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nethack.lha
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dungeon.c
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1993-01-22
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/* SCCS Id: @(#)dungeon.c 3.1 93/01/17 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include "dgn_file.h"
#ifdef OVL1
#define DUNGEON_FILE "dungeon"
#if defined(MICRO) && !defined(AMIGA)
# define RDMODE "rb"
#else
# define RDMODE "r"
#endif
#ifdef MULDGN
#define X_START "x-start"
#define X_LOCATE "x-locate"
#define X_GOAL "x-goal"
#endif
struct proto_dungeon {
struct tmpdungeon tmpdungeon[MAXDUNGEON];
struct tmplevel tmplevel[LEV_LIMIT];
s_level *final_lev[LEV_LIMIT]; /* corresponding level pointers */
struct tmpbranch tmpbranch[BRANCH_LIMIT];
int start; /* starting index of current dungeon sp levels */
int n_levs; /* number of tmplevel entries */
int n_brs; /* number of tmpbranch entries */
};
int n_dgns; /* number of dungeons (used here, */
/* and mklev.c) */
static branch *branches = (branch *) 0; /* dungeon branch list */
static void FDECL(Fread, (genericptr_t, int, int, FILE *));
static xchar FDECL(dname_to_dnum, (const char *));
static int FDECL(find_branch, (const char *, struct proto_dungeon *));
static xchar FDECL(parent_dnum, (const char *, struct proto_dungeon *));
static int FDECL(level_range, (XCHAR_P,int,int,int,struct proto_dungeon *,int *));
static xchar FDECL(parent_dlevel, (const char *, struct proto_dungeon *));
static int FDECL(correct_branch_type, (struct tmpbranch *));
static branch *FDECL(add_branch, (int, int, struct proto_dungeon *));
static void FDECL(add_level, (s_level *));
static void FDECL(init_level, (int,int,struct proto_dungeon *));
static int FDECL(possible_places, (int, boolean *, struct proto_dungeon *));
static xchar FDECL(pick_level, (boolean *, int));
static boolean FDECL(place_level, (int, struct proto_dungeon *));
#ifdef WIZARD
static const char *FDECL(br_string, (int));
static void FDECL(print_branch, (winid, int, int, int));
#endif
#ifdef DEBUG
#define DD dungeons[i]
static void NDECL(dumpit);
static void
dumpit()
{
int i;
s_level *x;
branch *br;
for(i = 0; i < n_dgns; i++) {
fprintf(stderr, "\n#%d \"%s\" (%s):\n", i,
DD.dname, DD.proto);
fprintf(stderr, " num_dunlevs %d, dunlev_ureached %d\n",
DD.num_dunlevs, DD.dunlev_ureached);
fprintf(stderr, " depth_start %d, ledger_start %d\n",
DD.depth_start, DD.ledger_start);
fprintf(stderr, " flags:%s%s%s\n",
DD.flags.rogue_like ? " rogue_like" : "",
DD.flags.maze_like ? " maze_like" : "",
DD.flags.hellish ? " hellish" : "");
getchar();
}
fprintf(stderr,"\nSpecial levels:\n");
for(x = sp_levchn; x; x = x->next) {
fprintf(stderr, "%s (%d): ", x->proto, x->rndlevs);
fprintf(stderr, "on %d, %d; ", x->dlevel.dnum, x->dlevel.dlevel);
fprintf(stderr, "flags:%s%s%s%s\n",
x->flags.rogue_like ? " rogue_like" : "",
x->flags.maze_like ? " maze_like" : "",
x->flags.hellish ? " hellish" : "",
x->flags.town ? " town" : "");
getchar();
}
fprintf(stderr,"\nBranches:\n");
for (br = branches; br; br = br->next) {
fprintf(stderr, "%d: %s, end1 %d %d, end2 %d %d, %s\n",
br->id,
br->type == BR_STAIR ? "stair" :
br->type == BR_NO_END1 ? "no end1" :
br->type == BR_NO_END2 ? "no end2" :
br->type == BR_PORTAL ? "portal" :
"unknown",
br->end1.dnum, br->end1.dlevel,
br->end2.dnum, br->end2.dlevel,
br->end1_up ? "end1 up" : "end1 down");
}
getchar();
fprintf(stderr,"\nDone\n");
getchar();
}
#endif
/* Save the dungeon structures. */
void
save_dungeon(fd)
int fd;
{
branch *curr;
int count;
bwrite(fd, (genericptr_t) &n_dgns, sizeof(n_dgns));
bwrite(fd, (genericptr_t) dungeons, sizeof(dungeon) * (unsigned)n_dgns);
bwrite(fd, (genericptr_t) &dungeon_topology, sizeof dungeon_topology);
bwrite(fd, (genericptr_t) tune, sizeof tune);
for (count = 0, curr = branches; curr; curr = curr->next)
count++;
bwrite(fd, (genericptr_t) &count, sizeof(count));
for (curr = branches; curr; curr = curr->next)
bwrite(fd, (genericptr_t) curr, sizeof(branch));
}
/* Restore the dungeon structures. */
void
restore_dungeon(fd)
int fd;
{
branch *curr, *last;
int count, i;
mread(fd, (genericptr_t) &n_dgns, sizeof(n_dgns));
mread(fd, (genericptr_t) dungeons, sizeof(dungeon) * (unsigned)n_dgns);
mread(fd, (genericptr_t) &dungeon_topology, sizeof dungeon_topology);
mread(fd, (genericptr_t) tune, sizeof tune);
last = branches = (branch *) 0;
mread(fd, (genericptr_t) &count, sizeof(count));
for (i = 0; i < count; i++) {
curr = (branch *) alloc(sizeof(branch));
mread(fd, (genericptr_t) curr, sizeof(branch));
curr->next = (branch *) 0;
if (last)
last->next = curr;
else
branches = curr;
last = curr;
}
}
static void
Fread(ptr, size, nitems, stream)
genericptr_t ptr;
int size, nitems;
FILE *stream;
{
int cnt;
if((cnt = fread(ptr, size, nitems, stream)) != nitems) {
panic("PREMATURE EOF ON DUNGEON DESCRIPTION FILE!\nExpected %d bytes - got %d\n",
(size * nitems), (size * cnt));
terminate(1);
}
}
static xchar
dname_to_dnum(s)
const char *s;
{
xchar i;
for (i = 0; i < n_dgns; i++)
if (!strcmp(dungeons[i].dname, s)) return i;
panic("Couldn't resolve dungeon number for name \"%s\".", s);
#if defined(LINT) || defined(GCC_WARN)
return (xchar)0;
#endif
}
s_level *
find_level(s)
const char *s;
{
s_level *curr;
for(curr = sp_levchn; curr; curr = curr->next)
if(!strcmp(s, curr->proto)) break;
return curr;
}
/* Find the branch that links the named dungeon. */
static int
find_branch(s, pd)
const char *s; /* dungeon name */
struct proto_dungeon *pd;
{
int i;
for (i = 0; i < pd->n_brs; i++)
if (!strcmp(pd->tmpbranch[i].name, s)) break;
if (i == pd->n_brs) panic("find_branch: can't find %s", s);
return i;
}
/*
* Find the "parent" by searching the prototype branch list for the branch
* listing, then figuring out to which dungeon it belongs.
*/
static xchar
parent_dnum(s, pd)
const char *s; /* dungeon name */
struct proto_dungeon *pd;
{
int i;
xchar pdnum;
i = find_branch(s, pd);
/*
* Got branch, now find parent dungeon. Stop if we have reached
* "this" dungeon (if we haven't found it by now it is an error).
*/
for (pdnum = 0; strcmp(pd->tmpdungeon[pdnum].name, s); pdnum++)
if ((i -= pd->tmpdungeon[pdnum].branches) < 0)
return(pdnum);
panic("parent_dnum: couldn't resolve branch.");
#if defined(LINT) || defined(GCC_WARN)
return (xchar)0;
#endif
}
/*
* Return a starting point and number of successive positions a level
* or dungeon entrance can occupy.
*
* Note: This follows the acouple (instead of the rcouple) rules for a
* negative random component (rand < 0). These rules are found
* in dgn_comp.y. The acouple [absolute couple] section says that
* a negative random component means from the (adjusted) base to the
* end of the dungeon.
*/
static int
level_range(dgn, base, rand, chain, pd, adjusted_base)
xchar dgn;
int base, rand, chain;
struct proto_dungeon *pd;
int *adjusted_base;
{
int lmax = dungeons[dgn].num_dunlevs;
if (chain >= 0) { /* relative to a special level */
s_level *levtmp = pd->final_lev[chain];
if (!levtmp) panic("level_range: empty chain level!");
base += levtmp->dlevel.dlevel;
} else { /* absolute in the dungeon */
/* from end of dungeon */
if (base < 0) base = (lmax + base + 1);
}
if (base < 1 || base > lmax)
panic("level_range: base value out of range");
*adjusted_base = base;
if (rand == -1) { /* from base to end of dungeon */
return (lmax - base + 1);
} else if (rand) {
/* make sure we don't run off the end of the dungeon */
return (((base + rand - 1) > lmax) ? lmax-base+1 : rand);
} /* else only one choice */
return 1;
}
static xchar
parent_dlevel(s, pd)
const char *s;
struct proto_dungeon *pd;
{
int i, num, base;
i = find_branch(s, pd);
num = level_range(parent_dnum(s, pd), pd->tmpbranch[i].lev.base,
pd->tmpbranch[i].lev.rand,
pd->tmpbranch[i].chain,
pd, &base);
return (xchar) rn1(num,base);
}
/* Convert from the temporary branch type to the dungeon branch type. */
static int
correct_branch_type(tbr)
struct tmpbranch *tbr;
{
switch (tbr->type) {
case TBR_STAIR: return BR_STAIR;
case TBR_NO_UP: return tbr->up ? BR_NO_END1 : BR_NO_END2;
case TBR_NO_DOWN: return tbr->up ? BR_NO_END2 : BR_NO_END1;
case TBR_PORTAL: return BR_PORTAL;
}
impossible("correct_branch_type: unknown branch type");
return BR_STAIR;
}
/*
* Add the given branch to the branch list. The branch list is ordered
* by end1 dungeon and level followed by end2 dungeon and level. If
* extract_first is true, then the branch is already part of the list
* but needs to be repositioned.
*/
void
insert_branch(new_branch, extract_first)
branch *new_branch;
boolean extract_first;
{
branch *curr, *prev;
long new_val, curr_val, prev_val;
if (extract_first) {
for (prev = 0, curr = branches; curr; prev = curr, curr = curr->next)
if (curr == new_branch) break;
if (!curr) panic("insert_branch: not found");
if (prev)
prev->next = curr->next;
else
branches = curr->next;
}
new_branch->next = (branch *) 0;
/* Convert the branch into a unique number so we can sort them. */
#define branch_val(bp) ((((long)(bp)->end1.dnum * (MAXLEVEL+1) + (long)(bp)->end1.dlevel) * (MAXDUNGEON+1) * (MAXLEVEL+1)) + ((long)(bp)->end2.dnum * (MAXLEVEL+1) + (long)(bp)->end2.dlevel))
/*
* Insert the new branch into the correct place in the branch list.
*/
prev = (branch *) 0;
prev_val = -1;
new_val = branch_val(new_branch);
for (curr = branches; curr;
prev_val = curr_val, prev = curr, curr = curr->next) {
curr_val = branch_val(curr);
if (prev_val < new_val && new_val <= curr_val) break;
}
if (prev) {
new_branch->next = curr;
prev->next = new_branch;
} else {
new_branch->next = branches;
branches = new_branch;
}
}
/* Add a dungeon branch to the branch list. */
static branch *
add_branch(dgn, child_entry_level, pd)
int dgn;
int child_entry_level;
struct proto_dungeon *pd;
{
static int branch_id = 0;
int branch_num;
branch *new_branch;
branch_num = find_branch(dungeons[dgn].dname,pd);
new_branch = (branch *) alloc(sizeof(branch));
new_branch->next = (branch *) 0;
new_branch->id = branch_id++;
new_branch->type = correct_branch_type(&pd->tmpbranch[branch_num]);
new_branch->end1.dnum = parent_dnum(dungeons[dgn].dname, pd);
new_branch->end1.dlevel = parent_dlevel(dungeons[dgn].dname, pd);
new_branch->end2.dnum = dgn;
new_branch->end2.dlevel = child_entry_level;
new_branch->end1_up = pd->tmpbranch[branch_num].up ? TRUE : FALSE;
insert_branch(new_branch, FALSE);
return new_branch;
}
/*
* Add new level to special level chain. Insert it in level order with the
* other levels in this dungeon. This assumes that we are never given a
* level that has a dungeon number less than the dungeon number of the
* last entry.
*/
static void
add_level(new_lev)
s_level *new_lev;
{
s_level *prev, *curr;
prev = (s_level *) 0;
for (curr = sp_levchn; curr; curr = curr->next) {
if (curr->dlevel.dnum == new_lev->dlevel.dnum &&
curr->dlevel.dlevel > new_lev->dlevel.dlevel)
break;
prev = curr;
}
if (!prev) {
new_lev->next = sp_levchn;
sp_levchn = new_lev;
} else {
new_lev->next = curr;
prev->next = new_lev;
}
}
static void
init_level(dgn, proto_index, pd)
int dgn, proto_index;
struct proto_dungeon *pd;
{
s_level *new_level;
struct tmplevel *tlevel = &pd->tmplevel[proto_index];
pd->final_lev[proto_index] = (s_level *) 0; /* no "real" level */
#ifdef WIZARD
if (!wizard)
#endif
if (tlevel->chance <= rn2(100)) return;
pd->final_lev[proto_index] = new_level =
(s_level *) alloc(sizeof(s_level));
/* load new level with data */
Strcpy(new_level->proto, tlevel->name);
new_level->boneid = tlevel->boneschar;
new_level->dlevel.dnum = dgn;
new_level->dlevel.dlevel = 0; /* for now */
new_level->flags.town = !!(tlevel->flags & TOWN);
new_level->flags.hellish = !!(tlevel->flags & HELLISH);
new_level->flags.maze_like = !!(tlevel->flags & MAZELIKE);
new_level->flags.rogue_like = !!(tlevel->flags & ROGUELIKE);
new_level->flags.align = ((tlevel->flags & D_ALIGN_MASK) >> 4);
new_level->rndlevs = tlevel->rndlevs;
new_level->next = (s_level *) 0;
}
static int
possible_places(idx, map, pd)
int idx; /* prototype index */
boolean *map; /* array MAXLEVEL+1 in length */
struct proto_dungeon *pd;
{
int i, start, count;
s_level *lev = pd->final_lev[idx];
/* init level possibilities */
for (i = 0; i <= MAXLEVEL; i++) map[i] = FALSE;
/* get base and range and set those entried to true */
count = level_range(lev->dlevel.dnum, pd->tmplevel[idx].lev.base,
pd->tmplevel[idx].lev.rand,
pd->tmplevel[idx].chain,
pd, &start);
for (i = start; i < start+count; i++)
map[i] = TRUE;
/* mark off already placed levels */
for (i = pd->start; i < idx; i++) {
if (pd->final_lev[i] && map[pd->final_lev[i]->dlevel.dlevel]) {
map[pd->final_lev[i]->dlevel.dlevel] = FALSE;
--count;
}
}
return count;
}
/* Pick the nth TRUE entry in the given boolean array. */
static xchar
pick_level(map, nth)
boolean *map; /* an array MAXLEVEL+1 in size */
int nth;
{
int i;
for (i = 1; i <= MAXLEVEL; i++)
if (map[i] && !nth--) return (xchar) i;
panic("pick_level: ran out of valid levels");
return 0;
}
#ifdef DDEBUG
static void FDECL(indent,(int));
static void
indent(d)
int d;
{
while (d-- > 0) fputs(" ", stderr);
}
#endif
/*
* Place a level. First, find the possible places on a dungeon map
* template. Next pick one. Then try to place the next level. If
* sucessful, we're done. Otherwise, try another (and another) until
* all possible places have been tried. If all possible places have
* been exausted, return false.
*/
static boolean
place_level(proto_index, pd)
int proto_index;
struct proto_dungeon *pd;
{
boolean map[MAXLEVEL+1]; /* valid levels are 1..MAXLEVEL inclusive */
s_level *lev;
int npossible;
#ifdef DDEBUG
int i;
#endif
if (proto_index == pd->n_levs) return TRUE; /* at end of proto levels */
lev = pd->final_lev[proto_index];
/* No level created for this prototype, goto next. */
if (!lev) return place_level(proto_index+1, pd);
npossible = possible_places(proto_index, map, pd);
for (; npossible; --npossible) {
lev->dlevel.dlevel = pick_level(map, rn2(npossible));
#ifdef DDEBUG
indent(proto_index-pd->start);
fprintf(stderr,"%s: trying %d [ ", lev->proto, lev->dlevel.dlevel);
for (i = 1; i <= MAXLEVEL; i++)
if (map[i]) fprintf(stderr,"%d ", i);
fprintf(stderr,"]\n");
#endif
if (place_level(proto_index+1, pd)) return TRUE;
map[lev->dlevel.dlevel] = FALSE; /* this choice didn't work */
}
#ifdef DDEBUG
indent(proto_index-pd->start);
fprintf(stderr,"%s: failed\n", lev->proto);
#endif
return FALSE;
}
void
init_dungeons() /* initialize the "dungeon" structs */
{
FILE *dgn_file;
register int i, cl = 0, cb = 0;
register s_level *x;
struct proto_dungeon pd;
pd.n_levs = pd.n_brs = 0;
dgn_file = fopen_datafile(DUNGEON_FILE, RDMODE);
if (!dgn_file)
panic("\rCANNOT OPEN DUNGEON DESCRIPTION FILE %s.", DUNGEON_FILE);
/*
* Read in each dungeon and transfer the results to the internal
* dungeon arrays.
*/
sp_levchn = (s_level *) 0;
Fread((genericptr_t)&n_dgns, sizeof(int), 1, dgn_file);
if (n_dgns >= MAXDUNGEON)
panic("init_dungeons: too many dungeons");
for (i = 0; i < n_dgns; i++) {
Fread((genericptr_t)&pd.tmpdungeon[i],
sizeof(struct tmpdungeon), 1, dgn_file);
#ifdef WIZARD
if(!wizard)
#endif
if(pd.tmpdungeon[i].chance && (pd.tmpdungeon[i].chance <= rn2(100))) {
int j;
/* skip over any levels or branches */
for(j = 0; j < pd.tmpdungeon[i].levels; j++)
Fread((genericptr_t)&pd.tmplevel[cl], sizeof(struct tmplevel),
1, dgn_file);
for(j = 0; j < pd.tmpdungeon[i].branches; j++)
Fread((genericptr_t)&pd.tmpbranch[cb],
sizeof(struct tmpbranch), 1, dgn_file);
n_dgns--; i--;
continue;
}
Strcpy(dungeons[i].dname, pd.tmpdungeon[i].name);
Strcpy(dungeons[i].proto, pd.tmpdungeon[i].protoname);
dungeons[i].boneid = pd.tmpdungeon[i].boneschar;
if(pd.tmpdungeon[i].lev.rand)
dungeons[i].num_dunlevs = rn1(pd.tmpdungeon[i].lev.rand,
pd.tmpdungeon[i].lev.base);
else dungeons[i].num_dunlevs = pd.tmpdungeon[i].lev.base;
if(!i) {
dungeons[i].ledger_start = 0;
dungeons[i].depth_start = 1;
dungeons[i].dunlev_ureached = 1;
} else {
dungeons[i].ledger_start = dungeons[i-1].ledger_start +
dungeons[i-1].num_dunlevs;
dungeons[i].dunlev_ureached = 0;
}
dungeons[i].flags.hellish = !!(pd.tmpdungeon[i].flags & HELLISH);
dungeons[i].flags.maze_like = !!(pd.tmpdungeon[i].flags & MAZELIKE);
dungeons[i].flags.rogue_like = !!(pd.tmpdungeon[i].flags & ROGUELIKE);
dungeons[i].flags.align = ((pd.tmpdungeon[i].flags & D_ALIGN_MASK) >> 4);
/*
* Set the entry level for this dungeon. The pd.tmpdungeon entry
* value means:
* < 0 from bottom (-1 == bottom level)
* 0 default (top)
* > 0 actual level (1 = top)
*
* Note that the entry_lev field in the dungeon structure is
* redundant. It is used only here and in print_dungeon().
*/
if (pd.tmpdungeon[i].entry_lev < 0) {
dungeons[i].entry_lev = dungeons[i].num_dunlevs +
pd.tmpdungeon[i].entry_lev + 1;
if (dungeons[i].entry_lev <= 0) dungeons[i].entry_lev = 1;
} else if (pd.tmpdungeon[i].entry_lev > 0) {
dungeons[i].entry_lev = pd.tmpdungeon[i].entry_lev;
if (dungeons[i].entry_lev > dungeons[i].num_dunlevs)
dungeons[i].entry_lev = pd.tmpdungeon[i].entry_lev;
} else { /* default */
dungeons[i].entry_lev = 1; /* defaults to top level */
}
if (i) { /* set depth */
branch *br;
xchar from_depth;
boolean from_up;
br = add_branch(i, dungeons[i].entry_lev, &pd);
/* Get the depth of the connecting end. */
if (br->end1.dnum == i) {
from_depth = depth(&br->end2);
from_up = !br->end1_up;
} else {
from_depth = depth(&br->end1);
from_up = br->end1_up;
}
/*
* Calculate the depth of the top of the dungeon via
* its branch. First, the depth of the entry point:
*
* depth of branch from "parent" dungeon
* + -1 or 1 depending on a up or down stair or
* 0 if portal
*
* Followed by the depth of the top of the dungeon:
*
* - (entry depth - 1)
*
* We'll say that portals stay on the same depth.
*/
dungeons[i].depth_start = from_depth
+ (br->type == BR_PORTAL ? 0 :
(from_up ? -1 : 1))
- (dungeons[i].entry_lev - 1);
}
/* this is redundant - it should have been flagged by dgn_comp */
if(dungeons[i].num_dunlevs > MAXLEVEL)
dungeons[i].num_dunlevs = MAXLEVEL;
pd.start = pd.n_levs; /* save starting point */
pd.n_levs += pd.tmpdungeon[i].levels;
if (pd.n_levs > LEV_LIMIT)
panic("init_dungeon: too many special levels");
/*
* Read in the prototype special levels. Don't add generated
* special levels until they are all placed.
*/
for(; cl < pd.n_levs; cl++) {
Fread((genericptr_t)&pd.tmplevel[cl],
sizeof(struct tmplevel), 1, dgn_file);
init_level(i, cl, &pd);
}
/*
* Recursively place the generated levels for this dungeon. This
* routine will attempt all possible combinations before giving
* up.
*/
if (!place_level(pd.start, &pd))
panic("init_dungeon: couldn't place levels");
#ifdef DDEBUG
fprintf(stderr, "--- end of dungeon %d ---\n", i);
fflush(stderr);
getchar();
#endif
for (; pd.start < pd.n_levs; pd.start++)
if (pd.final_lev[pd.start]) add_level(pd.final_lev[pd.start]);
pd.n_brs += pd.tmpdungeon[i].branches;
if (pd.n_brs > BRANCH_LIMIT)
panic("init_dungeon: too many branches");
for(; cb < pd.n_brs; cb++)
Fread((genericptr_t)&pd.tmpbranch[cb],
sizeof(struct tmpbranch), 1, dgn_file);
}
(void) fclose(dgn_file);
for (i = 0; i < 5; i++) tune[i] = 'A' + rn2(7);
tune[5] = 0;
/*
* Find most of the special levels and dungeons so we can access their
* locations quickly.
*/
#ifdef REINCARNATION
if ((x = find_level("rogue")) != 0)
assign_level(&rogue_level, &x->dlevel);
#endif
if ((x = find_level("oracle")) != 0)
assign_level(&oracle_level, &x->dlevel);
if ((x = find_level("bigroom")) != 0)
assign_level(&bigroom_level, &x->dlevel);
if ((x = find_level("medusa")) != 0)
assign_level(&medusa_level, &x->dlevel);
if ((x = find_level("castle")) != 0)
assign_level(&stronghold_level, &x->dlevel);
if ((x = find_level("valley")) != 0)
assign_level(&valley_level, &x->dlevel);
if ((x = find_level("wizard1")) != 0)
assign_level(&wiz1_level, &x->dlevel);
if ((x = find_level("wizard2")) != 0)
assign_level(&wiz2_level, &x->dlevel);
if ((x = find_level("wizard3")) != 0)
assign_level(&wiz3_level, &x->dlevel);
if ((x = find_level("juiblex")) != 0)
assign_level(&juiblex_level, &x->dlevel);
if ((x = find_level("orcus")) != 0)
assign_level(&orcus_level, &x->dlevel);
if ((x = find_level("asmodeus")) != 0)
assign_level(&asmodeus_level, &x->dlevel);
if ((x = find_level("baalz")) != 0)
assign_level(&baalzebub_level, &x->dlevel);
if ((x = find_level("fakewiz1")) != 0)
assign_level(&portal_level, &x->dlevel);
if ((x = find_level("sanctum")) != 0)
assign_level(&sanctum_level, &x->dlevel);
if ((x = find_level("earth")) != 0)
assign_level(&earth_level, &x->dlevel);
if ((x = find_level("water")) != 0)
assign_level(&water_level, &x->dlevel);
if ((x = find_level("fire")) != 0)
assign_level(&fire_level, &x->dlevel);
if ((x = find_level("air")) != 0)
assign_level(&air_level, &x->dlevel);
if ((x = find_level("astral")) != 0)
assign_level(&astral_level, &x->dlevel);
#ifdef MULDGN
if ((x = find_level("knox")) != 0) {
branch *br;
assign_level(&knox_level, &x->dlevel);
/*
* Kludge to allow floating Knox entrance. We specify a floating
* entrance by the fact that it's entrance (end1) has a bogus dnum,
* namely n_dgns.
*/
for (br = branches; br; br = br->next)
if (on_level(&br->end2, &knox_level)) break;
if (br) br->end1.dnum = n_dgns;
/* adjust the branch's position on the list */
insert_branch(br, TRUE);
}
/*
* This is where the name substitution on the levels of the quest
* dungeon occur.
*/
if ((x = find_level(X_START)) != 0) {
x->proto[0] = pl_character[0];
assign_level(&qstart_level, &x->dlevel);
}
if ((x = find_level(X_LOCATE)) != 0) {
x->proto[0] = pl_character[0];
assign_level(&qlocate_level, &x->dlevel);
}
if ((x = find_level(X_GOAL)) != 0) {
x->proto[0] = pl_character[0];
assign_level(&nemesis_level, &x->dlevel);
}
/*
* I hate hardwiring these names. :-(
*/
quest_dnum = dname_to_dnum("The Quest");
mines_dnum = dname_to_dnum("The Gnomish Mines");
#endif
tower_dnum = dname_to_dnum("Vlad's Tower");
#ifdef DEBUG
dumpit();
#endif
}
xchar
dunlev(lev) /* return the level number for lev in *this* dungeon */
d_level *lev;
{
return(lev->dlevel);
}
xchar
dunlevs_in_dungeon(lev) /* return the lowest level number for *this* dungeon*/
d_level *lev;
{
return(dungeons[lev->dnum].num_dunlevs);
}
xchar
deepest_lev_reached(noquest) /* return the lowest level explored in the game*/
boolean noquest;
{
/* this function is used for three purposes: to provide a factor
* of difficulty in monster generation; to provide a factor of
* difficulty in experience calculations (botl.c and end.c); and
* to insert the deepest level reached in the game in the topten
* display. the 'noquest' arg switch is required for the latter.
*
* from the player's point of view, going into the Quest is _not_
* going deeper into the dungeon -- it is going back "home", where
* the dungeon starts at level 1. given the setup in dungeon.def,
* the depth of the Quest (thought of as starting at level 1) is
* never lower than the level of entry into the Quest, so we exclude
* the Quest from the topten "deepest level reached" display
* calculation. _However_ the Quest is a difficult dungeon, so we
* include it in the factor of difficulty calculations.
*/
register int i;
d_level tmp;
register xchar ret = 0;
for(i = 0; i < n_dgns; i++) {
if((tmp.dlevel = dungeons[i].dunlev_ureached) == 0) continue;
if(!strcmp(dungeons[i].dname, "The Quest") && noquest) continue;
tmp.dnum = i;
if(depth(&tmp) > ret) ret = depth(&tmp);
}
return(ret);
}
/* return a bookkeeping level number for purpose of comparisons and
* save/restore */
xchar
ledger_no(lev)
d_level *lev;
{
return(lev->dlevel + dungeons[lev->dnum].ledger_start);
}
/*
* The last level in the bookkeeping list of level is the bottom of the last
* dungeon in the dungeons[] array.
*
* Maxledgerno() -- which is the max number of levels in the bookkeeping
* list, should not be confused with dunlevs_in_dungeon(lev) -- which
* returns the max number of levels in lev's dungeon, and both should
* not be confused with deepest_lev_reached() -- which returns the lowest
* depth visited by the player.
*/
xchar
maxledgerno()
{
return (xchar) (dungeons[n_dgns-1].ledger_start +
dungeons[n_dgns-1].num_dunlevs);
}
/* return the dungeon that this ledgerno exists in */
xchar
ledger_to_dnum(ledgerno)
xchar ledgerno;
{
xchar i;
for(i = 0; i < n_dgns; i++)
if(dungeons[i].ledger_start >= ledgerno) return(i-1);
return(MAXDUNGEON);
}
/* return the level of the dungeon this ledgerno exists in */
xchar
ledger_to_dlev(ledgerno)
xchar ledgerno;
{
return(ledgerno - dungeons[ledger_to_dnum(ledgerno)].ledger_start);
}
#endif /* OVL1 */
#ifdef OVL0
/* returns the depth of a level, in floors below the surface */
/* (note levels in different dungeons can have the same depth). */
xchar
depth(lev)
d_level *lev;
{
return dungeons[lev->dnum].depth_start + lev->dlevel - 1;
}
boolean
on_level(lev1, lev2) /* are "lev1" and "lev2" actually the same? */
d_level *lev1, *lev2;
{
return((lev1->dnum == lev2->dnum) && (lev1->dlevel == lev2->dlevel));
}
#endif /* OVL0 */
#ifdef OVL1
s_level *
/* is this level referenced in the special level chain? */
Is_special(lev)
d_level *lev;
{
s_level *levtmp;
for (levtmp = sp_levchn; levtmp; levtmp = levtmp->next)
if (on_level(lev, &levtmp->dlevel)) return(levtmp);
return((s_level *)0);
}
/*
* Is this a multi-dungeon branch level? If so, return a pointer to the
* branch. Otherwise, return NULL.
*/
branch *
Is_branchlev(lev)
d_level *lev;
{
branch *curr;
for (curr = branches; curr; curr = curr->next) {
if (on_level(lev, &curr->end1) || on_level(lev, &curr->end2))
return curr;
}
return (branch *) 0;
}
/* goto the next level (or appropriate dungeon) */
void
next_level(at_stairs )
boolean at_stairs;
{
if (at_stairs && u.ux == sstairs.sx && u.uy == sstairs.sy) {
/* Taking a down dungeon branch. */
goto_level(&sstairs.tolev, at_stairs, FALSE, FALSE);
} else {
/* Going down a stairs or jump in a trap door. */
d_level newlevel;
newlevel.dnum = u.uz.dnum;
newlevel.dlevel = u.uz.dlevel + 1;
goto_level(&newlevel, at_stairs, !at_stairs, FALSE);
}
}
/* goto the previous level (or appropriate dungeon) */
void
prev_level(at_stairs)
boolean at_stairs;
{
if (at_stairs && u.ux == sstairs.sx && u.uy == sstairs.sy) {
/* Taking an up dungeon branch. */
if(!u.uz.dnum && !u.uhave.amulet) done(ESCAPED);
else goto_level(&sstairs.tolev, at_stairs, FALSE, FALSE);
} else {
/* Going up a stairs or rising through the ceiling. */
d_level newlevel;
newlevel.dnum = u.uz.dnum;
newlevel.dlevel = u.uz.dlevel - 1;
goto_level(&newlevel, at_stairs, FALSE, FALSE);
}
}
void
u_on_sstairs() { /* place you on the special staircase */
if (sstairs.sx && sstairs.sy) {
u.ux = sstairs.sx;
u.uy = sstairs.sy;
} else {
/* code stolen from goto_level */
int try = 0;
#ifdef DEBUG
pline("u_on_sstairs: picking random spot");
#endif
#define badspot(x,y) ((levl[x][y].typ != ROOM && levl[x][y].typ != CORR) || MON_AT(x, y))
do {
u.ux = rnd(COLNO-1);
u.uy = rn2(ROWNO);
} while(try++ < 100 && badspot(u.ux, u.uy));
if (try >= 100)
panic("u_on_sstairs: could not relocate player!");
#undef badspot
}
}
void
u_on_upstairs() /* place you on upstairs (or special equivalent) */
{
if(xupstair && yupstair) {
u.ux = xupstair;
u.uy = yupstair;
}
else u_on_sstairs();
}
void
u_on_dnstairs() /* place you on dnstairs (or special equivalent) */
{
if(xdnstair && ydnstair) {
u.ux = xdnstair;
u.uy = ydnstair;
}
else u_on_sstairs();
}
boolean
On_stairs(x, y)
xchar x, y;
{
return((x == xupstair && y == yupstair) ||
(x == xdnstair && y == ydnstair) ||
(x == xdnladder && y == ydnladder) ||
(x == xupladder && y == yupladder) ||
(x == sstairs.sx && y == sstairs.sy));
}
boolean
Is_botlevel(lev)
d_level *lev;
{
return lev->dlevel == dungeons[lev->dnum].num_dunlevs;
}
boolean
Can_dig_down(lev)
d_level *lev;
{
return !level.flags.hardfloor
&& !Is_botlevel(lev) && !Invocation_lev(lev);
}
/*
* Like Can_dig_down (above), but also allows falling through on the
* stronghold level. Normally, the bottom level of a dungeon resists
* both digging and falling.
*/
boolean
Can_fall_thru(lev)
d_level *lev;
{
return Can_dig_down(lev) || Is_stronghold(lev);
}
/*
* True if one can rise up a level (e.g. cursed gain level).
* This happens on intermediate dungeon levels or on any top dungeon
* level that has a stairwell style branch to the next higher dungeon.
* Checks for amulets and such must be done elsewhere.
*/
boolean
Can_rise_up(lev)
d_level *lev;
{
return !In_endgame(lev) &&
(lev->dlevel > 1 ||
(dungeons[lev->dnum].entry_lev == 1 && ledger_no(lev) != 1 &&
sstairs.sx && sstairs.up));
}
/*
* It is expected that the second argument of get_level is a depth value,
* either supplied by the user (teleport control) or randomly generated.
* But more than one level can be at the same depth. If the target level
* is "above" the present depth location, get_level must trace "up" from
* the player's location (through the ancestors dungeons) the dungeon
* within which the target level is located. With only one exception
* which does not pass through this routine (see level_tele), teleporting
* "down" is confined to the current dungeon. At present, level teleport
* in dungeons that build up is confined within them.
*/
void
get_level(newlevel, levnum)
d_level *newlevel;
int levnum;
{
branch *br;
xchar dgn = u.uz.dnum;
if (levnum <= 0) {
impossible("get_level: levnum = %d\n", levnum);
levnum = u.uz.dlevel;
} else if (levnum > dungeons[dgn].depth_start
+ dungeons[dgn].num_dunlevs - 1) {
/* beyond end of dungeon, jump to last level */
levnum = dungeons[dgn].num_dunlevs;
} else {
/* The desired level is in this dungeon or a "higher" one. */
/*
* Branch up the tree until we reach a dungeon that contains the
* levnum.
*/
if (levnum < dungeons[dgn].depth_start) {
do {
/*
* Find the parent dungeon of this dungeon.
*
* This assumes that end2 is always the "child" and it is
* unique.
*/
for (br = branches; br; br = br->next)
if (br->end2.dnum == dgn) break;
if (!br)
panic("get_level: can't find parent dungeon");
dgn = br->end1.dnum;
} while (levnum < dungeons[dgn].depth_start);
}
/* We're within the same dungeon; calculate the level. */
levnum = levnum - dungeons[dgn].depth_start + 1;
}
newlevel->dnum = dgn;
newlevel->dlevel = levnum;
}
#endif /* OVL1 */
#ifdef OVL0
#ifdef MULDGN
boolean
In_quest(lev) /* are you in the quest dungeon? */
d_level *lev;
{
return(lev->dnum == quest_dnum);
}
#endif /* MULDGN */
#endif /* OVL0 */
#ifdef OVL1
#ifdef MULDGN
boolean
In_mines(lev) /* are you in the mines dungeon? */
d_level *lev;
{
return(lev->dnum == mines_dnum);
}
/*
* Return the branch for the given dungeon.
*
* This function assumes:
* + This is not called with "Dungeons of Doom".
* + There is only _one_ branch to a given dungeon.
* + Field end2 is the "child" dungeon.
*/
branch *
dungeon_branch(s)
const char *s;
{
branch *br;
xchar dnum;
dnum = dname_to_dnum(s);
/* Find the branch that connects to dungeon i's branch. */
for (br = branches; br; br = br->next)
if (br->end2.dnum == dnum) break;
if (!br) panic("dgn_entrance: can't find entrance to %s", s);
return br;
}
/*
* This returns true if the hero is on the same level as the entrance to
* the named dungeon.
*
* Called from do.c and mklev.c.
*
* Assumes that end1 is always the "parent".
*/
boolean
at_dgn_entrance(s)
const char *s;
{
branch *br;
br = dungeon_branch(s);
return on_level(&u.uz, &br->end1) ? TRUE : FALSE;
}
#endif /* MULDGN */
boolean
In_tower(lev) /* are you inside the tower? */
d_level *lev;
{
return(lev->dnum == tower_dnum);
}
#endif /* OVL1 */
#ifdef OVL0
boolean
In_hell(lev) /* are you in one of the Hell levels? */
d_level *lev;
{
return(dungeons[lev->dnum].flags.hellish);
}
#endif /* OVL0 */
#ifdef OVL1
void
goto_hell(at_stairs, falling) /* go directly to hell... */
boolean at_stairs, falling;
{
d_level lev;
lev.dnum = wiz1_level.dnum;
lev.dlevel = 1;
goto_level(&lev, at_stairs, falling, FALSE);
}
void
assign_level(dest, src) /* equivalent to dest = source */
d_level *dest, *src;
{
dest->dnum = src->dnum;
dest->dlevel = src->dlevel;
}
void
assign_rnd_level(dest, src, range) /* dest = src + rn1(range) */
d_level *dest, *src;
int range;
{
dest->dnum = src->dnum;
dest->dlevel = src->dlevel + ((range > 0) ? rnd(range) : -rnd(-range)) ;
if(dest->dlevel > dunlevs_in_dungeon(dest))
dest->dlevel = dunlevs_in_dungeon(dest);
else if(dest->dlevel < 1)
dest->dlevel = 1;
}
#endif /* OVL1 */
#ifdef OVL0
int
induced_align(pct)
int pct;
{
s_level *lev = Is_special(&u.uz);
aligntyp al;
if (lev && lev->flags.align)
if(rn2(100) < pct) return(lev->flags.align);
if(dungeons[u.uz.dnum].flags.align)
if(rn2(100) < pct) return(dungeons[u.uz.dnum].flags.align);
al = rn2(3) - 1;
return(Align2amask(al));
}
#endif /* OVL0 */
#ifdef OVL1
boolean
Invocation_lev(lev)
d_level *lev;
{
return(In_hell(lev) &&
lev->dlevel == (dungeons[lev->dnum].num_dunlevs - 1));
}
/* use instead of depth() wherever a degree of difficulty is made
* dependent on the location in the dungeon (eg. monster creation).
*/
xchar
level_difficulty()
{
if (In_endgame(&u.uz))
return(depth(&sanctum_level) + u.ulevel/2);
else
if (u.uhave.amulet)
return(deepest_lev_reached(FALSE));
else
return(depth(&u.uz));
}
#ifdef WIZARD
/* Convert a branch type to a string usable by print_dungeon(). */
static const char *
br_string(type)
int type;
{
switch (type) {
case BR_PORTAL: return "Portal";
case BR_NO_END1: return "Connection";
case BR_NO_END2: return "One way stair";
case BR_STAIR: return "Stair";
}
return " (unknown)";
}
/* Print all child branches between the lower and upper bounds. */
static void
print_branch(win, dnum, lower_bound, upper_bound)
winid win;
int dnum;
int lower_bound;
int upper_bound;
{
branch *br;
char buf[BUFSZ];
/* This assumes that end1 is the "parent". */
for (br = branches; br; br = br->next) {
if (br->end1.dnum == dnum && lower_bound < br->end1.dlevel &&
br->end1.dlevel <= upper_bound) {
Sprintf(buf," %s to %s: %d",
br_string(br->type),
dungeons[br->end2.dnum].dname,
depth(&br->end1));
putstr(win, 0, buf);
}
}
}
/* Print available dungeon information. */
void
print_dungeon()
{
int i, last_level, nlev;
char buf[BUFSZ];
boolean first;
s_level *slev;
dungeon *dptr;
branch *br;
winid win = create_nhwindow(NHW_MENU);
for (i = 0, dptr = dungeons; i < n_dgns; i++, dptr++) {
nlev = dptr->num_dunlevs;
if (nlev > 1)
Sprintf(buf, "%s: levels %d to %d", dptr->dname, dptr->depth_start,
dptr->depth_start + nlev - 1);
else
Sprintf(buf, "%s: level %d", dptr->dname, dptr->depth_start);
/* Most entrances are uninteresting. */
if (dptr->entry_lev != 1) {
if (dptr->entry_lev == nlev)
Strcat(buf, ", entrance from below");
else
Sprintf(eos(buf), ", entrance on %d",
dptr->depth_start + dptr->entry_lev - 1);
}
putstr(win, 0, buf);
/*
* Circle through the special levels to find levels that are in
* this dungeon.
*/
for (slev = sp_levchn, last_level = 0; slev; slev = slev->next) {
if (slev->dlevel.dnum != i) continue;
/* print any branches before this level */
print_branch(win, i, last_level, slev->dlevel.dlevel);
Sprintf(buf, " %s: %d", slev->proto, depth(&slev->dlevel));
if (Is_stronghold(&slev->dlevel))
Sprintf(eos(buf), " (tune %s)", tune);
putstr(win, 0, buf);
last_level = slev->dlevel.dlevel;
}
/* print branches after the last special level */
print_branch(win, i, last_level, MAXLEVEL);
}
/* Print out floating branches (if any). */
for (first = TRUE, br = branches; br; br = br->next) {
if (br->end1.dnum == n_dgns) {
if (first) {
putstr(win, 0, "");
putstr(win, 0, "Floating branches");
first = FALSE;
}
Sprintf(buf, " %s to %s",
br_string(br->type), dungeons[br->end2.dnum].dname);
putstr(win, 0, buf);
}
}
/* I hate searching for the invocation pos while debugging. -dean */
if (Invocation_lev(&u.uz)) {
putstr(win, 0, "");
Sprintf(buf, "Invocation position @ (%d,%d), hero @ (%d,%d)",
inv_pos.x, inv_pos.y, u.ux, u.uy);
putstr(win, 0, buf);
}
/*
* The following is based on the assumption that the inter-level portals
* created by the level compiler (not the dungeon compiler) only exist
* one per level (currently true, of course).
*/
else if (Is_earthlevel(&u.uz) || Is_waterlevel(&u.uz)
|| Is_firelevel(&u.uz) || Is_airlevel(&u.uz)) {
struct trap *trap;
for (trap = ftrap; trap; trap = trap->ntrap)
if (trap->ttyp == MAGIC_PORTAL) break;
putstr(win, 0, "");
if (trap)
Sprintf(buf, "Portal @ (%d,%d), hero @ (%d,%d)",
trap->tx, trap->ty, u.ux, u.uy);
else
Sprintf(buf, "No portal found.");
putstr(win, 0, buf);
}
display_nhwindow(win, TRUE);
destroy_nhwindow(win);
}
#endif /* WIZARD */
#endif /* OVL1 */
/*dungeon.c*/