コード例 #1
0
ファイル: mkroom.c プロジェクト: thejoshwolfe/nethack
static struct mkroom *
pick_room (bool strict)
/* pick an unused room, preferably with only one door */
{
        struct mkroom *sroom;
        int i = nroom;

        for(sroom = &rooms[rn2(nroom)]; i--; sroom++) {
                if(sroom == &rooms[nroom])
                        sroom = &rooms[0];
                if(sroom->hx < 0)
                        return (struct mkroom *)0;
                if(sroom->rtype != OROOM)       continue;
                if(!strict) {
                    if(has_upstairs(sroom) || (has_dnstairs(sroom) && rn2(3)))
                        continue;
                } else if(has_upstairs(sroom) || has_dnstairs(sroom))
                        continue;
                if(sroom->doorct == 1 || !rn2(5)
                                                || flags.debug
                                                        )
                        return sroom;
        }
        return (struct mkroom *)0;
}
コード例 #2
0
ファイル: mkshop.c プロジェクト: kleopatra999/bsd-games-3
void mkswamp(void)
{			       // Michiel Huisjes & Fred de Wilde
    struct mkroom *sroom;
    int sx, sy, i, eelct = 0;

    for (i = 0; i < 5; i++) {  // 5 tries
	sroom = &rooms[rn2(nroom)];
	if (sroom->hx < 0 || sroom->rtype || has_upstairs(sroom) || has_dnstairs(sroom))
	    continue;

	// satisfied; make a swamp
	sroom->rtype = SWAMP;
	for (sx = sroom->lx; sx <= sroom->hx; sx++)
	    for (sy = sroom->ly; sy <= sroom->hy; sy++)
		if ((sx + sy) % 2 && !o_at(sx, sy) && !t_at(sx, sy)
		    && !m_at(sx, sy) && !nexttodoor(sx, sy)) {
		    levl[sx][sy].typ = POOL;
		    levl[sx][sy].scrsym = POOL_SYM;
		    if (!eelct || !rn2(4)) {
			(void) makemon(PM_EEL, sx, sy);
			eelct++;
		    }
		}
    }
}
コード例 #3
0
ファイル: mkroom.c プロジェクト: clockfort/bingehack4
static void
mkswamp(struct level *lev)
{
    struct mkroom *sroom;
    int sx, sy, i, eelct = 0;

    for (i = 0; i < 5; i++) {   /* turn up to 5 rooms swampy */
        sroom = &lev->rooms[rn2(lev->nroom)];
        if (sroom->hx < 0 || sroom->rtype != OROOM || has_upstairs(lev, sroom)
            || has_dnstairs(lev, sroom))
            continue;

        /* satisfied; make a swamp */
        sroom->rtype = SWAMP;
        for (sx = sroom->lx; sx <= sroom->hx; sx++)
            for (sy = sroom->ly; sy <= sroom->hy; sy++)
                if (!OBJ_AT_LEV(lev, sx, sy) && !MON_AT(lev, sx, sy) &&
                    !t_at(lev, sx, sy) && !nexttodoor(lev, sx, sy)) {
                    if ((sx + sy) % 2) {
                        lev->locations[sx][sy].typ = POOL;
                        if (!eelct || !rn2(4)) {
                            /* mkclass() won't do, as we might get kraken */
                            makemon(rn2(5) ? &mons[PM_GIANT_EEL]
                                    : rn2(2) ? &mons[PM_PIRANHA]
                                    : &mons[PM_ELECTRIC_EEL], lev, sx, sy,
                                    NO_MM_FLAGS);
                            eelct++;
                        }
                    } else if (!rn2(4)) /* swamps tend to be moldy */
                        makemon(mkclass(&lev->z, S_FUNGUS, 0), lev, sx, sy,
                                NO_MM_FLAGS);
                }
        lev->flags.has_swamp = 1;
    }
}
コード例 #4
0
ファイル: mkshop.c プロジェクト: kleopatra999/bsd-games-3
void mkzoo(int type)
{
    struct mkroom *sroom;
    struct monst *mon;
    int sh, sx, sy, i;
    int goldlim = 500 * dlevel;
    int moct = 0;

    i = nroom;
    for (sroom = &rooms[rn2(nroom)];; sroom++) {
	if (sroom == &rooms[nroom])
	    sroom = &rooms[0];
	if (!i-- || sroom->hx < 0)
	    return;
	if (sroom->rtype)
	    continue;
	if (type == MORGUE && sroom->rlit)
	    continue;
	if (has_upstairs(sroom) || (has_dnstairs(sroom) && rn2(3)))
	    continue;
	if (sroom->doorct == 1 || !rn2(5))
	    break;
    }
    sroom->rtype = type;
    sh = sroom->fdoor;
    for (sx = sroom->lx; sx <= sroom->hx; sx++)
	for (sy = sroom->ly; sy <= sroom->hy; sy++) {
	    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;
	    mon = makemon((type == MORGUE) ? morguemon() : (type == BEEHIVE) ? PM_KILLER_BEE : (struct permonst *) 0, sx, sy);
	    if (mon)
		mon->msleep = 1;
	    switch (type) {
		case ZOO:
		    i = sq(dist2(sx, sy, doors[sh].x, doors[sh].y));
		    if (i >= goldlim)
			i = 5 * dlevel;
		    goldlim -= i;
		    mkgold((long) (10 + rn2(i)), sx, sy);
		    break;
		case MORGUE:
		    // Usually there is one dead body in the morgue
		    if (!moct && rn2(3)) {
			mksobj_at(CORPSE, sx, sy);
			moct++;
		    }
		    break;
		case BEEHIVE:
		    if (!rn2(3))
			mksobj_at(LUMP_OF_ROYAL_JELLY, sx, sy);
		    break;
	    }
	}
}
コード例 #5
0
static void
mkshop(struct level *lev)
{
    struct mkroom *sroom;
    int styp, j;
    char *ep = NULL;

    /* first determine shoptype */
    styp = -1;
    for (sroom = &lev->rooms[0];; sroom++) {
        if (sroom->hx < 0)
            return;
        if (sroom - lev->rooms >= lev->nroom) {
            pline("lev->rooms not closed by -1?");
            return;
        }
        if (sroom->rtype != OROOM)
            continue;
        if (has_dnstairs(lev, sroom) || has_upstairs(lev, sroom))
            continue;
        if ((wizard && ep && sroom->doorct != 0) || sroom->doorct == 1)
            break;
    }
    if (!sroom->rlit) {
        int x, y;

        for (x = sroom->lx - 1; x <= sroom->hx + 1; x++)
            for (y = sroom->ly - 1; y <= sroom->hy + 1; y++)
                lev->locations[x][y].lit = 1;
        sroom->rlit = 1;
    }

    if (styp < 0) {
        /* pick a shop type at random */
        j = 1 + mklev_rn2(100, lev);
        for (styp = 0; (j -= shtypes[styp].prob) > 0; styp++)
            continue;

        /* big rooms cannot be wand or book shops, so make them general stores
           */
        if (isbig(sroom) &&
            (shtypes[styp].symb == WAND_CLASS ||
             shtypes[styp].symb == SPBOOK_CLASS))
            styp = 0;
    }

    sroom->rtype = SHOPBASE + styp;

    /* set room bits before stocking the shop */
    topologize(lev, sroom);

    /* stock the room with a shopkeeper and artifacts */
    stock_room(styp, lev, sroom);
}
コード例 #6
0
ファイル: mkroom.c プロジェクト: thejoshwolfe/nethack
static void mkshop(void) {
    struct mkroom *sroom;
    int i = -1;
    char *ep = (char *)0; /* (init == lint suppression) */

    gottype: for (sroom = &rooms[0];; sroom++) {
        if (sroom->hx < 0)
            return;
        if (sroom - rooms >= nroom) {
            pline("rooms not closed by -1?");
            return;
        }
        if (sroom->rtype != OROOM)
            continue;
        if (has_dnstairs(sroom) || has_upstairs(sroom))
            continue;
        if ((flags.debug && ep && sroom->doorct != 0) || sroom->doorct == 1)
            break;
    }
    if (!sroom->rlit) {
        int x, y;

        for (x = sroom->lx - 1; x <= sroom->hx + 1; x++)
            for (y = sroom->ly - 1; y <= sroom->hy + 1; y++)
                levl[x][y].lit = 1;
        sroom->rlit = 1;
    }

    if (i < 0) { /* shoptype not yet determined */
        int j;

        /* pick a shop type at random */
        for (j = rnd(100), i = 0; (j -= shtypes[i].prob) > 0; i++)
            continue;

        /* big rooms cannot be wand or book shops,
         * - so make them general stores
         */
        if (isbig(sroom) && (shtypes[i].symb == WAND_CLASS || shtypes[i].symb == SPBOOK_CLASS))
            i = 0;
    }
    sroom->rtype = SHOPBASE + i;

    /* set room bits before stocking the shop */
    topologize(sroom);

    /* stock the room with a shopkeeper and artifacts */
    stock_room(i, sroom);
}
コード例 #7
0
/* pick an unused room, preferably with only one door */
static struct mkroom *
pick_room(struct level *lev, boolean strict, enum rng rng)
{
    struct mkroom *sroom;
    int i = lev->nroom;

    for (sroom = &lev->rooms[rn2_on_rng(lev->nroom, rng)]; i--; sroom++) {
        if (sroom == &lev->rooms[lev->nroom])
            sroom = &lev->rooms[0];
        if (sroom->hx < 0)
            return NULL;
        if (sroom->rtype != OROOM)
            continue;
        if (!strict) {
            if (has_upstairs(lev, sroom) ||
                (has_dnstairs(lev, sroom) && rn2_on_rng(3, rng)))
                continue;
        } else if (has_upstairs(lev, sroom) || has_dnstairs(lev, sroom))
            continue;
        if (sroom->doorct == 1 || !rn2_on_rng(5, rng) || wizard)
            return sroom;
    }
    return NULL;
}
コード例 #8
0
ファイル: hack.mkshop.c プロジェクト: sergev/2.11BSD
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);
	}
}