/* make and stock a room of a given type Note: must not use the level creation RNG if this is of a room type that's affected by genocide/extinction (LEPREHALL, BEEHIVE, BARRACKS, ANTHOLE, COCKNEST), or genocide/extinction would change the layout of the rest of the level. */ void mkroom(struct level *lev, int roomtype) { if (roomtype >= SHOPBASE) mkshop(lev); /* someday, we should be able to specify shop type */ else switch (roomtype) { case COURT: mkzoo(lev, COURT, rng_for_level(&lev->z)); break; case ZOO: mkzoo(lev, ZOO, rng_for_level(&lev->z)); break; case BEEHIVE: mkzoo(lev, BEEHIVE, rng_main); break; case MORGUE: mkzoo(lev, MORGUE, rng_for_level(&lev->z)); break; case BARRACKS: mkzoo(lev, BARRACKS, rng_main); break; case SWAMP: mkswamp(lev); break; case TEMPLE: mktemple(lev); break; case LEPREHALL: mkzoo(lev, LEPREHALL, rng_main); break; case COCKNEST: mkzoo(lev, COCKNEST, rng_main); break; case ANTHOLE: mkzoo(lev, ANTHOLE, rng_main); break; default: impossible("Tried to make a room of type %d.", roomtype); } }
void mkroom ( /* make and stock a room of a given type */ int roomtype ) { if (roomtype >= SHOPBASE) mkshop(); /* someday, we should be able to specify shop type */ else switch(roomtype) { case COURT: mkzoo(COURT); break; case ZOO: mkzoo(ZOO); break; case BEEHIVE: mkzoo(BEEHIVE); break; case MORGUE: mkzoo(MORGUE); break; case BARRACKS: mkzoo(BARRACKS); break; case SWAMP: mkswamp(); break; case TEMPLE: mktemple(); break; case LEPREHALL: mkzoo(LEPREHALL); break; case COCKNEST: mkzoo(COCKNEST); break; case ANTHOLE: mkzoo(ANTHOLE); break; default: impossible("Tried to make a room of type %d.", roomtype); } }
void makelevel(void) { struct mkroom *croom, *troom; unsigned tryct; int x,y; nroom = 0; doorindex = 0; rooms[0].hx = -1; /* in case we are in a maze */ for(x=0; x<COLNO; x++) for(y=0; y<ROWNO; y++) levl[x][y] = zerorm; oinit(); /* assign level dependent obj probabilities */ if(dlevel >= rn1(3, 26)) { /* there might be several mazes */ makemaz(); return; } /* construct the rooms */ nroom = 0; secret = FALSE; makerooms(); /* construct stairs (up and down in different rooms if possible) */ croom = &rooms[rn2(nroom)]; xdnstair = somex(); ydnstair = somey(); levl[xdnstair][ydnstair].scrsym ='>'; levl[xdnstair][ydnstair].typ = STAIRS; if(nroom > 1) { troom = croom; croom = &rooms[rn2(nroom-1)]; if(croom >= troom) croom++; } xupstair = somex(); /* %% < and > might be in the same place */ yupstair = somey(); levl[xupstair][yupstair].scrsym ='<'; levl[xupstair][yupstair].typ = STAIRS; /* for each room: put things inside */ for(croom = rooms; croom->hx > 0; croom++) { /* put a sleeping monster inside */ /* Note: monster may be on the stairs. This cannot be avoided: maybe the player fell through a trapdoor while a monster was on the stairs. Conclusion: we have to check for monsters on the stairs anyway. */ if(!rn2(3)) makemon(NULL, somex(), somey()); /* put traps and mimics inside */ goldseen = FALSE; while(!rn2(8-(dlevel/6))) mktrap(0,0,croom); if(!goldseen && !rn2(3)) mkgold(0L,somex(),somey()); if(!rn2(3)) { mkobj_at(0, somex(), somey()); tryct = 0; while(!rn2(5)) { if(++tryct > 100){ printf("tryct overflow4\n"); break; } mkobj_at(0, somex(), somey()); } } } qsort((char *) rooms, nroom, sizeof(struct mkroom), comp); makecorridors(); make_niches(); /* make a secret treasure vault, not connected to the rest */ if(nroom <= (2*MAXNROFROOMS/3)) if(rn2(3)) { troom = &rooms[nroom]; secret = TRUE; if(makerooms()) { troom->rtype = VAULT; /* treasure vault */ for(x = troom->lx; x <= troom->hx; x++) for(y = troom->ly; y <= troom->hy; y++) mkgold((long)(rnd(dlevel*100) + 50), x, y); if(!rn2(3)) makevtele(); } } #ifndef QUEST #ifdef WIZARD if(wizard && getenv("SHOPTYPE")) mkshop(); else #endif /* WIZARD */ if(dlevel > 1 && dlevel < 20 && rn2(dlevel) < 3) mkshop(); else if(dlevel > 6 && !rn2(7)) mkzoo(ZOO); else if(dlevel > 9 && !rn2(5)) mkzoo(BEEHIVE); else if(dlevel > 11 && !rn2(6)) mkzoo(MORGUE); else if(dlevel > 18 && !rn2(6)) mkswamp(); #endif /* QUEST */ }
mkshop(){ register struct mkroom *sroom; register int sh,sx,sy,i = -1; register char let; int roomno; register struct monst *shk; #ifdef WIZARD /* first determine shoptype */ if(wizard){ extern char *getenv(); register char *ep = getenv("SHOPTYPE"); if(ep){ if(*ep == 'z' || *ep == 'Z'){ mkzoo(ZOO); return; } if(*ep == 'm' || *ep == 'M'){ mkzoo(MORGUE); return; } if(*ep == 'b' || *ep == 'B'){ mkzoo(BEEHIVE); return; } if(*ep == 's' || *ep == 'S'){ mkswamp(); return; } for(i=0; shtypes[i]; i++) if(*ep == shtypes[i]) break; goto gottype; } } gottype: #endif WIZARD for(sroom = &rooms[0], roomno = 0; ; sroom++, roomno++){ if(sroom->hx < 0) return; if(sroom - rooms >= nroom) { pline("rooms not closed by -1?"); return; } if(sroom->rtype) continue; if(!sroom->rlit || has_dnstairs(sroom) || has_upstairs(sroom)) continue; if( #ifdef WIZARD (wizard && getenv("SHOPTYPE") && sroom->doorct != 0) || #endif WIZARD sroom->doorct == 1) break; } if(i < 0) { /* shoptype not yet determined */ register int j; for(j = rn2(100), i = 0; (j -= shprobs[i])>= 0; i++) if(!shtypes[i]) break; /* superfluous */ if(isbig(sroom) && i + SHOPBASE == WANDSHOP) i = GENERAL-SHOPBASE; } sroom->rtype = i + SHOPBASE; let = shtypes[i]; sh = sroom->fdoor; sx = doors[sh].x; sy = doors[sh].y; if(sx == sroom->lx-1) sx++; else if(sx == sroom->hx+1) sx--; else if(sy == sroom->ly-1) sy++; else if(sy == sroom->hy+1) sy--; else { #ifdef WIZARD /* This is said to happen sometimes, but I've never seen it. */ if(wizard) { register int j = sroom->doorct; extern int doorindex; pline("Where is shopdoor?"); pline("Room at (%d,%d),(%d,%d).", sroom->lx, sroom->ly, sroom->hx, sroom->hy); pline("doormax=%d doorct=%d fdoor=%d", doorindex, sroom->doorct, sh); while(j--) { pline("door [%d,%d]", doors[sh].x, doors[sh].y); sh++; } more(); } #endif WIZARD return; } if(!(shk = makemon(PM_SHK,sx,sy))) return; shk->isshk = shk->mpeaceful = 1; shk->msleep = 0; shk->mtrapseen = ~0; /* we know all the traps already */ ESHK->shoproom = roomno; ESHK->shoplevel = dlevel; ESHK->shd = doors[sh]; ESHK->shk.x = sx; ESHK->shk.y = sy; ESHK->robbed = 0; ESHK->visitct = 0; ESHK->following = 0; shk->mgold = 1000 + 30*rnd(100); /* initial capital */ ESHK->billct = 0; findname(ESHK->shknam, let); for(sx = sroom->lx; sx <= sroom->hx; sx++) for(sy = sroom->ly; sy <= sroom->hy; sy++){ register struct monst *mtmp; if((sx == sroom->lx && doors[sh].x == sx-1) || (sx == sroom->hx && doors[sh].x == sx+1) || (sy == sroom->ly && doors[sh].y == sy-1) || (sy == sroom->hy && doors[sh].y == sy+1)) continue; if(rn2(100) < dlevel && !m_at(sx,sy) && (mtmp = makemon(PM_MIMIC, sx, sy))){ mtmp->mimic = 1; mtmp->mappearance = (let && rn2(10) < dlevel) ? let : ']'; continue; } (void) mkobj_at(let, sx, sy); } }