use instead of depth() wherever a degree of difficulty is made * dependent on the location in the dungeon (eg. monster creation). */
| 2024 | * dependent on the location in the dungeon (eg. monster creation). |
| 2025 | */ |
| 2026 | xint16 |
| 2027 | level_difficulty(void) |
| 2028 | { |
| 2029 | xint16 res; |
| 2030 | |
| 2031 | if (In_endgame(&u.uz)) { |
| 2032 | res = depth(&sanctum_level) + u.ulevel / 2; |
| 2033 | } else if (u.uhave.amulet) { |
| 2034 | res = deepest_lev_reached(FALSE); |
| 2035 | } else { |
| 2036 | res = depth(&u.uz); |
| 2037 | /* depth() is the number of elevation units (levels) below |
| 2038 | the theoretical surface; in a builds-up branch, that value |
| 2039 | ends up making the harder to reach levels be treated as if |
| 2040 | they were easier; adjust for the extra effort involved in |
| 2041 | going down to the entrance and then up to the location */ |
| 2042 | if (builds_up(&u.uz)) |
| 2043 | res += 2 * (svd.dungeons[u.uz.dnum].entry_lev - u.uz.dlevel + 1); |
| 2044 | /* |
| 2045 | * 'Proof' by example: suppose the entrance to sokoban is |
| 2046 | * on dungeon level 9, leading up to bottom sokoban level |
| 2047 | * of 8 [entry_lev]. When the hero is on sokoban level 8 |
| 2048 | * [uz.dlevel], depth() yields eight but he has ventured |
| 2049 | * one level beyond 9, so difficulty depth should be 10: |
| 2050 | * 8 + 2 * (8 - 8 + 1) => 10. |
| 2051 | * Going up to 7, depth is 7 but hero will be two beyond 9: |
| 2052 | * 7 + 2 * (8 - 7 + 1) => 11. |
| 2053 | * When he goes up to level 6, three levels beyond 9: |
| 2054 | * 6 + 2 * (8 - 6 + 1) => 12. |
| 2055 | * And the top level of sokoban at 5, four levels beyond 9: |
| 2056 | * 5 + 2 * (8 - 5 + 1) => 13. |
| 2057 | * The same applies to Vlad's Tower, although the increment |
| 2058 | * there is inconsequential compared to overall depth. |
| 2059 | */ |
| 2060 | #if 0 |
| 2061 | /* |
| 2062 | * The inside of the Wizard's Tower is also effectively a |
| 2063 | * builds-up area, reached from a portal an arbitrary distance |
| 2064 | * below rather than stairs 1 level beneath the entry level. |
| 2065 | */ |
| 2066 | else if (On_W_tower_level(&u.uz) && In_W_tower(some_X, some_Y, &u.uz)) |
| 2067 | res += (fakewiz1.dlevel - u.uz.dlevel); |
| 2068 | /* |
| 2069 | * Handling this properly would need more information here: |
| 2070 | * an inside/outside flag, or coordinates to calculate it. |
| 2071 | * Unfortunately level difficulty may be wanted before |
| 2072 | * coordinates have been chosen so simply extending this |
| 2073 | * routine to take extra arguments is not sufficient to cope. |
| 2074 | * The difference beyond naive depth-from-surface is small |
| 2075 | * relative to the overall depth, so just ignore complications |
| 2076 | * posed by W_tower. |
| 2077 | */ |
| 2078 | #endif /*0*/ |
| 2079 | } |
| 2080 | /* ring of aggravate monster */ |
| 2081 | if (EAggravate_monster) |
| 2082 | res = res > 25 ? 50 : res * 2; |
| 2083 | return res; |
no test coverage detected