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notnotdnethack/util/lev_main.c
Ron Nazarov 378f50efd6
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1565 lines
36 KiB
C

/* SCCS Id: @(#)lev_main.c 3.4 2002/03/27 */
/* Copyright (c) 1989 by Jean-Christophe Collet */
/* NetHack may be freely redistributed. See license for details. */
/*
* This file contains the main function for the parser
* and some useful functions needed by yacc
*/
#define SPEC_LEV /* for MPW */
/* although, why don't we move those special defines here.. and in dgn_main? */
#include "hack.h"
#include "verinfo.h"
#include "sp_lev.h"
#ifdef STRICT_REF_DEF
#include "tcap.h"
#endif
/* ALI - We need the list of artifact names for artifact doors */
#define MAKEDEFS_C /* We only want the names, not the complete defn */
#include "artilist.h"
#include "godlist.h"
#undef MAKEDEFS_C
#ifndef MPWTOOL
# define SpinCursor(x)
#endif
#ifndef O_WRONLY
#include <fcntl.h>
#endif
#ifndef O_CREAT /* some older BSD systems do not define O_CREAT in <fcntl.h> */
#include <sys/file.h>
#endif
#ifndef O_BINARY /* used for micros, no-op for others */
# define O_BINARY 0
#endif
# define OMASK 0644
#define ERR (-1)
#define NewTab(type, size) (type **) alloc(sizeof(type *) * size)
#define Free(ptr) if(ptr) free((void *) (ptr))
#define Write(fd, item, size) if (write(fd, (void *)(item), size) != size) return FALSE;
#define MAX_ERRORS 25
extern int yyparse(void);
extern void init_yyin(FILE *);
extern void init_yyout(FILE *);
int main(int, char **);
void yyerror(const char *);
void yywarning(const char *);
int yywrap(void);
int get_artifact_id(char *);
int get_floor_type(char);
int get_room_type(char *);
int get_trap_type(char *);
int get_monster_id(char *,char);
int get_object_id(char *,char);
int get_god_id(char *);
boolean check_monster_char(char);
boolean check_object_char(char);
char what_map_char(char);
void scan_map(char *);
void wallify_map(void);
boolean check_subrooms(void);
void check_coord(int,int,const char *);
void store_part(void);
void store_room(void);
boolean write_level_file(char *,splev *,specialmaze *);
void free_rooms(splev *);
extern void monst_init(void);
extern void objects_init(void);
extern void decl_init(void);
static boolean write_common_data(int,int,lev_init *,long);
static boolean write_monsters(int,char *,monster ***);
static boolean write_objects(int,char *,object ***);
static boolean write_engravings(int,char *,engraving ***);
static boolean write_maze(int,specialmaze *);
static boolean write_rooms(int,splev *);
static void init_obj_classes(void);
static struct {
const char *name;
int type;
} trap_types[] = {
{ "arrow", ARROW_TRAP },
{ "dart", DART_TRAP },
{ "falling rock", ROCKTRAP },
{ "board", SQKY_BOARD },
{ "bear", BEAR_TRAP },
{ "flesh hook", FLESH_HOOK },
{ "land mine", LANDMINE },
{ "rolling boulder", ROLLING_BOULDER_TRAP },
{ "mummy trap", MUMMY_TRAP },
{ "switch", SWITCH_TRAP },
{ "sleep gas", SLP_GAS_TRAP },
{ "rust", RUST_TRAP },
{ "fire", FIRE_TRAP },
{ "pit", PIT },
{ "spiked pit", SPIKED_PIT },
{ "hole", HOLE },
{ "trap door", TRAPDOOR },
{ "teleport", TELEP_TRAP },
{ "level teleport", LEVEL_TELEP },
{ "magic portal", MAGIC_PORTAL },
{ "web", WEB },
{ "statue", STATUE_TRAP },
{ "magic", MAGIC_TRAP },
{ "anti magic", ANTI_MAGIC },
{ "polymorph", POLY_TRAP },
{ "essence", VIVI_TRAP },
{ 0, 0 }
};
static struct {
const char *name;
int type;
} room_types[] = {
/* for historical reasons, room types are not contiguous numbers */
/* (type 1 is skipped) */
{ "ordinary", OROOM },
{ "throne", COURT },
{ "swamp", SWAMP },
{ "vault", VAULT },
{ "beehive", BEEHIVE },
{ "morgue", MORGUE },
{ "barracks", BARRACKS },
{ "zoo", ZOO },
{ "delphi", DELPHI },
{ "temple", TEMPLE },
{ "anthole", ANTHOLE },
{ "cocknest", COCKNEST },
{ "leprehall", LEPREHALL },
{ "shop", SHOPBASE },
{ "armor shop", ARMORSHOP },
{ "scroll shop", SCROLLSHOP },
{ "potion shop", POTIONSHOP },
{ "weapon shop", WEAPONSHOP },
{ "food shop", FOODSHOP },
{ "ring shop", RINGSHOP },
{ "wand shop", WANDSHOP },
{ "tool shop", TOOLSHOP },
{ "book shop", BOOKSHOP },
{ "candle shop", CANDLESHOP },
{ "hive outpost", JELLYSHOP },
{ "nest outpost", ACIDSHOP },
{ "garrison outpost", PETSHOP },
{ "mound outpost", CERAMICSHOP },
{ "sea garden", SEAGARDEN },
{ "fish shop", SEAFOOD },
{ "explorer shop", SANDWALKER },
{ "naiad shop", NAIADSHOP },
{ 0, 0 }
};
const char *fname = "(stdin)";
int fatal_error = 0;
int want_warnings = 0;
#ifdef FLEX23_BUG
/* Flex 2.3 bug work around; not needed for 2.3.6 or later */
int yy_more_len = 0;
#endif
extern char tmpmessage[];
extern altar *tmpaltar[];
extern lad *tmplad[];
extern stair *tmpstair[];
extern digpos *tmpdig[];
extern digpos *tmppass[];
extern char *tmpmap[];
extern region *tmpreg[];
extern lev_region *tmplreg[];
extern door *tmpdoor[];
extern room_door *tmprdoor[];
extern trap *tmptrap[];
extern monster *tmpmonst[];
extern object *tmpobj[];
extern drawbridge *tmpdb[];
extern walk *tmpwalk[];
extern gold *tmpgold[];
extern fountain *tmpfountain[];
extern forge *tmpforge[];
extern sink *tmpsink[];
extern pool *tmppool[];
extern engraving *tmpengraving[];
extern mazepart *tmppart[];
extern room *tmproom[];
extern int n_olist, n_mlist, n_plist;
extern unsigned int nlreg, nreg, ndoor, ntrap, nmons, nobj;
extern unsigned int ndb, nwalk, npart, ndig, npass, nlad, nstair;
extern unsigned int naltar, ncorridor, nrooms, ngold, nengraving;
extern unsigned int nfountain, nforge, npool, nsink;
extern unsigned int max_x_map, max_y_map;
extern int line_number, colon_line_number;
int
main(int argc, char **argv)
{
FILE *fin;
int i;
boolean errors_encountered = FALSE;
/* Note: these initializers don't do anything except guarantee that
we're linked properly.
*/
monst_init();
objects_init();
/* these do something... */
decl_init();
init_obj_classes();
init_yyout(stdout);
if (argc == 1) { /* Read standard input */
init_yyin(stdin);
(void) yyparse();
if (fatal_error > 0) {
errors_encountered = TRUE;
}
} else { /* Otherwise every argument is a filename */
for(i=1; i<argc; i++) {
fname = argv[i];
if(!strcmp(fname, "-w")) {
want_warnings++;
continue;
}
fin = freopen(fname, "r", stdin);
if (!fin) {
(void) fprintf(stderr,"Can't open \"%s\" for input.\n",
fname);
perror(fname);
errors_encountered = TRUE;
} else {
init_yyin(fin);
(void) yyparse();
line_number = 1;
if (fatal_error > 0) {
errors_encountered = TRUE;
fatal_error = 0;
}
}
}
}
exit(errors_encountered ? EXIT_FAILURE : EXIT_SUCCESS);
/*NOTREACHED*/
return 0;
}
/*
* Each time the parser detects an error, it uses this function.
* Here we take count of the errors. To continue farther than
* MAX_ERRORS wouldn't be reasonable.
* Assume that explicit calls from lev_comp.y have the 1st letter
* capitalized, to allow printing of the line containing the start of
* the current declaration, instead of the beginning of the next declaration.
*/
void
yyerror(const char *s)
{
(void) fprintf(stderr, "%s: line %d : %s\n", fname,
(*s >= 'A' && *s <= 'Z') ? colon_line_number : line_number, s);
if (++fatal_error > MAX_ERRORS) {
(void) fprintf(stderr,"Too many errors, good bye!\n");
exit(EXIT_FAILURE);
}
}
/*
* Just display a warning (that is : a non fatal error)
*/
void
yywarning(const char *s)
{
(void) fprintf(stderr, "%s: line %d : WARNING : %s\n",
fname, colon_line_number, s);
}
/*
* Stub needed for lex interface.
*/
int
yywrap(void)
{
return 1;
}
/*
* Find the index of an artifact in the table, knowing its name.
*/
int
get_artifact_id(char *s)
{
register int i;
SpinCursor(3);
for(i=0; artifact_names[i]; i++)
if (!strcmp(s, artifact_names[i]))
return ((int) i);
return ERR;
}
/*
* Find the type of floor, knowing its char representation.
*/
int
get_floor_type(char c)
{
int val;
SpinCursor(3);
val = what_map_char(c);
if(val == INVALID_TYPE) {
val = ERR;
yywarning("Invalid fill character in MAZE declaration");
}
return val;
}
/*
* Find the type of a room in the table, knowing its name.
*/
int
get_room_type(char *s)
{
register int i;
SpinCursor(3);
for(i=0; room_types[i].name; i++)
if (!strcmp(s, room_types[i].name))
return ((int) room_types[i].type);
return ERR;
}
/*
* Find the type of a trap in the table, knowing its name.
*/
int
get_trap_type(char *s)
{
register int i;
SpinCursor(3);
for (i=0; trap_types[i].name; i++)
if(!strcmp(s,trap_types[i].name))
return trap_types[i].type;
return ERR;
}
/*
* Find the index of a monster in the table, knowing its name.
*/
int
get_monster_id(char *s, char c)
{
register int i, class;
SpinCursor(3);
class = c ? def_char_to_monclass(c) : 0;
if (class == MAXMCLASSES) return ERR;
for (i = LOW_PM; i < NUMMONS; i++)
if (!class || class == mons[i].mlet)
if (!strcmp(s, mons[i].mname)) return i;
return ERR;
}
/*
* Find the index of an object in the table, knowing its name.
*/
int
get_object_id(char *s, char c) /* c = class */
{
int i, class;
const char *objname;
SpinCursor(3);
class = (c > 0) ? def_char_to_objclass(c) : 0;
if (class == MAXOCLASSES) return ERR;
for (i = class ? bases[class] : 0; i < NUM_OBJECTS; i++) {
if (class && objects[i].oc_class != class) break;
objname = obj_descr[i].oc_name;
if (objname && !strcmp(s, objname))
return i;
}
return ERR;
}
/*
* Find the index of a god in the table, knowing its name.
*/
int
get_god_id(char *s)
{
int i;
SpinCursor(3);
for (i = 1; i < MAX_GOD; i++) {
if (god_names[i] && !strcmp(s, god_names[i]))
return i;
}
char ebuf[60];
Sprintf(ebuf, "Bad god name \"%s\"", s);
yywarning(ebuf);
return GOD_NONE;
}
static void
init_obj_classes(void)
{
int i, class, prev_class;
prev_class = -1;
for (i = 0; i < NUM_OBJECTS; i++) {
class = objects[i].oc_class;
if (class != prev_class) {
bases[class] = i;
prev_class = class;
}
}
}
/*
* Is the character 'c' a valid monster class ?
*/
boolean
check_monster_char(char c)
{
return (def_char_to_monclass(c) != MAXMCLASSES);
}
/*
* Is the character 'c' a valid object class ?
*/
boolean
check_object_char(char c)
{
return (def_char_to_objclass(c) != MAXOCLASSES);
}
/*
* Convert .des map letter into floor type.
*/
char
what_map_char(char c)
{
SpinCursor(3);
switch(c) {
case ' ' : return(STONE);
case '#' : return(CORR);
case '.' : return(ROOM);
case '-' : return(HWALL);
case '|' : return(VWALL);
case '+' : return(DOOR);
case 'A' : return(AIR);
case 'B' : return(CROSSWALL); /* hack: boundary location */
case 'C' : return(CLOUD);
case 'S' : return(SDOOR);
case 'H' : return(SCORR);
case '{' : return(FOUNTAIN);
case 'O' : return(FORGE);
case '\\' : return(THRONE);
case 'K' :
return(SINK);
case '}' : return(MOAT);
case 'P' : return(POOL);
case 'L' : return(LAVAPOOL);
case 'I' : return(ICE);
case ',' :
return(GRASS);
case 'G' :
return(GRASS);
case 'e' :
return(SOIL);
case 's' :
return(SAND);
case 'W' : return(WATER);
case 'w' : return(PUDDLE);
case 'T' : return (TREE);
case 't' : return (DEADTREE);
case 'F' : return (IRONBARS); /* Fe = iron */
}
return(INVALID_TYPE);
}
/*
* Yep! LEX gives us the map in a raw mode.
* Just analyze it here.
*/
void
scan_map(char *map)
{
register int i, len;
register char *s1, *s2;
int max_len = 0;
int max_hig = 0;
char msg[256];
/* First, strip out digits 0-9 (line numbering) */
for (s1 = s2 = map; *s1; s1++)
if (*s1 < '0' || *s1 > '9')
*s2++ = *s1;
*s2 = '\0';
/* Second, find the max width of the map */
s1 = map;
while (s1 && *s1) {
s2 = index(s1, '\n');
if (s2) {
len = (int) (s2 - s1);
s1 = s2 + 1;
} else {
len = (int) strlen(s1);
s1 = (char *) 0;
}
if (len > max_len) max_len = len;
}
/* Then parse it now */
while (map && *map) {
tmpmap[max_hig] = (char *) alloc(max_len);
s1 = index(map, '\n');
if (s1) {
len = (int) (s1 - map);
s1++;
} else {
len = (int) strlen(map);
s1 = map + len;
}
for(i=0; i<len; i++)
if((tmpmap[max_hig][i] = what_map_char(map[i])) == INVALID_TYPE) {
Sprintf(msg,
"Invalid character @ (%d, %d) - replacing with stone",
max_hig, i);
yywarning(msg);
tmpmap[max_hig][i] = STONE;
}
while(i < max_len)
tmpmap[max_hig][i++] = STONE;
map = s1;
max_hig++;
}
/* Memorize boundaries */
max_x_map = max_len - 1;
max_y_map = max_hig - 1;
/* Store the map into the mazepart structure */
if(max_len > MAP_X_LIM || max_hig > MAP_Y_LIM) {
Sprintf(msg, "Map too large! (max %d x %d)", MAP_X_LIM, MAP_Y_LIM);
yyerror(msg);
}
tmppart[npart]->xsize = max_len;
tmppart[npart]->ysize = max_hig;
tmppart[npart]->map = (char **) alloc(max_hig*sizeof(char *));
for(i = 0; i< max_hig; i++)
tmppart[npart]->map[i] = tmpmap[i];
}
/*
* If we have drawn a map without walls, this allows us to
* auto-magically wallify it.
*/
#define Map_point(x,y) *(tmppart[npart]->map[y] + x)
void
wallify_map(void)
{
unsigned int x, y, xx, yy, lo_xx, lo_yy, hi_xx, hi_yy;
for (y = 0; y <= max_y_map; y++) {
SpinCursor(3);
lo_yy = (y > 0) ? y - 1 : 0;
hi_yy = (y < max_y_map) ? y + 1 : max_y_map;
for (x = 0; x <= max_x_map; x++) {
if (Map_point(x,y) != STONE) continue;
lo_xx = (x > 0) ? x - 1 : 0;
hi_xx = (x < max_x_map) ? x + 1 : max_x_map;
for (yy = lo_yy; yy <= hi_yy; yy++)
for (xx = lo_xx; xx <= hi_xx; xx++)
if (IS_ROOM(Map_point(xx,yy)) ||
Map_point(xx,yy) == CROSSWALL) {
Map_point(x,y) = (yy != y) ? HWALL : VWALL;
yy = hi_yy; /* end `yy' loop */
break; /* end `xx' loop */
}
}
}
}
/*
* We need to check the subrooms apartenance to an existing room.
*/
boolean
check_subrooms(void)
{
unsigned i, j, n_subrooms;
boolean found, ok = TRUE;
char *last_parent, msg[256];
for (i = 0; i < nrooms; i++)
if (tmproom[i]->parent) {
found = FALSE;
for(j = 0; j < nrooms; j++)
if (tmproom[j]->name &&
!strcmp(tmproom[i]->parent, tmproom[j]->name)) {
found = TRUE;
break;
}
if (!found) {
Sprintf(msg,
"Subroom error : parent room '%s' not found!",
tmproom[i]->parent);
yyerror(msg);
ok = FALSE;
}
}
msg[0] = '\0';
last_parent = msg;
for (i = 0; i < nrooms; i++)
if (tmproom[i]->parent) {
n_subrooms = 0;
for(j = i; j < nrooms; j++) {
/*
* This is by no means perfect, but should cut down the duplicate error
* messages by over 90%. The only problem will be when either subrooms
* are mixed in the level definition (not likely but possible) or rooms
* have subrooms that have subrooms.
*/
if (!strcmp(tmproom[i]->parent, last_parent)) continue;
if (tmproom[j]->parent &&
!strcmp(tmproom[i]->parent, tmproom[j]->parent)) {
n_subrooms++;
if(n_subrooms > MAX_SUBROOMS) {
Sprintf(msg,
"Subroom error: too many subrooms attached to parent room '%s'!",
tmproom[i]->parent);
yyerror(msg);
last_parent = tmproom[i]->parent;
ok = FALSE;
break;
}
}
}
}
return ok;
}
/*
* Check that coordinates (x,y) are roomlike locations.
* Print warning "str" if they aren't.
*/
void
check_coord(int x, int y, const char *str)
{
char ebuf[60];
if (x >= 0 && y >= 0 && x <= (int)max_x_map && y <= (int)max_y_map &&
(IS_ROCK(tmpmap[y][x]) || IS_DOOR(tmpmap[y][x]))) {
Sprintf(ebuf, "%s placed in wall at (%02d,%02d)?!", str, x, y);
yywarning(ebuf);
}
}
/*
* Here we want to store the maze part we just got.
*/
void
store_part(void)
{
register unsigned i;
/* Ok, We got the whole part, now we store it. */
/* The Regions */
if ((tmppart[npart]->nreg = nreg) != 0) {
tmppart[npart]->regions = NewTab(region, nreg);
for(i=0;i<nreg;i++)
tmppart[npart]->regions[i] = tmpreg[i];
}
nreg = 0;
/* The Level Regions */
if ((tmppart[npart]->nlreg = nlreg) != 0) {
tmppart[npart]->lregions = NewTab(lev_region, nlreg);
for(i=0;i<nlreg;i++)
tmppart[npart]->lregions[i] = tmplreg[i];
}
nlreg = 0;
/* the doors */
if ((tmppart[npart]->ndoor = ndoor) != 0) {
tmppart[npart]->doors = NewTab(door, ndoor);
for(i=0;i<ndoor;i++)
tmppart[npart]->doors[i] = tmpdoor[i];
}
ndoor = 0;
/* the drawbridges */
if ((tmppart[npart]->ndrawbridge = ndb) != 0) {
tmppart[npart]->drawbridges = NewTab(drawbridge, ndb);
for(i=0;i<ndb;i++)
tmppart[npart]->drawbridges[i] = tmpdb[i];
}
ndb = 0;
/* The walkmaze directives */
if ((tmppart[npart]->nwalk = nwalk) != 0) {
tmppart[npart]->walks = NewTab(walk, nwalk);
for(i=0;i<nwalk;i++)
tmppart[npart]->walks[i] = tmpwalk[i];
}
nwalk = 0;
/* The non_diggable directives */
if ((tmppart[npart]->ndig = ndig) != 0) {
tmppart[npart]->digs = NewTab(digpos, ndig);
for(i=0;i<ndig;i++)
tmppart[npart]->digs[i] = tmpdig[i];
}
ndig = 0;
/* The non_passwall directives */
if ((tmppart[npart]->npass = npass) != 0) {
tmppart[npart]->passs = NewTab(digpos, npass);
for(i=0;i<npass;i++)
tmppart[npart]->passs[i] = tmppass[i];
}
npass = 0;
/* The ladders */
if ((tmppart[npart]->nlad = nlad) != 0) {
tmppart[npart]->lads = NewTab(lad, nlad);
for(i=0;i<nlad;i++)
tmppart[npart]->lads[i] = tmplad[i];
}
nlad = 0;
/* The stairs */
if ((tmppart[npart]->nstair = nstair) != 0) {
tmppart[npart]->stairs = NewTab(stair, nstair);
for(i=0;i<nstair;i++)
tmppart[npart]->stairs[i] = tmpstair[i];
}
nstair = 0;
/* The altars */
if ((tmppart[npart]->naltar = naltar) != 0) {
tmppart[npart]->altars = NewTab(altar, naltar);
for(i=0;i<naltar;i++)
tmppart[npart]->altars[i] = tmpaltar[i];
}
naltar = 0;
/* The fountains */
if ((tmppart[npart]->nfountain = nfountain) != 0) {
tmppart[npart]->fountains = NewTab(fountain, nfountain);
for(i=0;i<nfountain;i++)
tmppart[npart]->fountains[i] = tmpfountain[i];
}
nfountain = 0;
/* The forges */
if ((tmppart[npart]->nforge = nforge) != 0) {
tmppart[npart]->forges = NewTab(forge, nforge);
for(i=0;i<nforge;i++)
tmppart[npart]->forges[i] = tmpforge[i];
}
nforge = 0;
/* the traps */
if ((tmppart[npart]->ntrap = ntrap) != 0) {
tmppart[npart]->traps = NewTab(trap, ntrap);
for(i=0;i<ntrap;i++)
tmppart[npart]->traps[i] = tmptrap[i];
}
ntrap = 0;
/* the monsters */
if ((tmppart[npart]->nmonster = nmons) != 0) {
tmppart[npart]->monsters = NewTab(monster, nmons);
for(i=0;i<nmons;i++)
tmppart[npart]->monsters[i] = tmpmonst[i];
} else
tmppart[npart]->monsters = 0;
nmons = 0;
/* the objects */
if ((tmppart[npart]->nobject = nobj) != 0) {
tmppart[npart]->objects = NewTab(object, nobj);
for(i=0;i<nobj;i++)
tmppart[npart]->objects[i] = tmpobj[i];
} else
tmppart[npart]->objects = 0;
nobj = 0;
/* The gold piles */
if ((tmppart[npart]->ngold = ngold) != 0) {
tmppart[npart]->golds = NewTab(gold, ngold);
for(i=0;i<ngold;i++)
tmppart[npart]->golds[i] = tmpgold[i];
}
ngold = 0;
/* The engravings */
if ((tmppart[npart]->nengraving = nengraving) != 0) {
tmppart[npart]->engravings = NewTab(engraving, nengraving);
for(i=0;i<nengraving;i++)
tmppart[npart]->engravings[i] = tmpengraving[i];
} else
tmppart[npart]->engravings = 0;
nengraving = 0;
npart++;
n_plist = n_mlist = n_olist = 0;
}
/*
* Here we want to store the room part we just got.
*/
void
store_room(void)
{
register unsigned i;
/* Ok, We got the whole room, now we store it. */
/* the doors */
if ((tmproom[nrooms]->ndoor = ndoor) != 0) {
tmproom[nrooms]->doors = NewTab(room_door, ndoor);
for(i=0;i<ndoor;i++)
tmproom[nrooms]->doors[i] = tmprdoor[i];
}
ndoor = 0;
/* The stairs */
if ((tmproom[nrooms]->nstair = nstair) != 0) {
tmproom[nrooms]->stairs = NewTab(stair, nstair);
for(i=0;i<nstair;i++)
tmproom[nrooms]->stairs[i] = tmpstair[i];
}
nstair = 0;
/* The altars */
if ((tmproom[nrooms]->naltar = naltar) != 0) {
tmproom[nrooms]->altars = NewTab(altar, naltar);
for(i=0;i<naltar;i++)
tmproom[nrooms]->altars[i] = tmpaltar[i];
}
naltar = 0;
/* The fountains */
if ((tmproom[nrooms]->nfountain = nfountain) != 0) {
tmproom[nrooms]->fountains = NewTab(fountain, nfountain);
for(i=0;i<nfountain;i++)
tmproom[nrooms]->fountains[i] = tmpfountain[i];
}
nfountain = 0;
/* The forges */
if ((tmproom[nrooms]->nforge = nforge) != 0) {
tmproom[nrooms]->forges = NewTab(forge, nforge);
for(i=0;i<nforge;i++)
tmproom[nrooms]->forges[i] = tmpforge[i];
}
nforge = 0;
/* The sinks */
if ((tmproom[nrooms]->nsink = nsink) != 0) {
tmproom[nrooms]->sinks = NewTab(sink, nsink);
for(i=0;i<nsink;i++)
tmproom[nrooms]->sinks[i] = tmpsink[i];
}
nsink = 0;
/* The pools */
if ((tmproom[nrooms]->npool = npool) != 0) {
tmproom[nrooms]->pools = NewTab(pool, npool);
for(i=0;i<npool;i++)
tmproom[nrooms]->pools[i] = tmppool[i];
}
npool = 0;
/* the traps */
if ((tmproom[nrooms]->ntrap = ntrap) != 0) {
tmproom[nrooms]->traps = NewTab(trap, ntrap);
for(i=0;i<ntrap;i++)
tmproom[nrooms]->traps[i] = tmptrap[i];
}
ntrap = 0;
/* the monsters */
if ((tmproom[nrooms]->nmonster = nmons) != 0) {
tmproom[nrooms]->monsters = NewTab(monster, nmons);
for(i=0;i<nmons;i++)
tmproom[nrooms]->monsters[i] = tmpmonst[i];
} else
tmproom[nrooms]->monsters = 0;
nmons = 0;
/* the objects */
if ((tmproom[nrooms]->nobject = nobj) != 0) {
tmproom[nrooms]->objects = NewTab(object, nobj);
for(i=0;i<nobj;i++)
tmproom[nrooms]->objects[i] = tmpobj[i];
} else
tmproom[nrooms]->objects = 0;
nobj = 0;
/* The gold piles */
if ((tmproom[nrooms]->ngold = ngold) != 0) {
tmproom[nrooms]->golds = NewTab(gold, ngold);
for(i=0;i<ngold;i++)
tmproom[nrooms]->golds[i] = tmpgold[i];
}
ngold = 0;
/* The engravings */
if ((tmproom[nrooms]->nengraving = nengraving) != 0) {
tmproom[nrooms]->engravings = NewTab(engraving, nengraving);
for(i=0;i<nengraving;i++)
tmproom[nrooms]->engravings[i] = tmpengraving[i];
} else
tmproom[nrooms]->engravings = 0;
nengraving = 0;
nrooms++;
}
/*
* Output some info common to all special levels.
*/
static boolean
write_common_data(int fd, int typ, lev_init *init, long flgs)
{
char c;
uchar len;
static struct version_info version_data = {
VERSION_NUMBER, VERSION_FEATURES,
VERSION_SANITY1, VERSION_SANITY2
};
Write(fd, &version_data, sizeof version_data);
c = typ;
Write(fd, &c, sizeof(c)); /* 1 byte header */
Write(fd, init, sizeof(lev_init));
Write(fd, &flgs, sizeof flgs);
len = (uchar) strlen(tmpmessage);
Write(fd, &len, sizeof len);
if (len) Write(fd, tmpmessage, (int) len);
tmpmessage[0] = '\0';
return TRUE;
}
/*
* Output monster info, which needs string fixups, then release memory.
*/
static boolean
write_monsters(int fd, char *nmonster_p, monster ***monsters_p)
{
monster *m;
char *name, *appr;
int j, n = (int)*nmonster_p;
Write(fd, nmonster_p, sizeof *nmonster_p);
for (j = 0; j < n; j++) {
m = (*monsters_p)[j];
name = m->name.str;
appr = m->appear_as.str;
m->name.str = m->appear_as.str = 0;
m->name.len = name ? strlen(name) : 0;
m->appear_as.len = appr ? strlen(appr) : 0;
Write(fd, m, sizeof *m);
if (name) {
Write(fd, name, m->name.len);
Free(name);
}
if (appr) {
Write(fd, appr, m->appear_as.len);
Free(appr);
}
Free(m);
}
if (*monsters_p) {
Free(*monsters_p);
*monsters_p = 0;
}
*nmonster_p = 0;
return TRUE;
}
/*
* Output object info, which needs string fixup, then release memory.
*/
static boolean
write_objects(int fd, char *nobject_p, object ***objects_p)
{
object *o;
char *name;
int j, n = (int)*nobject_p;
Write(fd, nobject_p, sizeof *nobject_p);
for (j = 0; j < n; j++) {
o = (*objects_p)[j];
name = o->name.str;
o->name.str = 0; /* reset in case `len' is narrower */
o->name.len = name ? strlen(name) : 0;
Write(fd, o, sizeof *o);
if (name) {
Write(fd, name, o->name.len);
Free(name);
}
Free(o);
}
if (*objects_p) {
Free(*objects_p);
*objects_p = 0;
}
*nobject_p = 0;
return TRUE;
}
/*
* Output engraving info, which needs string fixup, then release memory.
*/
static boolean
write_engravings(int fd, char *nengraving_p, engraving ***engravings_p)
{
engraving *e;
char *engr;
int j, n = (int)*nengraving_p;
Write(fd, nengraving_p, sizeof *nengraving_p);
for (j = 0; j < n; j++) {
e = (*engravings_p)[j];
engr = e->engr.str;
e->engr.str = 0; /* reset in case `len' is narrower */
e->engr.len = strlen(engr);
Write(fd, e, sizeof *e);
Write(fd, engr, e->engr.len);
Free(engr);
Free(e);
}
if (*engravings_p) {
Free(*engravings_p);
*engravings_p = 0;
}
*nengraving_p = 0;
return TRUE;
}
/*
* Open and write maze or rooms file, based on which pointer is non-null.
* Return TRUE on success, FALSE on failure.
*/
boolean
write_level_file(char *filename, splev *room_level, specialmaze *maze_level)
{
int fout;
char lbuf[60];
lbuf[0] = '\0';
#ifdef PREFIX
Strcat(lbuf, PREFIX);
#endif
Strcat(lbuf, filename);
Strcat(lbuf, LEV_EXT);
fout = open(lbuf, O_WRONLY|O_CREAT|O_BINARY, OMASK);
if (fout < 0) return FALSE;
if (room_level) {
if (!write_rooms(fout, room_level))
return FALSE;
} else if (maze_level) {
if (!write_maze(fout, maze_level))
return FALSE;
} else
panic("write_level_file");
(void) close(fout);
return TRUE;
}
/*
* Here we write the structure of the maze in the specified file (fd).
* Also, we have to free the memory allocated via alloc().
*/
static boolean
write_maze(int fd, specialmaze *maze)
{
short i,j;
mazepart *pt;
if (!write_common_data(fd, SP_LEV_MAZE, &(maze->init_lev), maze->flags))
return FALSE;
Write(fd, &(maze->filling), sizeof(maze->filling));
Write(fd, &(maze->numpart), sizeof(maze->numpart));
/* Number of parts */
for(i=0;i<maze->numpart;i++) {
pt = maze->parts[i];
/* First, write the map */
Write(fd, &(pt->halign), sizeof(pt->halign));
Write(fd, &(pt->valign), sizeof(pt->valign));
Write(fd, &(pt->xsize), sizeof(pt->xsize));
Write(fd, &(pt->ysize), sizeof(pt->ysize));
for(j=0;j<pt->ysize;j++) {
if(!maze->init_lev.init_present ||
pt->xsize > 1 || pt->ysize > 1) {
Write(fd, pt->map[j], pt->xsize * sizeof *pt->map[j]);
}
Free(pt->map[j]);
}
Free(pt->map);
/* level region stuff */
Write(fd, &pt->nlreg, sizeof pt->nlreg);
for (j = 0; j < pt->nlreg; j++) {
lev_region *l = pt->lregions[j];
char *rname = l->rname.str;
l->rname.str = 0; /* reset in case `len' is narrower */
l->rname.len = rname ? strlen(rname) : 0;
Write(fd, l, sizeof *l);
if (rname) {
Write(fd, rname, l->rname.len);
Free(rname);
}
Free(l);
}
if (pt->nlreg > 0)
Free(pt->lregions);
/* The random registers */
Write(fd, &(pt->nrobjects), sizeof(pt->nrobjects));
if(pt->nrobjects) {
Write(fd, pt->robjects, pt->nrobjects);
Free(pt->robjects);
}
Write(fd, &(pt->nloc), sizeof(pt->nloc));
if(pt->nloc) {
Write(fd, pt->rloc_x, pt->nloc);
Write(fd, pt->rloc_y, pt->nloc);
Free(pt->rloc_x);
Free(pt->rloc_y);
}
Write(fd, &(pt->nrmonst), sizeof(pt->nrmonst));
if(pt->nrmonst) {
Write(fd, pt->rmonst, pt->nrmonst);
Free(pt->rmonst);
}
/* subrooms */
Write(fd, &(pt->nreg), sizeof(pt->nreg));
for(j=0;j<pt->nreg;j++) {
Write(fd, pt->regions[j], sizeof(region));
Free(pt->regions[j]);
}
if(pt->nreg > 0)
Free(pt->regions);
/* the doors */
Write(fd, &(pt->ndoor), sizeof(pt->ndoor));
for(j=0;j<pt->ndoor;j++) {
Write(fd, pt->doors[j], sizeof(door));
Free(pt->doors[j]);
}
if (pt->ndoor > 0)
Free(pt->doors);
/* The drawbridges */
Write(fd, &(pt->ndrawbridge), sizeof(pt->ndrawbridge));
for(j=0;j<pt->ndrawbridge;j++) {
Write(fd, pt->drawbridges[j], sizeof(drawbridge));
Free(pt->drawbridges[j]);
}
if(pt->ndrawbridge > 0)
Free(pt->drawbridges);
/* The mazewalk directives */
Write(fd, &(pt->nwalk), sizeof(pt->nwalk));
for(j=0; j<pt->nwalk; j++) {
Write(fd, pt->walks[j], sizeof(walk));
Free(pt->walks[j]);
}
if (pt->nwalk > 0)
Free(pt->walks);
/* The non_diggable directives */
Write(fd, &(pt->ndig), sizeof(pt->ndig));
for(j=0;j<pt->ndig;j++) {
Write(fd, pt->digs[j], sizeof(digpos));
Free(pt->digs[j]);
}
if (pt->ndig > 0)
Free(pt->digs);
/* The non_passwall directives */
Write(fd, &(pt->npass), sizeof(pt->npass));
for(j=0;j<pt->npass;j++) {
Write(fd, pt->passs[j], sizeof(digpos));
Free(pt->passs[j]);
}
if (pt->npass > 0)
Free(pt->passs);
/* The ladders */
Write(fd, &(pt->nlad), sizeof(pt->nlad));
for(j=0;j<pt->nlad;j++) {
Write(fd, pt->lads[j], sizeof(lad));
Free(pt->lads[j]);
}
if (pt->nlad > 0)
Free(pt->lads);
/* The stairs */
Write(fd, &(pt->nstair), sizeof(pt->nstair));
for(j=0;j<pt->nstair;j++) {
Write(fd, pt->stairs[j], sizeof(stair));
Free(pt->stairs[j]);
}
if (pt->nstair > 0)
Free(pt->stairs);
/* The altars */
Write(fd, &(pt->naltar), sizeof(pt->naltar));
for(j=0;j<pt->naltar;j++) {
Write(fd, pt->altars[j], sizeof(altar));
Free(pt->altars[j]);
}
if (pt->naltar > 0)
Free(pt->altars);
/* The fountains */
Write(fd, &(pt->nfountain), sizeof(pt->nfountain));
for(j=0;j<pt->nfountain;j++) {
Write(fd, pt->fountains[j], sizeof(fountain));
Free(pt->fountains[j]);
}
if (pt->nfountain > 0)
Free(pt->fountains);
/* The forges */
Write(fd, &(pt->nforge), sizeof(pt->nforge));
for(j=0;j<pt->nforge;j++) {
Write(fd, pt->forges[j], sizeof(forge));
Free(pt->forges[j]);
}
if (pt->nforge > 0)
Free(pt->forges);
/* The traps */
Write(fd, &(pt->ntrap), sizeof(pt->ntrap));
for(j=0;j<pt->ntrap;j++) {
Write(fd, pt->traps[j], sizeof(trap));
Free(pt->traps[j]);
}
if (pt->ntrap)
Free(pt->traps);
/* The monsters */
if (!write_monsters(fd, &pt->nmonster, &pt->monsters))
return FALSE;
/* The objects */
if (!write_objects(fd, &pt->nobject, &pt->objects))
return FALSE;
/* The gold piles */
Write(fd, &(pt->ngold), sizeof(pt->ngold));
for(j=0;j<pt->ngold;j++) {
Write(fd, pt->golds[j], sizeof(gold));
Free(pt->golds[j]);
}
if (pt->ngold > 0)
Free(pt->golds);
/* The engravings */
if (!write_engravings(fd, &pt->nengraving, &pt->engravings))
return FALSE;
Free(pt);
}
Free(maze->parts);
maze->parts = (mazepart **)0;
maze->numpart = 0;
return TRUE;
}
/*
* Here we write the structure of the room level in the specified file (fd).
*/
static boolean
write_rooms(int fd, splev *lev)
{
short i,j, size;
room *pt;
if (!write_common_data(fd, SP_LEV_ROOMS, &(lev->init_lev), lev->flags))
return FALSE;
/* Random registers */
Write(fd, &lev->nrobjects, sizeof(lev->nrobjects));
if (lev->nrobjects)
Write(fd, lev->robjects, lev->nrobjects);
Write(fd, &lev->nrmonst, sizeof(lev->nrmonst));
if (lev->nrmonst)
Write(fd, lev->rmonst, lev->nrmonst);
Write(fd, &(lev->nroom), sizeof(lev->nroom));
/* Number of rooms */
for(i=0;i<lev->nroom;i++) {
pt = lev->rooms[i];
/* Room characteristics */
size = (short) (pt->name ? strlen(pt->name) : 0);
Write(fd, &size, sizeof(size));
if (size)
Write(fd, pt->name, size);
size = (short) (pt->parent ? strlen(pt->parent) : 0);
Write(fd, &size, sizeof(size));
if (size)
Write(fd, pt->parent, size);
Write(fd, &(pt->x), sizeof(pt->x));
Write(fd, &(pt->y), sizeof(pt->y));
Write(fd, &(pt->w), sizeof(pt->w));
Write(fd, &(pt->h), sizeof(pt->h));
Write(fd, &(pt->xalign), sizeof(pt->xalign));
Write(fd, &(pt->yalign), sizeof(pt->yalign));
Write(fd, &(pt->rtype), sizeof(pt->rtype));
Write(fd, &(pt->chance), sizeof(pt->chance));
Write(fd, &(pt->rlit), sizeof(pt->rlit));
Write(fd, &(pt->filled), sizeof(pt->filled));
/* the doors */
Write(fd, &(pt->ndoor), sizeof(pt->ndoor));
for(j=0;j<pt->ndoor;j++)
Write(fd, pt->doors[j], sizeof(room_door));
/* The stairs */
Write(fd, &(pt->nstair), sizeof(pt->nstair));
for(j=0;j<pt->nstair;j++)
Write(fd, pt->stairs[j], sizeof(stair));
/* The altars */
Write(fd, &(pt->naltar), sizeof(pt->naltar));
for(j=0;j<pt->naltar;j++)
Write(fd, pt->altars[j], sizeof(altar));
/* The fountains */
Write(fd, &(pt->nfountain), sizeof(pt->nfountain));
for(j=0;j<pt->nfountain;j++)
Write(fd, pt->fountains[j], sizeof(fountain));
/* The forges */
Write(fd, &(pt->nforge), sizeof(pt->nforge));
for(j=0;j<pt->nforge;j++)
Write(fd, pt->forges[j], sizeof(forge));
/* The sinks */
Write(fd, &(pt->nsink), sizeof(pt->nsink));
for(j=0;j<pt->nsink;j++)
Write(fd, pt->sinks[j], sizeof(sink));
/* The pools */
Write(fd, &(pt->npool), sizeof(pt->npool));
for(j=0;j<pt->npool;j++)
Write(fd, pt->pools[j], sizeof(pool));
/* The traps */
Write(fd, &(pt->ntrap), sizeof(pt->ntrap));
for(j=0;j<pt->ntrap;j++)
Write(fd, pt->traps[j], sizeof(trap));
/* The monsters */
if (!write_monsters(fd, &pt->nmonster, &pt->monsters))
return FALSE;
/* The objects */
if (!write_objects(fd, &pt->nobject, &pt->objects))
return FALSE;
/* The gold piles */
Write(fd, &(pt->ngold), sizeof(pt->ngold));
for(j=0;j<pt->ngold;j++)
Write(fd, pt->golds[j], sizeof(gold));
/* The engravings */
if (!write_engravings(fd, &pt->nengraving, &pt->engravings))
return FALSE;
}
/* The corridors */
Write(fd, &lev->ncorr, sizeof(lev->ncorr));
for (i=0; i < lev->ncorr; i++)
Write(fd, lev->corrs[i], sizeof(corridor));
return TRUE;
}
/*
* Release memory allocated to a rooms-style special level; maze-style
* levels have the fields freed as they're written; monsters, objects, and
* engravings are freed as written for both styles, so not handled here.
*/
void
free_rooms(splev *lev)
{
room *r;
int j, n = lev->nroom;
while(n--) {
r = lev->rooms[n];
Free(r->name);
Free(r->parent);
if ((j = r->ndoor) != 0) {
while(j--)
Free(r->doors[j]);
Free(r->doors);
}
if ((j = r->nstair) != 0) {
while(j--)
Free(r->stairs[j]);
Free(r->stairs);
}
if ((j = r->naltar) != 0) {
while (j--)
Free(r->altars[j]);
Free(r->altars);
}
if ((j = r->nfountain) != 0) {
while(j--)
Free(r->fountains[j]);
Free(r->fountains);
}
if ((j = r->nforge) != 0) {
while(j--)
Free(r->forges[j]);
Free(r->forges);
}
if ((j = r->nsink) != 0) {
while(j--)
Free(r->sinks[j]);
Free(r->sinks);
}
if ((j = r->npool) != 0) {
while(j--)
Free(r->pools[j]);
Free(r->pools);
}
if ((j = r->ntrap) != 0) {
while (j--)
Free(r->traps[j]);
Free(r->traps);
}
if ((j = r->ngold) != 0) {
while(j--)
Free(r->golds[j]);
Free(r->golds);
}
Free(r);
lev->rooms[n] = (room *)0;
}
Free(lev->rooms);
lev->rooms = (room **)0;
lev->nroom = 0;
for (j = 0; j < lev->ncorr; j++) {
Free(lev->corrs[j]);
lev->corrs[j] = (corridor *)0;
}
Free(lev->corrs);
lev->corrs = (corridor **)0;
lev->ncorr = 0;
Free(lev->robjects);
lev->robjects = (char *)0;
lev->nrobjects = 0;
Free(lev->rmonst);
lev->rmonst = (char *)0;
lev->nrmonst = 0;
}
#ifdef STRICT_REF_DEF
/*
* Any globals declared in hack.h and descendents which aren't defined
* in the modules linked into lev_comp should be defined here. These
* definitions can be dummies: their sizes shouldn't matter as long as
* as their types are correct; actual values are irrelevant.
*/
#define ARBITRARY_SIZE 1
/* attrib.c */
struct attribs attrmax, attrmin;
/* files.c */
const char *configfile;
char lock[ARBITRARY_SIZE];
char SAVEF[ARBITRARY_SIZE];
/* termcap.c */
struct tc_lcl_data tc_lcl_data;
char *hilites[CLR_MAX];
/* trap.c */
const char *traps[TRAPNUM];
/* window.c */
struct window_procs windowprocs;
/* xxxtty.c */
# ifdef DEFINE_OSPEED
short ospeed;
# endif
#endif /* STRICT_REF_DEF */
/*lev_main.c*/