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nethack.lha
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nethack-3.1
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util
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lev_main.c
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1992-12-30
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/* SCCS Id: @(#)lev_main.c 3.1 92/12/11 */
/* Copyright (c) 1989 by Jean-Christophe Collet */
/* NetHack may be freely redistributed. See license for details. */
/*
* This file contains the main function for the parser
* and some useful functions needed by yacc
*/
#include "hack.h"
#include "sp_lev.h"
#ifdef STRICT_REF_DEF
#include "termcap.h"
#endif
#ifdef MAC
# ifdef applec
# define MPWTOOL
# include <CursorCtl.h>
# endif
#endif
#ifndef MPWTOOL
# define SpinCursor(x)
#endif
#ifndef O_WRONLY
# include <fcntl.h>
#endif
#ifndef O_CREAT /* some older BSD systems do not define O_CREAT in <fcntl.h> */
# include <sys/file.h>
#endif
#ifndef O_BINARY /* used for micros, no-op for others */
# define O_BINARY 0
#endif
#define NEWLINE 10 /* under Mac MPW C '\n' is 13 so don't use it. */
#define ERR (-1)
#define NewTab(type, size) (type **) alloc(sizeof(type *) * size)
#define Free(ptr) if(ptr) free((genericptr_t) (ptr))
#define Write(fd, item, size) (void) write(fd, (genericptr_t)(item), size)
#ifdef MICRO
# undef exit
# ifndef AMIGA
extern void FDECL(exit, (int));
# endif
#endif
#define MAX_ERRORS 25
extern int NDECL (yyparse);
extern void FDECL (init_yyin, (FILE *));
extern void FDECL (init_yyout, (FILE *));
int FDECL (main, (int, char **));
void FDECL (yyerror, (char *));
void FDECL (yywarning, (char *));
int NDECL (yywrap);
char *FDECL(dup_string,(const char *));
int FDECL(get_floor_type, (CHAR_P));
int FDECL(get_room_type, (char *));
int FDECL(get_trap_type, (char *));
int FDECL(get_monster_id, (char *, CHAR_P));
int FDECL(get_object_id, (char *));
boolean FDECL(check_monster_char, (CHAR_P));
boolean FDECL(check_object_char, (CHAR_P));
char FDECL(what_map_char, (CHAR_P));
void FDECL(scan_map, (char *));
void NDECL(wallify_map);
boolean NDECL(check_subrooms);
void FDECL(check_coord, (int, int, char *));
void NDECL(store_part);
void NDECL(store_room);
static void FDECL(write_common_data, (int,int,lev_init *,long));
void FDECL(write_maze, (int, specialmaze *));
void FDECL(write_lev, (int, splev *));
void FDECL(free_rooms, (room **, int));
static struct {
const char *name;
short type;
} trap_types[TRAPNUM] = {
{ "arrow", ARROW_TRAP },
{ "dart", DART_TRAP },
{ "falling rock", ROCKTRAP },
{ "board", SQKY_BOARD },
{ "bear", BEAR_TRAP },
{ "land mine", LANDMINE },
{ "sleep gas", SLP_GAS_TRAP },
{ "rust", RUST_TRAP },
{ "fire", FIRE_TRAP },
{ "pit", PIT },
{ "spiked pit", SPIKED_PIT },
{ "trapdoor", TRAPDOOR },
{ "teleport", TELEP_TRAP },
{ "level teleport", LEVEL_TELEP },
{ "magic portal", MAGIC_PORTAL },
{ "web", WEB },
{ "statue", STATUE_TRAP },
{ "magic", MAGIC_TRAP },
{ "anti magic", ANTI_MAGIC },
#ifdef POLYSELF
{ "polymorph", POLY_TRAP },
#endif
{ 0, 0 }
};
static struct {
char *name;
int type;
} room_types[] = {
/* for historical reasons, room types are not contiguous numbers */
/* (type 1 is skipped) */
{ "ordinary", OROOM },
{ "throne", COURT },
{ "swamp", SWAMP },
{ "vault", VAULT },
{ "beehive", BEEHIVE },
{ "morgue", MORGUE },
#ifdef ARMY
{ "barracks", BARRACKS },
#endif
{ "zoo", ZOO },
{ "delphi", DELPHI },
{ "temple", TEMPLE },
{ "shop", SHOPBASE },
{ "armor shop", ARMORSHOP },
{ "scroll shop", SCROLLSHOP },
{ "potion shop", POTIONSHOP },
{ "weapon shop", WEAPONSHOP },
{ "food shop", FOODSHOP },
{ "ring shop", RINGSHOP },
{ "wand shop", WANDSHOP },
{ "tool shop", TOOLSHOP },
{ "book shop", BOOKSHOP },
{ "candle shop", CANDLESHOP },
{ 0, 0 }
};
char *fname = "(stdin)";
int fatal_error = 0;
int want_warnings = 0;
/* Flex 2.3 bug work around */
int yy_more_len = 0;
extern char tmpmessage[];
extern altar *tmpaltar[];
extern lad *tmplad[];
extern stair *tmpstair[];
extern digpos *tmpdig[];
extern char *tmpmap[];
extern region *tmpreg[];
extern lev_region *tmplreg[];
extern door *tmpdoor[];
extern room_door *tmprdoor[];
extern trap *tmptrap[];
extern monster *tmpmonst[];
extern object *tmpobj[];
extern drawbridge *tmpdb[];
extern walk *tmpwalk[];
extern gold *tmpgold[];
extern fountain *tmpfountain[];
extern sink *tmpsink[];
extern pool *tmppool[];
extern engraving *tmpengraving[];
extern mazepart *tmppart[];
extern room *tmproom[];
extern corridor *tmpcor[];
extern int n_olist, n_mlist, n_plist;
extern unsigned int nlreg, nreg, ndoor, ntrap, nmons, nobj;
extern unsigned int ndb, nwalk, npart, ndig, nlad, nstair;
extern unsigned int naltar, ncorridor, nrooms, ngold, nengraving;
extern unsigned int nfountain, npool, nsink;
extern unsigned int max_x_map, max_y_map;
extern int line_number, colon_line_number;
int
main(argc, argv)
int argc;
char **argv;
{
FILE *fin;
int i;
#ifdef MAC_THINKC5
static char *mac_argv[] = { "lev_comp", /* dummy argv[0] */
":dat:Arch.des",
":dat:Barb.des",
":dat:Caveman.des",
":dat:Elf.des",
":dat:Healer.des",
":dat:Knight.des",
":dat:Priest.des",
":dat:Rogue.des",
":dat:Samurai.des",
":dat:Tourist.des",
":dat:Valkyrie.des",
":dat:Wizard.des",
":dat:bigroom.des",
":dat:castle.des",
":dat:endgame.des",
":dat:gehennom.des",
":dat:knox.des",
":dat:medusa.des",
":dat:mines.des",
":dat:oracle.des",
":dat:tower.des",
":dat:yendor.des"
};
argc = SIZE(mac_argv);
argv = mac_argv;
#endif
/* Note: these initializers don't do anything except guarantee that
we're linked properly.
*/
monst_init();
objects_init();
decl_init();
init_yyout(stdout);
if (argc == 1) { /* Read standard input */
init_yyin(stdin);
yyparse();
} else { /* Otherwise every argument is a filename */
for(i=1; i<argc; i++) {
fname = argv[i];
if(!strcmp(fname, "-w")) {
want_warnings++;
continue;
}
fin = freopen(fname, "r", stdin);
if (!fin) {
(void) fprintf(stderr,"Can't open \"%s\" for input.\n",
fname);
perror(fname);
} else {
init_yyin(fin);
yyparse();
}
line_number = 1;
fatal_error = 0;
}
}
#ifndef VMS
return 0;
#else
return 1; /* vms success */
#endif /*VMS*/
}
/*
* Each time the parser detects an error, it uses this function.
* Here we take count of the errors. To continue farther than
* MAX_ERRORS wouldn't be reasonable.
* Assume that explicit calls from lev_comp.y have the 1st letter
* capitalized, to allow printing of the line containing the start of
* the current declaration, instead of the beginning of the next declaration.
*/
void
yyerror(s)
char *s;
{
(void) fprintf(stderr, "%s: line %d : %s\n", fname,
(*s >= 'A' && *s <= 'Z') ? colon_line_number : line_number, s);
if (++fatal_error > MAX_ERRORS) {
(void) fprintf(stderr,"Too many errors, good bye!\n");
exit(1);
}
}
/*
* Just display a warning (that is : a non fatal error)
*/
void
yywarning(s)
char *s;
{
(void) fprintf(stderr, "%s: line %d : WARNING : %s\n",
fname, colon_line_number, s);
}
int
yywrap()
{
return 1;
}
/*
* Duplicate a string.
*/
char *
dup_string(s)
const char *s;
{
char *news;
if (!s)
return (char *) 0;
news = (char *) alloc(strlen(s)+1);
Strcpy(news, s);
return news;
}
/*
* Find the type of floor, knowing its char representation.
*/
int
get_floor_type(c)
char c;
{
int val;
SpinCursor(3);
val = what_map_char(c);
if(val == INVALID_TYPE) {
val = ERR;
yywarning("Invalid fill character in MAZE declaration");
}
return val;
}
/*
* Find the type of a room in the table, knowing its name.
*/
int
get_room_type(s)
char *s;
{
register int i;
SpinCursor(3);
for(i=0; room_types[i].name; i++)
if (!strcmp(s, room_types[i].name))
return ((int) room_types[i].type);
return ERR;
}
/*
* Find the type of a trap in the table, knowing its name.
*/
int
get_trap_type(s)
char *s;
{
register int i;
SpinCursor(3);
for(i=0; i < TRAPNUM - 1; i++)
if(!strcmp(s,trap_types[i].name))
return((int)trap_types[i].type);
return ERR;
}
/*
* Find the index of a monster in the table, knowing its name.
*/
int
get_monster_id(s, c)
char *s;
char c;
{
register int i, class;
SpinCursor(3);
class = def_char_to_monclass(c);
if (c && class == MAXMCLASSES) return ERR;
for(i = 0; i < NUMMONS; i++)
if(!strncmp(s, mons[i].mname, strlen(mons[i].mname))
&& (!c || class == mons[i].mlet))
return i;
return ERR;
}
/*
* Find the index of an object in the table, knowing its name.
*/
int
get_object_id(s)
char *s;
{
register int i;
register const char *objname;
SpinCursor(3);
for (i=0; i<=NROFOBJECTS; i++)
if ((objname = obj_descr[i].oc_name)
&& !strncmp(s, objname, strlen(objname)))
return i;
return ERR;
}
/*
* Is the character 'c' a valid monster class ?
*/
boolean
check_monster_char(c)
char c;
{
return (def_char_to_monclass(c) != MAXMCLASSES);
}
/*
* Is the character 'c' a valid object class ?
*/
boolean
check_object_char(c)
char c;
{
return (def_char_to_objclass(c) != MAXOCLASSES);
}
char
what_map_char(c)
char c;
{
SpinCursor(3);
switch(c) {
case ' ' : return(STONE);
case '#' : return(CORR);
case '.' : return(ROOM);
case '-' : return(HWALL);
case '|' : return(VWALL);
case '+' : return(DOOR);
case 'A' : return(AIR);
case 'B' : return(CROSSWALL); /* hack: boundary location */
case 'C' : return(CLOUD);
case 'S' : return(SDOOR);
case '{' : return(FOUNTAIN);
case '\\' : return(THRONE);
case 'K' :
#ifdef SINKS
return(SINK);
#else
yywarning("Sinks are not allowed in this version! Ignoring...");
return(ROOM);
#endif
case '}' : return(MOAT);
case 'P' : return(POOL);
case 'L' : return(LAVAPOOL);
case 'I' : return(ICE);
case 'W' : return(WATER);
}
return(INVALID_TYPE);
}
/*
* Yep! LEX gives us the map in a raw mode.
* Just analyze it here.
*/
void
scan_map(map)
char *map;
{
register int i, len;
register char *s1, *s2;
int max_len = 0;
int max_hig = 0;
char msg[256];
/* First : find the max width of the map */
s1 = map;
while (s1 && *s1) {
s2 = index(s1, NEWLINE);
if (s2) {
if (s2-s1 > max_len)
max_len = s2-s1;
s1 = s2 + 1;
} else {
if (strlen(s1) > max_len)
max_len = strlen(s1);
s1 = (char *) 0;
}
}
/* Then parse it now */
while (map && *map) {
tmpmap[max_hig] = (char *) alloc(max_len);
s1 = index(map, NEWLINE);
if (s1) {
len = s1 - map;
s1++;
} else {
len = strlen(map);
s1 = map + len;
}
for(i=0; i<len; i++)
if((tmpmap[max_hig][i] = what_map_char(map[i])) == INVALID_TYPE) {
Sprintf(msg,
"Invalid character @ (%d, %d) - replacing with stone",
max_hig, i);
yywarning(msg);
tmpmap[max_hig][i] = STONE;
}
while(i < max_len)
tmpmap[max_hig][i++] = STONE;
map = s1;
max_hig++;
}
/* Memorize boundaries */
max_x_map = max_len - 1;
max_y_map = max_hig - 1;
/* Store the map into the mazepart structure */
if(max_len > MAP_X_LIM || max_hig > MAP_Y_LIM) {
Sprintf(msg, "Map too large! (max %d x %d)", MAP_X_LIM, MAP_Y_LIM);
yyerror(msg);
}
tmppart[npart]->xsize = max_len;
tmppart[npart]->ysize = max_hig;
tmppart[npart]->map = (char **) alloc(max_hig*sizeof(char *));
for(i = 0; i< max_hig; i++)
tmppart[npart]->map[i] = tmpmap[i];
}
/*
* If we have drawn a map without walls, this allows us to
* auto-magically wallify it.
*/
#define Map_point(x,y) *(tmppart[npart]->map[y] + x)
#define Valid_point(x,y) ((x >= 0 && x <= max_x_map) && \
(y >= 0 && y <= max_y_map))
void
wallify_map()
{
int x, y, xx, yy;
for(y = 0; y <= max_y_map; y++) {
SpinCursor(3);
for(x = 0; x <= max_x_map; x++)
if(Map_point(x,y) == STONE) {
for(yy = y - 1; yy <= y+1 && Map_point(x,y) == STONE; yy++)
for(xx = x - 1; xx <= x+1 && Map_point(x,y) == STONE; xx++)
if(Valid_point(xx,yy) &&
(IS_ROOM(Map_point(xx,yy)) ||
Map_point(xx,yy) == CROSSWALL)) {
if(yy != y) Map_point(x,y) = HWALL;
else Map_point(x,y) = VWALL;
}
}
}
}
/*
* We need to check the subrooms apartenance to an existing room.
*/
boolean
check_subrooms()
{
short i,j;
boolean found, ok = TRUE;
char msg[256];
for (i = 0; i < nrooms; i++)
if (tmproom[i]->parent) {
found = FALSE;
for(j = 0; j < nrooms; j++)
if (tmproom[j]->name && !strcmp(tmproom[i]->parent,
tmproom[j]->name)) {
found = TRUE;
break;
}
if (!found) {
Sprintf(msg,"Subroom error : parent room '%s' not found!", tmproom[i]->parent);
yyerror(msg);
ok = FALSE;
}
}
return ok;
}
/*
* Check that coordinates (x,y) are roomlike locations.
* Print warning "str" if they aren't.
*/
void
check_coord(x, y, str)
int x, y;
char *str;
{
char ebuf[60];
if (x >= 0 && y >= 0 && x <= max_x_map && y <= max_y_map &&
(IS_ROCK(tmpmap[y][x]) || IS_DOOR(tmpmap[y][x]))) {
Sprintf(ebuf, "%s placed in wall at (%02d,%02d)?!", str, x, y);
yywarning(ebuf);
}
}
/*
* Here we want to store the maze part we just got.
*/
void
store_part()
{
register int i;
/* Ok, We got the whole part, now we store it. */
/* The Regions */
if ((tmppart[npart]->nreg = nreg) != 0) {
tmppart[npart]->regions = NewTab(region, nreg);
for(i=0;i<nreg;i++)
tmppart[npart]->regions[i] = tmpreg[i];
}
nreg = 0;
/* The Level Regions */
if ((tmppart[npart]->nlreg = nlreg) != 0) {
tmppart[npart]->lregions = NewTab(lev_region, nlreg);
for(i=0;i<nlreg;i++)
tmppart[npart]->lregions[i] = tmplreg[i];
}
nlreg = 0;
/* the doors */
if ((tmppart[npart]->ndoor = ndoor) != 0) {
tmppart[npart]->doors = NewTab(door, ndoor);
for(i=0;i<ndoor;i++)
tmppart[npart]->doors[i] = tmpdoor[i];
}
ndoor = 0;
/* the traps */
if ((tmppart[npart]->ntrap = ntrap) != 0) {
tmppart[npart]->traps = NewTab(trap, ntrap);
for(i=0;i<ntrap;i++)
tmppart[npart]->traps[i] = tmptrap[i];
}
ntrap = 0;
/* the monsters */
if ((tmppart[npart]->nmonster = nmons) != 0) {
tmppart[npart]->monsters = NewTab(monster, nmons);
for(i=0;i<nmons;i++)
tmppart[npart]->monsters[i] = tmpmonst[i];
}
nmons = 0;
/* the objects */
if ((tmppart[npart]->nobject = nobj) != 0) {
tmppart[npart]->objects = NewTab(object, nobj);
for(i=0;i<nobj;i++)
tmppart[npart]->objects[i] = tmpobj[i];
}
nobj = 0;
/* the drawbridges */
if ((tmppart[npart]->ndrawbridge = ndb) != 0) {
tmppart[npart]->drawbridges = NewTab(drawbridge, ndb);
for(i=0;i<ndb;i++)
tmppart[npart]->drawbridges[i] = tmpdb[i];
}
ndb = 0;
/* The walkmaze directives */
if ((tmppart[npart]->nwalk = nwalk) != 0) {
tmppart[npart]->walks = NewTab(walk, nwalk);
for(i=0;i<nwalk;i++)
tmppart[npart]->walks[i] = tmpwalk[i];
}
nwalk = 0;
/* The non_diggable directives */
if ((tmppart[npart]->ndig = ndig) != 0) {
tmppart[npart]->digs = NewTab(digpos, ndig);
for(i=0;i<ndig;i++)
tmppart[npart]->digs[i] = tmpdig[i];
}
ndig = 0;
/* The ladders */
if ((tmppart[npart]->nlad = nlad) != 0) {
tmppart[npart]->lads = NewTab(lad, nlad);
for(i=0;i<nlad;i++)
tmppart[npart]->lads[i] = tmplad[i];
}
nlad = 0;
/* The stairs */
if ((tmppart[npart]->nstair = nstair) != 0) {
tmppart[npart]->stairs = NewTab(stair, nstair);
for(i=0;i<nstair;i++)
tmppart[npart]->stairs[i] = tmpstair[i];
}
nstair = 0;
/* The altars */
if ((tmppart[npart]->naltar = naltar) != 0) {
tmppart[npart]->altars = NewTab(altar, naltar);
for(i=0;i<naltar;i++)
tmppart[npart]->altars[i] = tmpaltar[i];
}
naltar = 0;
/* The gold piles */
if ((tmppart[npart]->ngold = ngold) != 0) {
tmppart[npart]->golds = NewTab(gold, ngold);
for(i=0;i<ngold;i++)
tmppart[npart]->golds[i] = tmpgold[i];
}
ngold = 0;
/* The engravings */
if ((tmppart[npart]->nengraving = nengraving) != 0) {
tmppart[npart]->engravings = NewTab(engraving, nengraving);
for(i=0;i<nengraving;i++)
tmppart[npart]->engravings[i] = tmpengraving[i];
}
nengraving = 0;
/* The fountains */
if ((tmppart[npart]->nfountain = nfountain) != 0) {
tmppart[npart]->fountains = NewTab(fountain, nfountain);
for(i=0;i<nfountain;i++)
tmppart[npart]->fountains[i] = tmpfountain[i];
}
nfountain = 0;
npart++;
n_plist = n_mlist = n_olist = 0;
}
/*
* Here we want to store the room part we just got.
*/
void
store_room()
{
register int i;
/* Ok, We got the whole room, now we store it. */
/* the doors */
if ((tmproom[nrooms]->ndoor = ndoor) != 0) {
tmproom[nrooms]->doors = NewTab(room_door, ndoor);
for(i=0;i<ndoor;i++)
tmproom[nrooms]->doors[i] = tmprdoor[i];
}
ndoor = 0;
/* the traps */
if ((tmproom[nrooms]->ntrap = ntrap) != 0) {
tmproom[nrooms]->traps = NewTab(trap, ntrap);
for(i=0;i<ntrap;i++)
tmproom[nrooms]->traps[i] = tmptrap[i];
}
ntrap = 0;
/* the monsters */
if ((tmproom[nrooms]->nmonster = nmons) != 0) {
tmproom[nrooms]->monsters = NewTab(monster, nmons);
for(i=0;i<nmons;i++)
tmproom[nrooms]->monsters[i] = tmpmonst[i];
}
nmons = 0;
/* the objects */
if ((tmproom[nrooms]->nobject = nobj) != 0) {
tmproom[nrooms]->objects = NewTab(object, nobj);
for(i=0;i<nobj;i++)
tmproom[nrooms]->objects[i] = tmpobj[i];
}
nobj = 0;
/* The stairs */
if ((tmproom[nrooms]->nstair = nstair) != 0) {
tmproom[nrooms]->stairs = NewTab(stair, nstair);
for(i=0;i<nstair;i++)
tmproom[nrooms]->stairs[i] = tmpstair[i];
}
nstair = 0;
/* The altars */
if ((tmproom[nrooms]->naltar = naltar) != 0) {
tmproom[nrooms]->altars = NewTab(altar, naltar);
for(i=0;i<naltar;i++)
tmproom[nrooms]->altars[i] = tmpaltar[i];
}
naltar = 0;
/* The gold piles */
if ((tmproom[nrooms]->ngold = ngold) != 0) {
tmproom[nrooms]->golds = NewTab(gold, ngold);
for(i=0;i<ngold;i++)
tmproom[nrooms]->golds[i] = tmpgold[i];
}
ngold = 0;
/* The engravings */
if ((tmproom[nrooms]->nengraving = nengraving) != 0) {
tmproom[nrooms]->engravings = NewTab(engraving, nengraving);
for(i=0;i<nengraving;i++)
tmproom[nrooms]->engravings[i] = tmpengraving[i];
}
nengraving = 0;
/* The fountains */
if ((tmproom[nrooms]->nfountain = nfountain) != 0) {
tmproom[nrooms]->fountains = NewTab(fountain, nfountain);
for(i=0;i<nfountain;i++)
tmproom[nrooms]->fountains[i] = tmpfountain[i];
}
nfountain = 0;
/* The sinks */
if ((tmproom[nrooms]->nsink = nsink) != 0) {
tmproom[nrooms]->sinks = NewTab(sink, nsink);
for(i=0;i<nsink;i++)
tmproom[nrooms]->sinks[i] = tmpsink[i];
}
nsink = 0;
/* The pools */
if ((tmproom[nrooms]->npool = npool) != 0) {
tmproom[nrooms]->pools = NewTab(pool, npool);
for(i=0;i<npool;i++)
tmproom[nrooms]->pools[i] = tmppool[i];
}
npool = 0;
nrooms++;
}
/* some info common to all special levels */
static void
write_common_data(fd, typ, init, flgs)
int fd, typ;
lev_init *init;
long flgs;
{
char c;
uchar len;
c = typ;
Write(fd, &c, sizeof(c)); /* 1 byte header */
Write(fd, init, sizeof(lev_init));
Write(fd, &flgs, sizeof flgs);
len = strlen(tmpmessage);
Write(fd, &len, sizeof len);
if (len) Write(fd, tmpmessage, (int) len);
tmpmessage[0] = '\0';
}
/*
* Here we write the structure of the maze in the specified file (fd).
* Also, we have to free the memory allocated via alloc()
*/
void
write_maze(fd, maze)
int fd;
specialmaze *maze;
{
short i,j;
mazepart *pt;
write_common_data(fd, SP_LEV_MAZE, &(maze->init_lev), maze->flags);
Write(fd, &(maze->filling), sizeof(maze->filling));
Write(fd, &(maze->numpart), sizeof(maze->numpart));
/* Number of parts */
for(i=0;i<maze->numpart;i++) {
pt = maze->parts[i];
/* First, write the map */
Write(fd, &(pt->halign), sizeof(pt->halign));
Write(fd, &(pt->valign), sizeof(pt->valign));
Write(fd, &(pt->xsize), sizeof(pt->xsize));
Write(fd, &(pt->ysize), sizeof(pt->ysize));
for(j=0;j<pt->ysize;j++) {
if(!maze->init_lev.init_present ||
pt->xsize > 1 || pt->ysize > 1)
Write(fd, pt->map[j], sizeof(*(pt->map[j])) * pt->xsize);
Free(pt->map[j]);
}
Free(pt->map);
/* level region stuff */
Write(fd, &(pt->nlreg), sizeof(pt->nlreg));
for(j=0;j<pt->nlreg;j++) {
Write(fd, pt->lregions[j], sizeof(lev_region));
if(pt->lregions[j]->rname) {
char c = strlen(pt->lregions[j]->rname);
Write(fd, &c, sizeof(c));
Write(fd, pt->lregions[j]->rname, (int)c);
}
Free(pt->lregions[j]);
}
if(pt->nlreg > 0)
Free(pt->lregions);
/* The random registers */
Write(fd, &(pt->nrobjects), sizeof(pt->nrobjects));
if(pt->nrobjects) {
Write(fd, pt->robjects, pt->nrobjects);
Free(pt->robjects);
}
Write(fd, &(pt->nloc), sizeof(pt->nloc));
if(pt->nloc) {
Write(fd, pt->rloc_x, pt->nloc);
Write(fd, pt->rloc_y, pt->nloc);
Free(pt->rloc_x);
Free(pt->rloc_y);
}
Write(fd, &(pt->nrmonst), sizeof(pt->nrmonst));
if(pt->nrmonst) {
Write(fd, pt->rmonst, pt->nrmonst);
Free(pt->rmonst);
}
/* subrooms */
Write(fd, &(pt->nreg), sizeof(pt->nreg));
for(j=0;j<pt->nreg;j++) {
Write(fd, pt->regions[j], sizeof(region));
Free(pt->regions[j]);
}
if(pt->nreg > 0)
Free(pt->regions);
/* the doors */
Write(fd, &(pt->ndoor), sizeof(pt->ndoor));
for(j=0;j<pt->ndoor;j++) {
Write(fd, pt->doors[j], sizeof(door));
Free(pt->doors[j]);
}
if (pt->ndoor > 0)
Free(pt->doors);
/* The traps */
Write(fd, &(pt->ntrap), sizeof(pt->ntrap));
for(j=0;j<pt->ntrap;j++) {
Write(fd, pt->traps[j], sizeof(trap));
Free(pt->traps[j]);
}
if (pt->ntrap)
Free(pt->traps);
/* The monsters */
Write(fd, &(pt->nmonster), sizeof(pt->nmonster));
for(j=0;j<pt->nmonster;j++) {
short size;
monster *m = pt->monsters[j];
Write(fd, m, sizeof(monster));
size = m->name ? strlen(m->name) : 0;
Write(fd, &size, sizeof(size));
if (size) {
Write(fd, m->name, size);
Free(m->name);
}
size = m->appear_as ? strlen(m->appear_as) : 0;
Write(fd, &size, sizeof(size));
if (size) {
Write(fd, m->appear_as, size);
Free(m->appear_as);
}
Free(pt->monsters[j]);
}
if (pt->nmonster > 0)
Free(pt->monsters);
/* The objects */
Write(fd, &(pt->nobject), sizeof(pt->nobject));
for(j=0;j<pt->nobject;j++) {
short size;
object *o = pt->objects[j];
Write(fd, o, sizeof(object));
size = o->name ? strlen(o->name) : 0;
Write(fd, &size, sizeof(size));
if (size) {
Write(fd, o->name, size);
Free(o->name);
}
Free(pt->objects[j]);
}
if(pt->nobject > 0)
Free(pt->objects);
/* The drawbridges */
Write(fd, &(pt->ndrawbridge), sizeof(pt->ndrawbridge));
for(j=0;j<pt->ndrawbridge;j++) {
Write(fd, pt->drawbridges[j], sizeof(drawbridge));
Free(pt->drawbridges[j]);
}
if(pt->ndrawbridge > 0)
Free(pt->drawbridges);
/* The mazewalk directives */
Write(fd, &(pt->nwalk), sizeof(pt->nwalk));
for(j=0; j<pt->nwalk; j++) {
Write(fd, pt->walks[j], sizeof(walk));
Free(pt->walks[j]);
}
if (pt->nwalk > 0)
Free(pt->walks);
/* The non_diggable directives */
Write(fd, &(pt->ndig), sizeof(pt->ndig));
for(j=0;j<pt->ndig;j++) {
Write(fd, pt->digs[j], sizeof(digpos));
Free(pt->digs[j]);
}
if (pt->ndig > 0)
Free(pt->digs);
/* The ladders */
Write(fd, &(pt->nlad), sizeof(pt->nlad));
for(j=0;j<pt->nlad;j++) {
Write(fd, pt->lads[j], sizeof(lad));
Free(pt->lads[j]);
}
if (pt->nlad > 0)
Free(pt->lads);
/* The stairs */
Write(fd, &(pt->nstair), sizeof(pt->nstair));
for(j=0;j<pt->nstair;j++) {
Write(fd, pt->stairs[j], sizeof(stair));
Free(pt->stairs[j]);
}
if (pt->nstair > 0)
Free(pt->stairs);
/* The altars */
Write(fd, &(pt->naltar), sizeof(pt->naltar));
for(j=0;j<pt->naltar;j++) {
Write(fd, pt->altars[j], sizeof(altar));
Free(pt->altars[j]);
}
if (pt->naltar > 0)
Free(pt->altars);
/* The gold piles */
Write(fd, &(pt->ngold), sizeof(pt->naltar));
for(j=0;j<pt->ngold;j++) {
Write(fd, pt->golds[j], sizeof(gold));
Free(pt->golds[j]);
}
if (pt->ngold > 0)
Free(pt->golds);
/* The engravings */
Write(fd, &(pt->nengraving), sizeof(pt->nengraving));
for(j=0;j<pt->nengraving;j++) {
char *txt;
int size;
txt = pt->engravings[j]->e.text;
size = pt->engravings[j]->e.length = strlen(txt);
Write(fd, pt->engravings[j], sizeof *pt->engravings[j]);
Write(fd, txt, size);
Free(txt);
Free(pt->engravings[j]);
}
if (pt->nengraving > 0)
Free(pt->engravings);
/* The fountains */
Write(fd, &(pt->nfountain), sizeof(pt->nfountain));
for(j=0;j<pt->nfountain;j++) {
Write(fd, pt->fountains[j], sizeof(fountain));
Free(pt->fountains[j]);
}
if (pt->nfountain > 0)
Free(pt->fountains);
Free(pt);
}
}
/*
* Here we write the structure of the room level in the specified file (fd).
*/
void
write_lev(fd, lev)
int fd;
splev *lev;
{
short i,j, size;
room *pt;
write_common_data(fd, SP_LEV_ROOMS, &(lev->init_lev), lev->flags);
/* Random registers */
Write(fd, &lev->nrobjects, sizeof(lev->nrobjects));
if (lev->nrobjects) {
Write(fd, lev->robjects, lev->nrobjects);
Free (lev->robjects);
}
Write(fd, &lev->nrmonst, sizeof(lev->nrmonst));
if (lev->nrmonst) {
Write(fd, lev->rmonst, lev->nrmonst);
Free (lev->rmonst);
}
Write(fd, &(lev->nroom), sizeof(lev->nroom));
/* Number of rooms */
for(i=0;i<lev->nroom;i++) {
pt = lev->rooms[i];
/* Room characteristics */
if (pt->name)
size = strlen(pt->name);
else
size = 0;
Write(fd, &size, sizeof(size));
if (size)
Write(fd, pt->name, size);
if (pt->parent)
size = strlen(pt->parent);
else
size = 0;
Write(fd, &size, sizeof(size));
if (size)
Write(fd, pt->parent, size);
Write(fd, &(pt->x), sizeof(pt->x));
Write(fd, &(pt->y), sizeof(pt->y));
Write(fd, &(pt->w), sizeof(pt->w));
Write(fd, &(pt->h), sizeof(pt->h));
Write(fd, &(pt->xalign), sizeof(pt->xalign));
Write(fd, &(pt->yalign), sizeof(pt->yalign));
Write(fd, &(pt->rtype), sizeof(pt->rtype));
Write(fd, &(pt->chance), sizeof(pt->chance));
Write(fd, &(pt->rlit), sizeof(pt->rlit));
Write(fd, &(pt->filled), sizeof(pt->filled));
/* the doors */
Write(fd, &(pt->ndoor), sizeof(pt->ndoor));
for(j=0;j<pt->ndoor;j++)
Write(fd, pt->doors[j], sizeof(room_door));
/* The traps */
Write(fd, &(pt->ntrap), sizeof(pt->ntrap));
for(j=0;j<pt->ntrap;j++)
Write(fd, pt->traps[j], sizeof(trap));
/* The monsters */
Write(fd, &(pt->nmonster), sizeof(pt->nmonster));
for(j=0;j<pt->nmonster;j++) {
monster *m = pt->monsters[j];
Write(fd, m, sizeof(monster));
size = m->name ? strlen(m->name) : 0;
Write(fd, &size, sizeof(size));
if (size)
Write(fd, m->name, size);
size = m->appear_as ? strlen(m->appear_as) : 0;
Write(fd, &size, sizeof(size));
if (size)
Write(fd, m->appear_as, size);
}
/* The objects */
Write(fd, &(pt->nobject), sizeof(pt->nobject));
for(j=0;j<pt->nobject;j++) {
object *o = pt->objects[j];
Write(fd, o, sizeof(object));
size = o->name ? strlen(o->name) : 0;
Write(fd, &size, sizeof(size));
if (size)
Write(fd, o->name, size);
}
/* The stairs */
Write(fd, &(pt->nstair), sizeof(pt->nstair));
for(j=0;j<pt->nstair;j++)
Write(fd, pt->stairs[j], sizeof(stair));
/* The altars */
Write(fd, &(pt->naltar), sizeof(pt->naltar));
for(j=0;j<pt->naltar;j++)
Write(fd, pt->altars[j], sizeof(altar));
/* The gold piles */
Write(fd, &(pt->ngold), sizeof(pt->ngold));
for(j=0;j<pt->ngold;j++)
Write(fd, pt->golds[j], sizeof(gold));
/* The engravings */
Write(fd, &(pt->nengraving), sizeof(pt->nengraving));
for(j=0;j<pt->nengraving;j++) {
char *txt;
txt = pt->engravings[j]->e.text;
size = pt->engravings[j]->e.length = strlen(txt);
Write(fd, pt->engravings[j],
sizeof *pt->engravings[j]);
Write(fd, txt, size);
}
/* The fountains */
Write(fd, &(pt->nfountain), sizeof(pt->nfountain));
for(j=0;j<pt->nfountain;j++)
Write(fd, pt->fountains[j], sizeof(fountain));
/* The sinks */
Write(fd, &(pt->nsink), sizeof(pt->nsink));
for(j=0;j<pt->nsink;j++)
Write(fd, pt->sinks[j], sizeof(sink));
/* The pools */
Write(fd, &(pt->npool), sizeof(pt->npool));
for(j=0;j<pt->npool;j++)
Write(fd, pt->pools[j], sizeof(pool));
}
/* The corridors */
Write(fd, &ncorridor, sizeof(ncorridor));
for (i=0; i<ncorridor; i++) {
Write(fd, tmpcor[i], sizeof(corridor));
Free(tmpcor[i]);
}
ncorridor = 0;
}
void
free_rooms(ro, n)
room **ro;
int n;
{
short j;
room *r;
while(n--) {
r = ro[n];
Free(r->name);
Free(r->parent);
if ((j = r->ndoor) != 0) {
while(j--)
Free(r->doors[j]);
Free(r->doors);
}
if ((j = r->ntrap) != 0) {
while (j--)
Free(r->traps[j]);
Free(r->traps);
}
if ((j = r->nmonster) != 0) {
while (j--) {
Free(r->monsters[j]->name);
Free(r->monsters[j]->appear_as);
Free(r->monsters[j]);
}
Free(r->monsters);
}
if ((j = r->nobject) != 0) {
while(j--) {
Free(r->objects[j]->name);
Free(r->objects[j]);
}
Free(r->objects);
}
if ((j = r->nstair) != 0) {
while(j--)
Free(r->stairs[j]);
Free(r->stairs);
}
if ((j = r->naltar) != 0) {
while (j--)
Free(r->altars[j]);
Free(r->altars);
}
if ((j = r->ngold) != 0) {
while(j--)
Free(r->golds[j]);
Free(r->golds);
}
if ((j = r->nengraving) != 0) {
while(j--) {
Free(r->engravings[j]->e.text);
Free(r->engravings[j]);
}
Free(r->engravings);
}
if ((j = r->nfountain) != 0) {
while(j--)
Free(r->fountains[j]);
Free(r->fountains);
}
if ((j = r->nsink) != 0) {
while(j--)
Free(r->sinks[j]);
Free(r->sinks);
}
if ((j = r->npool) != 0) {
while(j--)
Free(r->pools[j]);
Free(r->pools);
}
Free(r);
}
}
#ifdef STRICT_REF_DEF
/*
* Any globals declared in hack.h and descendents which aren't defined
* in the modules linked into lev_comp should be defined here. These
* definitions can be dummies: their sizes shouldn't matter as long as
* as their types are correct; actual values are irrelevant.
*/
#define ARBITRARY_SIZE 1
/* attrib.c */
struct attribs attrmax, attrmin;
/* files.c */
const char *configfile;
char lock[ARBITRARY_SIZE];
char SAVEF[ARBITRARY_SIZE];
# ifdef MICRO
char SAVEP[ARBITRARY_SIZE];
# endif
/* termcap.c */
struct tc_lcl_data tc_lcl_data;
# ifdef TEXTCOLOR
# ifdef TOS
const char *hilites[MAXCOLORS];
# else
char NEARDATA *hilites[MAXCOLORS];
# endif
# endif
/* trap.c */
const char *traps[TRAPNUM];
/* window.c */
struct window_procs windowprocs;
/* xxxtty.c */
# ifdef DEFINE_OSPEED
short ospeed;
# endif
#endif /* STRICT_REF_DEF */
/*lev_main.c*/