home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
HPAVC
/
HPAVC CD-ROM.iso
/
MOR55SRC.ZIP
/
MORIA
/
SOURCE
/
GENERATE.ORI
< prev
next >
Wrap
Text File
|
1992-12-07
|
36KB
|
1,524 lines
/* source/generate.c: initialize/create a dungeon or town level
Copyright (c) 1989-92 James E. Wilson, Robert A. Koeneke
This software may be copied and distributed for educational, research, and
not for profit purposes provided that this copyright and statement are
included in all such copies. */
#include "config.h"
#include "constant.h"
#include "types.h"
#include "externs.h"
#if defined(USG) && !defined(VMS) && !defined(MAC)
#if !defined(ATARIST_MWC) && !defined(AMIGA)
#if !defined(__TURBOC__)
#include <memory.h>
#else
#ifndef ATARIST_TC
#include <mem.h>
#endif
#endif
#endif
#endif
#if defined(MAC)
#include <string.h>
#endif
#ifdef ATARIST_TC
#include <string.h>
#endif
typedef struct coords {
int x, y;
} coords;
#if defined(LINT_ARGS)
static void correct_dir(int *, int * , int, int, int, int);
static void rand_dir(int *,int *);
static void blank_cave(void);
static void fill_cave(int);
static void place_boundary(void);
static void place_streamer(int, int);
static void place_open_door(int, int);
static void place_broken_door(int, int);
static void place_closed_door(int, int);
static void place_locked_door(int, int);
static void place_stuck_door(int, int);
static void place_secret_door(int, int);
static void place_door(int, int);
static void place_up_stairs(int, int);
static void place_down_stairs(int, int);
static void place_stairs(int, int, int);
static void vault_trap(int, int, int, int, int);
static void vault_monster(int, int, int);
static void build_room(int, int);
static void build_type1(int, int);
static void build_type2(int, int);
static void build_type3(int, int);
static void build_tunnel(int, int, int, int);
static int next_to(int, int);
static void try_door(int, int);
static void new_spot(int16 *, int16 *);
static void cave_gen(void);
static void build_store(int, int, int);
static void tlink(void);
static void mlink(void);
static void town_gen(void);
#endif
static coords doorstk[100];
static int doorindex;
/* Always picks a correct direction */
static void correct_dir(rdir, cdir, y1, x1, y2, x2)
int *rdir, *cdir;
register int y1, x1, y2, x2;
{
if (y1 < y2)
*rdir = 1;
else if (y1 == y2)
*rdir = 0;
else
*rdir = -1;
if (x1 < x2)
*cdir = 1;
else if (x1 == x2)
*cdir = 0;
else
*cdir = -1;
if ((*rdir != 0) && (*cdir != 0))
{
if (randint (2) == 1)
*rdir = 0;
else
*cdir = 0;
}
}
/* Chance of wandering direction */
static void rand_dir(rdir, cdir)
int *rdir, *cdir;
{
register int tmp;
tmp = randint(4);
if (tmp < 3)
{
*cdir = 0;
*rdir = -3 + (tmp << 1); /* tmp=1 -> *rdir=-1; tmp=2 -> *rdir=1 */
}
else
{
*rdir = 0;
*cdir = -7 + (tmp << 1); /* tmp=3 -> *cdir=-1; tmp=4 -> *cdir=1 */
}
}
/* Blanks out entire cave -RAK- */
static void blank_cave()
{
#ifndef USG
bzero ((char *)&cave[0][0], sizeof (cave));
#else
#ifdef MAC
/* On the mac, cave is a pointer, so sizeof(cave) = 4! */
(void)memset((char *)&cave[0][0], 0,
(long) sizeof(cave_type) * MAX_HEIGHT * MAX_WIDTH);
#else
(void)memset((char *)&cave[0][0], 0, sizeof (cave));
#endif
#endif
}
/* Fills in empty spots with desired rock -RAK- */
/* Note: 9 is a temporary value. */
static void fill_cave(fval)
register int fval;
{
register int i, j;
register cave_type *c_ptr;
/* no need to check the border of the cave */
for (i = cur_height - 2; i > 0; i--)
{
c_ptr = &cave[i][1];
for (j = cur_width - 2; j > 0; j--)
{
if ((c_ptr->fval == NULL_WALL) || (c_ptr->fval == TMP1_WALL) ||
(c_ptr->fval == TMP2_WALL))
c_ptr->fval = fval;
c_ptr++;
}
}
}
#ifdef DEBUG
#include <assert.h>
#endif
/* Places indestructible rock around edges of dungeon -RAK- */
static void place_boundary()
{
register int i;
register cave_type *top_ptr, *bottom_ptr;
cave_type (*left_ptr)[MAX_WIDTH];
cave_type (*right_ptr)[MAX_WIDTH];
/* put permanent wall on leftmost row and rightmost row */
left_ptr = (cave_type (*)[MAX_WIDTH]) &cave[0][0];
right_ptr = (cave_type (*)[MAX_WIDTH]) &cave[0][cur_width - 1];
for (i = 0; i < cur_height; i++)
{
#ifdef DEBUG
assert ((cave_type *)left_ptr == &cave[i][0]);
assert ((cave_type *)right_ptr == &cave[i][cur_width-1]);
#endif
((cave_type *)left_ptr)->fval = BOUNDARY_WALL;
left_ptr++;
((cave_type *)right_ptr)->fval = BOUNDARY_WALL;
right_ptr++;
}
/* put permanent wall on top row and bottom row */
top_ptr = &cave[0][0];
bottom_ptr = &cave[cur_height - 1][0];
for (i = 0; i < cur_width; i++)
{
#ifdef DEBUG
assert (top_ptr == &cave[0][i]);
assert (bottom_ptr == &cave[cur_height - 1][i]);
#endif
top_ptr->fval = BOUNDARY_WALL;
top_ptr++;
bottom_ptr->fval = BOUNDARY_WALL;
bottom_ptr++;
}
}
/* Places "streamers" of rock through dungeon -RAK- */
static void place_streamer(fval, treas_chance)
int fval;
int treas_chance;
{
register int i, tx, ty;
int y, x, t1, t2, dir;
register cave_type *c_ptr;
/* Choose starting point and direction */
y = (cur_height / 2) + 11 - randint(23);
x = (cur_width / 2) + 16 - randint(33);
dir = randint(8); /* Number 1-4, 6-9 */
if (dir > 4)
dir = dir + 1;
/* Place streamer into dungeon */
t1 = 2*DUN_STR_RNG + 1; /* Constants */
t2 = DUN_STR_RNG + 1;
do
{
for (i = 0; i < DUN_STR_DEN; i++)
{
ty = y + randint(t1) - t2;
tx = x + randint(t1) - t2;
if (in_bounds(ty, tx))
{
c_ptr = &cave[ty][tx];
if (c_ptr->fval == GRANITE_WALL)
{
c_ptr->fval = fval;
if (randint(treas_chance) == 1)
place_gold(ty, tx);
}
}
}
}
while (mmove(dir, &y, &x));
}
static void place_open_door(y, x)
int y, x;
{
register int cur_pos;
register cave_type *cave_ptr;
cur_pos = popt();
cave_ptr = &cave[y][x];
cave_ptr->tptr = cur_pos;
invcopy(&t_list[cur_pos], OBJ_OPEN_DOOR);
cave_ptr->fval = CORR_FLOOR;
}
static void place_broken_door(y, x)
int y, x;
{
register int cur_pos;
register cave_type *cave_ptr;
cur_pos = popt();
cave_ptr = &cave[y][x];
cave_ptr->tptr = cur_pos;
invcopy(&t_list[cur_pos], OBJ_OPEN_DOOR);
cave_ptr->fval = CORR_FLOOR;
t_list[cur_pos].p1 = 1;
}
static void place_closed_door(y, x)
int y, x;
{
register int cur_pos;
register cave_type *cave_ptr;
cur_pos = popt();
cave_ptr = &cave[y][x];
cave_ptr->tptr = cur_pos;
invcopy(&t_list[cur_pos], OBJ_CLOSED_DOOR);
cave_ptr->fval = BLOCKED_FLOOR;
}
static void place_locked_door(y, x)
int y, x;
{
register int cur_pos;
register cave_type *cave_ptr;
cur_pos = popt();
cave_ptr = &cave[y][x];
cave_ptr->tptr = cur_pos;
invcopy(&t_list[cur_pos], OBJ_CLOSED_DOOR);
cave_ptr->fval = BLOCKED_FLOOR;
t_list[cur_pos].p1 = randint(10) + 10;
}
static void place_stuck_door(y, x)
int y, x;
{
register int cur_pos;
register cave_type *cave_ptr;
cur_pos = popt();
cave_ptr = &cave[y][x];
cave_ptr->tptr = cur_pos;
invcopy(&t_list[cur_pos], OBJ_CLOSED_DOOR);
cave_ptr->fval = BLOCKED_FLOOR;
t_list[cur_pos].p1 = -randint(10) - 10;
}
static void place_secret_door(y, x)
int y, x;
{
register int cur_pos;
register cave_type *cave_ptr;
cur_pos = popt();
cave_ptr = &cave[y][x];
cave_ptr->tptr = cur_pos;
invcopy(&t_list[cur_pos], OBJ_SECRET_DOOR);
cave_ptr->fval = BLOCKED_FLOOR;
}
static void place_door(y, x)
int y, x;
{
register int tmp;
tmp = randint(3);
if (tmp == 1)
{
if (randint(4) == 1)
place_broken_door(y, x);
else
place_open_door(y, x);
}
else if (tmp == 2)
{
tmp = randint(12);
if (tmp > 3)
place_closed_door(y, x);
else if (tmp == 3)
place_stuck_door(y, x);
else
place_locked_door(y, x);
}
else
place_secret_door(y, x);
}
/* Place an up staircase at given y, x -RAK- */
static void place_up_stairs(y, x)
int y, x;
{
register int cur_pos;
register cave_type *cave_ptr;
cave_ptr = &cave[y][x];
if (cave_ptr->tptr != 0)
(void) delete_object(y, x);
cur_pos = popt();
cave_ptr->tptr = cur_pos;
invcopy(&t_list[cur_pos], OBJ_UP_STAIR);
}
/* Place a down staircase at given y, x -RAK- */
static void place_down_stairs(y, x)
int y, x;
{
register int cur_pos;
register cave_type *cave_ptr;
cave_ptr = &cave[y][x];
if (cave_ptr->tptr != 0)
(void) delete_object(y, x);
cur_pos = popt();
cave_ptr->tptr = cur_pos;
invcopy(&t_list[cur_pos], OBJ_DOWN_STAIR);
}
/* Places a staircase 1=up, 2=down -RAK- */
static void place_stairs(typ, num, walls)
int typ, num, walls;
{
register cave_type *cave_ptr;
int i, j, flag;
register int y1, x1, y2, x2;
for (i = 0; i < num; i++)
{
flag = FALSE;
do
{
j = 0;
do
{
/* Note: don't let y1/x1 be zero, and don't let y2/x2 be equal
to cur_height-1/cur_width-1, these values are always
BOUNDARY_ROCK. */
y1 = randint(cur_height - 14);
x1 = randint(cur_width - 14);
y2 = y1 + 12;
x2 = x1 + 12;
do
{
do
{
cave_ptr = &cave[y1][x1];
if (cave_ptr->fval <= MAX_OPEN_SPACE
&& (cave_ptr->tptr == 0)
&& (next_to_walls(y1, x1) >= walls))
{
flag = TRUE;
if (typ == 1)
place_up_stairs(y1, x1);
else
place_down_stairs(y1, x1);
}
x1++;
}
while ((x1 != x2) && (!flag));
x1 = x2 - 12;
y1++;
}
while ((y1 != y2) && (!flag));
j++;
}
while ((!flag) && (j <= 30));
walls--;
}
while (!flag);
}
}
/* Place a trap with a given displacement of point -RAK- */
static void vault_trap(y, x, yd, xd, num)
int y, x, yd, xd, num;
{
register int count, y1, x1;
int i, flag;
register cave_type *c_ptr;
for (i = 0; i < num; i++)
{
flag = FALSE;
count = 0;
do
{
y1 = y - yd - 1 + randint(2*yd+1);
x1 = x - xd - 1 + randint(2*xd+1);
c_ptr = &cave[y1][x1];
if ((c_ptr->fval != NULL_WALL) && (c_ptr->fval <= MAX_CAVE_FLOOR)
&& (c_ptr->tptr == 0))
{
place_trap(y1, x1, randint(MAX_TRAP)-1);
flag = TRUE;
}
count++;
}
while ((!flag) && (count <= 5));
}
}
/* Place a trap with a given displacement of point -RAK- */
static void vault_monster(y, x, num)
int y, x, num;
{
register int i;
int y1, x1;
for (i = 0; i < num; i++)
{
y1 = y;
x1 = x;
(void) summon_monster(&y1, &x1, TRUE);
}
}
/* Builds a room at a row, column coordinate -RAK- */
static void build_room(yval, xval)
int yval, xval;
{
register int i, j, y_depth, x_right;
int y_height, x_left;
int8u floor;
register cave_type *c_ptr, *d_ptr;
if (dun_level <= randint(25))
floor = LIGHT_FLOOR; /* Floor with light */
else
floor = DARK_FLOOR; /* Dark floor */
y_height = yval - randint(4);
y_depth = yval + randint(3);
x_left = xval - randint(11);
x_right = xval + randint(11);
/* the x dim of rooms tends to be much larger than the y dim, so don't
bother rewriting the y loop */
for (i = y_height; i <= y_depth; i++)
{
c_ptr = &cave[i][x_left];
for (j = x_left; j <= x_right; j++)
{
c_ptr->fval = floor;
c_ptr->lr = TRUE;
c_ptr++;
}
}
for (i = (y_height - 1); i <= (y_depth + 1); i++)
{
c_ptr = &cave[i][x_left-1];
c_ptr->fval = GRANITE_WALL;
c_ptr->lr = TRUE;
c_ptr = &cave[i][x_right+1];
c_ptr->fval = GRANITE_WALL;
c_ptr->lr = TRUE;
}
c_ptr = &cave[y_height - 1][x_left];
d_ptr = &cave[y_depth + 1][x_left];
for (i = x_left; i <= x_right; i++)
{
c_ptr->fval = GRANITE_WALL;
c_ptr->lr = TRUE;
c_ptr++;
d_ptr->fval = GRANITE_WALL;
d_ptr->lr = TRUE;
d_ptr++;
}
}
/* Builds a room at a row, column coordinate -RAK- */
/* Type 1 unusual rooms are several overlapping rectangular ones */
static void build_type1(yval, xval)
int yval, xval;
{
int y_height, y_depth;
int x_left, x_right, limit;
register int i0, i, j;
int8u floor;
register cave_type *c_ptr, *d_ptr;
if (dun_level <= randint(25))
floor = LIGHT_FLOOR; /* Floor with light */
else
floor = DARK_FLOOR; /* Dark floor */
limit = 1 + randint(2);
for (i0 = 0; i0 < limit; i0++)
{
y_height = yval - randint(4);
y_depth = yval + randint(3);
x_left = xval - randint(11);
x_right = xval + randint(11);
/* the x dim of rooms tends to be much larger than the y dim, so don't
bother rewriting the y loop */
for (i = y_height; i <= y_depth; i++)
{
c_ptr = &cave[i][x_left];
for (j = x_left; j <= x_right; j++)
{
c_ptr->fval = floor;
c_ptr->lr = TRUE;
c_ptr++;
}
}
for (i = (y_height - 1); i <= (y_depth + 1); i++)
{
c_ptr = &cave[i][x_left-1];
if (c_ptr->fval != floor)
{
c_ptr->fval = GRANITE_WALL;
c_ptr->lr = TRUE;
}
c_ptr = &cave[i][x_right+1];
if (c_ptr->fval != floor)
{
c_ptr->fval = GRANITE_WALL;
c_ptr->lr = TRUE;
}
}
c_ptr = &cave[y_height - 1][x_left];
d_ptr = &cave[y_depth + 1][x_left];
for (i = x_left; i <= x_right; i++)
{
if (c_ptr->fval != floor)
{
c_ptr->fval = GRANITE_WALL;
c_ptr->lr = TRUE;
}
c_ptr++;
if (d_ptr->fval != floor)
{
d_ptr->fval = GRANITE_WALL;
d_ptr->lr = TRUE;
}
d_ptr++;
}
}
}
/* Builds an unusual room at a row, column coordinate -RAK- */
/* Type 2 unusual rooms all have an inner room: */
/* 1 - Just an inner room with one door */
/* 2 - An inner room within an inner room */
/* 3 - An inner room with pillar(s) */
/* 4 - Inner room has a maze */
/* 5 - A set of four inner rooms */
static void build_type2(yval, xval)
int yval, xval;
{
register int i, j, y_height, x_left;
int y_depth, x_right, tmp;
int8u floor;
register cave_type *c_ptr, *d_ptr;
if (dun_level <= randint(25))
floor = LIGHT_FLOOR; /* Floor with light */
else
floor = DARK_FLOOR; /* Dark floor */
y_height = yval - 4;
y_depth = yval + 4;
x_left = xval - 11;
x_right = xval + 11;
/* the x dim of rooms tends to be much larger than the y dim, so don't
bother rewriting the y loop */
for (i = y_height; i <= y_depth; i++)
{
c_ptr = &cave[i][x_left];
for (j = x_left; j <= x_right; j++)
{
c_ptr->fval = floor;
c_ptr->lr = TRUE;
c_ptr++;
}
}
for (i = (y_height - 1); i <= (y_depth + 1); i++)
{
c_ptr = &cave[i][x_left-1];
c_ptr->fval = GRANITE_WALL;
c_ptr->lr = TRUE;
c_ptr = &cave[i][x_right+1];
c_ptr->fval = GRANITE_WALL;
c_ptr->lr = TRUE;
}
c_ptr = &cave[y_height - 1][x_left];
d_ptr = &cave[y_depth + 1][x_left];
for (i = x_left; i <= x_right; i++)
{
c_ptr->fval = GRANITE_WALL;
c_ptr->lr = TRUE;
c_ptr++;
d_ptr->fval = GRANITE_WALL;
d_ptr->lr = TRUE;
d_ptr++;
}
/* The inner room */
y_height = y_height + 2;
y_depth = y_depth - 2;
x_left = x_left + 2;
x_right = x_right - 2;
for (i = (y_height - 1); i <= (y_depth + 1); i++)
{
cave[i][x_left-1].fval = TMP1_WALL;
cave[i][x_right+1].fval = TMP1_WALL;
}
c_ptr = &cave[y_height-1][x_left];
d_ptr = &cave[y_depth+1][x_left];
for (i = x_left; i <= x_right; i++)
{
c_ptr->fval = TMP1_WALL;
c_ptr++;
d_ptr->fval = TMP1_WALL;
d_ptr++;
}
/* Inner room variations */
switch(randint(5))
{
case 1: /* Just an inner room. */
tmp = randint(4);
if (tmp < 3) { /* Place a door */
if (tmp == 1) place_secret_door(y_height-1, xval);
else place_secret_door(y_depth+1, xval);
} else {
if (tmp == 3) place_secret_door(yval, x_left-1);
else place_secret_door(yval, x_right+1);
}
vault_monster(yval, xval, 1);
break;
case 2: /* Treasure Vault */
tmp = randint(4);
if (tmp < 3) { /* Place a door */
if (tmp == 1) place_secret_door(y_height-1, xval);
else place_secret_door(y_depth+1, xval);
} else {
if (tmp == 3) place_secret_door(yval, x_left-1);
else place_secret_door(yval, x_right+1);
}
for (i = yval-1; i <= yval+1; i++)
{
cave[i][xval-1].fval = TMP1_WALL;
cave[i][xval+1].fval = TMP1_WALL;
}
cave[yval-1][xval].fval = TMP1_WALL;
cave[yval+1][xval].fval = TMP1_WALL;
tmp = randint(4); /* Place a door */
if (tmp < 3)
place_locked_door(yval-3+(tmp<<1), xval); /* 1 -> yval-1; 2 -> yval+1*/
else
place_locked_door(yval, xval-7+(tmp<<1));
/* Place an object in the treasure vault */
tmp = randint(10);
if (tmp > 2)
place_object(yval, xval);
else if (tmp == 2)
place_down_stairs(yval, xval);
else
place_up_stairs(yval, xval);
/* Guard the treasure well */
vault_monster(yval, xval, 2+randint(3));
/* If the monsters don't get 'em. */
vault_trap(yval, xval, 4, 10, 2+randint(3));
break;
case 3: /* Inner pillar(s). */
tmp = randint(4);
if (tmp < 3) { /* Place a door */
if (tmp == 1) place_secret_door(y_height-1, xval);
else place_secret_door(y_depth+1, xval);
} else {
if (tmp == 3) place_secret_door(yval, x_left-1);
else place_secret_door(yval, x_right+1);
}
for (i = yval-1; i <= yval+1; i++)
{
c_ptr = &cave[i][xval-1];
for (j = xval-1; j <= xval+1; j++)
{
c_ptr->fval = TMP1_WALL;
c_ptr++;
}
}
if (randint(2) == 1)
{
tmp = randint(2);
for (i = yval-1; i <= yval+1; i++)
{
c_ptr = &cave[i][xval-5-tmp];
for (j = xval-5-tmp; j <= xval-3-tmp; j++)
{
c_ptr->fval = TMP1_WALL;
c_ptr++;
}
}
for (i = yval-1; i <= yval+1; i++)
{
c_ptr = &cave[i][xval+3+tmp];
for (j = xval+3+tmp; j <= xval+5+tmp; j++)
{
c_ptr->fval = TMP1_WALL;
c_ptr++;
}
}
}
if (randint(3) == 1) /* Inner rooms */
{
c_ptr = &cave[yval-1][xval-5];
d_ptr = &cave[yval+1][xval-5];
for (i = xval-5; i <= xval+5; i++)
{
c_ptr->fval = TMP1_WALL;
c_ptr++;
d_ptr->fval = TMP1_WALL;
d_ptr++;
}
cave[yval][xval-5].fval = TMP1_WALL;
cave[yval][xval+5].fval = TMP1_WALL;
place_secret_door(yval-3+(randint(2)<<1), xval-3);
place_secret_door(yval-3+(randint(2)<<1), xval+3);
if (randint(3) == 1) place_object(yval, xval-2);
if (randint(3) == 1) place_object(yval, xval+2);
vault_monster(yval, xval-2, randint(2));
vault_monster(yval, xval+2, randint(2));
}
break;
case 4: /* Maze inside. */
tmp = randint(4);
if (tmp < 3) { /* Place a door */
if (tmp == 1) place_secret_door(y_height-1, xval);
else place_secret_door(y_depth+1, xval);
} else {
if (tmp == 3) place_secret_door(yval, x_left-1);
else place_secret_door(yval, x_right+1);
}
for (i = y_height; i <= y_depth; i++)
for (j = x_left; j <= x_right; j++)
if (0x1 & (j+i))
cave[i][j].fval = TMP1_WALL;
/* Monsters just love mazes. */
vault_monster(yval, xval-5, randint(3));
vault_monster(yval, xval+5, randint(3));
/* Traps make them entertaining. */
vault_trap(yval, xval-3, 2, 8, randint(3));
vault_trap(yval, xval+3, 2, 8, randint(3));
/* Mazes should have some treasure too.. */
for (i = 0; i < 3; i++)
random_object(yval, xval, 1);
break;
case 5: /* Four small rooms. */
for (i = y_height; i <= y_depth; i++)
cave[i][xval].fval = TMP1_WALL;
c_ptr = &cave[yval][x_left];
for (i = x_left; i <= x_right; i++)
{
c_ptr->fval = TMP1_WALL;
c_ptr++;
}
if (randint(2) == 1)
{
i = randint(10);
place_secret_door(y_height-1, xval-i);
place_secret_door(y_height-1, xval+i);
place_secret_door(y_depth+1, xval-i);
place_secret_door(y_depth+1, xval+i);
}
else
{
i = randint(3);
place_secret_door(yval+i, x_left-1);
place_secret_door(yval-i, x_left-1);
place_secret_door(yval+i, x_right+1);
place_secret_door(yval-i, x_right+1);
}
/* Treasure in each one. */
random_object(yval, xval, 2+randint(2));
/* Gotta have some monsters. */
vault_monster(yval+2, xval-4, randint(2));
vault_monster(yval+2, xval+4, randint(2));
vault_monster(yval-2, xval-4, randint(2));
vault_monster(yval-2, xval+4, randint(2));
break;
}
}
/* Builds a room at a row, column coordinate -RAK- */
/* Type 3 unusual rooms are cross shaped */
static void build_type3(yval, xval)
int yval, xval;
{
int y_height, y_depth;
int x_left, x_right;
register int tmp, i, j;
int8u floor;
register cave_type *c_ptr;
if (dun_level <= randint(25))
floor = LIGHT_FLOOR; /* Floor with light */
else
floor = DARK_FLOOR; /* Dark floor */
tmp = 2 + randint(2);
y_height = yval - tmp;
y_depth = yval + tmp;
x_left = xval - 1;
x_right = xval + 1;
for (i = y_height; i <= y_depth; i++)
for (j = x_left; j <= x_right; j++)
{
c_ptr = &cave[i][j];
c_ptr->fval = floor;
c_ptr->lr = TRUE;
}
for (i = (y_height - 1); i <= (y_depth + 1); i++)
{
c_ptr = &cave[i][x_left-1];
c_ptr->fval = GRANITE_WALL;
c_ptr->lr = TRUE;
c_ptr = &cave[i][x_right+1];
c_ptr->fval = GRANITE_WALL;
c_ptr->lr = TRUE;
}
for (i = x_left; i <= x_right; i++)
{
c_ptr = &cave[y_height-1][i];
c_ptr->fval = GRANITE_WALL;
c_ptr->lr = TRUE;
c_ptr = &cave[y_depth+1][i];
c_ptr->fval = GRANITE_WALL;
c_ptr->lr = TRUE;
}
tmp = 2 + randint(9);
y_height = yval - 1;
y_depth = yval + 1;
x_left = xval - tmp;
x_right = xval + tmp;
for (i = y_height; i <= y_depth; i++)
for (j = x_left; j <= x_right; j++)
{
c_ptr = &cave[i][j];
c_ptr->fval = floor;
c_ptr->lr = TRUE;
}
for (i = (y_height - 1); i <= (y_depth + 1); i++)
{
c_ptr = &cave[i][x_left-1];
if (c_ptr->fval != floor)
{
c_ptr->fval = GRANITE_WALL;
c_ptr->lr = TRUE;
}
c_ptr = &cave[i][x_right+1];
if (c_ptr->fval != floor)
{
c_ptr->fval = GRANITE_WALL;
c_ptr->lr = TRUE;
}
}
for (i = x_left; i <= x_right; i++)
{
c_ptr = &cave[y_height-1][i];
if (c_ptr->fval != floor)
{
c_ptr->fval = GRANITE_WALL;
c_ptr->lr = TRUE;
}
c_ptr = &cave[y_depth+1][i];
if (c_ptr->fval != floor)
{
c_ptr->fval = GRANITE_WALL;
c_ptr->lr = TRUE;
}
}
/* Special features. */
switch(randint(4))
{
case 1: /* Large middle pillar */
for (i = yval-1; i <= yval+1; i++)
{
c_ptr = &cave[i][xval-1];
for (j = xval-1; j <= xval+1; j++)
{
c_ptr->fval = TMP1_WALL;
c_ptr++;
}
}
break;
case 2: /* Inner treasure vault */
for (i = yval-1; i <= yval+1; i++)
{
cave[i][xval-1].fval = TMP1_WALL;
cave[i][xval+1].fval = TMP1_WALL;
}
cave[yval-1][xval].fval = TMP1_WALL;
cave[yval+1][xval].fval = TMP1_WALL;
tmp = randint(4); /* Place a door */
if (tmp < 3)
place_secret_door(yval-3+(tmp<<1), xval);
else
place_secret_door(yval, xval-7+(tmp<<1));
/* Place a treasure in the vault */
place_object(yval, xval);
/* Let's guard the treasure well. */
vault_monster(yval, xval, 2+randint(2));
/* Traps naturally */
vault_trap(yval, xval, 4, 4, 1+randint(3));
break;
case 3:
if (randint(3) == 1)
{
cave[yval-1][xval-2].fval = TMP1_WALL;
cave[yval+1][xval-2].fval = TMP1_WALL;
cave[yval-1][xval+2].fval = TMP1_WALL;
cave[yval+1][xval+2].fval = TMP1_WALL;
cave[yval-2][xval-1].fval = TMP1_WALL;
cave[yval-2][xval+1].fval = TMP1_WALL;
cave[yval+2][xval-1].fval = TMP1_WALL;
cave[yval+2][xval+1].fval = TMP1_WALL;
if (randint(3) == 1)
{
place_secret_door(yval, xval-2);
place_secret_door(yval, xval+2);
place_secret_door(yval-2, xval);
place_secret_door(yval+2, xval);
}
}
else if (randint(3) == 1)
{
cave[yval][xval].fval = TMP1_WALL;
cave[yval-1][xval].fval = TMP1_WALL;
cave[yval+1][xval].fval = TMP1_WALL;
cave[yval][xval-1].fval = TMP1_WALL;
cave[yval][xval+1].fval = TMP1_WALL;
}
else if (randint(3) == 1)
cave[yval][xval].fval = TMP1_WALL;
break;
case 4:
break;
}
}
/* Constructs a tunnel between two points */
static void build_tunnel(row1, col1, row2, col2)
int row1, col1, row2, col2;
{
register int tmp_row, tmp_col, i, j;
register cave_type *c_ptr;
cave_type *d_ptr;
coords tunstk[1000], wallstk[1000];
coords *tun_ptr;
int row_dir, col_dir, tunindex, wallindex;
int stop_flag, door_flag, main_loop_count;
int start_row, start_col;
/* Main procedure for Tunnel */
/* Note: 9 is a temporary value */
stop_flag = FALSE;
door_flag = FALSE;
tunindex = 0;
wallindex = 0;
main_loop_count = 0;
start_row = row1;
start_col = col1;
correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
do
{
/* prevent infinite loops, just in case */
main_loop_count++;
if (main_loop_count > 2000)
stop_flag = TRUE;
if (randint(100) > DUN_TUN_CHG)
{
if (randint(DUN_TUN_RND) == 1)
rand_dir(&row_dir, &col_dir);
else
correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
}
tmp_row = row1 + row_dir;
tmp_col = col1 + col_dir;
while (!in_bounds(tmp_row, tmp_col))
{
if (randint(DUN_TUN_RND) == 1)
rand_dir(&row_dir, &col_dir);
else
correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
tmp_row = row1 + row_dir;
tmp_col = col1 + col_dir;
}
c_ptr = &cave[tmp_row][tmp_col];
if (c_ptr->fval == NULL_WALL)
{
row1 = tmp_row;
col1 = tmp_col;
if (tunindex < 1000)
{
tunstk[tunindex].y = row1;
tunstk[tunindex].x = col1;
tunindex++;
}
door_flag = FALSE;
}
else if (c_ptr->fval == TMP2_WALL)
/* do nothing */
;
else if (c_ptr->fval == GRANITE_WALL)
{
row1 = tmp_row;
col1 = tmp_col;
if (wallindex < 1000)
{
wallstk[wallindex].y = row1;
wallstk[wallindex].x = col1;
wallindex++;
}
/* RW bug fix to allow tunnel between rooms two squares apart */
i=row1+row_dir; j=col1+col_dir;
/* if just encountered granite wall, and 'next' space also granite
wall, just punch through */
if (in_bounds(i,j) && cave[i][j].fval==GRANITE_WALL)
cave[i][j].fval=NULL_WALL;
for (i = row1-1; i <= row1+1; i++)
for (j = col1-1; j <= col1+1; j++)
if (in_bounds(i, j))
{
d_ptr = &cave[i][j];
/* values 11 and 12 are impossible here, place_streamer
is never run before build_tunnel */
if (d_ptr->fval == GRANITE_WALL)
d_ptr->fval = TMP2_WALL;
}
}
else if (c_ptr->fval == CORR_FLOOR || c_ptr->fval == BLOCKED_FLOOR)
{
row1 = tmp_row;
col1 = tmp_col;
if (!door_flag)
{
if (doorindex < 100)
{
doorstk[doorindex].y = row1;
doorstk[doorindex].x = col1;
doorindex++;
}
door_flag = TRUE;
}
if (randint(100) > DUN_TUN_CON)
{
/* make sure that tunnel has gone a reasonable distance
before stopping it, this helps prevent isolated rooms */
tmp_row = row1 - start_row;
if (tmp_row < 0) tmp_row = -tmp_row;
tmp_col = col1 - start_col;
if (tmp_col < 0) tmp_col = -tmp_col;
if (tmp_row > 10 || tmp_col > 10)
stop_flag = TRUE;
}
}
else /* c_ptr->fval != NULL, TMP2, GRANITE, CORR */
{
row1 = tmp_row;
col1 = tmp_col;
}
}
while (((row1 != row2) || (col1 != col2)) && (!stop_flag));
tun_ptr = &tunstk[0];
for (i = 0; i < tunindex; i++)
{
d_ptr = &cave[tun_ptr->y][tun_ptr->x];
d_ptr->fval = CORR_FLOOR;
tun_ptr++;
}
for (i = 0; i < wallindex; i++)
{
c_ptr = &cave[wallstk[i].y][wallstk[i].x];
if (c_ptr->fval == TMP2_WALL)
{
if (randint(100) < DUN_TUN_PEN)
place_door(wallstk[i].y, wallstk[i].x);
else
{
/* these have to be doorways to rooms */
c_ptr->fval = CORR_FLOOR;
}
}
}
}
static int next_to(y, x)
register int y, x;
{
register int next;
if (next_to_corr(y, x) > 2)
if ((cave[y-1][x].fval >= MIN_CAVE_WALL)
&& (cave[y+1][x].fval >= MIN_CAVE_WALL))
next = TRUE;
else if ((cave[y][x-1].fval >= MIN_CAVE_WALL)
&& (cave[y][x+1].fval >= MIN_CAVE_WALL))
next = TRUE;
else
next = FALSE;
else
next = FALSE;
return(next);
}
/* Places door at y, x position if at least 2 walls found */
static void try_door(y, x)
register int y, x;
{
if ((cave[y][x].fval == CORR_FLOOR) && (randint(100) > DUN_TUN_JCT)
&& next_to(y, x))
place_door(y, x);
}
/* Returns random co-ordinates -RAK- */
static void new_spot(y, x)
int16 *y, *x;
{
register int i, j;
register cave_type *c_ptr;
do
{
i = randint(cur_height - 2);
j = randint(cur_width - 2);
c_ptr = &cave[i][j];
}
while (c_ptr->fval >= MIN_CLOSED_SPACE || (c_ptr->cptr != 0)
|| (c_ptr->tptr != 0));
*y = i;
*x = j;
}
/* Cave logic flow for generation of new dungeon */
static void cave_gen()
{
struct spot_type
{
int endx;
int endy;
};
int room_map[20][20];
register int i, j, k;
int y1, x1, y2, x2, pick1, pick2, tmp;
int row_rooms, col_rooms, alloc_level;
int16 yloc[400], xloc[400];
row_rooms = 2*(cur_height/SCREEN_HEIGHT);
col_rooms = 2*(cur_width /SCREEN_WIDTH);
for (i = 0; i < row_rooms; i++)
for (j = 0; j < col_rooms; j++)
room_map[i][j] = FALSE;
k = randnor(DUN_ROO_MEA, 2);
for (i = 0; i < k; i++)
room_map[randint(row_rooms)-1][randint(col_rooms)-1] = TRUE;
k = 0;
for (i = 0; i < row_rooms; i++)
for (j = 0; j < col_rooms; j++)
if (room_map[i][j] == TRUE)
{
yloc[k] = i * (SCREEN_HEIGHT >> 1) + QUART_HEIGHT;
xloc[k] = j * (SCREEN_WIDTH >> 1) + QUART_WIDTH;
if (dun_level > randint(DUN_UNUSUAL))
{
tmp = randint(3);
if (tmp == 1) build_type1(yloc[k], xloc[k]);
else if (tmp == 2) build_type2(yloc[k], xloc[k]);
else build_type3(yloc[k], xloc[k]);
}
else
build_room(yloc[k], xloc[k]);
k++;
#ifdef MAC
SystemTask ();
#endif
}
for (i = 0; i < k; i++)
{
pick1 = randint(k) - 1;
pick2 = randint(k) - 1;
y1 = yloc[pick1];
x1 = xloc[pick1];
yloc[pick1] = yloc[pick2];
xloc[pick1] = xloc[pick2];
yloc[pick2] = y1;
xloc[pick2] = x1;
}
doorindex = 0;
/* move zero entry to k, so that can call build_tunnel all k times */
yloc[k] = yloc[0];
xloc[k] = xloc[0];
for (i = 0; i < k; i++)
{
y1 = yloc[i];
x1 = xloc[i];
y2 = yloc[i+1];
x2 = xloc[i+1];
build_tunnel(y2, x2, y1, x1);
}
#ifdef MAC
SystemTask ();
#endif
fill_cave(GRANITE_WALL);
for (i = 0; i < DUN_STR_MAG; i++)
place_streamer(MAGMA_WALL, DUN_STR_MC);
for (i = 0; i < DUN_STR_QUA; i++)
place_streamer(QUARTZ_WALL, DUN_STR_QC);
place_boundary();
/* Place intersection doors */
for (i = 0; i < doorindex; i++)
{
try_door(doorstk[i].y, doorstk[i].x-1);
try_door(doorstk[i].y, doorstk[i].x+1);
try_door(doorstk[i].y-1, doorstk[i].x);
try_door(doorstk[i].y+1, doorstk[i].x);
}
#ifdef MAC
SystemTask ();
#endif
alloc_level = (dun_level/3);
if (alloc_level < 2)
alloc_level = 2;
else if (alloc_level > 10)
alloc_level = 10;
place_stairs(2, randint(2)+2, 3);
place_stairs(1, randint(2), 3);
/* Set up the character co-ords, used by alloc_monster, place_win_monster */
new_spot(&char_row, &char_col);
alloc_monster((randint(8)+MIN_MALLOC_LEVEL+alloc_level), 0, TRUE);
alloc_object(set_corr, 3, randint(alloc_level));
alloc_object(set_room, 5, randnor(TREAS_ROOM_ALLOC, 3));
alloc_object(set_floor, 5, randnor(TREAS_ANY_ALLOC, 3));
alloc_object(set_floor, 4, randnor(TREAS_GOLD_ALLOC, 3));
alloc_object(set_floor, 1, randint(alloc_level));
if (dun_level >= WIN_MON_APPEAR) place_win_monster();
}
/* Builds a store at a row, column coordinate */
static void build_store(store_num, y, x)
int store_num, y, x;
{
int yval, y_height, y_depth;
int xval, x_left, x_right;
register int i, j;
int cur_pos, tmp;
register cave_type *c_ptr;
yval = y*10 + 5;
xval = x*16 + 16;
y_height = yval - randint(3);
y_depth = yval + randint(4);
x_left = xval - randint(6);
x_right = xval + randint(6);
for (i = y_height; i <= y_depth; i++)
for (j = x_left; j <= x_right; j++)
cave[i][j].fval = BOUNDARY_WALL;
tmp = randint(4);
if (tmp < 3)
{
i = randint(y_depth-y_height) + y_height - 1;
if (tmp == 1) j = x_left;
else j = x_right;
}
else
{
j = randint(x_right-x_left) + x_left - 1;
if (tmp == 3) i = y_depth;
else i = y_height;
}
c_ptr = &cave[i][j];
c_ptr->fval = CORR_FLOOR;
cur_pos = popt();
c_ptr->tptr = cur_pos;
invcopy(&t_list[cur_pos], OBJ_STORE_DOOR + store_num);
}
/* Link all free space in treasure list together */
static void tlink()
{
register int i;
for (i = 0; i < MAX_TALLOC; i++)
invcopy(&t_list[i], OBJ_NOTHING);
tcptr = MIN_TRIX;
}
/* Link all free space in monster list together */
static void mlink()
{
register int i;
for (i = 0; i < MAX_MALLOC; i++)
m_list[i] = blank_monster;
mfptr = MIN_MONIX;
}
/* Town logic flow for generation of new town */
static void town_gen()
{
register int i, j, l, m;
register cave_type *c_ptr;
int rooms[6], k;
set_seed(town_seed);
for (i = 0; i < 6; i++)
rooms[i] = i;
l = 6;
for (i = 0; i < 2; i++)
for (j = 0; j < 3; j++)
{
k = randint(l) - 1;
build_store(rooms[k], i, j);
for (m = k; m < l-1; m++)
rooms[m] = rooms[m+1];
l--;
}
fill_cave(DARK_FLOOR);
/* make stairs before reset_seed, so that they don't move around */
place_boundary();
place_stairs(2, 1, 0);
reset_seed();
/* Set up the character co-ords, used by alloc_monster below */
new_spot(&char_row, &char_col);
if (0x1 & (turn / 5000))
{ /* Night */
for (i = 0; i < cur_height; i++)
{
c_ptr = &cave[i][0];
for (j = 0; j < cur_width; j++)
{
if (c_ptr->fval != DARK_FLOOR)
c_ptr->pl = TRUE;
c_ptr++;
}
#ifdef MAC
SystemTask ();
#endif
}
alloc_monster(MIN_MALLOC_TN, 3, TRUE);
}
else
{ /* Day */
for (i = 0; i < cur_height; i++)
{
c_ptr = &cave[i][0];
for (j = 0; j < cur_width; j++)
{
c_ptr->pl = TRUE;
c_ptr++;
}
#ifdef MAC
SystemTask ();
#endif
}
alloc_monster(MIN_MALLOC_TD, 3, TRUE);
}
store_maint();
}
/* Generates a random dungeon level -RAK- */
void generate_cave()
{
panel_row_min = 0;
panel_row_max = 0;
panel_col_min = 0;
panel_col_max = 0;
char_row = -1;
char_col = -1;
#ifdef MAC
macbeginwait ();
#endif
tlink();
mlink();
blank_cave();
if (dun_level == 0)
{
cur_height = SCREEN_HEIGHT;
cur_width = SCREEN_WIDTH;
max_panel_rows = (cur_height/SCREEN_HEIGHT)*2 - 2;
max_panel_cols = (cur_width /SCREEN_WIDTH )*2 - 2;
panel_row = max_panel_rows;
panel_col = max_panel_cols;
town_gen();
}
else
{
cur_height = MAX_HEIGHT;
cur_width = MAX_WIDTH;
max_panel_rows = (cur_height/SCREEN_HEIGHT)*2 - 2;
max_panel_cols = (cur_width /SCREEN_WIDTH )*2 - 2;
panel_row = max_panel_rows;
panel_col = max_panel_cols;
cave_gen();
}
#ifdef MAC
macendwait ();
#endif
}