Source:NetHack 3.2.0/dungeon.c

Below is the full text to dungeon.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/dungeon.c#line123 ]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

1.   /*	SCCS Id: @(#)dungeon.c	3.2	96/03/10	*/ 2.   /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3.    /* NetHack may be freely redistributed. See license for details. */ 4.     5.    #include "hack.h"  6.    #include "dgn_file.h"  7.    #include "dlb.h"  8. 9.   #ifdef OVL1 10.   11.   #define DUNGEON_FILE	"dungeon" 12.   13.   #define X_START		"x-start" 14.  #define X_LOCATE	"x-locate" 15.  #define X_GOAL		"x-goal" 16.   17.   struct proto_dungeon { 18.  	struct	tmpdungeon tmpdungeon[MAXDUNGEON]; 19.  	struct	tmplevel   tmplevel[LEV_LIMIT]; 20.  	s_level *final_lev[LEV_LIMIT];	/* corresponding level pointers */ 21.  	struct	tmpbranch  tmpbranch[BRANCH_LIMIT]; 22.   23.   	int	start;	/* starting index of current dungeon sp levels */ 24.  	int	n_levs;	/* number of tmplevel entries */ 25.  	int	n_brs;	/* number of tmpbranch entries */ 26.  };  27.    28.   int n_dgns;				/* number of dungeons (used here,  */  29.   					/*   and mklev.c)		   */ 30.  static branch *branches = (branch *) 0;	/* dungeon branch list		   */ 31.   32.   static void FDECL(Fread, (genericptr_t, int, int, dlb *)); 33.  static xchar FDECL(dname_to_dnum, (const char *)); 34.  static int FDECL(find_branch, (const char *, struct proto_dungeon *)); 35.  static xchar FDECL(parent_dnum, (const char *, struct proto_dungeon *)); 36.  static int FDECL(level_range, (XCHAR_P,int,int,int,struct proto_dungeon *,int *)); 37.  static xchar FDECL(parent_dlevel, (const char *, struct proto_dungeon *)); 38.  static int FDECL(correct_branch_type, (struct tmpbranch *)); 39.  static branch *FDECL(add_branch, (int, int, struct proto_dungeon *)); 40.  static void FDECL(add_level, (s_level *)); 41.  static void FDECL(init_level, (int,int,struct proto_dungeon *)); 42.  static int FDECL(possible_places, (int, boolean *, struct proto_dungeon *)); 43.  static xchar FDECL(pick_level, (boolean *, int)); 44.  static boolean FDECL(place_level, (int, struct proto_dungeon *)); 45.  #ifdef WIZARD 46.  static const char *FDECL(br_string, (int)); 47.  static void FDECL(print_branch, (winid, int, int, int)); 48.  #endif 49.   50.   #ifdef DEBUG 51.  #define DD	dungeons[i] 52.  static void NDECL(dumpit); 53.   54.   static void 55.  dumpit 56.  {  57.   	int	i; 58.  	s_level	*x; 59.  	branch *br; 60.   61.   	for(i = 0; i < n_dgns; i++)  { 62.  	    fprintf(stderr, "\n#%d \"%s\" (%s):\n", i,  63.   				DD.dname, DD.proto); 64.  	    fprintf(stderr, "    num_dunlevs %d, dunlev_ureached %d\n",  65.   				DD.num_dunlevs, DD.dunlev_ureached); 66.  	    fprintf(stderr, "    depth_start %d, ledger_start %d\n",  67.   				DD.depth_start, DD.ledger_start); 68.  	    fprintf(stderr, "    flags:%s%s%s\n",  69.   		    DD.flags.rogue_like ? " rogue_like" : "",  70.   		    DD.flags.maze_like  ? " maze_like"  : "",  71.   		    DD.flags.hellish    ? " hellish"    : ""); 72.  	    getchar; 73.  	}  74.   	fprintf(stderr,"\nSpecial levels:\n"); 75.  	for(x = sp_levchn; x; x = x->next) { 76.  	    fprintf(stderr, "%s (%d): ", x->proto, x->rndlevs); 77.  	    fprintf(stderr, "on %d, %d; ", x->dlevel.dnum, x->dlevel.dlevel); 78.  	    fprintf(stderr, "flags:%s%s%s%s\n",  79.   		    x->flags.rogue_like	? " rogue_like" : "",  80.   		    x->flags.maze_like  ? " maze_like"  : "",  81.   		    x->flags.hellish    ? " hellish"    : "",  82.   		    x->flags.town       ? " town"       : ""); 83.  	    getchar; 84.  	}  85.   	fprintf(stderr,"\nBranches:\n"); 86.  	for (br = branches; br; br = br->next) { 87.  	    fprintf(stderr, "%d: %s, end1 %d %d, end2 %d %d, %s\n",  88.   		br->id,  89.   		br->type == BR_STAIR ? "stair" :  90.   		    br->type == BR_NO_END1 ? "no end1" :  91.   		    br->type == BR_NO_END2 ? "no end2" :  92.   		    br->type == BR_PORTAL  ? "portal"  :  93.   					     "unknown",  94.   		br->end1.dnum, br->end1.dlevel,  95.   		br->end2.dnum, br->end2.dlevel,  96.   		br->end1_up ? "end1 up" : "end1 down"); 97.  	}  98.   	getchar; 99.  	fprintf(stderr,"\nDone\n"); 100. 	getchar; 101. }  102.  #endif 103.  104.  /* Save the dungeon structures. */ 105.  void 106. save_dungeon(fd, perform_write, free_data) 107.     int fd; 108.     boolean perform_write, free_data; 109. {  110.      branch *curr, *next; 111.     int    count; 112.  113.      if (perform_write) { 114. 	bwrite(fd, (genericptr_t) &n_dgns, sizeof n_dgns); 115. 	bwrite(fd, (genericptr_t) dungeons, sizeof(dungeon) * (unsigned)n_dgns); 116. 	bwrite(fd, (genericptr_t) &dungeon_topology, sizeof dungeon_topology); 117. 	bwrite(fd, (genericptr_t) tune, sizeof tune); 118.  119.  	for (count = 0, curr = branches; curr; curr = curr->next) 120. 	    count++; 121. 	bwrite(fd, (genericptr_t) &count, sizeof(count)); 122.  123.  	for (curr = branches; curr; curr = curr->next) 124. 	    bwrite(fd, (genericptr_t) curr, sizeof (branch)); 125.  126.  	count = maxledgerno; 127. 	bwrite(fd, (genericptr_t) &count, sizeof count); 128. 	bwrite(fd, (genericptr_t) level_info,  129.  			(unsigned)count * sizeof (struct linfo)); 130. 	bwrite(fd, (genericptr_t) &inv_pos, sizeof inv_pos); 131.     }  132.   133.      if (free_data) { 134. 	for (curr = branches; curr; curr = next) { 135. 	    next = curr->next; 136. 	    free((genericptr_t) curr); 137. 	}  138.  	branches = 0; 139.     }  140.  }  141.   142.  /* Restore the dungeon structures. */ 143.  void 144. restore_dungeon(fd) 145.     int fd; 146. {  147.      branch *curr, *last; 148.     int    count, i;  149. 150.     mread(fd, (genericptr_t) &n_dgns, sizeof(n_dgns)); 151.     mread(fd, (genericptr_t) dungeons, sizeof(dungeon) * (unsigned)n_dgns); 152.     mread(fd, (genericptr_t) &dungeon_topology, sizeof dungeon_topology); 153.     mread(fd, (genericptr_t) tune, sizeof tune); 154.  155.      last = branches = (branch *) 0; 156.  157.      mread(fd, (genericptr_t) &count, sizeof(count)); 158.     for (i = 0; i < count; i++) { 159. 	curr = (branch *) alloc(sizeof(branch)); 160. 	mread(fd, (genericptr_t) curr, sizeof(branch)); 161. 	curr->next = (branch *) 0; 162. 	if (last) 163. 	    last->next = curr; 164. 	else 165. 	    branches = curr; 166. 	last = curr; 167.     }  168.   169.      mread(fd, (genericptr_t) &count, sizeof(count)); 170.     if (count >= MAXLINFO) 171. 	panic("level information count larger (%d) than allocated size", count); 172.     mread(fd, (genericptr_t) level_info, (unsigned)count*sizeof(struct linfo)); 173.     mread(fd, (genericptr_t) &inv_pos, sizeof inv_pos); 174. }  175.   176.  static void 177. Fread(ptr, size, nitems, stream) 178. 	genericptr_t	ptr; 179. 	int	size, nitems; 180. 	dlb	*stream; 181. {  182.  	int cnt; 183.  184.  	if((cnt = dlb_fread(ptr, size, nitems, stream)) != nitems) { 185. 	    panic(  186.   "Premature EOF on dungeon description file!\r\nExpected %d bytes - got %d.",  187.  		  (size * nitems), (size * cnt)); 188. 	    terminate(EXIT_FAILURE); 189. 	}  190.  }  191.   192.  static xchar 193. dname_to_dnum(s) 194. const char	*s; 195. {  196.  	xchar	i; 197.  198.  	for (i = 0; i < n_dgns; i++) 199. 	    if (!strcmp(dungeons[i].dname, s)) return i;  200. 201. 	panic("Couldn't resolve dungeon number for name \"%s\".", s); 202. 	/*NOT REACHED*/ 203. 	return (xchar)0; 204. }  205.   206.  s_level * 207. find_level(s) 208. 	const char *s; 209. {  210.  	s_level *curr; 211. 	for(curr = sp_levchn; curr; curr = curr->next) 212. 	    if (!strcmpi(s, curr->proto)) break; 213. 	return curr; 214. }  215.   216.  /* Find the branch that links the named dungeon. */ 217.  static int 218. find_branch(s, pd) 219. 	const char *s;		/* dungeon name */ 220. 	struct proto_dungeon *pd; 221. {  222.  	int i;  223. 224. 	if (pd) { 225. 	    for (i = 0; i < pd->n_brs; i++) 226. 		if (!strcmp(pd->tmpbranch[i].name, s)) break; 227. 	    if (i == pd->n_brs) panic("find_branch: can't find %s", s); 228. 	} else { 229. 	    /* support for level tport by name */ 230. 	    branch *br; 231. 	    const char *dnam; 232.  233.  	    for (br = branches; br; br = br->next) { 234. 		dnam = dungeons[br->end2.dnum].dname; 235. 		if (!strcmpi(dnam, s) ||  236.  			(!strncmpi(dnam, "The ", 4) && !strcmpi(dnam + 4, s))) 237. 		    break; 238. 	    }  239.  	    i = br ? ((ledger_no(&br->end1) << 8) | ledger_no(&br->end2)) : -1; 240. 	}  241.  	return i;  242. } 243.   244.   245.  /*  246.   * Find the "parent" by searching the prototype branch list for the branch 247.  * listing, then figuring out to which dungeon it belongs. 248.  */  249.  static xchar 250. parent_dnum(s, pd) 251. const char	   *s;	/* dungeon name */ 252. struct proto_dungeon *pd; 253. {  254.  	int	i; 255. 	xchar	pdnum; 256.  257.  	i = find_branch(s, pd); 258. 	/*  259.  	 * Got branch, now find parent dungeon. Stop if we have reached 260. 	 * "this" dungeon (if we haven't found it by now it is an error). 261. 	 */  262.  	for (pdnum = 0; strcmp(pd->tmpdungeon[pdnum].name, s); pdnum++) 263. 	    if ((i -= pd->tmpdungeon[pdnum].branches) < 0) 264. 		return(pdnum); 265.  266.  	panic("parent_dnum: couldn't resolve branch."); 267. 	/*NOT REACHED*/ 268. 	return (xchar)0; 269. }  270.   271.  /*  272.   * Return a starting point and number of successive positions a level 273.  * or dungeon entrance can occupy. 274.  *  275.   * Note: This follows the acouple (instead of the rcouple) rules for a  276. *	 negative random component (rand < 0). These rules are found 277.  *	 in dgn_comp.y.  The acouple [absolute couple] section says that 278.  *	 a negative random component means from the (adjusted) base to the 279.  *	 end of the dungeon. 280.  */  281.  static int 282. level_range(dgn, base, rand, chain, pd, adjusted_base) 283. 	xchar	dgn; 284. 	int	base, rand, chain; 285. 	struct proto_dungeon *pd; 286. 	int *adjusted_base; 287. {  288.  	int lmax = dungeons[dgn].num_dunlevs; 289.  290.  	if (chain >= 0) {		 /* relative to a special level */ 291. 	    s_level *levtmp = pd->final_lev[chain]; 292. 	    if (!levtmp) panic("level_range: empty chain level!"); 293.  294.  	    base += levtmp->dlevel.dlevel; 295. 	} else {			/* absolute in the dungeon */ 296. 	    /* from end of dungeon */ 297. 	    if (base < 0) base = (lmax + base + 1); 298. 	}  299.   300.  	if (base < 1 || base > lmax) 301. 	    panic("level_range: base value out of range"); 302.  303.  	*adjusted_base = base; 304.  305.  	if (rand == -1) {	/* from base to end of dungeon */ 306. 	    return (lmax - base + 1); 307. 	} else if (rand) { 308. 	    /* make sure we don't run off the end of the dungeon */ 309. 	    return (((base + rand - 1) > lmax) ? lmax-base+1 : rand); 310. 	} /* else only one choice */ 311. 	return 1; 312. }  313.   314.  static xchar 315. parent_dlevel(s, pd) 316. 	const char	*s; 317. 	struct proto_dungeon *pd; 318. {  319.  	int i, num, base; 320.  321.  	i = find_branch(s, pd); 322. 	num = level_range(parent_dnum(s, pd), pd->tmpbranch[i].lev.base,  323.  					      pd->tmpbranch[i].lev.rand,  324.  					      pd->tmpbranch[i].chain,  325.  					      pd, &base); 326. 	return (xchar) rn1(num,base); 327. }  328.   329.  /* Convert from the temporary branch type to the dungeon branch type. */ 330.  static int 331. correct_branch_type(tbr) 332.     struct tmpbranch *tbr; 333. {  334.      switch (tbr->type) { 335. 	case TBR_STAIR:		return BR_STAIR; 336. 	case TBR_NO_UP:		return tbr->up ? BR_NO_END1 : BR_NO_END2; 337. 	case TBR_NO_DOWN:	return tbr->up ? BR_NO_END2 : BR_NO_END1; 338. 	case TBR_PORTAL:	return BR_PORTAL; 339.     }  340.      impossible("correct_branch_type: unknown branch type"); 341.     return BR_STAIR; 342. }  343.   344.  /*  345.   * Add the given branch to the branch list. The branch list is ordered 346.  * by end1 dungeon and level followed by end2 dungeon and level. If 347. * extract_first is true, then the branch is already part of the list 348.  * but needs to be repositioned. 349.  */  350.  void 351. insert_branch(new_branch, extract_first) 352.    branch *new_branch; 353.    boolean extract_first; 354. {  355.      branch *curr, *prev; 356.     long new_val, curr_val, prev_val; 357.  358.      if (extract_first) { 359. 	for (prev = 0, curr = branches; curr; prev = curr, curr = curr->next) 360. 	    if (curr == new_branch) break; 361.  362.  	if (!curr) panic("insert_branch: not found"); 363. 	if (prev) 364. 	    prev->next = curr->next; 365. 	else 366. 	    branches = curr->next; 367.     }  368.      new_branch->next = (branch *) 0; 369.  370.  /* Convert the branch into a unique number so we can sort them. */ 371.  #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)) 372.  373.      /*  374.       * Insert the new branch into the correct place in the branch list. 375.      */  376.      prev = (branch *) 0; 377.     prev_val = -1; 378.     new_val = branch_val(new_branch); 379.     for (curr = branches; curr;  380.  		    prev_val = curr_val, prev = curr, curr = curr->next) { 381. 	curr_val = branch_val(curr); 382. 	if (prev_val < new_val && new_val <= curr_val) break; 383.     }  384.      if (prev) { 385. 	new_branch->next = curr; 386. 	prev->next = new_branch; 387.     } else { 388. 	new_branch->next = branches; 389. 	branches = new_branch; 390.     }  391.  }  392.   393.  /* Add a dungeon branch to the branch list. */ 394.  static branch * 395. add_branch(dgn, child_entry_level, pd) 396.     int dgn; 397.     int child_entry_level; 398.     struct proto_dungeon *pd; 399. {  400.      static int branch_id = 0; 401.     int branch_num; 402.     branch *new_branch; 403.  404.      branch_num = find_branch(dungeons[dgn].dname,pd); 405.     new_branch = (branch *) alloc(sizeof(branch)); 406.     new_branch->next = (branch *) 0; 407.     new_branch->id = branch_id++; 408.     new_branch->type = correct_branch_type(&pd->tmpbranch[branch_num]); 409.     new_branch->end1.dnum = parent_dnum(dungeons[dgn].dname, pd); 410.     new_branch->end1.dlevel = parent_dlevel(dungeons[dgn].dname, pd); 411.     new_branch->end2.dnum = dgn; 412.     new_branch->end2.dlevel = child_entry_level; 413.     new_branch->end1_up = pd->tmpbranch[branch_num].up ? TRUE : FALSE; 414.  415.      insert_branch(new_branch, FALSE); 416.     return new_branch; 417. }  418.   419.  /*  420.   * Add new level to special level chain. Insert it in level order with the 421.  * other levels in this dungeon. This assumes that we are never given a 422. * level that has a dungeon number less than the dungeon number of the 423.  * last entry. 424.  */  425.  static void 426. add_level(new_lev) 427.     s_level *new_lev; 428. {  429.  	s_level *prev, *curr; 430.  431.  	prev = (s_level *) 0; 432. 	for (curr = sp_levchn; curr; curr = curr->next) { 433. 	    if (curr->dlevel.dnum == new_lev->dlevel.dnum &&  434.  		    curr->dlevel.dlevel > new_lev->dlevel.dlevel) 435. 		break; 436. 	    prev = curr; 437. 	}  438.  	if (!prev) { 439. 	    new_lev->next = sp_levchn; 440. 	    sp_levchn = new_lev; 441. 	} else { 442. 	    new_lev->next = curr; 443. 	    prev->next = new_lev; 444. 	}  445.  }  446.   447.  static void 448. init_level(dgn, proto_index, pd) 449. 	int dgn, proto_index; 450. 	struct proto_dungeon *pd; 451. {  452.  	s_level	*new_level; 453. 	struct tmplevel *tlevel = &pd->tmplevel[proto_index]; 454.  455.  	pd->final_lev[proto_index] = (s_level *) 0; /* no "real" level */ 456. #ifdef WIZARD 457. 	if (!wizard) 458. #endif 459. 	    if (tlevel->chance <= rn2(100)) return; 460.  461.  	pd->final_lev[proto_index] = new_level = 462. 					(s_level *) alloc(sizeof(s_level)); 463. 	/* load new level with data */ 464. 	Strcpy(new_level->proto, tlevel->name); 465. 	new_level->boneid = tlevel->boneschar; 466. 	new_level->dlevel.dnum = dgn; 467. 	new_level->dlevel.dlevel = 0;	/* for now */ 468.  469.  	new_level->flags.town = !!(tlevel->flags & TOWN); 470. 	new_level->flags.hellish = !!(tlevel->flags & HELLISH); 471. 	new_level->flags.maze_like = !!(tlevel->flags & MAZELIKE); 472. 	new_level->flags.rogue_like = !!(tlevel->flags & ROGUELIKE); 473. 	new_level->flags.align = ((tlevel->flags & D_ALIGN_MASK) >> 4); 474.  475.  	new_level->rndlevs = tlevel->rndlevs; 476. 	new_level->next    = (s_level *) 0; 477. }  478.   479.  static int 480. possible_places(idx, map, pd) 481.     int idx;		/* prototype index */ 482.     boolean *map;	/* array MAXLEVEL+1 in length */ 483.     struct proto_dungeon *pd; 484. {  485.      int i, start, count; 486.     s_level *lev = pd->final_lev[idx]; 487.  488.      /* init level possibilities */ 489.     for (i = 0; i <= MAXLEVEL; i++) map[i] = FALSE; 490.  491.      /* get base and range and set those entried to true */ 492.     count = level_range(lev->dlevel.dnum, pd->tmplevel[idx].lev.base,  493.  					pd->tmplevel[idx].lev.rand,  494.  					pd->tmplevel[idx].chain,  495.  					pd, &start); 496.     for (i = start; i < start+count; i++) 497. 	map[i] = TRUE; 498.  499.      /* mark off already placed levels */ 500.     for (i = pd->start; i < idx; i++) { 501. 	if (pd->final_lev[i] && map[pd->final_lev[i]->dlevel.dlevel]) { 502. 	    map[pd->final_lev[i]->dlevel.dlevel] = FALSE; 503. 	    --count; 504. 	}  505.      }  506.   507.      return count; 508. }  509.   510.  /* Pick the nth TRUE entry in the given boolean array. */ 511.  static xchar 512. pick_level(map, nth) 513.     boolean *map;	/* an array MAXLEVEL+1 in size */ 514.     int nth; 515. {  516.      int i;  517. for (i = 1; i <= MAXLEVEL; i++) 518. 	if (map[i] && !nth--) return (xchar) i;  519. panic("pick_level: ran out of valid levels"); 520.     return 0; 521. }  522.   523.  #ifdef DDEBUG 524. static void FDECL(indent,(int)); 525.  526.  static void 527. indent(d) 528. int d;  529. { 530.      while (d-- > 0) fputs("    ", stderr); 531. }  532.  #endif 533.  534.  /*  535.   * Place a level. First, find the possible places on a dungeon map 536.  * template. Next pick one. Then try to place the next level. If 537. * sucessful, we're done. Otherwise, try another (and another) until 538.  * all possible places have been tried. If all possible places have 539.  * been exausted, return false. 540.  */  541.  static boolean 542. place_level(proto_index, pd) 543.     int proto_index; 544.     struct proto_dungeon *pd; 545. {  546.      boolean map[MAXLEVEL+1];	/* valid levels are 1..MAXLEVEL inclusive */ 547.     s_level *lev; 548.     int npossible; 549. #ifdef DDEBUG 550.     int i;  551. #endif 552.  553.      if (proto_index == pd->n_levs) return TRUE;	/* at end of proto levels */ 554.  555.      lev = pd->final_lev[proto_index]; 556.  557.      /* No level created for this prototype, goto next. */ 558.      if (!lev) return place_level(proto_index+1, pd); 559.  560.      npossible = possible_places(proto_index, map, pd); 561.  562.      for (npossible; --npossible) { 563. 	lev->dlevel.dlevel = pick_level(map, rn2(npossible)); 564. #ifdef DDEBUG 565. 	indent(proto_index-pd->start); 566. 	fprintf(stderr,"%s: trying %d [ ", lev->proto, lev->dlevel.dlevel); 567. 	for (i = 1; i <= MAXLEVEL; i++) 568. 	    if (map[i]) fprintf(stderr,"%d ", i); 569. 	fprintf(stderr,"]\n"); 570. #endif 571. 	if (place_level(proto_index+1, pd)) return TRUE; 572. 	map[lev->dlevel.dlevel] = FALSE;	/* this choice didn't work */ 573.     }  574.  #ifdef DDEBUG 575.     indent(proto_index-pd->start); 576.     fprintf(stderr,"%s: failed\n", lev->proto); 577. #endif 578.     return FALSE; 579. }  580.   581.   582.  struct level_map { 583. 	const char *lev_name; 584. 	d_level *lev_spec; 585. } level_map[] = { 586. 	{ "air",	&air_level }, 587. 	{ "asmodeus",	&asmodeus_level }, 588. 	{ "astral",	&astral_level }, 589. 	{ "baalz",	&baalzebub_level }, 590. 	{ "bigroom",	&bigroom_level }, 591. 	{ "castle",	&stronghold_level }, 592. 	{ "earth",	&earth_level }, 593. 	{ "fakewiz1",	&portal_level }, 594. 	{ "fire",	&fire_level }, 595. 	{ "juiblex",	&juiblex_level }, 596. 	{ "knox",	&knox_level }, 597. 	{ "medusa",	&medusa_level }, 598. 	{ "oracle",	&oracle_level }, 599. 	{ "orcus",	&orcus_level }, 600. #ifdef REINCARNATION 601. 	{ "rogue",	&rogue_level }, 602. #endif 603. 	{ "sanctum",	&sanctum_level }, 604. 	{ "valley",	&valley_level }, 605. 	{ "water",	&water_level }, 606. 	{ "wizard1",	&wiz1_level }, 607. 	{ "wizard2",	&wiz2_level }, 608. 	{ "wizard3",	&wiz3_level }, 609. 	{ X_START,	&qstart_level }, 610. 	{ X_LOCATE,	&qlocate_level }, 611. 	{ X_GOAL,	&nemesis_level }, 612. 	{ "",		(d_level *)0 } 613. };  614.   615.  void 616. init_dungeons		/* initialize the "dungeon" structs */ 617. {  618.  	dlb	*dgn_file; 619. 	register int i, cl = 0, cb = 0; 620. 	register s_level *x; 621. 	struct proto_dungeon pd; 622. 	struct level_map *lev_map; 623. 	long vers_info[3]; 624.  625.  	pd.n_levs = pd.n_brs = 0; 626.  627.  	dgn_file = dlb_fopen(DUNGEON_FILE, RDBMODE); 628. 	if (!dgn_file) 629. 	    panic("Cannot open dungeon description file \"%s\"!", DUNGEON_FILE); 630.  631.  	/* validate the data's version against the program's version */ 632. 	Fread((genericptr_t) vers_info, sizeof vers_info, 1, dgn_file); 633. 	if (!check_version(vers_info, DUNGEON_FILE, TRUE)) 634. 	    panic("Dungeon description not valid."); 635.  636.  	/*  637.  	 * Read in each dungeon and transfer the results to the internal 638. 	 * dungeon arrays. 639. 	 */  640.  	sp_levchn = (s_level *) 0; 641. 	Fread((genericptr_t)&n_dgns, sizeof(int), 1, dgn_file); 642. 	if (n_dgns >= MAXDUNGEON) 643. 	    panic("init_dungeons: too many dungeons"); 644.  645.  	for (i = 0; i < n_dgns; i++) { 646. 	    Fread((genericptr_t)&pd.tmpdungeon[i],  647.  				    sizeof(struct tmpdungeon), 1, dgn_file); 648. #ifdef WIZARD 649. 	    if(!wizard) 650. #endif 651. 	      if(pd.tmpdungeon[i].chance && (pd.tmpdungeon[i].chance <= rn2(100))) { 652. 		int j;  653. 654. 		/* skip over any levels or branches */ 655. 		for(j = 0; j < pd.tmpdungeon[i].levels; j++) 656. 		    Fread((genericptr_t)&pd.tmplevel[cl], sizeof(struct tmplevel),  657.  							1, dgn_file); 658.  659.  		for(j = 0; j < pd.tmpdungeon[i].branches; j++) 660. 		    Fread((genericptr_t)&pd.tmpbranch[cb],  661.  					sizeof(struct tmpbranch), 1, dgn_file); 662. 		n_dgns--; i--; 663. 		continue; 664. 	      }  665.   666.  	    Strcpy(dungeons[i].dname, pd.tmpdungeon[i].name); 667. 	    Strcpy(dungeons[i].proto, pd.tmpdungeon[i].protoname); 668. 	    dungeons[i].boneid = pd.tmpdungeon[i].boneschar; 669.  670.  	    if(pd.tmpdungeon[i].lev.rand) 671. 		dungeons[i].num_dunlevs = (xchar)rn1(pd.tmpdungeon[i].lev.rand,  672.  						     pd.tmpdungeon[i].lev.base); 673. 	    else dungeons[i].num_dunlevs = (xchar)pd.tmpdungeon[i].lev.base; 674.  675.  	    if(!i) { 676. 		dungeons[i].ledger_start = 0; 677. 		dungeons[i].depth_start = 1; 678. 		dungeons[i].dunlev_ureached = 1; 679. 	    } else { 680. 		dungeons[i].ledger_start = dungeons[i-1].ledger_start + 681. 					      dungeons[i-1].num_dunlevs; 682. 		dungeons[i].dunlev_ureached = 0; 683. 	    }  684.   685.  	    dungeons[i].flags.hellish = !!(pd.tmpdungeon[i].flags & HELLISH); 686. 	    dungeons[i].flags.maze_like = !!(pd.tmpdungeon[i].flags & MAZELIKE); 687. 	    dungeons[i].flags.rogue_like = !!(pd.tmpdungeon[i].flags & ROGUELIKE); 688. 	    dungeons[i].flags.align = ((pd.tmpdungeon[i].flags & D_ALIGN_MASK) >> 4); 689. 	    /*  690.  	     * Set the entry level for this dungeon. The pd.tmpdungeon entry 691. 	     * value means: 692. 	     *		< 0	from bottom (-1 == bottom level) 693. 	     *		  0	default (top) 694. 	     *		> 0	actual level (1 = top) 695. 	     *  696.  	     * Note that the entry_lev field in the dungeon structure is  697. * redundant. It is used only here and in print_dungeon. 698. 	     */  699.  	    if (pd.tmpdungeon[i].entry_lev < 0) { 700. 		dungeons[i].entry_lev = dungeons[i].num_dunlevs + 701. 						pd.tmpdungeon[i].entry_lev + 1; 702. 		if (dungeons[i].entry_lev <= 0) dungeons[i].entry_lev = 1; 703. 	    } else if (pd.tmpdungeon[i].entry_lev > 0) { 704. 		dungeons[i].entry_lev = pd.tmpdungeon[i].entry_lev; 705. 		if (dungeons[i].entry_lev > dungeons[i].num_dunlevs) 706. 		    dungeons[i].entry_lev = pd.tmpdungeon[i].entry_lev; 707. 	    } else { /* default */ 708. 		dungeons[i].entry_lev = 1;	/* defaults to top level */ 709. 	    }  710.   711.  	    if (i) {	/* set depth */ 712. 		branch *br; 713. 		schar from_depth; 714. 		boolean from_up; 715.  716.  		br = add_branch(i, dungeons[i].entry_lev, &pd); 717.  718.  		/* Get the depth of the connecting end. */ 719.  		if (br->end1.dnum == i) { 720. 		    from_depth = depth(&br->end2); 721. 		    from_up = !br->end1_up; 722. 		} else { 723. 		    from_depth = depth(&br->end1); 724. 		    from_up = br->end1_up; 725. 		}  726.   727.  		/*  728.  		 * Calculate the depth of the top of the dungeon via 729. 		 * its branch. First, the depth of the entry point: 730. 		 *  731.  		 *	depth of branch from "parent" dungeon 732. 		 *	+ -1 or 1 depending on a up or down stair or  733. *	 0 if portal 734. 		 *  735.  		 * Followed by the depth of the top of the dungeon: 736. 		 *  737.  		 *	- (entry depth - 1) 738. 		 *  739.  		 * We'll say that portals stay on the same depth. 740. 		 */  741.  		dungeons[i].depth_start = from_depth 742. 					+ (br->type == BR_PORTAL ? 0 :  743.  							(from_up ? -1 : 1)) 744.  					- (dungeons[i].entry_lev - 1); 745. 	    }  746.   747.  	    /* this is redundant - it should have been flagged by dgn_comp */ 748. 	    if(dungeons[i].num_dunlevs > MAXLEVEL) 749. 		dungeons[i].num_dunlevs = MAXLEVEL; 750.  751.  	    pd.start = pd.n_levs;	/* save starting point */ 752. 	    pd.n_levs += pd.tmpdungeon[i].levels; 753. 	    if (pd.n_levs > LEV_LIMIT) 754. 		panic("init_dungeon: too many special levels"); 755. 	    /*  756.  	     * Read in the prototype special levels. Don't add generated 757. 	     * special levels until they are all placed. 758. 	     */  759.  	    for(cl < pd.n_levs; cl++) { 760. 		Fread((genericptr_t)&pd.tmplevel[cl],  761.  					sizeof(struct tmplevel), 1, dgn_file); 762. 		init_level(i, cl, &pd); 763. 	    }  764.  	    /*  765.  	     * Recursively place the generated levels for this dungeon. This 766. 	     * routine will attempt all possible combinations before giving 767. 	     * up. 768. 	     */  769.  	    if (!place_level(pd.start, &pd)) 770. 		panic("init_dungeon:  couldn't place levels"); 771. #ifdef DDEBUG 772. 	    fprintf(stderr, "--- end of dungeon %d ---\n", i); 773. 	    fflush(stderr); 774. 	    getchar; 775. #endif 776. 	    for (pd.start < pd.n_levs; pd.start++) 777. 		if (pd.final_lev[pd.start]) add_level(pd.final_lev[pd.start]); 778.  779.   780.  	    pd.n_brs += pd.tmpdungeon[i].branches; 781. 	    if (pd.n_brs > BRANCH_LIMIT) 782. 		panic("init_dungeon: too many branches"); 783. 	    for(cb < pd.n_brs; cb++) 784. 		Fread((genericptr_t)&pd.tmpbranch[cb],  785.  					sizeof(struct tmpbranch), 1, dgn_file); 786. 	}  787.  	(void) dlb_fclose(dgn_file); 788.  789.  	for (i = 0; i < 5; i++) tune[i] = 'A' + rn2(7); 790. 	tune[5] = 0; 791.  792.  	/*  793.  	 * Find most of the special levels and dungeons so we can access their 794. 	 * locations quickly. 795. 	 */  796.  	for (lev_map = level_map; lev_map->lev_name[0]; lev_map++) { 797. 		x = find_level(lev_map->lev_name); 798. 		if (x) { 799. 			assign_level(lev_map->lev_spec, &x->dlevel); 800. 			if (!strncmp(lev_map->lev_name, "x-", 2)) { 801. 				/* This is where the name substitution on the 802. 				 * levels of the quest dungeon occur. 803. 				 */  804.  				x->proto[0] = pl_character[0]; 805. 			} else if (lev_map->lev_spec == &knox_level) { 806. 				branch *br; 807. 				/*  808.  				 * Kludge to allow floating Knox entrance. We 809. * specify a floating entrance by the fact that 810. 				 * its entrance (end1) has a bogus dnum, namely 811. 				 * n_dgns. 812. 				 */  813.  				for (br = branches; br; br = br->next) 814. 				    if (on_level(&br->end2, &knox_level)) break; 815.  816.  				if (br) br->end1.dnum = n_dgns; 817. 				/* adjust the branch's position on the list */ 818. 				insert_branch(br, TRUE); 819. 			}  820.  		}  821.  	}  822.  /*  823.   *	I hate hardwiring these names. :-( 824.   */  825.  	quest_dnum = dname_to_dnum("The Quest");  826.  	mines_dnum = dname_to_dnum("The Gnomish Mines");  827.  	tower_dnum = dname_to_dnum("Vlad's Tower");  828.   829.  	/* one special fixup for dummy surface level */  830.  	if ((x = find_level("dummy")) != 0) {  831.  	    i = x->dlevel.dnum;  832.  	    /* the code above puts earth one level above dungeon level #1,  833.  	       making the dummy level overlay level 1; but the whole reason  834.  	       for having the dummy level is to make earth have depth -1  835.  	       instead of 0, so adjust the start point to shift endgame up */  836.  	    if (dunlevs_in_dungeon(&x->dlevel) > 1 - dungeons[i].depth_start)  837.  		dungeons[i].depth_start -= 1;  838.  	    /* TO DO: strip "dummy" out all the way here,  839.  	       so that it's hidden from  feedback. */  840.  	}  841.   842.  #ifdef DEBUG  843.  	dumpit; 844. #endif 845. }  846.   847.  xchar 848. dunlev(lev)	/* return the level number for lev in *this* dungeon */ 849. d_level	*lev; 850. {  851.  	return(lev->dlevel); 852. }  853.   854.  xchar 855. dunlevs_in_dungeon(lev)	/* return the lowest level number for *this* dungeon*/ 856. d_level	*lev; 857. {  858.  	return(dungeons[lev->dnum].num_dunlevs); 859. }  860.   861.  xchar 862. deepest_lev_reached(noquest) /* return the lowest level explored in the game*/ 863. boolean noquest; 864. {  865.  	/* this function is used for three purposes: to provide a factor 866. 	 * of difficulty in monster generation; to provide a factor of  867. * difficulty in experience calculations (botl.c and end.c); and 868. 	 * to insert the deepest level reached in the game in the topten 869. 	 * display. the 'noquest' arg switch is required for the latter. 870. 	 *  871.  	 * from the player's point of view, going into the Quest is _not_ 872. 	 * going deeper into the dungeon -- it is going back "home", where 873. 	 * the dungeon starts at level 1. given the setup in dungeon.def, 874. 	 * the depth of the Quest (thought of as starting at level 1) is  875. * never lower than the level of entry into the Quest, so we exclude 876. 	 * the Quest from the topten "deepest level reached" display 877. 	 * calculation. _However_ the Quest is a difficult dungeon, so we 878. * include it in the factor of difficulty calculations. 879. 	 */  880.  	register int i;  881. d_level tmp; 882. 	register schar ret = 0; 883.  884.  	for(i = 0; i < n_dgns; i++) { 885. 	    if((tmp.dlevel = dungeons[i].dunlev_ureached) == 0) continue; 886. 	    if(!strcmp(dungeons[i].dname, "The Quest") && noquest) continue; 887.  888.  	    tmp.dnum = i;  889. if(depth(&tmp) > ret) ret = depth(&tmp); 890. 	}  891.  	return((xchar) ret); 892. }  893.   894.  /* return a bookkeeping level number for purpose of comparisons and 895.  * save/restore */ 896. xchar 897. ledger_no(lev) 898. d_level	*lev; 899. {  900.  	return((xchar)(lev->dlevel + dungeons[lev->dnum].ledger_start)); 901. }  902.   903.  /*  904.   * The last level in the bookkeeping list of level is the bottom of the last 905.  * dungeon in the dungeons[] array. 906.  *  907.   * Maxledgerno -- which is the max number of levels in the bookkeeping 908.  * list, should not be confused with dunlevs_in_dungeon(lev) -- which 909.  * returns the max number of levels in lev's dungeon, and both should 910.  * not be confused with deepest_lev_reached -- which returns the lowest 911.  * depth visited by the player. 912.  */  913.  xchar 914. maxledgerno 915. {  916.      return (xchar) (dungeons[n_dgns-1].ledger_start +  917.  				dungeons[n_dgns-1].num_dunlevs); 918. }  919.   920.  /* return the dungeon that this ledgerno exists in */ 921. xchar 922. ledger_to_dnum(ledgerno) 923. xchar	ledgerno; 924. {  925.  	register int i;  926. 927. 	/* find i such that (i->base + 1) <= ledgerno <= (i->base + i->count) */ 928. 	for (i = 0; i < n_dgns; i++) 929. 	    if (dungeons[i].ledger_start < ledgerno &&  930.  		ledgerno <= dungeons[i].ledger_start + dungeons[i].num_dunlevs) 931. 		return (xchar)i; 932.  933.  	panic("level number out of range [ledger_to_dnum(%d)]", (int)ledgerno); 934. 	/*NOT REACHED*/ 935. 	return (xchar)0; 936. }  937.   938.  /* return the level of the dungeon this ledgerno exists in */ 939. xchar 940. ledger_to_dlev(ledgerno) 941. xchar	ledgerno; 942. {  943.  	return((xchar)(ledgerno - dungeons[ledger_to_dnum(ledgerno)].ledger_start)); 944. }  945.   946.  #endif /* OVL1 */ 947. #ifdef OVL0 948.  949.  /* returns the depth of a level, in floors below the surface	*/ 950. /* (note levels in different dungeons can have the same depth). */ 951.  schar 952. depth(lev) 953. d_level	*lev; 954. {  955.  	return((schar)( dungeons[lev->dnum].depth_start + lev->dlevel - 1)); 956. }  957.   958.  boolean 959. on_level(lev1, lev2)	/* are "lev1" and "lev2" actually the same? */ 960.  d_level	*lev1, *lev2; 961. {  962.  	return((boolean)((lev1->dnum == lev2->dnum) && (lev1->dlevel == lev2->dlevel))); 963. }  964.   965.  #endif /* OVL0 */ 966. #ifdef OVL1 967.  968.  /* is this level referenced in the special level chain? */ 969.  s_level * 970. Is_special(lev) 971. d_level	*lev; 972. {  973.  	s_level *levtmp; 974.  975.  	for (levtmp = sp_levchn; levtmp; levtmp = levtmp->next) 976. 	    if (on_level(lev, &levtmp->dlevel)) return(levtmp); 977.  978.  	return((s_level *)0); 979. }  980.   981.  /*  982.   * Is this a multi-dungeon branch level? If so, return a pointer to the 983.  * branch. Otherwise, return null. 984.  */  985.  branch * 986. Is_branchlev(lev) 987. 	d_level	*lev; 988. {  989.  	branch *curr; 990.  991.  	for (curr = branches; curr; curr = curr->next) { 992. 	    if (on_level(lev, &curr->end1) || on_level(lev, &curr->end2)) 993. 		return curr; 994. 	}  995.  	return (branch *) 0; 996. }  997.   998.  /* goto the next level (or appropriate dungeon) */ 999. void 1000. next_level(at_stairs ) 1001. boolean	at_stairs; 1002. { 1003. 	if (at_stairs && u.ux == sstairs.sx && u.uy == sstairs.sy) { 1004. 		/* Taking a down dungeon branch. */ 1005. 		goto_level(&sstairs.tolev, at_stairs, FALSE, FALSE); 1006. 	} else { 1007. 		/* Going down a stairs or jump in a trap door. */ 1008. 		d_level	newlevel; 1009. 1010. 		newlevel.dnum = u.uz.dnum; 1011. 		newlevel.dlevel = u.uz.dlevel + 1; 1012. 		goto_level(&newlevel, at_stairs, !at_stairs, FALSE); 1013. 	} 1014. }  1015.  1016. /* goto the previous level (or appropriate dungeon) */ 1017. void 1018. prev_level(at_stairs) 1019. boolean	at_stairs; 1020. { 1021. 	if (at_stairs && u.ux == sstairs.sx && u.uy == sstairs.sy) { 1022. 		/* Taking an up dungeon branch. */ 1023. 		if(!u.uz.dnum  && !u.uhave.amulet) done(ESCAPED); 1024. 		else goto_level(&sstairs.tolev, at_stairs, FALSE, FALSE); 1025. 	} else { 1026. 		/* Going up a stairs or rising through the ceiling. */ 1027. 		d_level	newlevel; 1028. 		newlevel.dnum = u.uz.dnum; 1029. 		newlevel.dlevel = u.uz.dlevel - 1; 1030. 		goto_level(&newlevel, at_stairs, FALSE, FALSE); 1031. 	} 1032. }  1033.  1034. void 1035. u_on_newpos(x, y) 1036. int x, y; 1037. { 1038. 	u.ux = x;  1039. u.uy = y; 1040. #ifdef CLIPPING 1041. 	cliparound(u.ux, u.uy); 1042. #endif 1043. } 1044.  1045. void 1046. u_on_sstairs {	/* place you on the special staircase */ 1047. 1048. 	if (sstairs.sx) { 1049. 	   u_on_newpos(sstairs.sx, sstairs.sy); 1050. 	} else { 1051. 	   /* code stolen from goto_level */ 1052. 	   int trycnt = 0; 1053. 	   xchar x, y;  1054. #ifdef DEBUG 1055. 	   pline("u_on_sstairs: picking random spot"); 1056. #endif 1057. #define badspot(x,y) ((levl[x][y].typ != ROOM && levl[x][y].typ != CORR) || MON_AT(x, y)) 1058. 	   do { 1059. 		x = rnd(COLNO-1); 1060. 		y = rn2(ROWNO); 1061. 		if (!badspot(x, y)) { 1062. 		   u_on_newpos(x, y); 1063. 		   return; 1064. 		} 1065. 	    } while (++trycnt <= 500); 1066. 	   panic("u_on_sstairs: could not relocate player!"); 1067. #undef badspot 1068. 	} 1069. }  1070.  1071. void 1072. u_on_upstairs	/* place you on upstairs (or special equivalent) */ 1073. { 1074. 	if (xupstair) { 1075. 		u_on_newpos(xupstair, yupstair); 1076. 	} else 1077. 		u_on_sstairs; 1078. } 1079.  1080. void 1081. u_on_dnstairs	/* place you on dnstairs (or special equivalent) */ 1082. { 1083. 	if (xdnstair) { 1084. 		u_on_newpos(xdnstair, ydnstair); 1085. 	} else 1086. 		u_on_sstairs; 1087. } 1088.  1089. boolean 1090. On_stairs(x, y) 1091. xchar x, y; 1092. { 1093. 	return((boolean)((x == xupstair && y == yupstair) || 1094. 	      (x == xdnstair && y == ydnstair) || 1095. 	      (x == xdnladder && y == ydnladder) || 1096. 	      (x == xupladder && y == yupladder) || 1097. 	      (x == sstairs.sx && y == sstairs.sy))); 1098. } 1099.  1100. boolean 1101. Is_botlevel(lev) 1102. d_level *lev; 1103. { 1104. 	return((boolean)(lev->dlevel == dungeons[lev->dnum].num_dunlevs)); 1105. } 1106.  1107. boolean 1108. Can_dig_down(lev) 1109. d_level *lev; 1110. { 1111. 	return((boolean)(!level.flags.hardfloor 1112. 	   && !Is_botlevel(lev) && !Invocation_lev(lev))); 1113. } 1114.  1115. /*  1116.  * Like Can_dig_down (above), but also allows falling through on the 1117. * stronghold level. Normally, the bottom level of a dungeon resists 1118. * both digging and falling. 1119. */  1120. boolean 1121. Can_fall_thru(lev) 1122. d_level *lev; 1123. { 1124. 	return((boolean)(Can_dig_down(lev) || Is_stronghold(lev))); 1125. } 1126.  1127. /*  1128.  * True if one can rise up a level (e.g. cursed gain level). 1129. * This happens on intermediate dungeon levels or on any top dungeon 1130. * level that has a stairwell style branch to the next higher dungeon. 1131. * Checks for amulets and such must be done elsewhere. 1132. */  1133. boolean 1134. Can_rise_up(x, y, lev) 1135. int	x, y; 1136. d_level *lev; 1137. { 1138.     /* can't rise up from inside the top of the Wizard's tower */ 1139.    if (In_endgame(lev) || (Is_wiz1_level(lev) && In_W_tower(x, y, lev))) 1140. 	return FALSE; 1141.    return (boolean)(lev->dlevel > 1 ||  1142. 		(dungeons[lev->dnum].entry_lev == 1 && ledger_no(lev) != 1 && 1143. 		 sstairs.sx && sstairs.up)); 1144. } 1145.  1146. /*  1147.  * It is expected that the second argument of get_level is a depth value, 1148. * either supplied by the user (teleport control) or randomly generated. 1149. * But more than one level can be at the same depth. If the target level 1150. * is "above" the present depth location, get_level must trace "up" from 1151. * the player's location (through the ancestors dungeons) the dungeon 1152. * within which the target level is located. With only one exception 1153. * which does not pass through this routine (see level_tele), teleporting 1154. * "down" is confined to the current dungeon. At present, level teleport 1155. * in dungeons that build up is confined within them. 1156. */  1157. void 1158. get_level(newlevel, levnum) 1159. d_level *newlevel; 1160. int levnum; 1161. { 1162. 	branch *br; 1163. 	xchar dgn = u.uz.dnum; 1164. 1165. 	if (levnum <= 0) { 1166. 	   /* can only currently happen in endgame */ 1167. 	   levnum = u.uz.dlevel; 1168. 	} else if (levnum > dungeons[dgn].depth_start 1169. 			    + dungeons[dgn].num_dunlevs - 1) { 1170. 	   /* beyond end of dungeon, jump to last level */ 1171. 	   levnum = dungeons[dgn].num_dunlevs; 1172. 	} else { 1173. 	   /* The desired level is in this dungeon or a "higher" one. */ 1174.  1175. 	    /*  1176. 	     * Branch up the tree until we reach a dungeon that contains the 1177. 	    * levnum. 1178. 	    */  1179. 	    if (levnum < dungeons[dgn].depth_start) { 1180. 1181. 		do { 1182. 		   /*  1183. 		     * Find the parent dungeon of this dungeon. 1184. 		    *  1185. 		     * This assumes that end2 is always the "child" and it is  1186. * unique. 1187. 		    */  1188. 		    for (br = branches; br; br = br->next) 1189. 			if (br->end2.dnum == dgn) break; 1190. 		   if (!br) 1191. 			panic("get_level: can't find parent dungeon"); 1192. 1193. 		    dgn = br->end1.dnum; 1194. 		} while (levnum < dungeons[dgn].depth_start); 1195. 	   }  1196.  1197. 	    /* We're within the same dungeon; calculate the level. */ 1198. 	    levnum = levnum - dungeons[dgn].depth_start + 1; 1199. 	} 1200.  1201. 	newlevel->dnum = dgn; 1202. 	newlevel->dlevel = levnum; 1203. } 1204.  1205. #endif /* OVL1 */ 1206. #ifdef OVL0 1207. 1208. boolean 1209. In_quest(lev)	/* are you in the quest dungeon? */ 1210. d_level *lev; 1211. { 1212. 	return((boolean)(lev->dnum == quest_dnum)); 1213. } 1214.  1215. #endif /* OVL0 */ 1216. #ifdef OVL1 1217. 1218. boolean 1219. In_mines(lev)	/* are you in the mines dungeon? */ 1220. d_level	*lev; 1221. { 1222. 	return((boolean)(lev->dnum == mines_dnum)); 1223. } 1224.  1225. /*  1226.  * Return the branch for the given dungeon. 1227. *  1228.  * This function assumes: 1229. *	+ This is not called with "Dungeons of Doom". 1230. *	+ There is only _one_ branch to a given dungeon. 1231. *	+ Field end2 is the "child" dungeon. 1232. */  1233. branch * 1234. dungeon_branch(s) 1235.    const char *s; 1236. { 1237.     branch *br; 1238.    xchar  dnum; 1239. 1240.     dnum = dname_to_dnum(s); 1241. 1242.     /* Find the branch that connects to dungeon i's branch. */ 1243.     for (br = branches; br; br = br->next) 1244. 	if (br->end2.dnum == dnum) break; 1245. 1246.     if (!br) panic("dgn_entrance: can't find entrance to %s", s); 1247. 1248.     return br; 1249. } 1250.  1251. /*  1252.  * This returns true if the hero is on the same level as the entrance to  1253. * the named dungeon. 1254. *  1255.  * Called from do.c and mklev.c.  1256. * 1257.  * Assumes that end1 is always the "parent". 1258. */  1259. boolean 1260. at_dgn_entrance(s) 1261.    const char *s; 1262. { 1263.     branch *br; 1264. 1265.     br = dungeon_branch(s); 1266.    return((boolean)(on_level(&u.uz, &br->end1) ? TRUE : FALSE)); 1267. } 1268.  1269. boolean 1270. In_V_tower(lev)	/* is `lev' part of Vlad's tower? */ 1271. d_level	*lev; 1272. { 1273. 	return((boolean)(lev->dnum == tower_dnum)); 1274. } 1275.  1276. boolean 1277. On_W_tower_level(lev)	/* is `lev' a level containing the Wizard's tower? */ 1278. d_level	*lev; 1279. { 1280. 	return (boolean)(Is_wiz1_level(lev) ||  1281. 			 Is_wiz2_level(lev) ||  1282. 			 Is_wiz3_level(lev)); 1283. } 1284.  1285. boolean 1286. In_W_tower(x, y, lev)	/* is  of `lev' inside the Wizard's tower? */ 1287. int	x, y;  1288. d_level	*lev; 1289. { 1290. 	if (!On_W_tower_level(lev)) return FALSE; 1291. 	/* 1292. 	 * Both of the exclusion regions for arriving via level teleport 1293. 	 * (from above or below) define the tower's boundary. 1294. 	 *	assert( updest.nIJ == dndest.nIJ for I={l|h},J={x|y} ); 1295. 	 */ 1296. 	if (dndest.nlx > 0) 1297. 	   return (boolean)within_bounded_area(x, y, dndest.nlx, dndest.nly,  1298. 						dndest.nhx, dndest.nhy); 1299. 	else 1300. 	   impossible("No boundary for Wizard's Tower?"); 1301. 	return FALSE; 1302. } 1303.  1304. #endif /* OVL1 */ 1305. #ifdef OVL0 1306. 1307. boolean 1308. In_hell(lev)	/* are you in one of the Hell levels? */ 1309. d_level	*lev; 1310. { 1311. 	return((boolean)(dungeons[lev->dnum].flags.hellish)); 1312. } 1313.  1314. #endif /* OVL0 */ 1315. #ifdef OVL1 1316. 1317. void 1318. find_hell(lev)	/* sets *lev to be the gateway to Gehennom... */ 1319. d_level *lev; 1320. { 1321. 	lev->dnum = valley_level.dnum; 1322. 	lev->dlevel = 1; 1323. } 1324.  1325. void 1326. goto_hell(at_stairs, falling)	/* go directly to hell... */ 1327. boolean	at_stairs, falling; 1328. { 1329. 	d_level lev; 1330. 1331. 	find_hell(&lev); 1332. 	goto_level(&lev, at_stairs, falling, FALSE); 1333. } 1334.  1335. void 1336. assign_level(dest, src)		/* equivalent to dest = source */ 1337. d_level	*dest, *src; 1338. { 1339. 	dest->dnum = src->dnum; 1340. 	dest->dlevel = src->dlevel; 1341. } 1342.  1343. void 1344. assign_rnd_level(dest, src, range)	/* dest = src + rn1(range) */ 1345. d_level	*dest, *src; 1346. int range; 1347. { 1348. 	dest->dnum = src->dnum; 1349. 	dest->dlevel = src->dlevel + ((range > 0) ? rnd(range) : -rnd(-range)) ; 1350. 1351. 	if(dest->dlevel > dunlevs_in_dungeon(dest)) 1352. 		dest->dlevel = dunlevs_in_dungeon(dest); 1353. 	else if(dest->dlevel < 1) 1354. 		dest->dlevel = 1; 1355. } 1356.  1357. #endif /* OVL1 */ 1358. #ifdef OVL0 1359. 1360. int 1361. induced_align(pct) 1362. int	pct; 1363. { 1364. 	s_level	*lev = Is_special(&u.uz); 1365. 	aligntyp al; 1366. 1367. 	if (lev && lev->flags.align) 1368. 		if(rn2(100) < pct) return(lev->flags.align); 1369. 1370. 	if(dungeons[u.uz.dnum].flags.align) 1371. 		if(rn2(100) < pct) return(dungeons[u.uz.dnum].flags.align); 1372. 1373. 	al = rn2(3) - 1; 1374. 	return(Align2amask(al)); 1375. } 1376.  1377. #endif /* OVL0 */ 1378. #ifdef OVL1 1379. 1380. boolean 1381. Invocation_lev(lev) 1382. d_level *lev; 1383. { 1384. 	return((boolean)(In_hell(lev) && 1385. 		lev->dlevel == (dungeons[lev->dnum].num_dunlevs - 1))); 1386. } 1387.  1388. /* use instead of depth wherever a degree of difficulty is made 1389. * dependent on the location in the dungeon (eg. monster creation). 1390. */  1391. xchar 1392. level_difficulty 1393. { 1394. 	if (In_endgame(&u.uz)) 1395. 		return((xchar)(depth(&sanctum_level) + u.ulevel/2)); 1396. 	else 1397. 		if (u.uhave.amulet) 1398. 			return(deepest_lev_reached(FALSE)); 1399. 		else 1400. 			return((xchar) depth(&u.uz)); 1401. } 1402.  1403. /* Take one word and try to match it to a level. 1404. * Recognized levels are as shown by print_dungeon. 1405. */  1406. schar 1407. lev_by_name(nam) 1408. const char *nam; 1409. { 1410.     schar lev = 0; 1411.    s_level *slev; 1412.    d_level dlev; 1413.    const char *p; 1414.    int idx, idxtoo; 1415.    char buf[BUFSZ]; 1416. 1417.     /* allow strings like "the oracle level" to find "oracle" */ 1418.    if (!strncmpi(nam, "the ", 4)) nam += 4; 1419.    if ((p = strstri(nam, " level")) != 0 && p == eos((char*)nam) - 6) { 1420. 	nam = strcpy(buf, nam); 1421. 	*(eos(buf) - 6) = '\0'; 1422.    }  1423.     /* hell is the old name, and wouldn't match; gehennom would match its 1424.       branch, yielding the castle level instead of the valley of the dead */ 1425.    if (!strcmpi(nam, "gehennom") || !strcmpi(nam, "hell")) { 1426. 	if (In_V_tower(&u.uz)) nam = " to Vlad's tower"; /* branch to... */ 1427. 	else nam = "valley"; 1428.    }  1429.  1430.     if ((slev = find_level(nam)) != 0) { 1431. 	dlev = slev->dlevel; 1432. 	idx = ledger_no(&dlev); 1433. 	if ((dlev.dnum == u.uz.dnum || 1434. 		/* within same branch, or else main dungeon <-> gehennom */ 1435. 		(u.uz.dnum == valley_level.dnum && 1436. 			dlev.dnum == medusa_level.dnum) || 1437. 		(u.uz.dnum == medusa_level.dnum && 1438. 			dlev.dnum == valley_level.dnum)) &&  1439. 	    (	/* either wizard mode or else seen and not forgotten */ 1440. #ifdef WIZARD 1441. 	    wizard || 1442. #endif 1443. 		(level_info[idx].flags & (FORGOTTEN|VISITED)) == VISITED)) { 1444. 	   lev = depth(&slev->dlevel); 1445. 	} 1446.     } else {	/* not a specific level; try branch names */ 1447. 	idx = find_branch(nam, (struct proto_dungeon *)0); 1448. 	/* " to Xyzzy" */ 1449. 	if (idx < 0 && (p = strstri(nam, " to ")) != 0) 1450. 	   idx = find_branch(p + 4, (struct proto_dungeon *)0); 1451. 1452. 	if (idx >= 0) { 1453. 	   idxtoo = (idx >> 8) & 0x00FF; 1454. 	   idx &= 0x00FF; 1455. 	   if (  /* either wizard mode, or else _both_ sides of branch seen */  1456. #ifdef WIZARD  1457. 		wizard ||  1458. #endif  1459. 		((level_info[idx].flags & (FORGOTTEN|VISITED)) == VISITED && 1460. 		 (level_info[idxtoo].flags & (FORGOTTEN|VISITED)) == VISITED)) { 1461. 		if (ledger_to_dnum(idxtoo) == u.uz.dnum) idx = idxtoo; 1462. 		dlev.dnum = ledger_to_dnum(idx); 1463. 		dlev.dlevel = ledger_to_dlev(idx); 1464. 		lev = depth(&dlev); 1465. 	   }  1466. 	}  1467.     }  1468.     return lev; 1469. } 1470.  1471.  1472. #ifdef WIZARD 1473. 1474. /* Convert a branch type to a string usable by print_dungeon. */ 1475. static const char * 1476. br_string(type) 1477.    int type; 1478. { 1479.     switch (type) { 1480. 	case BR_PORTAL:	 return "Portal"; 1481. 	case BR_NO_END1: return "Connection"; 1482. 	case BR_NO_END2: return "One way stair"; 1483. 	case BR_STAIR:	 return "Stair"; 1484.    }  1485.     return " (unknown)"; 1486. } 1487.  1488. /* Print all child branches between the lower and upper bounds. */ 1489. static void 1490. print_branch(win, dnum, lower_bound, upper_bound) 1491.    winid win; 1492.    int   dnum; 1493.    int   lower_bound; 1494.    int   upper_bound; 1495. { 1496.     branch *br; 1497.    char buf[BUFSZ]; 1498. 1499.     /* This assumes that end1 is the "parent". */ 1500.     for (br = branches; br; br = br->next) { 1501. 	if (br->end1.dnum == dnum && lower_bound < br->end1.dlevel && 1502. 					br->end1.dlevel <= upper_bound) { 1503. 	   Sprintf(buf,"   %s to %s: %d",  1504. 		    br_string(br->type),  1505. 		    dungeons[br->end2.dnum].dname,  1506. 		    depth(&br->end1)); 1507. 	   putstr(win, 0, buf); 1508. 	} 1509.     }  1510. }  1511.  1512. /* Print available dungeon information. */ 1513. void 1514. print_dungeon 1515. { 1516.     int     i, last_level, nlev; 1517.    char    buf[BUFSZ]; 1518.    boolean first; 1519.    s_level *slev; 1520.    dungeon *dptr; 1521.    branch  *br; 1522.    winid   win = create_nhwindow(NHW_MENU); 1523. 1524.     for (i = 0, dptr = dungeons; i < n_dgns; i++, dptr++) { 1525. 	nlev = dptr->num_dunlevs; 1526. 	if (nlev > 1) 1527. 	   Sprintf(buf, "%s: levels %d to %d", dptr->dname, dptr->depth_start,  1528. 						dptr->depth_start + nlev - 1); 1529. 	else 1530. 	   Sprintf(buf, "%s: level %d", dptr->dname, dptr->depth_start); 1531. 1532. 	/* Most entrances are uninteresting. */ 1533. 	if (dptr->entry_lev != 1) { 1534. 	   if (dptr->entry_lev == nlev) 1535. 		Strcat(buf, ", entrance from below"); 1536. 	   else 1537. 		Sprintf(eos(buf), ", entrance on %d", 1538. 			dptr->depth_start + dptr->entry_lev - 1); 1539. 	} 1540. 	putstr(win, 0, buf); 1541. 1542. 	/*  1543. 	 * Circle through the special levels to find levels that are in  1544. * this dungeon. 1545. 	 */ 1546. 	for (slev = sp_levchn, last_level = 0; slev; slev = slev->next) { 1547. 	   if (slev->dlevel.dnum != i) continue; 1548. 1549. 	    /* print any branches before this level */ 1550. 	   print_branch(win, i, last_level, slev->dlevel.dlevel); 1551. 1552. 	    Sprintf(buf, "   %s: %d", slev->proto, depth(&slev->dlevel)); 1553. 	   if (Is_stronghold(&slev->dlevel)) 1554. 		Sprintf(eos(buf), " (tune %s)", tune); 1555. 	   putstr(win, 0, buf); 1556. 1557. 	    last_level = slev->dlevel.dlevel; 1558. 	} 1559. 	/* print branches after the last special level */ 1560. 	print_branch(win, i, last_level, MAXLEVEL); 1561.    }  1562.  1563.     /* Print out floating branches (if any). */ 1564.     for (first = TRUE, br = branches; br; br = br->next) { 1565. 	if (br->end1.dnum == n_dgns) { 1566. 	   if (first) { 1567. 		putstr(win, 0, ""); 1568. 		putstr(win, 0, "Floating branches"); 1569. 		first = FALSE; 1570. 	   }  1571. 	    Sprintf(buf, "   %s to %s",  1572. 			br_string(br->type), dungeons[br->end2.dnum].dname); 1573. 	   putstr(win, 0, buf); 1574. 	} 1575.     }  1576.  1577.     /* I hate searching for the invocation pos while debugging. -dean */ 1578.    if (Invocation_lev(&u.uz)) { 1579. 	putstr(win, 0, ""); 1580. 	Sprintf(buf, "Invocation position @ (%d,%d), hero @ (%d,%d)", 1581. 		inv_pos.x, inv_pos.y, u.ux, u.uy); 1582. 	putstr(win, 0, buf); 1583.    }  1584.     /*  1585.      * The following is based on the assumption that the inter-level portals 1586.     * created by the level compiler (not the dungeon compiler) only exist 1587.     * one per level (currently true, of course). 1588.     */  1589.     else if (Is_earthlevel(&u.uz) || Is_waterlevel(&u.uz)  1590. 				|| Is_firelevel(&u.uz) || Is_airlevel(&u.uz)) { 1591. 	struct trap *trap; 1592. 	for (trap = ftrap; trap; trap = trap->ntrap) 1593. 	   if (trap->ttyp == MAGIC_PORTAL) break; 1594. 1595. 	putstr(win, 0, ""); 1596. 	if (trap) 1597. 	   Sprintf(buf, "Portal @ (%d,%d), hero @ (%d,%d)",  1598. 		trap->tx, trap->ty, u.ux, u.uy); 1599. 	else 1600. 	   Sprintf(buf, "No portal found."); 1601. 	putstr(win, 0, buf); 1602.    }  1603.  1604.     display_nhwindow(win, TRUE); 1605.    destroy_nhwindow(win); 1606. } 1607. #endif /* WIZARD */ 1608. 1609. #endif /* OVL1 */ 1610. 1611. /*dungeon.c*/