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 */ }
void makemaz() { int x,y; int zx,zy; coord mm; boolean al = (dlevel >= 30 && !flags.made_amulet); for(x = 2; x < COLNO-1; x++) for(y = 2; y < ROWNO-1; y++) levl[x][y].typ = (x%2 && y%2) ? 0 : HWALL; if(al) { struct monst *mtmp; zx = 2*(COLNO/4) - 1; zy = 2*(ROWNO/4) - 1; for(x = zx-2; x < zx+4; x++) for(y = zy-2; y <= zy+2; y++) { levl[x][y].typ = (y == zy-2 || y == zy+2 || x == zx-2 || x == zx+3) ? POOL : (y == zy-1 || y == zy+1 || x == zx-1 || x == zx+2) ? HWALL: ROOM; } (void) mkobj_at(AMULET_SYM, zx, zy); flags.made_amulet = 1; walkfrom(zx+4, zy); if ((mtmp = makemon(&hell_hound, zx, zy))) mtmp->msleep = 1; if ((mtmp = makemon(PM_WIZARD, zx+1, zy))) { mtmp->msleep = 1; flags.no_of_wizards = 1; } } else { mm = mazexy(); zx = mm.x; zy = mm.y; walkfrom(zx,zy); (void) mksobj_at(WAN_WISHING, zx, zy); (void) mkobj_at(ROCK_SYM, zx, zy); /* put a rock on top of it */ } for(x = 2; x < COLNO-1; x++) for(y = 2; y < ROWNO-1; y++) { switch(levl[x][y].typ) { case HWALL: levl[x][y].scrsym = '-'; break; case ROOM: levl[x][y].scrsym = '.'; break; } } for(x = rn1(8,11); x; x--) { mm = mazexy(); (void) mkobj_at(rn2(2) ? GEM_SYM : 0, mm.x, mm.y); } for(x = rn1(10,2); x; x--) { mm = mazexy(); (void) mkobj_at(ROCK_SYM, mm.x, mm.y); } mm = mazexy(); (void) makemon(PM_MINOTAUR, mm.x, mm.y); for(x = rn1(5,7); x; x--) { mm = mazexy(); (void) makemon((struct permonst *) 0, mm.x, mm.y); } for(x = rn1(6,7); x; x--) { mm = mazexy(); mkgold(0L,mm.x,mm.y); } for(x = rn1(6,7); x; x--) mktrap(0,1,(struct mkroom *) 0); mm = mazexy(); levl[(int)(xupstair = mm.x)][(int)(yupstair = mm.y)].scrsym = '<'; levl[(int)xupstair][(int)yupstair].typ = STAIRS; xdnstair = ydnstair = 0; }