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MKROOM.C
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1993-03-16
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493 lines
/* SCCS Id: @(#)mkroom.c 3.0 88/11/24
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
/*
* Entry points:
* mkroom() -- make and stock a room of a given type
* nexttodoor() -- return TRUE if adjacent to a door
* has_dnstairs() -- return TRUE if given room has a down staircase
* has_upstairs() -- return TRUE if given room has an up staircase
* dist2() -- Euclidean square-of-distance function
* courtmon() -- generate a court monster
*/
#define MONATTK_H /* comment line for pre-compiled headers */
/* block some unused #defines to avoid overloading some cpp's */
#include "hack.h"
#ifdef OVLB
static boolean FDECL(isbig, (struct mkroom *));
static struct mkroom * FDECL(pick_room,(BOOLEAN_P));
static void NDECL(mkshop), FDECL(mkzoo,(int)), NDECL(mkswamp);
#ifdef ORACLE
static void NDECL(mkdelphi);
#endif
#if defined(ALTARS) && defined(THEOLOGY)
static void NDECL(mktemple);
#endif
static struct permonst * NDECL(morguemon);
#ifdef ARMY
static struct permonst * NDECL(squadmon);
#endif
#endif /* OVLB */
#define sq(x) ((x)*(x))
#ifdef OVLB
static boolean
isbig(sroom)
register struct mkroom *sroom;
{
register int area = (sroom->hx - sroom->lx) * (sroom->hy - sroom->ly);
return( area > 20 );
}
void
mkroom(roomtype)
/* make and stock a room of a given type */
int roomtype;
{
if (roomtype >= SHOPBASE)
mkshop(); /* someday, we should be able to specify shop type */
else switch(roomtype) {
#ifdef THRONES
case COURT: mkzoo(COURT); break;
#endif
case ZOO: mkzoo(ZOO); break;
case BEEHIVE: mkzoo(BEEHIVE); break;
case MORGUE: mkzoo(MORGUE); break;
case BARRACKS: mkzoo(BARRACKS); break;
case SWAMP: mkswamp(); break;
#ifdef ORACLE
case DELPHI: mkdelphi(); break;
#endif
#if defined(ALTARS) && defined(THEOLOGY)
case TEMPLE: mktemple(); break;
#endif
default: impossible("Tried to make a room of type %d.", roomtype);
}
}
static void
mkshop()
{
register struct mkroom *sroom;
int i = -1;
#ifdef WIZARD
# ifdef __GNULINT__
register char *ep = (char *)0;
# else
register char *ep;
# endif
/* first determine shoptype */
if(wizard){
ep = getenv("SHOPTYPE");
if(ep){
if(*ep == 'z' || *ep == 'Z'){
mkzoo(ZOO);
return;
}
if(*ep == 'm' || *ep == 'M'){
mkzoo(MORGUE);
return;
}
if(*ep == 'b' || *ep == 'B'){
mkzoo(BEEHIVE);
return;
}
#ifdef THRONES
if(*ep == 't' || *ep == 'T' || *ep == '\\'){
mkzoo(COURT);
return;
}
#endif
#ifdef ARMY
if(*ep == 's' || *ep == 'S'){
mkzoo(BARRACKS);
return;
}
#endif /* ARMY */
#if defined(ALTARS) && defined(THEOLOGY)
if(*ep == '_'){
mktemple();
return;
}
#endif
if(*ep == '}'){
mkswamp();
return;
}
for(i=0; shtypes[i].name; i++)
if(*ep == shtypes[i].symb) goto gottype;
if(*ep == 'g' || *ep == 'G')
i = 0;
else
i = -1;
}
}
gottype:
#endif
for(sroom = &rooms[0]; ; sroom++){
if(sroom->hx < 0) return;
if(sroom - rooms >= nroom) {
pline("rooms not closed by -1?");
return;
}
if(sroom->rtype != OROOM) continue;
if(!sroom->rlit || has_dnstairs(sroom) || has_upstairs(sroom))
continue;
if(
#ifdef WIZARD
(wizard && ep && sroom->doorct != 0) ||
#endif
sroom->doorct == 1) break;
}
if(i < 0) { /* shoptype not yet determined */
register int j;
/* pick a shop type at random */
for(j = rn2(100), i = 0; j -= shtypes[i].prob; i++)
if (j < 0) break;
/* big rooms cannot be wand or book shops,
* - so make them general stores
*/
if(isbig(sroom) && (shtypes[i].symb == WAND_SYM
#ifdef SPELLS
|| shtypes[i].symb == SPBOOK_SYM
#endif
)) i = 0;
}
sroom->rtype = SHOPBASE + i;
/* stock the room with a shopkeeper and artifacts */
stock_room(&(shtypes[i]), sroom);
}
static struct mkroom *
pick_room(strict)
register boolean strict;
/* pick an unused room, preferably with only one door */
{
register struct mkroom *sroom;
register int i = nroom;
for(sroom = &rooms[rn2(nroom)]; i--; sroom++) {
if(sroom == &rooms[nroom])
sroom = &rooms[0];
if(sroom->hx < 0)
return (struct mkroom *)0;
if(sroom->rtype != OROOM) continue;
if(!strict) {
if(has_upstairs(sroom) || (has_dnstairs(sroom) && rn2(3)))
continue;
} else if(has_upstairs(sroom) || has_dnstairs(sroom))
continue;
if(sroom->doorct == 1 || !rn2(5))
return sroom;
}
return (struct mkroom *)0;
}
static void
mkzoo(type)
int type;
{
register struct mkroom *sroom;
struct monst *mon;
register int sx,sy,i;
int sh, tx, ty, goldlim = 500 * dlevel;
if(!(sroom = pick_room(FALSE))) return;
sroom->rtype = type;
sh = sroom->fdoor;
switch(type) {
#ifdef __GNULINT__
default:
/* make sure tx and ty are initialized */
#endif
case COURT:
tx = somex(sroom); ty = somey(sroom); break;
/* TODO: try to ensure the enthroned monster is an M2_PRINCE */
case BEEHIVE:
tx = sroom->lx + (sroom->hx - sroom->lx + 1)/2;
ty = sroom->ly + (sroom->hy - sroom->ly + 1)/2;
break;
}
for(sx = sroom->lx; sx <= sroom->hx; sx++)
for(sy = sroom->ly; sy <= sroom->hy; sy++){
if((sx == sroom->lx && doors[sh].x == sx-1) ||
(sx == sroom->hx && doors[sh].x == sx+1) ||
(sy == sroom->ly && doors[sh].y == sy-1) ||
(sy == sroom->hy && doors[sh].y == sy+1)) continue;
mon = makemon(
#ifdef THRONES
(type == COURT) ? courtmon() :
#endif
#ifdef ARMY
(type == BARRACKS) ? squadmon() :
#endif
(type == MORGUE) ? morguemon() :
(type == BEEHIVE) ?
(sx == tx && sy == ty ? &mons[PM_QUEEN_BEE] :
&mons[PM_KILLER_BEE]) :
(struct permonst *) 0,
sx, sy);
if(mon) {
mon->msleep = 1;
#ifdef THRONES
if (type==COURT && mon->mpeaceful) {
mon->mpeaceful = 0;
mon->malign = max(3,abs(mon->data->maligntyp));
}
#endif
}
switch(type) {
case ZOO:
i = sq(dist2(sx,sy,doors[sh].x,doors[sh].y));
if(i >= goldlim) i = 5*dlevel;
goldlim -= i;
mkgold((long)(10 + rn2(i)), sx, sy);
break;
case MORGUE:
if(!rn2(5))
(void) mk_tt_object(CORPSE, sx, sy);
if(!rn2(10)) /* lots of treasure buried with dead */
(void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, sx, sy);
break;
case BEEHIVE:
if(!rn2(3))
(void) mksobj_at(LUMP_OF_ROYAL_JELLY, sx, sy);
break;
case BARRACKS:
if(!rn2(20)) /* the payroll and some loot */
(void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, sx, sy);
break;
}
}
#ifdef THRONES
if(type == COURT) {
levl[tx][ty].typ = THRONE;
levl[tx][ty].scrsym = THRONE_SYM;
sx = somex(sroom);
sy = somey(sroom);
mkgold((long) rn1(50 * dlevel,10), sx, sy);
(void) mksobj_at(CHEST, sx, sy); /* the royal coffers */
}
#endif
}
static struct permonst *
morguemon()
{
register int i = rn2(100), hd = rn2(dlevel);
if(hd > 10 && i < 10)
return((Inhell) ? mkclass(S_DEMON) : &mons[ndemon()]);
if(hd > 8 && i > 85)
return(mkclass(S_VAMPIRE));
return((i < 20) ? &mons[PM_GHOST]
: (i < 40) ? &mons[PM_WRAITH] : mkclass(S_ZOMBIE));
}
static void
mkswamp() /* Michiel Huisjes & Fred de Wilde */
{
register struct mkroom *sroom;
register int sx,sy,i,eelct = 0;
for(i=0; i<5; i++) { /* 5 tries */
sroom = &rooms[rn2(nroom)];
if(sroom->hx < 0 || sroom->rtype != OROOM ||
has_upstairs(sroom) || has_dnstairs(sroom))
continue;
/* satisfied; make a swamp */
sroom->rtype = SWAMP;
for(sx = sroom->lx; sx <= sroom->hx; sx++)
for(sy = sroom->ly; sy <= sroom->hy; sy++)
if(!OBJ_AT(sx, sy) && levl[sx][sy].gmask == 0 &&
!MON_AT(sx, sy) && !t_at(sx,sy) && !nexttodoor(sx,sy)) {
if((sx+sy)%2) {
levl[sx][sy].typ = POOL;
levl[sx][sy].scrsym = POOL_SYM;
if(!eelct || !rn2(4)) {
(void) makemon(mkclass(S_EEL), sx, sy);
eelct++;
}
} else if(!rn2(4)) /* swamps tend to be moldy */
(void) makemon(mkclass(S_FUNGUS), sx, sy);
}
}
}
#ifdef ORACLE
static void
mkdelphi()
{
register struct mkroom *sroom;
register struct monst *oracl;
int dy,xx,yy;
if(doorindex >= DOORMAX) return;
if(!(sroom = pick_room(FALSE))) return;
if(!place_oracle(sroom,&dy,&xx,&yy)) return;
if(MON_AT(xx, yy))
rloc(m_at(xx, yy)); /* insurance */
/* set up Oracle and environment */
if(!(oracl = makemon(&mons[PM_ORACLE],xx,yy))) return;
sroom->rtype = DELPHI;
oracl->mpeaceful = 1;
yy -= dy;
if(accessible(xx-1, yy))
(void) mkcorpstat(STATUE, &mons[PM_FOREST_CENTAUR], xx-1, yy);
if(accessible(xx, yy))
(void) mkcorpstat(STATUE, &mons[PM_MOUNTAIN_CENTAUR], xx, yy);
if(accessible(xx+1,yy))
(void) mkcorpstat(STATUE, &mons[PM_PLAINS_CENTAUR], xx+1, yy);
# ifdef FOUNTAINS
mkfount(0,sroom);
# endif
}
#endif
#if defined(ALTARS) && defined(THEOLOGY)
void
shrine_pos(sx,sy,troom)
int *sx,*sy;
struct mkroom *troom;
{
*sx = troom->lx + ((troom->hx - troom->lx) / 2);
*sy = troom->ly + ((troom->hy - troom->ly) / 2);
}
static void
mktemple()
{
register struct mkroom *sroom;
int sx,sy;
if(!(sroom = pick_room(TRUE))) return;
/* set up Priest and shrine */
sroom->rtype = TEMPLE;
shrine_pos(&sx,&sy,sroom);
/*
* In temples, shrines are blessed altars
* located in the center of the room
*/
levl[sx][sy].typ = ALTAR;
levl[sx][sy].scrsym = ALTAR_SYM;
levl[sx][sy].altarmask = rn2((int)A_LAW+1);
priestini(dlevel, sx, sy, (int) levl[sx][sy].altarmask);
levl[sx][sy].altarmask |= A_SHRINE;
}
#endif
boolean
nexttodoor(sx,sy)
register int sx, sy;
{
register int dx, dy;
register struct rm *lev;
for(dx = -1; dx <= 1; dx++) for(dy = -1; dy <= 1; dy++) {
if(!isok(sx+dx, sy+dy)) continue;
if(IS_DOOR((lev = &levl[sx+dx][sy+dy])->typ) ||
lev->typ == SDOOR)
return(TRUE);
}
return(FALSE);
}
boolean
has_dnstairs(sroom)
register struct mkroom *sroom;
{
return(sroom->lx <= xdnstair && xdnstair <= sroom->hx &&
sroom->ly <= ydnstair && ydnstair <= sroom->hy);
}
boolean
has_upstairs(sroom)
register struct mkroom *sroom;
{
return(sroom->lx <= xupstair && xupstair <= sroom->hx &&
sroom->ly <= yupstair && yupstair <= sroom->hy);
}
#endif /* OVLB */
#ifdef OVL0
int
dist2(x0,y0,x1,y1)
int x0, y0, x1, y1;
{
register int dx = x0 - x1, dy = y0 - y1;
return sq(dx) + sq(dy);
}
#endif /* OVL0 */
#ifdef OVLB
#ifdef THRONES
struct permonst *
courtmon()
{
int i = rn2(60) + rn2(3*dlevel);
if (i > 100) return(mkclass(S_DRAGON));
else if (i > 95) return(mkclass(S_GIANT));
else if (i > 85) return(mkclass(S_TROLL));
else if (i > 75) return(mkclass(S_CENTAUR));
else if (i > 60) return(mkclass(S_ORC));
else if (i > 45) return(&mons[PM_BUGBEAR]);
else if (i > 30) return(&mons[PM_HOBGOBLIN]);
else if (i > 15) return(mkclass(S_GNOME));
else return(mkclass(S_KOBOLD));
}
#endif /* THRONES /**/
#ifdef ARMY
#define NSTYPES (PM_CAPTAIN-PM_SOLDIER+1)
struct {
unsigned pm;
unsigned prob;
} squadprob[NSTYPES] = {
PM_SOLDIER, 80, PM_SERGEANT, 15, PM_LIEUTENANT, 4, PM_CAPTAIN, 1
};
static struct permonst *
squadmon() { /* return soldier types. */
register struct permonst *ptr;
register int i, cpro, sel_prob = rnd(80+dlevel);
for(cpro = i = 0; i < NSTYPES; i++)
if((cpro += squadprob[i].prob) > sel_prob) {
ptr = &mons[squadprob[i].pm];
goto gotone;
}
ptr = &mons[squadprob[rn2(NSTYPES)].pm];
gotone:
if(!(ptr->geno & G_GENOD)) return(ptr);
else return((struct permonst *) 0);
}
#endif /* ARMY /* */
#endif /* OVLB */