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/* SCCS Id: @(#)extralev.c 3.4 2001/09/06 */
/* Copyright 1988, 1989 by Ken Arromdee */
/* NetHack may be freely redistributed. See license for details. */
/*
* Support code for "rogue"-style level.
*/
#include "hack.h"
#ifdef REINCARNATION
struct rogueroom {
xchar rlx, rly;
xchar dx, dy;
boolean real;
uchar doortable;
int nroom; /* Only meaningful for "real" rooms */
};
#define UP 1
#define DOWN 2
#define LEFT 4
#define RIGHT 8
static NEARDATA struct rogueroom r[3][3];
STATIC_DCL void FDECL(roguejoin,(int,int,int,int,int));
STATIC_DCL void FDECL(roguecorr,(int,int,int));
STATIC_DCL void FDECL(miniwalk,(int,int));
STATIC_OVL
void
roguejoin(x1,y1,x2,y2, horiz)
int x1,y1,x2,y2;
int horiz;
{
register int x,y,middle;
#ifndef MAX
#define MAX(a,b) (((a) > (b)) ? (a) : (b))
#endif
#ifndef MIN
#define MIN(a,b) (((a) < (b)) ? (a) : (b))
#endif
if (horiz) {
middle = x1 + rn2(x2-x1+1);
for(x=MIN(x1,middle); x<=MAX(x1,middle); x++)
corr(x, y1);
for(y=MIN(y1,y2); y<=MAX(y1,y2); y++)
corr(middle,y);
for(x=MIN(middle,x2); x<=MAX(middle,x2); x++)
corr(x, y2);
} else {
middle = y1 + rn2(y2-y1+1);
for(y=MIN(y1,middle); y<=MAX(y1,middle); y++)
corr(x1, y);
for(x=MIN(x1,x2); x<=MAX(x1,x2); x++)
corr(x, middle);
for(y=MIN(middle,y2); y<=MAX(middle,y2); y++)
corr(x2,y);
}
}
STATIC_OVL
void
roguecorr(x, y, dir)
int x,y,dir;
{
register int fromx, fromy, tox, toy;
if (dir==DOWN) {
r[x][y].doortable &= ~DOWN;
if (!r[x][y].real) {
fromx = r[x][y].rlx; fromy = r[x][y].rly;
fromx += 1 + 26*x; fromy += 7*y;
} else {
fromx = r[x][y].rlx + rn2(r[x][y].dx);
fromy = r[x][y].rly + r[x][y].dy;
fromx += 1 + 26*x; fromy += 7*y;
if (!IS_WALL(levl[fromx][fromy].typ))
impossible("down: no wall at %d,%d?",fromx,
fromy);
dodoor(fromx, fromy, &rooms[r[x][y].nroom]);
levl[fromx][fromy].doormask = D_NODOOR;
fromy++;
}
if(y >= 2) {
impossible("down door from %d,%d going nowhere?",x,y);
return;
}
y++;
r[x][y].doortable &= ~UP;
if (!r[x][y].real) {
tox = r[x][y].rlx; toy = r[x][y].rly;
tox += 1 + 26*x; toy += 7*y;
} else {
tox = r[x][y].rlx + rn2(r[x][y].dx);
toy = r[x][y].rly - 1;
tox += 1 + 26*x; toy += 7*y;
if (!IS_WALL(levl[tox][toy].typ))
impossible("up: no wall at %d,%d?",tox,toy);
dodoor(tox, toy, &rooms[r[x][y].nroom]);
levl[tox][toy].doormask = D_NODOOR;
toy--;
}
roguejoin(fromx, fromy, tox, toy, FALSE);
return;
} else if (dir == RIGHT) {
r[x][y].doortable &= ~RIGHT;
if (!r[x][y].real) {
fromx = r[x][y].rlx; fromy = r[x][y].rly;
fromx += 1 + 26*x; fromy += 7*y;
} else {
fromx = r[x][y].rlx + r[x][y].dx;
fromy = r[x][y].rly + rn2(r[x][y].dy);
fromx += 1 + 26*x; fromy += 7*y;
if (!IS_WALL(levl[fromx][fromy].typ))
impossible("down: no wall at %d,%d?",fromx,
fromy);
dodoor(fromx, fromy, &rooms[r[x][y].nroom]);
levl[fromx][fromy].doormask = D_NODOOR;
fromx++;
}
if(x >= 2) {
impossible("right door from %d,%d going nowhere?",x,y);
return;
}
x++;
r[x][y].doortable &= ~LEFT;
if (!r[x][y].real) {
tox = r[x][y].rlx; toy = r[x][y].rly;
tox += 1 + 26*x; toy += 7*y;
} else {
tox = r[x][y].rlx - 1;
toy = r[x][y].rly + rn2(r[x][y].dy);
tox += 1 + 26*x; toy += 7*y;
if (!IS_WALL(levl[tox][toy].typ))
impossible("left: no wall at %d,%d?",tox,toy);
dodoor(tox, toy, &rooms[r[x][y].nroom]);
levl[tox][toy].doormask = D_NODOOR;
tox--;
}
roguejoin(fromx, fromy, tox, toy, TRUE);
return;
} else impossible("corridor in direction %d?",dir);
}
/* Modified walkfrom() from mkmaze.c */
STATIC_OVL
void
miniwalk(x, y)
int x,y;
{
register int q, dir;
int dirs[4];
while(1) {
q = 0;
#define doorhere (r[x][y].doortable)
if (x>0 && (!(doorhere & LEFT)) &&
(!r[x-1][y].doortable || !rn2(10)))
dirs[q++] = 0;
if (x<2 && (!(doorhere & RIGHT)) &&
(!r[x+1][y].doortable || !rn2(10)))
dirs[q++] = 1;
if (y>0 && (!(doorhere & UP)) &&
(!r[x][y-1].doortable || !rn2(10)))
dirs[q++] = 2;
if (y<2 && (!(doorhere & DOWN)) &&
(!r[x][y+1].doortable || !rn2(10)))
dirs[q++] = 3;
/* Rogue levels aren't just 3 by 3 mazes; they have some extra
* connections, thus that 1/10 chance
*/
if (!q) return;
dir = dirs[rn2(q)];
switch(dir) { /* Move in direction */
case 0: doorhere |= LEFT;
x--;
doorhere |= RIGHT;
break;
case 1: doorhere |= RIGHT;
x++;
doorhere |= LEFT;
break;
case 2: doorhere |= UP;
y--;
doorhere |= DOWN;
break;
case 3: doorhere |= DOWN;
y++;
doorhere |= UP;
break;
}
miniwalk(x,y);
}
}
void
makeroguerooms() {
register int x,y;
/* Rogue levels are structured 3 by 3, with each section containing
* a room or an intersection. The minimum width is 2 each way.
* One difference between these and "real" Rogue levels: real Rogue
* uses 24 rows and NetHack only 23. So we cheat a bit by making the
* second row of rooms not as deep.
*
* Each normal space has 6/7 rows and 25 columns in which a room may
* actually be placed. Walls go from rows 0-5/6 and columns 0-24.
* Not counting walls, the room may go in
* rows 1-5 and columns 1-23 (numbering starting at 0). A room
* coordinate of this type may be converted to a level coordinate
* by adding 1+28*x to the column, and 7*y to the row. (The 1
* is because column 0 isn't used [we only use 1-78]).
* Room height may be 2-4 (2-5 on last row), length 2-23 (not
* counting walls)
*/
#define here r[x][y]
nroom = 0;
for(y=0; y<3; y++) for(x=0; x<3; x++) {
/* Note: we want to insure at least 1 room. So, if the
* first 8 are all dummies, force the last to be a room.
*/
if (!rn2(5) && (nroom || (x<2 && y<2))) {
/* Arbitrary: dummy rooms may only go where real
* ones do.
*/
here.real = FALSE;
here.rlx = rn1(22, 2);
here.rly = rn1((y==2)?4:3, 2);
} else {
here.real = TRUE;
here.dx = rn1(22, 2); /* 2-23 long, plus walls */
here.dy = rn1((y==2)?4:3, 2); /* 2-5 high, plus walls */
/* boundaries of room floor */
here.rlx = rnd(23 - here.dx + 1);
here.rly = rnd(((y==2) ? 5 : 4)- here.dy + 1);
nroom++;
}
here.doortable = 0;
}
miniwalk(rn2(3), rn2(3));
nroom = 0;
for(y=0; y<3; y++) for(x=0; x<3; x++) {
if (here.real) { /* Make a room */
int lowx, lowy, hix, hiy;
r[x][y].nroom = nroom;
smeq[nroom] = nroom;
lowx = 1 + 26*x + here.rlx;
lowy = 7*y + here.rly;
hix = 1 + 26*x + here.rlx + here.dx - 1;
hiy = 7*y + here.rly + here.dy - 1;
/* Strictly speaking, it should be lit only if above
* level 10, but since Rogue rooms are only
* encountered below level 10, use !rn2(7).
*/
add_room(lowx, lowy, hix, hiy,
(boolean) !rn2(7), OROOM, FALSE);
}
}
/* Now, add connecting corridors. */
for(y=0; y<3; y++) for(x=0; x<3; x++) {
if (here.doortable & DOWN)
roguecorr(x, y, DOWN);
if (here.doortable & RIGHT)
roguecorr(x, y, RIGHT);
if (here.doortable & LEFT)
impossible ("left end of %d, %d never connected?",x,y);
if (here.doortable & UP)
impossible ("up end of %d, %d never connected?",x,y);
}
}
void
corr(x,y)
int x, y;
{
if (rn2(50)) {
levl[x][y].typ = CORR;
} else {
levl[x][y].typ = SCORR;
}
}
void
makerogueghost()
{
register struct monst *ghost;
struct obj *ghostobj;
struct mkroom *croom;
int x,y;
if (!nroom) return; /* Should never happen */
croom = &rooms[rn2(nroom)];
x = somex(croom); y = somey(croom);
if (!(ghost = makemon(&mons[PM_GHOST], x, y, NO_MM_FLAGS)))
return;
ghost->msleeping = 1;
ghost = christen_monst(ghost, roguename());
if (rn2(4)) {
ghostobj = mksobj_at(FOOD_RATION, x, y, FALSE, FALSE);
ghostobj->quan = (long) rnd(7);
ghostobj->owt = weight(ghostobj);
}
if (rn2(2)) {
ghostobj = mksobj_at(MACE, x, y, FALSE, FALSE);
ghostobj->spe = rnd(3);
if (rn2(4)) curse(ghostobj);
} else {
ghostobj = mksobj_at(TWO_HANDED_SWORD, x, y, FALSE, FALSE);
ghostobj->spe = rnd(5) - 2;
if (rn2(4)) curse(ghostobj);
}
ghostobj = mksobj_at(BOW, x, y, FALSE, FALSE);
ghostobj->spe = 1;
if (rn2(4)) curse(ghostobj);
ghostobj = mksobj_at(ARROW, x, y, FALSE, FALSE);
ghostobj->spe = 0;
ghostobj->quan = (long) rn1(10,25);
ghostobj->owt = weight(ghostobj);
if (rn2(4)) curse(ghostobj);
if (rn2(2)) {
ghostobj = mksobj_at(RING_MAIL, x, y, FALSE, FALSE);
ghostobj->spe = rn2(3);
if (!rn2(3)) ghostobj->oerodeproof = TRUE;
if (rn2(4)) curse(ghostobj);
} else {
ghostobj = mksobj_at(PLATE_MAIL, x, y, FALSE, FALSE);
ghostobj->spe = rnd(5) - 2;
if (!rn2(3)) ghostobj->oerodeproof = TRUE;
if (rn2(4)) curse(ghostobj);
}
if (rn2(2)) {
ghostobj = mksobj_at(FAKE_AMULET_OF_YENDOR, x, y, TRUE, FALSE);
ghostobj->known = TRUE;
}
}
#endif /* REINCARNATION */
/*extralev.c*/