626 lines
19 KiB
C
626 lines
19 KiB
C
/* omega copyright (c) 1987,1988,1989 by Laurence Raphael Brothers */
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/* gen1.c */
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/* level generator functions */
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#include "glob.h"
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#include <time.h>
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/* Deallocate current dungeon */
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void free_dungeon(void)
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{
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#ifndef SAVE_LEVELS
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plv tlv;
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while (Dungeon != NULL) {
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tlv = Dungeon;
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Dungeon = Dungeon->next;
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free_level(tlv);
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}
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#else
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if (Dungeon != NULL)
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{
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sprintf(Str2,"om%d*.lev",Dungeon->environment);
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kill_levels(Str2);
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}
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#endif
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}
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/* erase the level w/o deallocating it*/
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void clear_level(struct level *dungeon_level)
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{
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int i,j;
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if (dungeon_level != NULL) {
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dungeon_level->generated = FALSE;
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dungeon_level->numrooms = 0;
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dungeon_level->level_length = 0;
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dungeon_level->level_width = 0;
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dungeon_level->tunnelled = 0;
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dungeon_level->depth = 0;
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dungeon_level->mlist = NULL;
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dungeon_level->next = NULL;
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dungeon_level->last_visited = time(NULL);
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for(i=0;i<MAXWIDTH;i++)
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for(j=0;j<MAXLENGTH;j++) {
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dungeon_level->site[i][j].locchar = WALL;
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dungeon_level->site[i][j].showchar = SPACE;
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dungeon_level->site[i][j].creature = NULL;
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dungeon_level->site[i][j].things = NULL;
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/* PGM: clear_level is called from restore_level, before it knows anything about the current environment, which is where difficulty() gets its information! */
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dungeon_level->site[i][j].aux = difficulty()*20;
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dungeon_level->site[i][j].buildaux = 0;
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dungeon_level->site[i][j].p_locf = L_NO_OP;
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dungeon_level->site[i][j].lstatus = 0;
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dungeon_level->site[i][j].roomnumber = RS_WALLSPACE;
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}
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}
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}
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/* Looks for level tolevel in current dungeon which is named by
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Dungeon, which may be NULL. If the level is found, and rewrite_level
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is FALSE, and the level has already been generated, nothing happens
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beyond Level being set correctly. Otherwise the level is recreated
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from scratch */
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void change_level (char fromlevel, char tolevel, char rewrite_level)
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{
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struct level * thislevel = NULL;
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Player.sx = -1;
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Player.sy = -1; /* sanctuary effect dispelled */
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#ifndef SAVE_LEVELS
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thislevel = findlevel(Dungeon, tolevel);
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deepest[Current_Environment] = max(deepest[Current_Environment], tolevel);
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if (!thislevel)
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{
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thislevel = checkmalloc(sizeof(levtype));
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clear_level(thislevel);
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Level = thislevel;
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Level->next = Dungeon;
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Dungeon = Level;
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}
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#else
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thislevel = msdos_changelevel(Level, Current_Environment, tolevel);
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deepest[Current_Environment] = max(deepest[Current_Environment], tolevel);
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if (!thislevel)
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{
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thislevel = &TheLevel;
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clear_level(thislevel);
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Level = thislevel;
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Level->next = Dungeon;
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Dungeon = Level;
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}
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#endif
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Level = thislevel;
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if ((!Level->generated) || rewrite_level)
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{
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initrand(Current_Environment, tolevel);
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Level->environment = Current_Environment;
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Level->depth = tolevel;
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Level->generated = TRUE;
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switch (Current_Environment)
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{
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case E_CAVES:
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Level->level_width = CAVES_WIDTH;
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Level->level_length = CAVES_LENGTH;
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if ((0 == random_range(4)) && (tolevel < MaxDungeonLevels))
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room_level();
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else
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cavern_level();
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break;
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case E_SEWERS:
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Level->level_width = SEWERS_WIDTH;
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Level->level_length = SEWERS_LENGTH;
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if ((0 == random_range(4)) && (tolevel < MaxDungeonLevels))
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room_level();
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else
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sewer_level();
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break;
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case E_CASTLE:
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Level->level_width = CASTLE_WIDTH;
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Level->level_length = CASTLE_LENGTH;
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room_level();
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break;
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case E_PALACE: /* PGM TODO */
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Level->level_width = PALACE_WIDTH;
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Level->level_length = PALACE_LENGTH;
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room_level();
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break;
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case E_ASTRAL:
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Level->level_width = ASTRAL_WIDTH;
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Level->level_length = ASTRAL_LENGTH;
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maze_level();
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break;
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case E_VOLCANO:
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Level->level_width = VOLCANO_WIDTH;
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Level->level_length = VOLCANO_LENGTH;
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switch (random_range(3))
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{
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case 0: cavern_level(); break;
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case 1: room_level(); break;
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case 2: maze_level(); break;
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}
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break;
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default:
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print3("This dungeon not implemented!");
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assert(FALSE);
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break;
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}
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install_traps();
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install_specials();
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make_stairs(fromlevel);
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make_stairs(fromlevel);
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initrand(E_RESTORE, 0);
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populate_level(Current_Environment);
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stock_level();
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}
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find_stairs(fromlevel, tolevel);
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ScreenOffset = Player.y - (ScreenLength/2);
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show_screen();
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screencheck(Player.x,Player.y);
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drawvision(Player.x,Player.y);
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/* synchronize with player on level change */
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Player.click = (Tick+1)%60;
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roomcheck();
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}
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#ifndef SAVE_LEVELS
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/* tries to find the level of depth levelnum in dungeon; if can't find
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it returns NULL */
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plv findlevel(struct level *dungeon, char levelnum)
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{
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if (dungeon == NULL) return(NULL);
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else {
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while((dungeon->next != NULL) && (dungeon->depth != levelnum))
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dungeon = dungeon->next;
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if (dungeon->depth == levelnum) {
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dungeon->last_visited = time(NULL);
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return(dungeon);
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}
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else return(NULL);
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}
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}
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#endif
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/* keep going in one orthogonal direction or another until we hit our */
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/* destination */
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void straggle_corridor(int fx, int fy, int tx, int ty, Symbol loc, char rsi)
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{
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int dx,dy;
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while ((fx != tx) || (fy != ty)) {
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dx = tx - fx;
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dy = ty - fy;
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if (random_range(abs(dx)+abs(dy)) < abs(dx))
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corridor_crawl(&fx,&fy,sign(dx),0,random_range(abs(dx))+1,loc,rsi);
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else corridor_crawl(&fx,&fy,0,sign(dy),random_range(abs(dy))+1,loc,rsi);
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}
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}
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void makedoor(int x, int y)
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{
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if (random_range(20) <= Level->depth/10) {
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Level->site[x][y].locchar = FLOOR;
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lset(x,y,SECRET);
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}
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else if (random_range(20)<=Level->depth/2) {
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Level->site[x][y].locchar = CLOSED_DOOR;
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if (random_range(20) <= Level->depth/10)
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lset(x,y,SECRET);
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if (random_range(40) <= Level->depth)
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Level->site[x][y].aux = LOCKED;
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else Level->site[x][y].aux = UNLOCKED;
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}
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else {
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Level->site[x][y].locchar = OPEN_DOOR;
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Level->site[x][y].aux = UNLOCKED;
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}
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if (! loc_statusp(x,y,SECRET)) {
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lset(x,y+1,STOPS);
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lset(x+1,y,STOPS);
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lset(x-1,y,STOPS);
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lset(x,y-1,STOPS);
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lset(x,y,STOPS);
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}
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Level->site[x][y].p_locf = L_NO_OP;
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/* prevents water corridors from being instant death in sewers */
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}
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void corridor_crawl(int *fx, int *fy, int sx, int sy, int n,
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Symbol loc, char rsi)
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{
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int i;
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for (i=0;i<n;i++) {
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*fx += sx;
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*fy += sy;
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if ((*fx < Level->level_width) &&
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(*fx > -1) &&
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(*fy > -1) &&
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(*fy < Level->level_length)) {
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Level->site[*fx][*fy].locchar = loc;
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if (Level->site[*fx][*fy].roomnumber == RS_WALLSPACE)
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Level->site[*fx][*fy].roomnumber = rsi;
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if (loc==WATER)
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Level->site[*fx][*fy].p_locf = L_WATER;
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else if (loc==FLOOR)
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Level->site[*fx][*fy].p_locf = L_NO_OP;
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else if (loc==RUBBLE)
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Level->site[*fx][*fy].p_locf = L_RUBBLE;
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}
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}
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}
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char *roomname(int index)
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{
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switch(index) {
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case RS_ZORCH:strcpy(Str4,"A place zorched by powerful magic.");break;
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case RS_COURT:strcpy(Str4,"The Court of the ArchMage."); break;
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case RS_CIRCLE:strcpy(Str4,"The Astral Demesne of the Circle of Sorcerors");
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break;
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case RS_MAGIC_ISLE: strcpy(Str4,"An island positively reeking of magic");
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break;
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case RS_STARPEAK: strcpy(Str4,"Near the oddly glowing peak of a mountain");
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break;
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case RS_VOLCANO: strcpy(Str4,"Deep within the bowels of the earth"); break;
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case RS_HIGHASTRAL: strcpy(Str4,"The High Astral Plane"); break;
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case RS_EARTHPLANE: strcpy(Str4,"The Plane of Earth"); break;
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case RS_WATERPLANE: strcpy(Str4,"The Plane of Water"); break;
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case RS_FIREPLANE: strcpy(Str4,"The Plane of Fire"); break;
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case RS_AIRPLANE: strcpy(Str4,"The Plane of Air"); break;
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case RS_KITCHEN: strcpy(Str4,"A kitchen"); break;
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case RS_BATHROOM: strcpy(Str4,"A bathroom"); break;
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case RS_BEDROOM: strcpy(Str4,"A bedroom"); break;
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case RS_DININGROOM: strcpy(Str4,"A dining room"); break;
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case RS_SECRETPASSAGE: strcpy(Str4,"A secret passage"); break;
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case RS_CLOSET: strcpy(Str4,"A stuffy closet"); break;
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case RS_ARENA: strcpy(Str4,"The Rampart Arena"); break;
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case RS_DROWNED_SEWER: strcpy(Str4,"A water-filled sewer node"); break;
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case RS_DRAINED_SEWER: strcpy(Str4,"An unused sewer node"); break;
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case RS_SEWER_DUCT: strcpy(Str4,"A winding sewer duct"); break;
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case RS_DESTINY: strcpy(Str4,"The Halls of Fate"); break;
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case RS_DRUID: strcpy(Str4,"The Great Henge"); break;
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case RS_HECATE: strcpy(Str4,"The Church of the Far Side"); break;
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case RS_SET: strcpy(Str4,"The Temple of the Black Hand"); break;
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case RS_ATHENA: strcpy(Str4,"The Parthenon"); break;
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case RS_ODIN: strcpy(Str4,"The Shrine of the Noose"); break;
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case RS_ADEPT: strcpy(Str4,"The Adept's Challenge"); break;
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case RS_WYRM: strcpy(Str4,"The Sunken Cavern of the Great Wyrm."); break;
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case RS_OCEAN: strcpy(Str4,"The Underground Ocean."); break;
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case RS_PONDS: strcpy(Str4,"A series of subterranean pools and streams."); break;
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case RS_DRAGONLORD: strcpy(Str4,"The Lair of the DragonLord."); break;
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case RS_GOBLINKING: strcpy(Str4,"The Caves of the Goblins."); break;
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case RS_CAVERN: strcpy(Str4,"A vast natural cavern."); break;
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case RS_CORRIDOR: strcpy(Str4,"A dimly lit corridor."); break;
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case RS_WALLSPACE: strcpy(Str4,"A niche hollowed out of the wall."); break;
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/* following are above ROOMBASE */
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case RS_GARDEROBE: strcpy(Str4,"An abandoned garderobe."); break;
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case RS_CELL: strcpy(Str4,"A dungeon cell."); break;
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case RS_TILED: strcpy(Str4,"A tiled chamber."); break;
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case RS_CRYSTAL_CAVE: strcpy(Str4,"A crystal cavern."); break;
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case RS_BEDROOM2: strcpy(Str4,"Someone's bedroom."); break;
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case RS_STOREROOM: strcpy(Str4,"An old storeroom."); break;
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case RS_CHARRED: strcpy(Str4,"A room with charred walls."); break;
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case RS_MARBLE_HALL: strcpy(Str4,"A marble hall."); break;
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case RS_EERIE_CAVE: strcpy(Str4,"An eerie cave."); break;
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case RS_TREASURE: strcpy(Str4,"A ransacked treasure-chamber."); break;
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case RS_SMOKEY: strcpy(Str4,"A smoke-filled room."); break;
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case RS_APARTMENT: strcpy(Str4,"A well-appointed apartment."); break;
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case RS_ANTECHAMBER: strcpy(Str4,"An antechamber."); break;
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case RS_HAREM: strcpy(Str4,"An unoccupied harem."); break;
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case RS_MULTIPURPOSE: strcpy(Str4,"A multi-purpose room."); break;
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case RS_STALACTITES: strcpy(Str4,"A room filled with stalactites."); break;
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case RS_GREENHOUSE: strcpy(Str4,"An underground greenhouse."); break;
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case RS_WATERCLOSET: strcpy(Str4,"A water closet."); break;
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case RS_STUDY: strcpy(Str4,"A study."); break;
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case RS_LIVING_ROOM: strcpy(Str4,"A living room."); break;
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case RS_DEN: strcpy(Str4,"A comfortable den."); break;
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case RS_ABATOIR: strcpy(Str4,"An abatoir."); break;
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case RS_BOUDOIR: strcpy(Str4,"A boudoir.");break;
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case RS_STAR_CHAMBER: strcpy(Str4,"A star chamber.");break;
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case RS_MANMADE_CAVE: strcpy(Str4,"A manmade cavern."); break;
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case RS_SEWER_CONTROL: strcpy(Str4,"A sewer control room");break;
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case RS_SHRINE: strcpy(Str4,"A shrine to High Magic"); break;
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case RS_MAGIC_LAB: strcpy(Str4,"A magic laboratory"); break;
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case RS_PENTAGRAM: strcpy(Str4,"A room with inscribed pentagram");break;
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case RS_OMEGA_DAIS: strcpy(Str4,"A chamber with a blue crystal omega dais");
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break;
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/* WDT: removed period from description. */
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default: strcpy(Str4,"A room of mystery and allure"); break;
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}
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return(Str4);
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}
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/* puts the player on the first set of stairs from the apt level */
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/* if can't find them, just drops player anywhere.... */
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void find_stairs(char fromlevel, char tolevel)
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{
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int i,j,found=FALSE;
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Symbol sitechar;
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if (fromlevel > tolevel) sitechar = STAIRS_DOWN; else sitechar = STAIRS_UP;
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for(i=0;i<Level->level_width;i++)
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for(j=0;j<Level->level_length;j++)
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if ((Level->site[i][j].locchar == sitechar) && (! found)) {
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found = TRUE;
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Player.x = i;
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Player.y = j;
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break;
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}
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if (! found) {
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findspace(&Player.x,&Player.y,-1);
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if (Level->environment != E_ASTRAL) {
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Level->site[Player.x][Player.y].locchar = sitechar;
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lset(Player.x, Player.y, CHANGED);
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}
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}
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}
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void install_traps(void)
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{
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int i,j;
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for(i=0;i<Level->level_width;i++)
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for(j=0;j<Level->level_length;j++)
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if ((Level->site[i][j].locchar == FLOOR) &&
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(Level->site[i][j].p_locf == L_NO_OP) &&
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random_range(500) <= ((int)(Level->depth/6)))
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Level->site[i][j].p_locf = TRAP_BASE+random_range(NUMTRAPS);
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}
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/* x, y, is top left corner, l is length of side, rsi is room string index */
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/* baux is so all rooms will have a key field. */
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void build_square_room(int x, int y, int l, char rsi, int baux)
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{
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int i,j;
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for(i=x;i<=x+l;i++)
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for(j=y;j<=y+l;j++){
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Level->site[i][j].roomnumber = rsi;
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Level->site[i][j].buildaux = baux;
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}
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for(i=x+1;i<x+l;i++)
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for(j=y+1;j<y+l;j++) {
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Level->site[i][j].locchar = FLOOR;
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Level->site[i][j].p_locf = L_NO_OP;
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}
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}
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void build_room(int x, int y, int l, char rsi, int baux)
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{
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build_square_room(x,y,l,rsi,baux);
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}
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void cavern_level(void)
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{
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int i,fx,fy,tx,ty,t,l,e;
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char rsi;
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Level->numrooms = 1;
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if ((Current_Dungeon == E_CAVES) && (Level->depth == CAVELEVELS))
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rsi = RS_GOBLINKING;
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else rsi = RS_CAVERN;
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t = random_range((Level->level_length)/2);
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l = random_range((Level->level_width)/2);
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e = random_range((Level->level_width)/8)+(Level->level_width)/8;
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build_square_room(t,l,e,rsi,0);
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for (i=0;i<16;i++) {
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findspace(&tx,&ty,-1);
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fx = random_range((Level->level_width)-2)+1;
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fy = random_range((Level->level_length)-2)+1;
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straggle_corridor(fx,fy,tx,ty,FLOOR,RS_CORRIDOR);
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}
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while (random_range(3)==1) {
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findspace(&tx,&ty,-1);
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fx = random_range((Level->level_width)-2)+1;
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fy = random_range((Level->level_length)-2)+1;
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straggle_corridor(fx,fy,tx,ty,WATER,RS_PONDS);
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}
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if (Current_Dungeon == E_CAVES) {
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if ((Level->depth == CAVELEVELS) && (! gamestatusp(COMPLETED_CAVES))) {
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findspace(&tx,&ty,-1);
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Level->mlist = ((pml) checkmalloc(sizeof(mltype)));
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Level->mlist->next = NULL;
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Level->mlist->m =
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Level->site[tx][ty].creature =
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((pmt) make_creature(GOBLIN_KING)); /* goblin king */
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Level->mlist->m->x = tx;
|
|
Level->mlist->m->y = ty;
|
|
}
|
|
}
|
|
else if (Current_Environment == E_VOLCANO) {
|
|
if (Level->depth == VOLCANOLEVELS) {
|
|
findspace(&tx,&ty,-1);
|
|
Level->mlist = ((pml) checkmalloc(sizeof(mltype)));
|
|
Level->mlist->next = NULL;
|
|
Level->mlist->m =
|
|
Level->site[tx][ty].creature =
|
|
((pmt) make_creature(DEMON_EMP)); /* The demon emp */
|
|
Level->mlist->m->x = tx;
|
|
Level->mlist->m->y = ty;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void sewer_level(void)
|
|
{
|
|
int i,tx,ty,t,l,e;
|
|
char rsi;
|
|
Symbol lchar;
|
|
|
|
Level->numrooms = random_range(3)+3;
|
|
rsi = RS_DRAINED_SEWER;
|
|
for (i=0;i<Level->numrooms;i++) {
|
|
do {
|
|
t = random_range((Level->level_length)-10)+1;
|
|
l = random_range((Level->level_width)-10)+1;
|
|
e = 4;
|
|
} while ((Level->site[l][t].roomnumber == rsi) ||
|
|
(Level->site[l+e][t].roomnumber == rsi) ||
|
|
(Level->site[l][t+e].roomnumber == rsi) ||
|
|
(Level->site[l+e][t+e].roomnumber == rsi));
|
|
if (random_range(5)) {
|
|
lchar = FLOOR;
|
|
rsi = RS_DRAINED_SEWER;
|
|
}
|
|
else {
|
|
lchar = WATER;
|
|
rsi = RS_DROWNED_SEWER;
|
|
}
|
|
build_room(l,t,e,rsi,i);
|
|
sewer_corridor(l,t,-1,-1,lchar);
|
|
sewer_corridor(l+e,t,1,-1,lchar);
|
|
sewer_corridor(l,t+e,-1,1,lchar);
|
|
sewer_corridor(l+e,t+e,1,1,lchar);
|
|
}
|
|
if (Current_Dungeon == E_SEWERS) {
|
|
if ((Level->depth == SEWERLEVELS) && (! gamestatusp(COMPLETED_SEWERS))) {
|
|
findspace(&tx,&ty,-1);
|
|
Level->mlist = ((pml) checkmalloc(sizeof(mltype)));
|
|
Level->mlist->next = NULL;
|
|
Level->mlist->m =
|
|
Level->site[tx][ty].creature =
|
|
((pmt) make_creature(GREAT_WYRM)); /* The Great Wyrm */
|
|
Level->mlist->m->x = tx;
|
|
Level->mlist->m->y = ty;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void sewer_corridor(int x, int y, int dx, int dy, Symbol locchar)
|
|
{
|
|
int continuing = TRUE;
|
|
makedoor(x,y);
|
|
x+=dx;
|
|
y+=dy;
|
|
while(continuing) {
|
|
Level->site[x][y].locchar = locchar;
|
|
if (locchar == WATER)
|
|
Level->site[x][y].p_locf = L_WATER;
|
|
else Level->site[x][y].p_locf = L_NO_OP;
|
|
Level->site[x][y].roomnumber = RS_SEWER_DUCT;
|
|
x+=dx;
|
|
y+=dy;
|
|
if (locchar == WATER)
|
|
continuing = (inbounds(x,y) &&
|
|
((Level->site[x][y].locchar == WALL) ||
|
|
(Level->site[x][y].locchar == WATER)));
|
|
else
|
|
continuing = (inbounds(x,y) &&
|
|
((Level->site[x][y].roomnumber == RS_WALLSPACE) ||
|
|
(Level->site[x][y].roomnumber == RS_SEWER_DUCT)));
|
|
}
|
|
if (inbounds(x,y))
|
|
makedoor(x,y);
|
|
}
|
|
|
|
|
|
void install_specials(void)
|
|
{
|
|
int i,j,x,y;
|
|
|
|
for(x=0;x<Level->level_width;x++)
|
|
for(y=0;y<Level->level_length;y++)
|
|
if ((Level->site[x][y].locchar == FLOOR) &&
|
|
(Level->site[x][y].p_locf == L_NO_OP) &&
|
|
(random_range(300) < difficulty())) {
|
|
i = random_range(100);
|
|
if (i < 10) {
|
|
Level->site[x][y].locchar = ALTAR;
|
|
Level->site[x][y].p_locf = L_ALTAR;
|
|
Level->site[x][y].aux = random_range(10);
|
|
}
|
|
else if (i < 20) {
|
|
Level->site[x][y].locchar = WATER;
|
|
Level->site[x][y].p_locf = L_MAGIC_POOL;
|
|
}
|
|
else if (i < 35) {
|
|
Level->site[x][y].locchar = RUBBLE;
|
|
Level->site[x][y].p_locf = L_RUBBLE;
|
|
}
|
|
else if (i < 40) {
|
|
Level->site[x][y].locchar = LAVA;
|
|
Level->site[x][y].p_locf = L_LAVA;
|
|
}
|
|
else if (i < 45) {
|
|
Level->site[x][y].locchar = FIRE;
|
|
Level->site[x][y].p_locf = L_FIRE;
|
|
}
|
|
else if ((i < 50) && (Current_Environment != E_ASTRAL)) {
|
|
Level->site[x][y].locchar = LIFT;
|
|
Level->site[x][y].p_locf = L_LIFT;
|
|
}
|
|
else if ((i < 55) && (Current_Environment != E_VOLCANO)) {
|
|
Level->site[x][y].locchar = HEDGE;
|
|
Level->site[x][y].p_locf = L_HEDGE;
|
|
}
|
|
else if (i < 57) {
|
|
Level->site[x][y].locchar = HEDGE;
|
|
Level->site[x][y].p_locf = L_TRIFID;
|
|
}
|
|
else if (i< 70) {
|
|
Level->site[x][y].locchar = STATUE;
|
|
if (random_range(100) < difficulty())
|
|
for (j=0;j<8;j++) {
|
|
if (Level->site[x+Dirs[0][j]][y+Dirs[1][j]].p_locf != L_NO_OP)
|
|
Level->site[x+Dirs[0][j]][y+Dirs[1][j]].locchar = FLOOR;
|
|
Level->site[x+Dirs[0][j]][y+Dirs[1][j]].p_locf =
|
|
L_STATUE_WAKE;
|
|
}
|
|
}
|
|
else {
|
|
if (Current_Environment == E_VOLCANO) {
|
|
Level->site[x][y].locchar = LAVA;
|
|
Level->site[x][y].p_locf = L_LAVA;
|
|
}
|
|
else if (Current_Environment == E_ASTRAL) {
|
|
if (Level->depth == 1) {
|
|
Level->site[x][y].locchar = RUBBLE;
|
|
Level->site[x][y].p_locf = L_RUBBLE;
|
|
}
|
|
else if (Level->depth == 2) {
|
|
Level->site[x][y].locchar = FIRE;
|
|
Level->site[x][y].p_locf = L_FIRE;
|
|
}
|
|
else if (Level->depth == 3) {
|
|
Level->site[x][y].locchar = WATER;
|
|
Level->site[x][y].p_locf = L_WATER;
|
|
}
|
|
else if (Level->depth == 4) {
|
|
Level->site[x][y].locchar = ABYSS;
|
|
Level->site[x][y].p_locf = L_ABYSS;
|
|
}
|
|
}
|
|
else {
|
|
Level->site[x][y].locchar = WATER;
|
|
Level->site[x][y].p_locf = L_WATER;
|
|
}
|
|
}
|
|
}
|
|
}
|