FANDOM


Below is the full text to src/dungeon.c from NetHack 3.4.3. To link to a particular line, write [[dungeon.c#line123]], for example.

Top of file Edit

1.    /*	SCCS Id: @(#)dungeon.c	3.4	1999/10/30	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
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-strt"
14.   #define X_LOCATE	"x-loca"
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.   struct lchoice {
33.   	int idx;
34.   	schar lev[MAXLINFO];
35.   	schar playerlev[MAXLINFO];
36.   	xchar dgn[MAXLINFO];
37.   	char menuletter;
38.   };
39.   
40.   static void FDECL(Fread, (genericptr_t, int, int, dlb *));
41.   STATIC_DCL xchar FDECL(dname_to_dnum, (const char *));
42.   STATIC_DCL int FDECL(find_branch, (const char *, struct proto_dungeon *));
43.   STATIC_DCL xchar FDECL(parent_dnum, (const char *, struct proto_dungeon *));
44.   STATIC_DCL int FDECL(level_range, (XCHAR_P,int,int,int,struct proto_dungeon *,int *));
45.   STATIC_DCL xchar FDECL(parent_dlevel, (const char *, struct proto_dungeon *));
46.   STATIC_DCL int FDECL(correct_branch_type, (struct tmpbranch *));
47.   STATIC_DCL branch *FDECL(add_branch, (int, int, struct proto_dungeon *));
48.   STATIC_DCL void FDECL(add_level, (s_level *));
49.   STATIC_DCL void FDECL(init_level, (int,int,struct proto_dungeon *));
50.   STATIC_DCL int FDECL(possible_places, (int, boolean *, struct proto_dungeon *));
51.   STATIC_DCL xchar FDECL(pick_level, (boolean *, int));
52.   STATIC_DCL boolean FDECL(place_level, (int, struct proto_dungeon *));
53.   #ifdef WIZARD
54.   STATIC_DCL const char *FDECL(br_string, (int));
55.   STATIC_DCL void FDECL(print_branch, (winid, int, int, int, BOOLEAN_P, struct lchoice *));
56.   #endif
57.   

dumpit Edit

58.   #ifdef DEBUG
59.   #define DD	dungeons[i]
60.   STATIC_DCL void NDECL(dumpit);
61.   
62.   STATIC_OVL void
63.   dumpit()
64.   {
65.   	int	i;
66.   	s_level	*x;
67.   	branch *br;
68.   
69.   	for(i = 0; i < n_dgns; i++)  {
70.   	    fprintf(stderr, "\n#%d \"%s\" (%s):\n", i,
71.   				DD.dname, DD.proto);
72.   	    fprintf(stderr, "    num_dunlevs %d, dunlev_ureached %d\n",
73.   				DD.num_dunlevs, DD.dunlev_ureached);
74.   	    fprintf(stderr, "    depth_start %d, ledger_start %d\n",
75.   				DD.depth_start, DD.ledger_start);
76.   	    fprintf(stderr, "    flags:%s%s%s\n",
77.   		    DD.flags.rogue_like ? " rogue_like" : "",
78.   		    DD.flags.maze_like  ? " maze_like"  : "",
79.   		    DD.flags.hellish    ? " hellish"    : "");
80.   	    getchar();
81.   	}
82.   	fprintf(stderr,"\nSpecial levels:\n");
83.   	for(x = sp_levchn; x; x = x->next) {
84.   	    fprintf(stderr, "%s (%d): ", x->proto, x->rndlevs);
85.   	    fprintf(stderr, "on %d, %d; ", x->dlevel.dnum, x->dlevel.dlevel);
86.   	    fprintf(stderr, "flags:%s%s%s%s\n",
87.   		    x->flags.rogue_like	? " rogue_like" : "",
88.   		    x->flags.maze_like  ? " maze_like"  : "",
89.   		    x->flags.hellish    ? " hellish"    : "",
90.   		    x->flags.town       ? " town"       : "");
91.   	    getchar();
92.   	}
93.   	fprintf(stderr,"\nBranches:\n");
94.   	for (br = branches; br; br = br->next) {
95.   	    fprintf(stderr, "%d: %s, end1 %d %d, end2 %d %d, %s\n",
96.   		br->id,
97.   		br->type == BR_STAIR ? "stair" :
98.   		    br->type == BR_NO_END1 ? "no end1" :
99.   		    br->type == BR_NO_END2 ? "no end2" :
100.  		    br->type == BR_PORTAL  ? "portal"  :
101.  					     "unknown",
102.  		br->end1.dnum, br->end1.dlevel,
103.  		br->end2.dnum, br->end2.dlevel,
104.  		br->end1_up ? "end1 up" : "end1 down");
105.  	}
106.  	getchar();
107.  	fprintf(stderr,"\nDone\n");
108.  	getchar();
109.  }
110.  #endif
111.  

save_dungeon Edit

112.  /* Save the dungeon structures. */
113.  void
114.  save_dungeon(fd, perform_write, free_data)
115.      int fd;
116.      boolean perform_write, free_data;
117.  {
118.      branch *curr, *next;
119.      int    count;
120.  
121.      if (perform_write) {
122.  	bwrite(fd, (genericptr_t) &n_dgns, sizeof n_dgns);
123.  	bwrite(fd, (genericptr_t) dungeons, sizeof(dungeon) * (unsigned)n_dgns);
124.  	bwrite(fd, (genericptr_t) &dungeon_topology, sizeof dungeon_topology);
125.  	bwrite(fd, (genericptr_t) tune, sizeof tune);
126.  
127.  	for (count = 0, curr = branches; curr; curr = curr->next)
128.  	    count++;
129.  	bwrite(fd, (genericptr_t) &count, sizeof(count));
130.  
131.  	for (curr = branches; curr; curr = curr->next)
132.  	    bwrite(fd, (genericptr_t) curr, sizeof (branch));
133.  
134.  	count = maxledgerno();
135.  	bwrite(fd, (genericptr_t) &count, sizeof count);
136.  	bwrite(fd, (genericptr_t) level_info,
137.  			(unsigned)count * sizeof (struct linfo));
138.  	bwrite(fd, (genericptr_t) &inv_pos, sizeof inv_pos);
139.      }
140.  
141.      if (free_data) {
142.  	for (curr = branches; curr; curr = next) {
143.  	    next = curr->next;
144.  	    free((genericptr_t) curr);
145.  	}
146.  	branches = 0;
147.      }
148.  }
149.  

restore_dungeon Edit

150.  /* Restore the dungeon structures. */
151.  void
152.  restore_dungeon(fd)
153.      int fd;
154.  {
155.      branch *curr, *last;
156.      int    count, i;
157.  
158.      mread(fd, (genericptr_t) &n_dgns, sizeof(n_dgns));
159.      mread(fd, (genericptr_t) dungeons, sizeof(dungeon) * (unsigned)n_dgns);
160.      mread(fd, (genericptr_t) &dungeon_topology, sizeof dungeon_topology);
161.      mread(fd, (genericptr_t) tune, sizeof tune);
162.  
163.      last = branches = (branch *) 0;
164.  
165.      mread(fd, (genericptr_t) &count, sizeof(count));
166.      for (i = 0; i < count; i++) {
167.  	curr = (branch *) alloc(sizeof(branch));
168.  	mread(fd, (genericptr_t) curr, sizeof(branch));
169.  	curr->next = (branch *) 0;
170.  	if (last)
171.  	    last->next = curr;
172.  	else
173.  	    branches = curr;
174.  	last = curr;
175.      }
176.  
177.      mread(fd, (genericptr_t) &count, sizeof(count));
178.      if (count >= MAXLINFO)
179.  	panic("level information count larger (%d) than allocated size", count);
180.      mread(fd, (genericptr_t) level_info, (unsigned)count*sizeof(struct linfo));
181.      mread(fd, (genericptr_t) &inv_pos, sizeof inv_pos);
182.  }
183.  

Fread Edit

184.  static void
185.  Fread(ptr, size, nitems, stream)
186.  	genericptr_t	ptr;
187.  	int	size, nitems;
188.  	dlb	*stream;
189.  {
190.  	int cnt;
191.  
192.  	if((cnt = dlb_fread(ptr, size, nitems, stream)) != nitems) {
193.  	    panic(
194.   "Premature EOF on dungeon description file!\r\nExpected %d bytes - got %d.",
195.  		  (size * nitems), (size * cnt));
196.  	    terminate(EXIT_FAILURE);
197.  	}
198.  }
199.  

dname_to_dnum Edit

200.  STATIC_OVL xchar
201.  dname_to_dnum(s)
202.  const char	*s;
203.  {
204.  	xchar	i;
205.  
206.  	for (i = 0; i < n_dgns; i++)
207.  	    if (!strcmp(dungeons[i].dname, s)) return i;
208.  
209.  	panic("Couldn't resolve dungeon number for name \"%s\".", s);
210.  	/*NOT REACHED*/
211.  	return (xchar)0;
212.  }
213.  

find_level Edit

214.  s_level *
215.  find_level(s)
216.  	const char *s;
217.  {
218.  	s_level *curr;
219.  	for(curr = sp_levchn; curr; curr = curr->next)
220.  	    if (!strcmpi(s, curr->proto)) break;
221.  	return curr;
222.  }
223.  

find_branch Edit

224.  /* Find the branch that links the named dungeon. */
225.  STATIC_OVL int
226.  find_branch(s, pd)
227.  	const char *s;		/* dungeon name */
228.  	struct proto_dungeon *pd;
229.  {
230.  	int i;
231.  
232.  	if (pd) {
233.  	    for (i = 0; i < pd->n_brs; i++)
234.  		if (!strcmp(pd->tmpbranch[i].name, s)) break;
235.  	    if (i == pd->n_brs) panic("find_branch: can't find %s", s);
236.  	} else {
237.  	    /* support for level tport by name */
238.  	    branch *br;
239.  	    const char *dnam;
240.  
241.  	    for (br = branches; br; br = br->next) {
242.  		dnam = dungeons[br->end2.dnum].dname;
243.  		if (!strcmpi(dnam, s) ||
244.  			(!strncmpi(dnam, "The ", 4) && !strcmpi(dnam + 4, s)))
245.  		    break;
246.  	    }
247.  	    i = br ? ((ledger_no(&br->end1) << 8) | ledger_no(&br->end2)) : -1;
248.  	}
249.  	return i;
250.  }
251.  
252.  

parent_dnum Edit

253.  /*
254.   * Find the "parent" by searching the prototype branch list for the branch
255.   * listing, then figuring out to which dungeon it belongs.
256.   */
257.  STATIC_OVL xchar
258.  parent_dnum(s, pd)
259.  const char	   *s;	/* dungeon name */
260.  struct proto_dungeon *pd;
261.  {
262.  	int	i;
263.  	xchar	pdnum;
264.  
265.  	i = find_branch(s, pd);
266.  	/*
267.  	 * Got branch, now find parent dungeon.  Stop if we have reached
268.  	 * "this" dungeon (if we haven't found it by now it is an error).
269.  	 */
270.  	for (pdnum = 0; strcmp(pd->tmpdungeon[pdnum].name, s); pdnum++)
271.  	    if ((i -= pd->tmpdungeon[pdnum].branches) < 0)
272.  		return(pdnum);
273.  
274.  	panic("parent_dnum: couldn't resolve branch.");
275.  	/*NOT REACHED*/
276.  	return (xchar)0;
277.  }
278.  

level_range Edit

279.  /*
280.   * Return a starting point and number of successive positions a level
281.   * or dungeon entrance can occupy.
282.   *
283.   * Note: This follows the acouple (instead of the rcouple) rules for a
284.   *	 negative random component (rand < 0).  These rules are found
285.   *	 in dgn_comp.y.  The acouple [absolute couple] section says that
286.   *	 a negative random component means from the (adjusted) base to the
287.   *	 end of the dungeon.
288.   */
289.  STATIC_OVL int
290.  level_range(dgn, base, rand, chain, pd, adjusted_base)
291.  	xchar	dgn;
292.  	int	base, rand, chain;
293.  	struct proto_dungeon *pd;
294.  	int *adjusted_base;
295.  {
296.  	int lmax = dungeons[dgn].num_dunlevs;
297.  
298.  	if (chain >= 0) {		 /* relative to a special level */
299.  	    s_level *levtmp = pd->final_lev[chain];
300.  	    if (!levtmp) panic("level_range: empty chain level!");
301.  
302.  	    base += levtmp->dlevel.dlevel;
303.  	} else {			/* absolute in the dungeon */
304.  	    /* from end of dungeon */
305.  	    if (base < 0) base = (lmax + base + 1);
306.  	}
307.  
308.  	if (base < 1 || base > lmax)
309.  	    panic("level_range: base value out of range");
310.  
311.  	*adjusted_base = base;
312.  
313.  	if (rand == -1) {	/* from base to end of dungeon */
314.  	    return (lmax - base + 1);
315.  	} else if (rand) {
316.  	    /* make sure we don't run off the end of the dungeon */
317.  	    return (((base + rand - 1) > lmax) ? lmax-base+1 : rand);
318.  	} /* else only one choice */
319.  	return 1;
320.  }
321.  

parent_dlevel Edit

322.  STATIC_OVL xchar
323.  parent_dlevel(s, pd)
324.  	const char	*s;
325.  	struct proto_dungeon *pd;
326.  {
327.  	int i, j, num, base, dnum = parent_dnum(s, pd);
328.  	branch *curr;
329.  
330.  
331.  	i = find_branch(s, pd);
332.  	num = level_range(dnum, pd->tmpbranch[i].lev.base,
333.  					      pd->tmpbranch[i].lev.rand,
334.  					      pd->tmpbranch[i].chain,
335.  					      pd, &base);
336.  
337.  	/* KMH -- Try our best to find a level without an existing branch */
338.  	i = j = rn2(num);
339.  	do {
340.  		if (++i >= num) i = 0;
341.  		for (curr = branches; curr; curr = curr->next)
342.  			if ((curr->end1.dnum == dnum && curr->end1.dlevel == base+i) ||
343.  				(curr->end2.dnum == dnum && curr->end2.dlevel == base+i))
344.  				break;
345.  	} while (curr && i != j);
346.  	return (base + i);
347.  }
348.  

correct_branch_type Edit

349.  /* Convert from the temporary branch type to the dungeon branch type. */
350.  STATIC_OVL int
351.  correct_branch_type(tbr)
352.      struct tmpbranch *tbr;
353.  {
354.      switch (tbr->type) {
355.  	case TBR_STAIR:		return BR_STAIR;
356.  	case TBR_NO_UP:		return tbr->up ? BR_NO_END1 : BR_NO_END2;
357.  	case TBR_NO_DOWN:	return tbr->up ? BR_NO_END2 : BR_NO_END1;
358.  	case TBR_PORTAL:	return BR_PORTAL;
359.      }
360.      impossible("correct_branch_type: unknown branch type");
361.      return BR_STAIR;
362.  }
363.  

insert_branch Edit

364.  /*
365.   * Add the given branch to the branch list.  The branch list is ordered
366.   * by end1 dungeon and level followed by end2 dungeon and level.  If
367.   * extract_first is true, then the branch is already part of the list
368.   * but needs to be repositioned.
369.   */
370.  void
371.  insert_branch(new_branch, extract_first)
372.     branch *new_branch;
373.     boolean extract_first;
374.  {
375.      branch *curr, *prev;
376.      long new_val, curr_val, prev_val;
377.  
378.      if (extract_first) {
379.  	for (prev = 0, curr = branches; curr; prev = curr, curr = curr->next)
380.  	    if (curr == new_branch) break;
381.  
382.  	if (!curr) panic("insert_branch: not found");
383.  	if (prev)
384.  	    prev->next = curr->next;
385.  	else
386.  	    branches = curr->next;
387.      }
388.      new_branch->next = (branch *) 0;
389.  
390.  /* Convert the branch into a unique number so we can sort them. */
391.  #define branch_val(bp) \
392.  	((((long)(bp)->end1.dnum * (MAXLEVEL+1) + \
393.  	  (long)(bp)->end1.dlevel) * (MAXDUNGEON+1) * (MAXLEVEL+1)) + \
394.  	 ((long)(bp)->end2.dnum * (MAXLEVEL+1) + (long)(bp)->end2.dlevel))
395.  
396.      /*
397.       * Insert the new branch into the correct place in the branch list.
398.       */
399.      prev = (branch *) 0;
400.      prev_val = -1;
401.      new_val = branch_val(new_branch);
402.      for (curr = branches; curr;
403.  		    prev_val = curr_val, prev = curr, curr = curr->next) {
404.  	curr_val = branch_val(curr);
405.  	if (prev_val < new_val && new_val <= curr_val) break;
406.      }
407.      if (prev) {
408.  	new_branch->next = curr;
409.  	prev->next = new_branch;
410.      } else {
411.  	new_branch->next = branches;
412.  	branches = new_branch;
413.      }
414.  }
415.  

add_branch Edit

416.  /* Add a dungeon branch to the branch list. */
417.  STATIC_OVL branch *
418.  add_branch(dgn, child_entry_level, pd)
419.      int dgn;
420.      int child_entry_level;
421.      struct proto_dungeon *pd;
422.  {
423.      static int branch_id = 0;
424.      int branch_num;
425.      branch *new_branch;
426.  
427.      branch_num = find_branch(dungeons[dgn].dname,pd);
428.      new_branch = (branch *) alloc(sizeof(branch));
429.      new_branch->next = (branch *) 0;
430.      new_branch->id = branch_id++;
431.      new_branch->type = correct_branch_type(&pd->tmpbranch[branch_num]);
432.      new_branch->end1.dnum = parent_dnum(dungeons[dgn].dname, pd);
433.      new_branch->end1.dlevel = parent_dlevel(dungeons[dgn].dname, pd);
434.      new_branch->end2.dnum = dgn;
435.      new_branch->end2.dlevel = child_entry_level;
436.      new_branch->end1_up = pd->tmpbranch[branch_num].up ? TRUE : FALSE;
437.  
438.      insert_branch(new_branch, FALSE);
439.      return new_branch;
440.  }
441.  

add_level Edit

442.  /*
443.   * Add new level to special level chain.  Insert it in level order with the
444.   * other levels in this dungeon.  This assumes that we are never given a
445.   * level that has a dungeon number less than the dungeon number of the
446.   * last entry.
447.   */
448.  STATIC_OVL void
449.  add_level(new_lev)
450.      s_level *new_lev;
451.  {
452.  	s_level *prev, *curr;
453.  
454.  	prev = (s_level *) 0;
455.  	for (curr = sp_levchn; curr; curr = curr->next) {
456.  	    if (curr->dlevel.dnum == new_lev->dlevel.dnum &&
457.  		    curr->dlevel.dlevel > new_lev->dlevel.dlevel)
458.  		break;
459.  	    prev = curr;
460.  	}
461.  	if (!prev) {
462.  	    new_lev->next = sp_levchn;
463.  	    sp_levchn = new_lev;
464.  	} else {
465.  	    new_lev->next = curr;
466.  	    prev->next = new_lev;
467.  	}
468.  }
469.  

init_level Edit

470.  STATIC_OVL void
471.  init_level(dgn, proto_index, pd)
472.  	int dgn, proto_index;
473.  	struct proto_dungeon *pd;
474.  {
475.  	s_level	*new_level;
476.  	struct tmplevel *tlevel = &pd->tmplevel[proto_index];
477.  
478.  	pd->final_lev[proto_index] = (s_level *) 0; /* no "real" level */
479.  #ifdef WIZARD
480.  	if (!wizard)
481.  #endif
482.  	    if (tlevel->chance <= rn2(100)) return;
483.  
484.  	pd->final_lev[proto_index] = new_level =
485.  					(s_level *) alloc(sizeof(s_level));
486.  	/* load new level with data */
487.  	Strcpy(new_level->proto, tlevel->name);
488.  	new_level->boneid = tlevel->boneschar;
489.  	new_level->dlevel.dnum = dgn;
490.  	new_level->dlevel.dlevel = 0;	/* for now */
491.  
492.  	new_level->flags.town = !!(tlevel->flags & TOWN);
493.  	new_level->flags.hellish = !!(tlevel->flags & HELLISH);
494.  	new_level->flags.maze_like = !!(tlevel->flags & MAZELIKE);
495.  	new_level->flags.rogue_like = !!(tlevel->flags & ROGUELIKE);
496.  	new_level->flags.align = ((tlevel->flags & D_ALIGN_MASK) >> 4);
497.  	if (!new_level->flags.align) 
498.  	    new_level->flags.align =
499.  		((pd->tmpdungeon[dgn].flags & D_ALIGN_MASK) >> 4);
500.  
501.  	new_level->rndlevs = tlevel->rndlevs;
502.  	new_level->next    = (s_level *) 0;
503.  }
504.  

possible_places Edit

505.  STATIC_OVL int
506.  possible_places(idx, map, pd)
507.      int idx;		/* prototype index */
508.      boolean *map;	/* array MAXLEVEL+1 in length */
509.      struct proto_dungeon *pd;
510.  {
511.      int i, start, count;
512.      s_level *lev = pd->final_lev[idx];
513.  
514.      /* init level possibilities */
515.      for (i = 0; i <= MAXLEVEL; i++) map[i] = FALSE;
516.  
517.      /* get base and range and set those entried to true */
518.      count = level_range(lev->dlevel.dnum, pd->tmplevel[idx].lev.base,
519.  					pd->tmplevel[idx].lev.rand,
520.  					pd->tmplevel[idx].chain,
521.  					pd, &start);
522.      for (i = start; i < start+count; i++)
523.  	map[i] = TRUE;
524.  
525.      /* mark off already placed levels */
526.      for (i = pd->start; i < idx; i++) {
527.  	if (pd->final_lev[i] && map[pd->final_lev[i]->dlevel.dlevel]) {
528.  	    map[pd->final_lev[i]->dlevel.dlevel] = FALSE;
529.  	    --count;
530.  	}
531.      }
532.  
533.      return count;
534.  }
535.  

pick_level Edit

536.  /* Pick the nth TRUE entry in the given boolean array. */
537.  STATIC_OVL xchar
538.  pick_level(map, nth)
539.      boolean *map;	/* an array MAXLEVEL+1 in size */
540.      int nth;
541.  {
542.      int i;
543.      for (i = 1; i <= MAXLEVEL; i++)
544.  	if (map[i] && !nth--) return (xchar) i;
545.      panic("pick_level:  ran out of valid levels");
546.      return 0;
547.  }
548.  

indent Edit

549.  #ifdef DDEBUG
550.  static void FDECL(indent,(int));
551.  
552.  static void
553.  indent(d)
554.  int d;
555.  {
556.      while (d-- > 0) fputs("    ", stderr);
557.  }
558.  #endif
559.  

place_level Edit

560.  /*
561.   * Place a level.  First, find the possible places on a dungeon map
562.   * template.  Next pick one.  Then try to place the next level.  If
563.   * sucessful, we're done.  Otherwise, try another (and another) until
564.   * all possible places have been tried.  If all possible places have
565.   * been exausted, return false.
566.   */
567.  STATIC_OVL boolean
568.  place_level(proto_index, pd)
569.      int proto_index;
570.      struct proto_dungeon *pd;
571.  {
572.      boolean map[MAXLEVEL+1];	/* valid levels are 1..MAXLEVEL inclusive */
573.      s_level *lev;
574.      int npossible;
575.  #ifdef DDEBUG
576.      int i;
577.  #endif
578.  
579.      if (proto_index == pd->n_levs) return TRUE;	/* at end of proto levels */
580.  
581.      lev = pd->final_lev[proto_index];
582.  
583.      /* No level created for this prototype, goto next. */
584.      if (!lev) return place_level(proto_index+1, pd);
585.  
586.      npossible = possible_places(proto_index, map, pd);
587.  
588.      for (; npossible; --npossible) {
589.  	lev->dlevel.dlevel = pick_level(map, rn2(npossible));
590.  #ifdef DDEBUG
591.  	indent(proto_index-pd->start);
592.  	fprintf(stderr,"%s: trying %d [ ", lev->proto, lev->dlevel.dlevel);
593.  	for (i = 1; i <= MAXLEVEL; i++)
594.  	    if (map[i]) fprintf(stderr,"%d ", i);
595.  	fprintf(stderr,"]\n");
596.  #endif
597.  	if (place_level(proto_index+1, pd)) return TRUE;
598.  	map[lev->dlevel.dlevel] = FALSE;	/* this choice didn't work */
599.      }
600.  #ifdef DDEBUG
601.      indent(proto_index-pd->start);
602.      fprintf(stderr,"%s: failed\n", lev->proto);
603.  #endif
604.      return FALSE;
605.  }
606.  
607.  

level_map Edit

608.  struct level_map {
609.  	const char *lev_name;
610.  	d_level *lev_spec;
611.  } level_map[] = {
612.  	{ "air",	&air_level },
613.  	{ "asmodeus",	&asmodeus_level },
614.  	{ "astral",	&astral_level },
615.  	{ "baalz",	&baalzebub_level },
616.  	{ "bigroom",	&bigroom_level },
617.  	{ "castle",	&stronghold_level },
618.  	{ "earth",	&earth_level },
619.  	{ "fakewiz1",	&portal_level },
620.  	{ "fire",	&fire_level },
621.  	{ "juiblex",	&juiblex_level },
622.  	{ "knox",	&knox_level },
623.  	{ "medusa",	&medusa_level },
624.  	{ "oracle",	&oracle_level },
625.  	{ "orcus",	&orcus_level },
626.  #ifdef REINCARNATION
627.  	{ "rogue",	&rogue_level },
628.  #endif
629.  	{ "sanctum",	&sanctum_level },
630.  	{ "valley",	&valley_level },
631.  	{ "water",	&water_level },
632.  	{ "wizard1",	&wiz1_level },
633.  	{ "wizard2",	&wiz2_level },
634.  	{ "wizard3",	&wiz3_level },
635.  	{ X_START,	&qstart_level },
636.  	{ X_LOCATE,	&qlocate_level },
637.  	{ X_GOAL,	&nemesis_level },
638.  	{ "",		(d_level *)0 }
639.  };
640.  

init_dungeons Edit

641.  void
642.  init_dungeons()		/* initialize the "dungeon" structs */
643.  {
644.  	dlb	*dgn_file;
645.  	register int i, cl = 0, cb = 0;
646.  	register s_level *x;
647.  	struct proto_dungeon pd;
648.  	struct level_map *lev_map;
649.  	struct version_info vers_info;
650.  
651.  	pd.n_levs = pd.n_brs = 0;
652.  
653.  	dgn_file = dlb_fopen(DUNGEON_FILE, RDBMODE);
654.  	if (!dgn_file) {
655.  	    char tbuf[BUFSZ];
656.  	    Sprintf(tbuf, "Cannot open dungeon description - \"%s",
657.  		DUNGEON_FILE);
658.  #ifdef DLBRSRC /* using a resource from the executable */
659.  	    Strcat(tbuf, "\" resource!");
660.  #else /* using a file or DLB file */
661.  # if defined(DLB)
662.  	    Strcat(tbuf, "\" from ");
663.  #  ifdef PREFIXES_IN_USE
664.  	    Strcat(tbuf, "\n\"");
665.  	    if (fqn_prefix[DATAPREFIX]) Strcat(tbuf, fqn_prefix[DATAPREFIX]);
666.  #  else
667.  	    Strcat(tbuf, "\"");
668.  #  endif
669.  	    Strcat(tbuf, DLBFILE);
670.  # endif
671.  	    Strcat(tbuf, "\" file!");
672.  #endif
673.  #ifdef WIN32
674.  	    interject_assistance(1, INTERJECT_PANIC, (genericptr_t)tbuf,
675.  				 (genericptr_t)fqn_prefix[DATAPREFIX]);
676.  #endif
677.  	    panic(tbuf);
678.  	}
679.  
680.  	/* validate the data's version against the program's version */
681.  	Fread((genericptr_t) &vers_info, sizeof vers_info, 1, dgn_file);
682.  	/* we'd better clear the screen now, since when error messages come from
683.  	 * check_version() they will be printed using pline(), which doesn't
684.  	 * mix with the raw messages that might be already on the screen
685.  	 */
686.  	if (iflags.window_inited) clear_nhwindow(WIN_MAP);
687.  	if (!check_version(&vers_info, DUNGEON_FILE, TRUE))
688.  	    panic("Dungeon description not valid.");
689.  
690.  	/*
691.  	 * Read in each dungeon and transfer the results to the internal
692.  	 * dungeon arrays.
693.  	 */
694.  	sp_levchn = (s_level *) 0;
695.  	Fread((genericptr_t)&n_dgns, sizeof(int), 1, dgn_file);
696.  	if (n_dgns >= MAXDUNGEON)
697.  	    panic("init_dungeons: too many dungeons");
698.  
699.  	for (i = 0; i < n_dgns; i++) {
700.  	    Fread((genericptr_t)&pd.tmpdungeon[i],
701.  				    sizeof(struct tmpdungeon), 1, dgn_file);
702.  #ifdef WIZARD
703.  	    if(!wizard)
704.  #endif
705.  	      if(pd.tmpdungeon[i].chance && (pd.tmpdungeon[i].chance <= rn2(100))) {
706.  		int j;
707.  
708.  		/* skip over any levels or branches */
709.  		for(j = 0; j < pd.tmpdungeon[i].levels; j++)
710.  		    Fread((genericptr_t)&pd.tmplevel[cl], sizeof(struct tmplevel),
711.  							1, dgn_file);
712.  
713.  		for(j = 0; j < pd.tmpdungeon[i].branches; j++)
714.  		    Fread((genericptr_t)&pd.tmpbranch[cb],
715.  					sizeof(struct tmpbranch), 1, dgn_file);
716.  		n_dgns--; i--;
717.  		continue;
718.  	      }
719.  
720.  	    Strcpy(dungeons[i].dname, pd.tmpdungeon[i].name);
721.  	    Strcpy(dungeons[i].proto, pd.tmpdungeon[i].protoname);
722.  	    dungeons[i].boneid = pd.tmpdungeon[i].boneschar;
723.  
724.  	    if(pd.tmpdungeon[i].lev.rand)
725.  		dungeons[i].num_dunlevs = (xchar)rn1(pd.tmpdungeon[i].lev.rand,
726.  						     pd.tmpdungeon[i].lev.base);
727.  	    else dungeons[i].num_dunlevs = (xchar)pd.tmpdungeon[i].lev.base;
728.  
729.  	    if(!i) {
730.  		dungeons[i].ledger_start = 0;
731.  		dungeons[i].depth_start = 1;
732.  		dungeons[i].dunlev_ureached = 1;
733.  	    } else {
734.  		dungeons[i].ledger_start = dungeons[i-1].ledger_start +
735.  					      dungeons[i-1].num_dunlevs;
736.  		dungeons[i].dunlev_ureached = 0;
737.  	    }
738.  
739.  	    dungeons[i].flags.hellish = !!(pd.tmpdungeon[i].flags & HELLISH);
740.  	    dungeons[i].flags.maze_like = !!(pd.tmpdungeon[i].flags & MAZELIKE);
741.  	    dungeons[i].flags.rogue_like = !!(pd.tmpdungeon[i].flags & ROGUELIKE);
742.  	    dungeons[i].flags.align = ((pd.tmpdungeon[i].flags & D_ALIGN_MASK) >> 4);
743.  	    /*
744.  	     * Set the entry level for this dungeon.  The pd.tmpdungeon entry
745.  	     * value means:
746.  	     *		< 0	from bottom (-1 == bottom level)
747.  	     *		  0	default (top)
748.  	     *		> 0	actual level (1 = top)
749.  	     *
750.  	     * Note that the entry_lev field in the dungeon structure is
751.  	     * redundant.  It is used only here and in print_dungeon().
752.  	     */
753.  	    if (pd.tmpdungeon[i].entry_lev < 0) {
754.  		dungeons[i].entry_lev = dungeons[i].num_dunlevs +
755.  						pd.tmpdungeon[i].entry_lev + 1;
756.  		if (dungeons[i].entry_lev <= 0) dungeons[i].entry_lev = 1;
757.  	    } else if (pd.tmpdungeon[i].entry_lev > 0) {
758.  		dungeons[i].entry_lev = pd.tmpdungeon[i].entry_lev;
759.  		if (dungeons[i].entry_lev > dungeons[i].num_dunlevs)
760.  		    dungeons[i].entry_lev = dungeons[i].num_dunlevs;
761.  	    } else { /* default */
762.  		dungeons[i].entry_lev = 1;	/* defaults to top level */
763.  	    }
764.  
765.  	    if (i) {	/* set depth */
766.  		branch *br;
767.  		schar from_depth;
768.  		boolean from_up;
769.  
770.  		br = add_branch(i, dungeons[i].entry_lev, &pd);
771.  
772.  		/* Get the depth of the connecting end. */
773.  		if (br->end1.dnum == i) {
774.  		    from_depth = depth(&br->end2);
775.  		    from_up = !br->end1_up;
776.  		} else {
777.  		    from_depth = depth(&br->end1);
778.  		    from_up = br->end1_up;
779.  		}
780.  
781.  		/*
782.  		 * Calculate the depth of the top of the dungeon via
783.  		 * its branch.  First, the depth of the entry point:
784.  		 *
785.  		 *	depth of branch from "parent" dungeon
786.  		 *	+ -1 or 1 depending on a up or down stair or
787.  		 *	  0 if portal
788.  		 *
789.  		 * Followed by the depth of the top of the dungeon:
790.  		 *
791.  		 *	- (entry depth - 1)
792.  		 *
793.  		 * We'll say that portals stay on the same depth.
794.  		 */
795.  		dungeons[i].depth_start = from_depth
796.  					+ (br->type == BR_PORTAL ? 0 :
797.  							(from_up ? -1 : 1))
798.  					- (dungeons[i].entry_lev - 1);
799.  	    }
800.  
801.  	    /* this is redundant - it should have been flagged by dgn_comp */
802.  	    if(dungeons[i].num_dunlevs > MAXLEVEL)
803.  		dungeons[i].num_dunlevs = MAXLEVEL;
804.  
805.  	    pd.start = pd.n_levs;	/* save starting point */
806.  	    pd.n_levs += pd.tmpdungeon[i].levels;
807.  	    if (pd.n_levs > LEV_LIMIT)
808.  		panic("init_dungeon: too many special levels");
809.  	    /*
810.  	     * Read in the prototype special levels.  Don't add generated
811.  	     * special levels until they are all placed.
812.  	     */
813.  	    for(; cl < pd.n_levs; cl++) {
814.  		Fread((genericptr_t)&pd.tmplevel[cl],
815.  					sizeof(struct tmplevel), 1, dgn_file);
816.  		init_level(i, cl, &pd);
817.  	    }
818.  	    /*
819.  	     * Recursively place the generated levels for this dungeon.  This
820.  	     * routine will attempt all possible combinations before giving
821.  	     * up.
822.  	     */
823.  	    if (!place_level(pd.start, &pd))
824.  		panic("init_dungeon:  couldn't place levels");
825.  #ifdef DDEBUG
826.  	    fprintf(stderr, "--- end of dungeon %d ---\n", i);
827.  	    fflush(stderr);
828.  	    getchar();
829.  #endif
830.  	    for (; pd.start < pd.n_levs; pd.start++)
831.  		if (pd.final_lev[pd.start]) add_level(pd.final_lev[pd.start]);
832.  
833.  
834.  	    pd.n_brs += pd.tmpdungeon[i].branches;
835.  	    if (pd.n_brs > BRANCH_LIMIT)
836.  		panic("init_dungeon: too many branches");
837.  	    for(; cb < pd.n_brs; cb++)
838.  		Fread((genericptr_t)&pd.tmpbranch[cb],
839.  					sizeof(struct tmpbranch), 1, dgn_file);
840.  	}
841.  	(void) dlb_fclose(dgn_file);
842.  
843.  	for (i = 0; i < 5; i++) tune[i] = 'A' + rn2(7);
844.  	tune[5] = 0;
845.  
846.  	/*
847.  	 * Find most of the special levels and dungeons so we can access their
848.  	 * locations quickly.
849.  	 */
850.  	for (lev_map = level_map; lev_map->lev_name[0]; lev_map++) {
851.  		x = find_level(lev_map->lev_name);
852.  		if (x) {
853.  			assign_level(lev_map->lev_spec, &x->dlevel);
854.  			if (!strncmp(lev_map->lev_name, "x-", 2)) {
855.  				/* This is where the name substitution on the
856.  				 * levels of the quest dungeon occur.
857.  				 */
858.  				Sprintf(x->proto, "%s%s", urole.filecode, &lev_map->lev_name[1]);
859.  			} else if (lev_map->lev_spec == &knox_level) {
860.  				branch *br;
861.  				/*
862.  				 * Kludge to allow floating Knox entrance.  We
863.  				 * specify a floating entrance by the fact that
864.  				 * its entrance (end1) has a bogus dnum, namely
865.  				 * n_dgns.
866.  				 */
867.  				for (br = branches; br; br = br->next)
868.  				    if (on_level(&br->end2, &knox_level)) break;
869.  
870.  				if (br) br->end1.dnum = n_dgns;
871.  				/* adjust the branch's position on the list */
872.  				insert_branch(br, TRUE);
873.  			}
874.  		}
875.  	}
876.  /*
877.   *	I hate hardwiring these names. :-(
878.   */
879.  	quest_dnum = dname_to_dnum("The Quest");
880.  	sokoban_dnum = dname_to_dnum("Sokoban");
881.  	mines_dnum = dname_to_dnum("The Gnomish Mines");
882.  	tower_dnum = dname_to_dnum("Vlad's Tower");
883.  
884.  	/* one special fixup for dummy surface level */
885.  	if ((x = find_level("dummy")) != 0) {
886.  	    i = x->dlevel.dnum;
887.  	    /* the code above puts earth one level above dungeon level #1,
888.  	       making the dummy level overlay level 1; but the whole reason
889.  	       for having the dummy level is to make earth have depth -1
890.  	       instead of 0, so adjust the start point to shift endgame up */
891.  	    if (dunlevs_in_dungeon(&x->dlevel) > 1 - dungeons[i].depth_start)
892.  		dungeons[i].depth_start -= 1;
893.  	    /* TO DO: strip "dummy" out all the way here,
894.  	       so that it's hidden from <ctrl/O> feedback. */
895.  	}
896.  
897.  #ifdef DEBUG
898.  	dumpit();
899.  #endif
900.  }
901.  

dunlev Edit

902.  xchar
903.  dunlev(lev)	/* return the level number for lev in *this* dungeon */
904.  d_level	*lev;
905.  {
906.  	return(lev->dlevel);
907.  }
908.  

dunlevs_in_dungeon Edit

909.  xchar
910.  dunlevs_in_dungeon(lev)	/* return the lowest level number for *this* dungeon*/
911.  d_level	*lev;
912.  {
913.  	return(dungeons[lev->dnum].num_dunlevs);
914.  }
915.  

deepest_lev_reached Edit

916.  xchar
917.  deepest_lev_reached(noquest) /* return the lowest level explored in the game*/
918.  boolean noquest;
919.  {
920.  	/* this function is used for three purposes: to provide a factor
921.  	 * of difficulty in monster generation; to provide a factor of
922.  	 * difficulty in experience calculations (botl.c and end.c); and
923.  	 * to insert the deepest level reached in the game in the topten
924.  	 * display.  the 'noquest' arg switch is required for the latter.
925.  	 *
926.  	 * from the player's point of view, going into the Quest is _not_
927.  	 * going deeper into the dungeon -- it is going back "home", where
928.  	 * the dungeon starts at level 1.  given the setup in dungeon.def,
929.  	 * the depth of the Quest (thought of as starting at level 1) is
930.  	 * never lower than the level of entry into the Quest, so we exclude
931.  	 * the Quest from the topten "deepest level reached" display
932.  	 * calculation.  _However_ the Quest is a difficult dungeon, so we
933.  	 * include it in the factor of difficulty calculations.
934.  	 */
935.  	register int i;
936.  	d_level tmp;
937.  	register schar ret = 0;
938.  
939.  	for(i = 0; i < n_dgns; i++) {
940.  	    if((tmp.dlevel = dungeons[i].dunlev_ureached) == 0) continue;
941.  	    if(!strcmp(dungeons[i].dname, "The Quest") && noquest) continue;
942.  
943.  	    tmp.dnum = i;
944.  	    if(depth(&tmp) > ret) ret = depth(&tmp);
945.  	}
946.  	return((xchar) ret);
947.  }
948.  

ledger_no Edit

949.  /* return a bookkeeping level number for purpose of comparisons and
950.   * save/restore */
951.  xchar
952.  ledger_no(lev)
953.  d_level	*lev;
954.  {
955.  	return((xchar)(lev->dlevel + dungeons[lev->dnum].ledger_start));
956.  }
957.  

maxledgerno Edit

958.  /*
959.   * The last level in the bookkeeping list of level is the bottom of the last
960.   * dungeon in the dungeons[] array.
961.   *
962.   * Maxledgerno() -- which is the max number of levels in the bookkeeping
963.   * list, should not be confused with dunlevs_in_dungeon(lev) -- which
964.   * returns the max number of levels in lev's dungeon, and both should
965.   * not be confused with deepest_lev_reached() -- which returns the lowest
966.   * depth visited by the player.
967.   */
968.  xchar
969.  maxledgerno()
970.  {
971.      return (xchar) (dungeons[n_dgns-1].ledger_start +
972.  				dungeons[n_dgns-1].num_dunlevs);
973.  }
974.  

ledger_to_dnum Edit

975.  /* return the dungeon that this ledgerno exists in */
976.  xchar
977.  ledger_to_dnum(ledgerno)
978.  xchar	ledgerno;
979.  {
980.  	register int i;
981.  
982.  	/* find i such that (i->base + 1) <= ledgerno <= (i->base + i->count) */
983.  	for (i = 0; i < n_dgns; i++)
984.  	    if (dungeons[i].ledger_start < ledgerno &&
985.  		ledgerno <= dungeons[i].ledger_start + dungeons[i].num_dunlevs)
986.  		return (xchar)i;
987.  
988.  	panic("level number out of range [ledger_to_dnum(%d)]", (int)ledgerno);
989.  	/*NOT REACHED*/
990.  	return (xchar)0;
991.  }
992.  

ledger_to_dlev Edit

993.  /* return the level of the dungeon this ledgerno exists in */
994.  xchar
995.  ledger_to_dlev(ledgerno)
996.  xchar	ledgerno;
997.  {
998.  	return((xchar)(ledgerno - dungeons[ledger_to_dnum(ledgerno)].ledger_start));
999.  }
1000. 
1001. #endif /* OVL1 */

depth Edit

1002. #ifdef OVL0
1003. 
1004. /* returns the depth of a level, in floors below the surface	*/
1005. /* (note levels in different dungeons can have the same depth).	*/
1006. schar
1007. depth(lev)
1008. d_level	*lev;
1009. {
1010. 	return((schar)( dungeons[lev->dnum].depth_start + lev->dlevel - 1));
1011. }
1012. 

on_level Edit

1013. boolean
1014. on_level(lev1, lev2)	/* are "lev1" and "lev2" actually the same? */
1015. d_level	*lev1, *lev2;
1016. {
1017. 	return((boolean)((lev1->dnum == lev2->dnum) && (lev1->dlevel == lev2->dlevel)));
1018. }
1019. 
1020. #endif /* OVL0 */

Is_special Edit

1021. #ifdef OVL1
1022. 
1023. /* is this level referenced in the special level chain? */
1024. s_level *
1025. Is_special(lev)
1026. d_level	*lev;
1027. {
1028. 	s_level *levtmp;
1029. 
1030. 	for (levtmp = sp_levchn; levtmp; levtmp = levtmp->next)
1031. 	    if (on_level(lev, &levtmp->dlevel)) return(levtmp);
1032. 
1033. 	return((s_level *)0);
1034. }
1035. 

Is_branchlev Edit

1036. /*
1037.  * Is this a multi-dungeon branch level?  If so, return a pointer to the
1038.  * branch.  Otherwise, return null.
1039.  */
1040. branch *
1041. Is_branchlev(lev)
1042. 	d_level	*lev;
1043. {
1044. 	branch *curr;
1045. 
1046. 	for (curr = branches; curr; curr = curr->next) {
1047. 	    if (on_level(lev, &curr->end1) || on_level(lev, &curr->end2))
1048. 		return curr;
1049. 	}
1050. 	return (branch *) 0;
1051. }
1052. 

next_level Edit

1053. /* goto the next level (or appropriate dungeon) */
1054. void
1055. next_level(at_stairs)
1056. boolean	at_stairs;
1057. {
1058. 	if (at_stairs && u.ux == sstairs.sx && u.uy == sstairs.sy) {
1059. 		/* Taking a down dungeon branch. */
1060. 		goto_level(&sstairs.tolev, at_stairs, FALSE, FALSE);
1061. 	} else {
1062. 		/* Going down a stairs or jump in a trap door. */
1063. 		d_level	newlevel;
1064. 
1065. 		newlevel.dnum = u.uz.dnum;
1066. 		newlevel.dlevel = u.uz.dlevel + 1;
1067. 		goto_level(&newlevel, at_stairs, !at_stairs, FALSE);
1068. 	}
1069. }
1070. 

prev_level Edit

1071. /* goto the previous level (or appropriate dungeon) */
1072. void
1073. prev_level(at_stairs)
1074. boolean	at_stairs;
1075. {
1076. 	if (at_stairs && u.ux == sstairs.sx && u.uy == sstairs.sy) {
1077. 		/* Taking an up dungeon branch. */
1078. 		/* KMH -- Upwards branches are okay if not level 1 */
1079. 		/* (Just make sure it doesn't go above depth 1) */
1080. 		if(!u.uz.dnum && u.uz.dlevel == 1 && !u.uhave.amulet) done(ESCAPED);
1081. 		else goto_level(&sstairs.tolev, at_stairs, FALSE, FALSE);
1082. 	} else {
1083. 		/* Going up a stairs or rising through the ceiling. */
1084. 		d_level	newlevel;
1085. 		newlevel.dnum = u.uz.dnum;
1086. 		newlevel.dlevel = u.uz.dlevel - 1;
1087. 		goto_level(&newlevel, at_stairs, FALSE, FALSE);
1088. 	}
1089. }
1090. 

u_on_newpos Edit

1091. void
1092. u_on_newpos(x, y)
1093. int x, y;
1094. {
1095. 	u.ux = x;
1096. 	u.uy = y;
1097. #ifdef CLIPPING
1098. 	cliparound(u.ux, u.uy);
1099. #endif
1100. #ifdef STEED
1101. 	/* ridden steed always shares hero's location */
1102. 	if (u.usteed) u.usteed->mx = u.ux, u.usteed->my = u.uy;
1103. #endif
1104. }
1105. 

u_on_sstairs Edit

1106. void
1107. u_on_sstairs() {	/* place you on the special staircase */
1108. 
1109. 	if (sstairs.sx) {
1110. 	    u_on_newpos(sstairs.sx, sstairs.sy);
1111. 	} else {
1112. 	    /* code stolen from goto_level */
1113. 	    int trycnt = 0;
1114. 	    xchar x, y;
1115. #ifdef DEBUG
1116. 	    pline("u_on_sstairs: picking random spot");
1117. #endif
1118. #define badspot(x,y) ((levl[x][y].typ != ROOM && levl[x][y].typ != CORR) || MON_AT(x, y))
1119. 	    do {
1120. 		x = rnd(COLNO-1);
1121. 		y = rn2(ROWNO);
1122. 		if (!badspot(x, y)) {
1123. 		    u_on_newpos(x, y);
1124. 		    return;
1125. 		}
1126. 	    } while (++trycnt <= 500);
1127. 	    panic("u_on_sstairs: could not relocate player!");
1128. #undef badspot
1129. 	}
1130. }
1131. 

u_on_upstairs Edit

1132. void
1133. u_on_upstairs()	/* place you on upstairs (or special equivalent) */
1134. {
1135. 	if (xupstair) {
1136. 		u_on_newpos(xupstair, yupstair);
1137. 	} else
1138. 		u_on_sstairs();
1139. }
1140. 

u_on_dnstairs Edit

1141. void
1142. u_on_dnstairs()	/* place you on dnstairs (or special equivalent) */
1143. {
1144. 	if (xdnstair) {
1145. 		u_on_newpos(xdnstair, ydnstair);
1146. 	} else
1147. 		u_on_sstairs();
1148. }
1149. 

On_stairs Edit

1150. boolean
1151. On_stairs(x, y)
1152. xchar x, y;
1153. {
1154. 	return((boolean)((x == xupstair && y == yupstair) ||
1155. 	       (x == xdnstair && y == ydnstair) ||
1156. 	       (x == xdnladder && y == ydnladder) ||
1157. 	       (x == xupladder && y == yupladder) ||
1158. 	       (x == sstairs.sx && y == sstairs.sy)));
1159. }
1160. 

Is_botlevel Edit

1161. boolean
1162. Is_botlevel(lev)
1163. d_level *lev;
1164. {
1165. 	return((boolean)(lev->dlevel == dungeons[lev->dnum].num_dunlevs));
1166. }
1167. 

Can_dig_down Edit

1168. boolean
1169. Can_dig_down(lev)
1170. d_level *lev;
1171. {
1172. 	return((boolean)(!level.flags.hardfloor
1173. 	    && !Is_botlevel(lev) && !Invocation_lev(lev)));
1174. }
1175. 

Can_fall_thru Edit

1176. /*
1177.  * Like Can_dig_down (above), but also allows falling through on the
1178.  * stronghold level.  Normally, the bottom level of a dungeon resists
1179.  * both digging and falling.
1180.  */
1181. boolean
1182. Can_fall_thru(lev)
1183. d_level *lev;
1184. {
1185. 	return((boolean)(Can_dig_down(lev) || Is_stronghold(lev)));
1186. }
1187. 

Can_rise_up Edit

1188. /*
1189.  * True if one can rise up a level (e.g. cursed gain level).
1190.  * This happens on intermediate dungeon levels or on any top dungeon
1191.  * level that has a stairwell style branch to the next higher dungeon.
1192.  * Checks for amulets and such must be done elsewhere.
1193.  */
1194. boolean
1195. Can_rise_up(x, y, lev)
1196. int	x, y;
1197. d_level *lev;
1198. {
1199.     /* can't rise up from inside the top of the Wizard's tower */
1200.     /* KMH -- or in sokoban */
1201.     if (In_endgame(lev) || In_sokoban(lev) ||
1202. 			(Is_wiz1_level(lev) && In_W_tower(x, y, lev)))
1203. 	return FALSE;
1204.     return (boolean)(lev->dlevel > 1 ||
1205. 		(dungeons[lev->dnum].entry_lev == 1 && ledger_no(lev) != 1 &&
1206. 		 sstairs.sx && sstairs.up));
1207. }
1208. 

get_level Edit

1209. /*
1210.  * It is expected that the second argument of get_level is a depth value,
1211.  * either supplied by the user (teleport control) or randomly generated.
1212.  * But more than one level can be at the same depth.  If the target level
1213.  * is "above" the present depth location, get_level must trace "up" from
1214.  * the player's location (through the ancestors dungeons) the dungeon
1215.  * within which the target level is located.  With only one exception
1216.  * which does not pass through this routine (see level_tele), teleporting
1217.  * "down" is confined to the current dungeon.  At present, level teleport
1218.  * in dungeons that build up is confined within them.
1219.  */
1220. void
1221. get_level(newlevel, levnum)
1222. d_level *newlevel;
1223. int levnum;
1224. {
1225. 	branch *br;
1226. 	xchar dgn = u.uz.dnum;
1227. 
1228. 	if (levnum <= 0) {
1229. 	    /* can only currently happen in endgame */
1230. 	    levnum = u.uz.dlevel;
1231. 	} else if (levnum > dungeons[dgn].depth_start
1232. 			    + dungeons[dgn].num_dunlevs - 1) {
1233. 	    /* beyond end of dungeon, jump to last level */
1234. 	    levnum = dungeons[dgn].num_dunlevs;
1235. 	} else {
1236. 	    /* The desired level is in this dungeon or a "higher" one. */
1237. 
1238. 	    /*
1239. 	     * Branch up the tree until we reach a dungeon that contains the
1240. 	     * levnum.
1241. 	     */
1242. 	    if (levnum < dungeons[dgn].depth_start) {
1243. 
1244. 		do {
1245. 		    /*
1246. 		     * Find the parent dungeon of this dungeon.
1247. 		     *
1248. 		     * This assumes that end2 is always the "child" and it is
1249. 		     * unique.
1250. 		     */
1251. 		    for (br = branches; br; br = br->next)
1252. 			if (br->end2.dnum == dgn) break;
1253. 		    if (!br)
1254. 			panic("get_level: can't find parent dungeon");
1255. 
1256. 		    dgn = br->end1.dnum;
1257. 		} while (levnum < dungeons[dgn].depth_start);
1258. 	    }
1259. 
1260. 	    /* We're within the same dungeon; calculate the level. */
1261. 	    levnum = levnum - dungeons[dgn].depth_start + 1;
1262. 	}
1263. 
1264. 	newlevel->dnum = dgn;
1265. 	newlevel->dlevel = levnum;
1266. }
1267. 
1268. #endif /* OVL1 */

In_quest Edit

1269. #ifdef OVL0
1270. 
1271. boolean
1272. In_quest(lev)	/* are you in the quest dungeon? */
1273. d_level *lev;
1274. {
1275. 	return((boolean)(lev->dnum == quest_dnum));
1276. }
1277. 
1278. #endif /* OVL0 */

In_mines Edit

1279. #ifdef OVL1
1280. 
1281. boolean
1282. In_mines(lev)	/* are you in the mines dungeon? */
1283. d_level	*lev;
1284. {
1285. 	return((boolean)(lev->dnum == mines_dnum));
1286. }
1287. 

dungeon_branch Edit

1288. /*
1289.  * Return the branch for the given dungeon.
1290.  *
1291.  * This function assumes:
1292.  *	+ This is not called with "Dungeons of Doom".
1293.  *	+ There is only _one_ branch to a given dungeon.
1294.  *	+ Field end2 is the "child" dungeon.
1295.  */
1296. branch *
1297. dungeon_branch(s)
1298.     const char *s;
1299. {
1300.     branch *br;
1301.     xchar  dnum;
1302. 
1303.     dnum = dname_to_dnum(s);
1304. 
1305.     /* Find the branch that connects to dungeon i's branch. */
1306.     for (br = branches; br; br = br->next)
1307. 	if (br->end2.dnum == dnum) break;
1308. 
1309.     if (!br) panic("dgn_entrance: can't find entrance to %s", s);
1310. 
1311.     return br;
1312. }
1313. 

at_dgn_entrance Edit

1314. /*
1315.  * This returns true if the hero is on the same level as the entrance to
1316.  * the named dungeon.
1317.  *
1318.  * Called from do.c and mklev.c.
1319.  *
1320.  * Assumes that end1 is always the "parent".
1321.  */
1322. boolean
1323. at_dgn_entrance(s)
1324.     const char *s;
1325. {
1326.     branch *br;
1327. 
1328.     br = dungeon_branch(s);
1329.     return((boolean)(on_level(&u.uz, &br->end1) ? TRUE : FALSE));
1330. }
1331. 

In_V_tower Edit

1332. boolean
1333. In_V_tower(lev)	/* is `lev' part of Vlad's tower? */
1334. d_level	*lev;
1335. {
1336. 	return((boolean)(lev->dnum == tower_dnum));
1337. }
1338. 

On_W_tower_level Edit

1339. boolean
1340. On_W_tower_level(lev)	/* is `lev' a level containing the Wizard's tower? */
1341. d_level	*lev;
1342. {
1343. 	return (boolean)(Is_wiz1_level(lev) ||
1344. 			 Is_wiz2_level(lev) ||
1345. 			 Is_wiz3_level(lev));
1346. }
1347. 

In_W_tower Edit

1348. boolean
1349. In_W_tower(x, y, lev)	/* is <x,y> of `lev' inside the Wizard's tower? */
1350. int	x, y;
1351. d_level	*lev;
1352. {
1353. 	if (!On_W_tower_level(lev)) return FALSE;
1354. 	/*
1355. 	 * Both of the exclusion regions for arriving via level teleport
1356. 	 * (from above or below) define the tower's boundary.
1357. 	 *	assert( updest.nIJ == dndest.nIJ for I={l|h},J={x|y} );
1358. 	 */
1359. 	if (dndest.nlx > 0)
1360. 	    return (boolean)within_bounded_area(x, y, dndest.nlx, dndest.nly,
1361. 						dndest.nhx, dndest.nhy);
1362. 	else
1363. 	    impossible("No boundary for Wizard's Tower?");
1364. 	return FALSE;
1365. }
1366. 
1367. #endif /* OVL1 */

In_hell Edit

1368. #ifdef OVL0
1369. 
1370. boolean
1371. In_hell(lev)	/* are you in one of the Hell levels? */
1372. d_level	*lev;
1373. {
1374. 	return((boolean)(dungeons[lev->dnum].flags.hellish));
1375. }
1376. 
1377. #endif /* OVL0 */

find_hell Edit

1378. #ifdef OVL1
1379. 
1380. void
1381. find_hell(lev)	/* sets *lev to be the gateway to Gehennom... */
1382. d_level *lev;
1383. {
1384. 	lev->dnum = valley_level.dnum;
1385. 	lev->dlevel = 1;
1386. }
1387. 

goto_hell Edit

1388. void
1389. goto_hell(at_stairs, falling)	/* go directly to hell... */
1390. boolean	at_stairs, falling;
1391. {
1392. 	d_level lev;
1393. 
1394. 	find_hell(&lev);
1395. 	goto_level(&lev, at_stairs, falling, FALSE);
1396. }
1397. 

assign_level Edit

1398. void
1399. assign_level(dest, src)		/* equivalent to dest = source */
1400. d_level	*dest, *src;
1401. {
1402. 	dest->dnum = src->dnum;
1403. 	dest->dlevel = src->dlevel;
1404. }
1405. 

assign_rnd_level Edit

1406. void
1407. assign_rnd_level(dest, src, range)	/* dest = src + rn1(range) */
1408. d_level	*dest, *src;
1409. int range;
1410. {
1411. 	dest->dnum = src->dnum;
1412. 	dest->dlevel = src->dlevel + ((range > 0) ? rnd(range) : -rnd(-range)) ;
1413. 
1414. 	if(dest->dlevel > dunlevs_in_dungeon(dest))
1415. 		dest->dlevel = dunlevs_in_dungeon(dest);
1416. 	else if(dest->dlevel < 1)
1417. 		dest->dlevel = 1;
1418. }
1419. 
1420. #endif /* OVL1 */

induced_align Edit

1421. #ifdef OVL0
1422. 
1423. int
1424. induced_align(pct)
1425. int	pct;
1426. {
1427. 	s_level	*lev = Is_special(&u.uz);
1428. 	aligntyp al;
1429. 
1430. 	if (lev && lev->flags.align)
1431. 		if(rn2(100) < pct) return(lev->flags.align);
1432. 
1433. 	if(dungeons[u.uz.dnum].flags.align)
1434. 		if(rn2(100) < pct) return(dungeons[u.uz.dnum].flags.align);
1435. 
1436. 	al = rn2(3) - 1;
1437. 	return(Align2amask(al));
1438. }
1439. 
1440. #endif /* OVL0 */

Invocation_lev Edit

1441. #ifdef OVL1
1442. 
1443. boolean
1444. Invocation_lev(lev)
1445. d_level *lev;
1446. {
1447. 	return((boolean)(In_hell(lev) &&
1448. 		lev->dlevel == (dungeons[lev->dnum].num_dunlevs - 1)));
1449. }
1450. 

level_difficulty Edit

1451. /* use instead of depth() wherever a degree of difficulty is made
1452.  * dependent on the location in the dungeon (eg. monster creation).
1453.  */
1454. xchar
1455. level_difficulty()
1456. {
1457. 	if (In_endgame(&u.uz))
1458. 		return((xchar)(depth(&sanctum_level) + u.ulevel/2));
1459. 	else
1460. 		if (u.uhave.amulet)
1461. 			return(deepest_lev_reached(FALSE));
1462. 		else
1463. 			return((xchar) depth(&u.uz));
1464. }
1465. 

lev_by_name Edit

1466. /* Take one word and try to match it to a level.
1467.  * Recognized levels are as shown by print_dungeon().
1468.  */
1469. schar
1470. lev_by_name(nam)
1471. const char *nam;
1472. {
1473.     schar lev = 0;
1474.     s_level *slev;
1475.     d_level dlev;
1476.     const char *p;
1477.     int idx, idxtoo;
1478.     char buf[BUFSZ];
1479. 
1480.     /* allow strings like "the oracle level" to find "oracle" */
1481.     if (!strncmpi(nam, "the ", 4)) nam += 4;
1482.     if ((p = strstri(nam, " level")) != 0 && p == eos((char*)nam) - 6) {
1483. 	nam = strcpy(buf, nam);
1484. 	*(eos(buf) - 6) = '\0';
1485.     }
1486.     /* hell is the old name, and wouldn't match; gehennom would match its
1487.        branch, yielding the castle level instead of the valley of the dead */
1488.     if (!strcmpi(nam, "gehennom") || !strcmpi(nam, "hell")) {
1489. 	if (In_V_tower(&u.uz)) nam = " to Vlad's tower";  /* branch to... */
1490. 	else nam = "valley";
1491.     }
1492. 
1493.     if ((slev = find_level(nam)) != 0) {
1494. 	dlev = slev->dlevel;
1495. 	idx = ledger_no(&dlev);
1496. 	if ((dlev.dnum == u.uz.dnum ||
1497. 		/* within same branch, or else main dungeon <-> gehennom */
1498. 		(u.uz.dnum == valley_level.dnum &&
1499. 			dlev.dnum == medusa_level.dnum) ||
1500. 		(u.uz.dnum == medusa_level.dnum &&
1501. 			dlev.dnum == valley_level.dnum)) &&
1502. 	    (	/* either wizard mode or else seen and not forgotten */
1503. #ifdef WIZARD
1504. 	     wizard ||
1505. #endif
1506. 		(level_info[idx].flags & (FORGOTTEN|VISITED)) == VISITED)) {
1507. 	    lev = depth(&slev->dlevel);
1508. 	}
1509.     } else {	/* not a specific level; try branch names */
1510. 	idx = find_branch(nam, (struct proto_dungeon *)0);
1511. 	/* "<branch> to Xyzzy" */
1512. 	if (idx < 0 && (p = strstri(nam, " to ")) != 0)
1513. 	    idx = find_branch(p + 4, (struct proto_dungeon *)0);
1514. 
1515. 	if (idx >= 0) {
1516. 	    idxtoo = (idx >> 8) & 0x00FF;
1517. 	    idx &= 0x00FF;
1518. 	    if (  /* either wizard mode, or else _both_ sides of branch seen */
1519. #ifdef WIZARD
1520. 		wizard ||
1521. #endif
1522. 		((level_info[idx].flags & (FORGOTTEN|VISITED)) == VISITED &&
1523. 		 (level_info[idxtoo].flags & (FORGOTTEN|VISITED)) == VISITED)) {
1524. 		if (ledger_to_dnum(idxtoo) == u.uz.dnum) idx = idxtoo;
1525. 		dlev.dnum = ledger_to_dnum(idx);
1526. 		dlev.dlevel = ledger_to_dlev(idx);
1527. 		lev = depth(&dlev);
1528. 	    }
1529. 	}
1530.     }
1531.     return lev;
1532. }
1533. 

br_string Edit

1534. #ifdef WIZARD
1535. 
1536. /* Convert a branch type to a string usable by print_dungeon(). */
1537. STATIC_OVL const char *
1538. br_string(type)
1539.     int type;
1540. {
1541.     switch (type) {
1542. 	case BR_PORTAL:	 return "Portal";
1543. 	case BR_NO_END1: return "Connection";
1544. 	case BR_NO_END2: return "One way stair";
1545. 	case BR_STAIR:	 return "Stair";
1546.     }
1547.     return " (unknown)";
1548. }
1549. 

print_branch Edit

1550. /* Print all child branches between the lower and upper bounds. */
1551. STATIC_OVL void
1552. print_branch(win, dnum, lower_bound, upper_bound, bymenu, lchoices)
1553.     winid win;
1554.     int   dnum;
1555.     int   lower_bound;
1556.     int   upper_bound;
1557.     boolean bymenu;
1558.     struct lchoice *lchoices;
1559. {
1560.     branch *br;
1561.     char buf[BUFSZ];
1562.     anything any;
1563. 
1564.     /* This assumes that end1 is the "parent". */
1565.     for (br = branches; br; br = br->next) {
1566. 	if (br->end1.dnum == dnum && lower_bound < br->end1.dlevel &&
1567. 					br->end1.dlevel <= upper_bound) {
1568. 	    Sprintf(buf,"   %s to %s: %d",
1569. 		    br_string(br->type),
1570. 		    dungeons[br->end2.dnum].dname,
1571. 		    depth(&br->end1));
1572. 	    if (bymenu) {
1573. 		lchoices->lev[lchoices->idx] = br->end1.dlevel;
1574. 		lchoices->dgn[lchoices->idx] = br->end1.dnum;
1575. 		lchoices->playerlev[lchoices->idx] = depth(&br->end1);
1576. 		any.a_void = 0;
1577. 		any.a_int = lchoices->idx + 1;
1578. 		add_menu(win, NO_GLYPH, &any, lchoices->menuletter,
1579. 				0, ATR_NONE, buf, MENU_UNSELECTED);
1580. 		if (lchoices->menuletter == 'z') lchoices->menuletter = 'A';
1581. 		else lchoices->menuletter++;
1582. 		lchoices->idx++;
1583. 	    } else
1584. 		putstr(win, 0, buf);
1585. 	}
1586.     }
1587. }
1588. 

print_dungeon Edit

1589. /* Print available dungeon information. */
1590. schar
1591. print_dungeon(bymenu, rlev, rdgn)
1592. boolean bymenu;
1593. schar *rlev;
1594. xchar *rdgn;
1595. {
1596.     int     i, last_level, nlev;
1597.     char    buf[BUFSZ];
1598.     boolean first;
1599.     s_level *slev;
1600.     dungeon *dptr;
1601.     branch  *br;
1602.     anything any;
1603.     struct lchoice lchoices;
1604. 
1605.     winid   win = create_nhwindow(NHW_MENU);
1606.     if (bymenu) {
1607. 	start_menu(win);
1608. 	lchoices.idx = 0;
1609. 	lchoices.menuletter = 'a';
1610.     }
1611. 
1612.     for (i = 0, dptr = dungeons; i < n_dgns; i++, dptr++) {
1613. 	nlev = dptr->num_dunlevs;
1614. 	if (nlev > 1)
1615. 	    Sprintf(buf, "%s: levels %d to %d", dptr->dname, dptr->depth_start,
1616. 						dptr->depth_start + nlev - 1);
1617. 	else
1618. 	    Sprintf(buf, "%s: level %d", dptr->dname, dptr->depth_start);
1619. 
1620. 	/* Most entrances are uninteresting. */
1621. 	if (dptr->entry_lev != 1) {
1622. 	    if (dptr->entry_lev == nlev)
1623. 		Strcat(buf, ", entrance from below");
1624. 	    else
1625. 		Sprintf(eos(buf), ", entrance on %d",
1626. 			dptr->depth_start + dptr->entry_lev - 1);
1627. 	}
1628. 	if (bymenu) {
1629. 	    any.a_void = 0;
1630. 	    add_menu(win, NO_GLYPH, &any, 0, 0, iflags.menu_headings, buf, MENU_UNSELECTED);
1631. 	} else
1632. 	    putstr(win, 0, buf);
1633. 
1634. 	/*
1635. 	 * Circle through the special levels to find levels that are in
1636. 	 * this dungeon.
1637. 	 */
1638. 	for (slev = sp_levchn, last_level = 0; slev; slev = slev->next) {
1639. 	    if (slev->dlevel.dnum != i) continue;
1640. 
1641. 	    /* print any branches before this level */
1642. 	    print_branch(win, i, last_level, slev->dlevel.dlevel, bymenu, &lchoices);
1643. 
1644. 	    Sprintf(buf, "   %s: %d", slev->proto, depth(&slev->dlevel));
1645. 	    if (Is_stronghold(&slev->dlevel))
1646. 		Sprintf(eos(buf), " (tune %s)", tune);
1647. 	    if (bymenu) {
1648. 	    	/* If other floating branches are added, this will need to change */
1649. 	    	if (i != knox_level.dnum) {
1650. 			lchoices.lev[lchoices.idx] = slev->dlevel.dlevel;
1651. 			lchoices.dgn[lchoices.idx] = i;
1652. 		} else {
1653. 			lchoices.lev[lchoices.idx] = depth(&slev->dlevel);
1654. 			lchoices.dgn[lchoices.idx] = 0;
1655. 		}
1656. 		lchoices.playerlev[lchoices.idx] = depth(&slev->dlevel);
1657. 		any.a_void = 0;
1658. 		any.a_int = lchoices.idx + 1;
1659. 		add_menu(win, NO_GLYPH, &any, lchoices.menuletter,
1660. 				0, ATR_NONE, buf, MENU_UNSELECTED);
1661. 		if (lchoices.menuletter == 'z') lchoices.menuletter = 'A';
1662. 		else lchoices.menuletter++;
1663. 		lchoices.idx++;
1664. 	    } else
1665. 		putstr(win, 0, buf);
1666. 
1667. 	    last_level = slev->dlevel.dlevel;
1668. 	}
1669. 	/* print branches after the last special level */
1670. 	print_branch(win, i, last_level, MAXLEVEL, bymenu, &lchoices);
1671.     }
1672. 
1673.     /* Print out floating branches (if any). */
1674.     for (first = TRUE, br = branches; br; br = br->next) {
1675. 	if (br->end1.dnum == n_dgns) {
1676. 	    if (first) {
1677. 	    	if (!bymenu) {
1678. 		    putstr(win, 0, "");
1679. 		    putstr(win, 0, "Floating branches");
1680. 		}
1681. 		first = FALSE;
1682. 	    }
1683. 	    Sprintf(buf, "   %s to %s",
1684. 			br_string(br->type), dungeons[br->end2.dnum].dname);
1685. 	    if (!bymenu)
1686. 		putstr(win, 0, buf);
1687. 	}
1688.     }
1689.     if (bymenu) {
1690.     	int n;
1691. 	menu_item *selected;
1692. 	int idx;
1693. 
1694. 	end_menu(win, "Level teleport to where:");
1695. 	n = select_menu(win, PICK_ONE, &selected);
1696. 	destroy_nhwindow(win);
1697. 	if (n > 0) {
1698. 		idx = selected[0].item.a_int - 1;
1699. 		free((genericptr_t)selected);
1700. 		if (rlev && rdgn) {
1701. 			*rlev = lchoices.lev[idx];
1702. 			*rdgn = lchoices.dgn[idx];
1703. 			return lchoices.playerlev[idx];
1704. 		}
1705. 	}
1706. 	return 0;
1707.     }
1708. 
1709.     /* I hate searching for the invocation pos while debugging. -dean */
1710.     if (Invocation_lev(&u.uz)) {
1711. 	putstr(win, 0, "");
1712. 	Sprintf(buf, "Invocation position @ (%d,%d), hero @ (%d,%d)",
1713. 		inv_pos.x, inv_pos.y, u.ux, u.uy);
1714. 	putstr(win, 0, buf);
1715.     }
1716.     /*
1717.      * The following is based on the assumption that the inter-level portals
1718.      * created by the level compiler (not the dungeon compiler) only exist
1719.      * one per level (currently true, of course).
1720.      */
1721.     else if (Is_earthlevel(&u.uz) || Is_waterlevel(&u.uz)
1722. 				|| Is_firelevel(&u.uz) || Is_airlevel(&u.uz)) {
1723. 	struct trap *trap;
1724. 	for (trap = ftrap; trap; trap = trap->ntrap)
1725. 	    if (trap->ttyp == MAGIC_PORTAL) break;
1726. 
1727. 	putstr(win, 0, "");
1728. 	if (trap)
1729. 	    Sprintf(buf, "Portal @ (%d,%d), hero @ (%d,%d)",
1730. 		trap->tx, trap->ty, u.ux, u.uy);
1731. 	else
1732. 	    Sprintf(buf, "No portal found.");
1733. 	putstr(win, 0, buf);
1734.     }
1735. 
1736.     display_nhwindow(win, TRUE);
1737.     destroy_nhwindow(win);
1738.     return 0;
1739. }
1740. #endif /* WIZARD */
1741. 
1742. #endif /* OVL1 */
1743. 
1744. /*dungeon.c*/
Community content is available under CC-BY-SA unless otherwise noted.