndx;
682.  
683.  	sel_prob = rnd(80+level_difficulty());
684.  
685.  	cpro = 0;
686.  	for (i = 0; i < NSTYPES; i++) {
687.  	    cpro += squadprob[i].prob;
688.  	    if (cpro > sel_prob) {
689.  		mndx = squadprob[i].pm;
690.  		goto gotone;
691.  	    }
692.  	}
693.  	mndx = squadprob[rn2(NSTYPES)].pm;
694.  gotone:
695.  	if (!(mvitals[mndx].mvflags & G_GONE)) return(&mons[mndx]);
696.  	else			    return((struct permonst *) 0);
697.  }
698.  
699.  /*
700.   * save_room : A recursive function that saves a room and its subrooms
701.   * (if any).
702.   */
703.  
704.  STATIC_OVL void
705.  save_room(fd, r)
706.  int	fd;
707.  struct mkroom *r;
708.  {
709.  	short i;
710.  	/*
711.  	 * Well, I really should write only useful information instead
712.  	 * of writing the whole structure. That is I should not write
713.  	 * the subrooms pointers, but who cares ?
714.  	 */
715.  	bwrite(fd, (genericptr_t) r, sizeof(struct mkroom));
716.  	for(i=0; i<r->nsubrooms; i++)
717.  	    save_room(fd, r->sbrooms[i]);
718.  }
719.  
720.  /*
721.   * save_rooms : Save all the rooms on disk!
722.   */
723.  
724.  void
725.  save_rooms(fd)
726.  int fd;
727.  {
728.  	short i;
729.  
730.  	/* First, write the number of rooms */
731.  	bwrite(fd, (genericptr_t) &nroom, sizeof(nroom));
732.  	for(i=0; i<nroom; i++)
733.  	    save_room(fd, &rooms[i]);
734.  }
735.  
736.  STATIC_OVL void
737.  rest_room(fd, r)
738.  int fd;
739.  struct mkroom *r;
740.  {
741.  	short i;
742.  
743.  	mread(fd, (genericptr_t) r, sizeof(struct mkroom));
744.  	for(i=0; i<r->nsubrooms; i++) {
745.  		r->sbrooms[i] = &subrooms[nsubroom];
746.  		rest_room(fd, &subrooms[nsubroom++]);
747.  	}
748.  }
749.  
750.  /*
751.   * rest_rooms : That's for restoring rooms. Read the rooms structure from
752.   * the disk.
753.   */
754.  
755.  void
756.  rest_rooms(fd)
757.  int	fd;
758.  {
759.  	short i;
760.  
761.  	mread(fd, (genericptr_t) &nroom, sizeof(nroom));
762.  	nsubroom = 0;
763.  	for(i = 0; i<nroom; i++) {
764.  	    rest_room(fd, &rooms[i]);
765.  	    rooms[i].resident = (struct monst *)0;
766.  	}
767.  	rooms[nroom].hx = -1;		/* restore ending flags */
768.  	subrooms[nsubroom].hx = -1;
769.  }
770.  #endif /* OVLB */
771.  
772.  /*mkroom.c*/

Around Wikia's network

Random Wiki