Source:NetHack 3.4.3/src/mkmaze.c

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Below is the full text to src/mkmaze.c from NetHack 3.4.3. To link to a particular line, write [[mkmaze.c#line123]], for example.

1.    /*	SCCS Id: @(#)mkmaze.c	3.4	2002/04/04	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

5.    #include "hack.h"
6.    #include "sp_lev.h"
7.    #include "lev.h"	/* save & restore info */
8.    
9.    /* from sp_lev.c, for fixup_special() */
10.   extern char *lev_message;
11.   extern lev_region *lregions;
12.   extern int num_lregions;
13.   
14.   STATIC_DCL boolean FDECL(iswall,(int,int));
15.   STATIC_DCL boolean FDECL(iswall_or_stone,(int,int));
16.   STATIC_DCL boolean FDECL(is_solid,(int,int));
17.   STATIC_DCL int FDECL(extend_spine, (int [3][3], int, int, int));
18.   STATIC_DCL boolean FDECL(okay,(int,int,int));
19.   STATIC_DCL void FDECL(maze0xy,(coord *));
20.   STATIC_DCL boolean FDECL(put_lregion_here,(XCHAR_P,XCHAR_P,XCHAR_P,
21.   	XCHAR_P,XCHAR_P,XCHAR_P,XCHAR_P,BOOLEAN_P,d_level *));
22.   STATIC_DCL void NDECL(fixup_special);
23.   STATIC_DCL void FDECL(move, (int *,int *,int));
24.   STATIC_DCL void NDECL(setup_waterlevel);
25.   STATIC_DCL void NDECL(unsetup_waterlevel);
26.   
27.   
28.   STATIC_OVL boolean
29.   iswall(x,y)
30.   int x,y;
31.   {
32.       register int type;
33.   
34.       if (!isok(x,y)) return FALSE;
35.       type = levl[x][y].typ;
36.       return (IS_WALL(type) || IS_DOOR(type) ||
37.   	    type == SDOOR || type == IRONBARS);
38.   }
39.   
40.   STATIC_OVL boolean
41.   iswall_or_stone(x,y)
42.       int x,y;
43.   {
44.       register int type;
45.   
46.       /* out of bounds = stone */
47.       if (!isok(x,y)) return TRUE;
48.   
49.       type = levl[x][y].typ;
50.       return (type == STONE || IS_WALL(type) || IS_DOOR(type) ||
51.   	    type == SDOOR || type == IRONBARS);
52.   }
53.   
54.   /* return TRUE if out of bounds, wall or rock */
55.   STATIC_OVL boolean
56.   is_solid(x,y)
57.       int x, y;
58.   {
59.       return (!isok(x,y) || IS_STWALL(levl[x][y].typ));
60.   }
61.   
62.   
63.   /*
64.    * Return 1 (not TRUE - we're doing bit vectors here) if we want to extend
65.    * a wall spine in the (dx,dy) direction.  Return 0 otherwise.
66.    *
67.    * To extend a wall spine in that direction, first there must be a wall there.
68.    * Then, extend a spine unless the current position is surrounded by walls
69.    * in the direction given by (dx,dy).  E.g. if 'x' is our location, 'W'
70.    * a wall, '.' a room, 'a' anything (we don't care), and our direction is
71.    * (0,1) - South or down - then:
72.    *
73.    *		a a a
74.    *		W x W		This would not extend a spine from x down
75.    *		W W W		(a corridor of walls is formed).
76.    *
77.    *		a a a
78.    *		W x W		This would extend a spine from x down.
79.    *		. W W
80.    */
81.   STATIC_OVL int
82.   extend_spine(locale, wall_there, dx, dy)
83.       int locale[3][3];
84.       int wall_there, dx, dy;
85.   {
86.       int spine, nx, ny;
87.   
88.       nx = 1 + dx;
89.       ny = 1 + dy;
90.   
91.       if (wall_there) {	/* wall in that direction */
92.   	if (dx) {
93.   	    if (locale[ 1][0] && locale[ 1][2] && /* EW are wall/stone */
94.   		locale[nx][0] && locale[nx][2]) { /* diag are wall/stone */
95.   		spine = 0;
96.   	    } else {
97.   		spine = 1;
98.   	    }
99.   	} else {	/* dy */
100.  	    if (locale[0][ 1] && locale[2][ 1] && /* NS are wall/stone */
101.  		locale[0][ny] && locale[2][ny]) { /* diag are wall/stone */
102.  		spine = 0;
103.  	    } else {
104.  		spine = 1;
105.  	    }
106.  	}
107.      } else {
108.  	spine = 0;
109.      }
110.  
111.      return spine;
112.  }
113.  
114.  
115.  /*
116.   * Wall cleanup.  This function has two purposes: (1) remove walls that
117.   * are totally surrounded by stone - they are redundant.  (2) correct
118.   * the types so that they extend and connect to each other.
119.   */
120.  void
121.  wallification(x1, y1, x2, y2)
122.  int x1, y1, x2, y2;
123.  {
124.  	uchar type;
125.  	register int x,y;
126.  	struct rm *lev;
127.  	int bits;
128.  	int locale[3][3];	/* rock or wall status surrounding positions */
129.  	/*
130.  	 * Value 0 represents a free-standing wall.  It could be anything,
131.  	 * so even though this table says VWALL, we actually leave whatever
132.  	 * typ was there alone.
133.  	 */
134.  	static xchar spine_array[16] = {
135.  	    VWALL,	HWALL,		HWALL,		HWALL,
136.  	    VWALL,	TRCORNER,	TLCORNER,	TDWALL,
137.  	    VWALL,	BRCORNER,	BLCORNER,	TUWALL,
138.  	    VWALL,	TLWALL,		TRWALL,		CROSSWALL
139.  	};
140.  
141.  	/* sanity check on incoming variables */
142.  	if (x1<0 || x2>=COLNO || x1>x2 || y1<0 || y2>=ROWNO || y1>y2)
143.  	    panic("wallification: bad bounds (%d,%d) to (%d,%d)",x1,y1,x2,y2);
144.  
145.  	/* Step 1: change walls surrounded by rock to rock. */
146.  	for(x = x1; x <= x2; x++)
147.  	    for(y = y1; y <= y2; y++) {
148.  		lev = &levl[x][y];
149.  		type = lev->typ;
150.  		if (IS_WALL(type) && type != DBWALL) {
151.  		    if (is_solid(x-1,y-1) &&
152.  			is_solid(x-1,y  ) &&
153.  			is_solid(x-1,y+1) &&
154.  			is_solid(x,  y-1) &&
155.  			is_solid(x,  y+1) &&
156.  			is_solid(x+1,y-1) &&
157.  			is_solid(x+1,y  ) &&
158.  			is_solid(x+1,y+1))
159.  		    lev->typ = STONE;
160.  		}
161.  	    }
162.  
163.  	/*
164.  	 * Step 2: set the correct wall type.  We can't combine steps
165.  	 * 1 and 2 into a single sweep because we depend on knowing if
166.  	 * the surrounding positions are stone.
167.  	 */
168.  	for(x = x1; x <= x2; x++)
169.  	    for(y = y1; y <= y2; y++) {
170.  		lev = &levl[x][y];
171.  		type = lev->typ;
172.  		if ( !(IS_WALL(type) && type != DBWALL)) continue;
173.  
174.  		/* set the locations TRUE if rock or wall or out of bounds */
175.  		locale[0][0] = iswall_or_stone(x-1,y-1);
176.  		locale[1][0] = iswall_or_stone(  x,y-1);
177.  		locale[2][0] = iswall_or_stone(x+1,y-1);
178.  
179.  		locale[0][1] = iswall_or_stone(x-1,  y);
180.  		locale[2][1] = iswall_or_stone(x+1,  y);
181.  
182.  		locale[0][2] = iswall_or_stone(x-1,y+1);
183.  		locale[1][2] = iswall_or_stone(  x,y+1);
184.  		locale[2][2] = iswall_or_stone(x+1,y+1);
185.  
186.  		/* determine if wall should extend to each direction NSEW */
187.  		bits =    (extend_spine(locale, iswall(x,y-1),  0, -1) << 3)
188.  			| (extend_spine(locale, iswall(x,y+1),  0,  1) << 2)
189.  			| (extend_spine(locale, iswall(x+1,y),  1,  0) << 1)
190.  			|  extend_spine(locale, iswall(x-1,y), -1,  0);
191.  
192.  		/* don't change typ if wall is free-standing */
193.  		if (bits) lev->typ = spine_array[bits];
194.  	    }
195.  }
196.  
197.  STATIC_OVL boolean
198.  okay(x,y,dir)
199.  int x,y;
200.  register int dir;
201.  {
202.  	move(&x,&y,dir);
203.  	move(&x,&y,dir);
204.  	if(x<3 || y<3 || x>x_maze_max || y>y_maze_max || levl[x][y].typ != 0)
205.  		return(FALSE);
206.  	return(TRUE);
207.  }
208.  
209.  STATIC_OVL void
210.  maze0xy(cc)	/* find random starting point for maze generation */
211.  	coord	*cc;
212.  {
213.  	cc->x = 3 + 2*rn2((x_maze_max>>1) - 1);
214.  	cc->y = 3 + 2*rn2((y_maze_max>>1) - 1);
215.  	return;
216.  }
217.  
218.  /*
219.   * Bad if:
220.   *	pos is occupied OR
221.   *	pos is inside restricted region (lx,ly,hx,hy) OR
222.   *	NOT (pos is corridor and a maze level OR pos is a room OR pos is air)
223.   */
224.  boolean
225.  bad_location(x, y, lx, ly, hx, hy)
226.      xchar x, y;
227.      xchar lx, ly, hx, hy;
228.  {
229.      return((boolean)(occupied(x, y) ||
230.  	   within_bounded_area(x,y, lx,ly, hx,hy) ||
231.  	   !((levl[x][y].typ == CORR && level.flags.is_maze_lev) ||
232.  	       levl[x][y].typ == ROOM || levl[x][y].typ == AIR)));
233.  }
234.  
235.  /* pick a location in area (lx, ly, hx, hy) but not in (nlx, nly, nhx, nhy) */
236.  /* and place something (based on rtype) in that region */
237.  void
238.  place_lregion(lx, ly, hx, hy, nlx, nly, nhx, nhy, rtype, lev)
239.      xchar	lx, ly, hx, hy;
240.      xchar	nlx, nly, nhx, nhy;
241.      xchar	rtype;
242.      d_level	*lev;
243.  {
244.      int trycnt;
245.      boolean oneshot;
246.      xchar x, y;
247.  
248.      if(!lx) { /* default to whole level */
249.  	/*
250.  	 * if there are rooms and this a branch, let place_branch choose
251.  	 * the branch location (to avoid putting branches in corridors).
252.  	 */
253.  	if(rtype == LR_BRANCH && nroom) {
254.  	    place_branch(Is_branchlev(&u.uz), 0, 0);
255.  	    return;
256.  	}
257.  
258.  	lx = 1; hx = COLNO-1;
259.  	ly = 1; hy = ROWNO-1;
260.      }
261.  
262.      /* first a probabilistic approach */
263.  
264.      oneshot = (lx == hx && ly == hy);
265.      for (trycnt = 0; trycnt < 200; trycnt++) {
266.  	x = rn1((hx - lx) + 1, lx);
267.  	y = rn1((hy - ly) + 1, ly);
268.  	if (put_lregion_here(x,y,nlx,nly,nhx,nhy,rtype,oneshot,lev))
269.  	    return;
270.      }
271.  
272.      /* then a deterministic one */
273.  
274.      oneshot = TRUE;
275.      for (x = lx; x <= hx; x++)
276.  	for (y = ly; y <= hy; y++)
277.  	    if (put_lregion_here(x,y,nlx,nly,nhx,nhy,rtype,oneshot,lev))
278.  		return;
279.  
280.      impossible("Couldn't place lregion type %d!", rtype);
281.  }
282.  
283.  STATIC_OVL boolean
284.  put_lregion_here(x,y,nlx,nly,nhx,nhy,rtype,oneshot,lev)
285.  xchar x, y;
286.  xchar nlx, nly, nhx, nhy;
287.  xchar rtype;
288.  boolean oneshot;
289.  d_level *lev;
290.  {
291.      if (bad_location(x, y, nlx, nly, nhx, nhy)) {
292.  	if (!oneshot) {
293.  	    return FALSE;		/* caller should try again */
294.  	} else {
295.  	    /* Must make do with the only location possible;
296.  	       avoid failure due to a misplaced trap.
297.  	       It might still fail if there's a dungeon feature here. */
298.  	    struct trap *t = t_at(x,y);
299.  
300.  	    if (t && t->ttyp != MAGIC_PORTAL) deltrap(t);
301.  	    if (bad_location(x, y, nlx, nly, nhx, nhy)) return FALSE;
302.  	}
303.      }
304.      switch (rtype) {
305.      case LR_TELE:
306.      case LR_UPTELE:
307.      case LR_DOWNTELE:
308.  	/* "something" means the player in this case */
309.  	if(MON_AT(x, y)) {
310.  	    /* move the monster if no choice, or just try again */
311.  	    if(oneshot) (void) rloc(m_at(x,y), FALSE);
312.  	    else return(FALSE);
313.  	}
314.  	u_on_newpos(x, y);
315.  	break;
316.      case LR_PORTAL:
317.  	mkportal(x, y, lev->dnum, lev->dlevel);
318.  	break;
319.      case LR_DOWNSTAIR:
320.      case LR_UPSTAIR:
321.  	mkstairs(x, y, (char)rtype, (struct mkroom *)0);
322.  	break;
323.      case LR_BRANCH:
324.  	place_branch(Is_branchlev(&u.uz), x, y);
325.  	break;
326.      }
327.      return(TRUE);
328.  }
329.  
330.  static boolean was_waterlevel; /* ugh... this shouldn't be needed */
331.  
332.  /* this is special stuff that the level compiler cannot (yet) handle */
333.  STATIC_OVL void
334.  fixup_special()
335.  {
336.      register lev_region *r = lregions;
337.      struct d_level lev;
338.      register int x, y;
339.      struct mkroom *croom;
340.      boolean added_branch = FALSE;
341.  
342.      if (was_waterlevel) {
343.  	was_waterlevel = FALSE;
344.  	u.uinwater = 0;
345.  	unsetup_waterlevel();
346.      } else if (Is_waterlevel(&u.uz)) {
347.  	level.flags.hero_memory = 0;
348.  	was_waterlevel = TRUE;
349.  	/* water level is an odd beast - it has to be set up
350.  	   before calling place_lregions etc. */
351.  	setup_waterlevel();
352.      }
353.      for(x = 0; x < num_lregions; x++, r++) {
354.  	switch(r->rtype) {
355.  	case LR_BRANCH:
356.  	    added_branch = TRUE;
357.  	    goto place_it;
358.  
359.  	case LR_PORTAL:
360.  	    if(*r->rname.str >= '0' && *r->rname.str <= '9') {
361.  		/* "chutes and ladders" */
362.  		lev = u.uz;
363.  		lev.dlevel = atoi(r->rname.str);
364.  	    } else {
365.  		s_level *sp = find_level(r->rname.str);
366.  		lev = sp->dlevel;
367.  	    }
368.  	    /* fall into... */
369.  
370.  	case LR_UPSTAIR:
371.  	case LR_DOWNSTAIR:
372.  	place_it:
373.  	    place_lregion(r->inarea.x1, r->inarea.y1,
374.  			  r->inarea.x2, r->inarea.y2,
375.  			  r->delarea.x1, r->delarea.y1,
376.  			  r->delarea.x2, r->delarea.y2,
377.  			  r->rtype, &lev);
378.  	    break;
379.  
380.  	case LR_TELE:
381.  	case LR_UPTELE:
382.  	case LR_DOWNTELE:
383.  	    /* save the region outlines for goto_level() */
384.  	    if(r->rtype == LR_TELE || r->rtype == LR_UPTELE) {
385.  		    updest.lx = r->inarea.x1; updest.ly = r->inarea.y1;
386.  		    updest.hx = r->inarea.x2; updest.hy = r->inarea.y2;
387.  		    updest.nlx = r->delarea.x1; updest.nly = r->delarea.y1;
388.  		    updest.nhx = r->delarea.x2; updest.nhy = r->delarea.y2;
389.  	    }
390.  	    if(r->rtype == LR_TELE || r->rtype == LR_DOWNTELE) {
391.  		    dndest.lx = r->inarea.x1; dndest.ly = r->inarea.y1;
392.  		    dndest.hx = r->inarea.x2; dndest.hy = r->inarea.y2;
393.  		    dndest.nlx = r->delarea.x1; dndest.nly = r->delarea.y1;
394.  		    dndest.nhx = r->delarea.x2; dndest.nhy = r->delarea.y2;
395.  	    }
396.  	    /* place_lregion gets called from goto_level() */
397.  	    break;
398.  	}
399.  
400.  	if (r->rname.str) free((genericptr_t) r->rname.str),  r->rname.str = 0;
401.      }
402.  
403.      /* place dungeon branch if not placed above */
404.      if (!added_branch && Is_branchlev(&u.uz)) {
405.  	place_lregion(0,0,0,0,0,0,0,0,LR_BRANCH,(d_level *)0);
406.      }
407.  
408.  	/* KMH -- Sokoban levels */
409.  	if(In_sokoban(&u.uz))
410.  		sokoban_detect();
411.  
412.      /* Still need to add some stuff to level file */
413.      if (Is_medusa_level(&u.uz)) {
414.  	struct obj *otmp;
415.  	int tryct;
416.  
417.  	croom = &rooms[0]; /* only one room on the medusa level */
418.  	for (tryct = rnd(4); tryct; tryct--) {
419.  	    x = somex(croom); y = somey(croom);
420.  	    if (goodpos(x, y, (struct monst *)0, 0)) {
421.  		otmp = mk_tt_object(STATUE, x, y);
422.  		while (otmp && (poly_when_stoned(&mons[otmp->corpsenm]) ||
423.  				pm_resistance(&mons[otmp->corpsenm],MR_STONE))) {
424.  		    otmp->corpsenm = rndmonnum();
425.  		    otmp->owt = weight(otmp);
426.  		}
427.  	    }
428.  	}
429.  
430.  	if (rn2(2))
431.  	    otmp = mk_tt_object(STATUE, somex(croom), somey(croom));
432.  	else /* Medusa statues don't contain books */
433.  	    otmp = mkcorpstat(STATUE, (struct monst *)0, (struct permonst *)0,
434.  			      somex(croom), somey(croom), FALSE);
435.  	if (otmp) {
436.  	    while (pm_resistance(&mons[otmp->corpsenm],MR_STONE)
437.  		   || poly_when_stoned(&mons[otmp->corpsenm])) {
438.  		otmp->corpsenm = rndmonnum();
439.  		otmp->owt = weight(otmp);
440.  	    }
441.  	}
442.      } else if(Is_wiz1_level(&u.uz)) {
443.  	croom = search_special(MORGUE);
444.  
445.  	create_secret_door(croom, W_SOUTH|W_EAST|W_WEST);
446.      } else if(Is_knox(&u.uz)) {
447.  	/* using an unfilled morgue for rm id */
448.  	croom = search_special(MORGUE);
449.  	/* avoid inappropriate morgue-related messages */
450.  	level.flags.graveyard = level.flags.has_morgue = 0;
451.  	croom->rtype = OROOM;	/* perhaps it should be set to VAULT? */
452.  	/* stock the main vault */
453.  	for(x = croom->lx; x <= croom->hx; x++)
454.  	    for(y = croom->ly; y <= croom->hy; y++) {
455.  		(void) mkgold((long) rn1(300, 600), x, y);
456.  		if (!rn2(3) && !is_pool(x,y))
457.  		    (void)maketrap(x, y, rn2(3) ? LANDMINE : SPIKED_PIT);
458.  	    }
459.      } else if (Role_if(PM_PRIEST) && In_quest(&u.uz)) {
460.  	/* less chance for undead corpses (lured from lower morgues) */
461.  	level.flags.graveyard = 1;
462.      } else if (Is_stronghold(&u.uz)) {
463.  	level.flags.graveyard = 1;
464.      } else if(Is_sanctum(&u.uz)) {
465.  	croom = search_special(TEMPLE);
466.  
467.  	create_secret_door(croom, W_ANY);
468.      } else if(on_level(&u.uz, &orcus_level)) {
469.  	   register struct monst *mtmp, *mtmp2;
470.  
471.  	   /* it's a ghost town, get rid of shopkeepers */
472.  	    for(mtmp = fmon; mtmp; mtmp = mtmp2) {
473.  		    mtmp2 = mtmp->nmon;
474.  		    if(mtmp->isshk) mongone(mtmp);
475.  	    }
476.      }
477.  
478.      if(lev_message) {
479.  	char *str, *nl;
480.  	for(str = lev_message; (nl = index(str, '\n')) != 0; str = nl+1) {
481.  	    *nl = '\0';
482.  	    pline("%s", str);
483.  	}
484.  	if(*str)
485.  	    pline("%s", str);
486.  	free((genericptr_t)lev_message);
487.  	lev_message = 0;
488.      }
489.  
490.      if (lregions)
491.  	free((genericptr_t) lregions),  lregions = 0;
492.      num_lregions = 0;
493.  }
494.  
495.  void
496.  makemaz(s)
497.  register const char *s;
498.  {
499.  	int x,y;
500.  	char protofile[20];
501.  	s_level	*sp = Is_special(&u.uz);
502.  	coord mm;
503.  
504.  	if(*s) {
505.  	    if(sp && sp->rndlevs) Sprintf(protofile, "%s-%d", s,
506.  						rnd((int) sp->rndlevs));
507.  	    else		 Strcpy(protofile, s);
508.  	} else if(*(dungeons[u.uz.dnum].proto)) {
509.  	    if(dunlevs_in_dungeon(&u.uz) > 1) {
510.  		if(sp && sp->rndlevs)
511.  		     Sprintf(protofile, "%s%d-%d", dungeons[u.uz.dnum].proto,
512.  						dunlev(&u.uz),
513.  						rnd((int) sp->rndlevs));
514.  		else Sprintf(protofile, "%s%d", dungeons[u.uz.dnum].proto,
515.  						dunlev(&u.uz));
516.  	    } else if(sp && sp->rndlevs) {
517.  		     Sprintf(protofile, "%s-%d", dungeons[u.uz.dnum].proto,
518.  						rnd((int) sp->rndlevs));
519.  	    } else Strcpy(protofile, dungeons[u.uz.dnum].proto);
520.  
521.  	} else Strcpy(protofile, "");
522.  
523.  #ifdef WIZARD
524.  	/* SPLEVTYPE format is "level-choice,level-choice"... */
525.  	if (wizard && *protofile && sp && sp->rndlevs) {
526.  	    char *ep = getenv("SPLEVTYPE");	/* not nh_getenv */
527.  	    if (ep) {
528.  		/* rindex always succeeds due to code in prior block */
529.  		int len = (rindex(protofile, '-') - protofile) + 1;
530.  
531.  		while (ep && *ep) {
532.  		    if (!strncmp(ep, protofile, len)) {
533.  			int pick = atoi(ep + len);
534.  			/* use choice only if valid */
535.  			if (pick > 0 && pick <= (int) sp->rndlevs)
536.  			    Sprintf(protofile + len, "%d", pick);
537.  			break;
538.  		    } else {
539.  			ep = index(ep, ',');
540.  			if (ep) ++ep;
541.  		    }
542.  		}
543.  	    }
544.  	}
545.  #endif
546.  
547.  	if(*protofile) {
548.  	    Strcat(protofile, LEV_EXT);
549.  	    if(load_special(protofile)) {
550.  		fixup_special();
551.  		/* some levels can end up with monsters
552.  		   on dead mon list, including light source monsters */
553.  		dmonsfree();
554.  		return;	/* no mazification right now */
555.  	    }
556.  	    impossible("Couldn't load \"%s\" - making a maze.", protofile);
557.  	}
558.  
559.  	level.flags.is_maze_lev = TRUE;
560.  
561.  #ifndef WALLIFIED_MAZE
562.  	for(x = 2; x < x_maze_max; x++)
563.  		for(y = 2; y < y_maze_max; y++)
564.  			levl[x][y].typ = STONE;
565.  #else
566.  	for(x = 2; x <= x_maze_max; x++)
567.  		for(y = 2; y <= y_maze_max; y++)
568.  			levl[x][y].typ = ((x % 2) && (y % 2)) ? STONE : HWALL;
569.  #endif
570.  
571.  	maze0xy(&mm);
572.  	walkfrom((int) mm.x, (int) mm.y);
573.  	/* put a boulder at the maze center */
574.  	(void) mksobj_at(BOULDER, (int) mm.x, (int) mm.y, TRUE, FALSE);
575.  
576.  #ifdef WALLIFIED_MAZE
577.  	wallification(2, 2, x_maze_max, y_maze_max);
578.  #endif
579.  	mazexy(&mm);
580.  	mkstairs(mm.x, mm.y, 1, (struct mkroom *)0);		/* up */
581.  	if (!Invocation_lev(&u.uz)) {
582.  	    mazexy(&mm);
583.  	    mkstairs(mm.x, mm.y, 0, (struct mkroom *)0);	/* down */
584.  	} else {	/* choose "vibrating square" location */
585.  #define x_maze_min 2
586.  #define y_maze_min 2
587.  	    /*
588.  	     * Pick a position where the stairs down to Moloch's Sanctum
589.  	     * level will ultimately be created.  At that time, an area
590.  	     * will be altered:  walls removed, moat and traps generated,
591.  	     * boulders destroyed.  The position picked here must ensure
592.  	     * that that invocation area won't extend off the map.
593.  	     *
594.  	     * We actually allow up to 2 squares around the usual edge of
595.  	     * the area to get truncated; see mkinvokearea(mklev.c).
596.  	     */
597.  #define INVPOS_X_MARGIN (6 - 2)
598.  #define INVPOS_Y_MARGIN (5 - 2)
599.  #define INVPOS_DISTANCE 11
600.  	    int x_range = x_maze_max - x_maze_min - 2*INVPOS_X_MARGIN - 1,
601.  		y_range = y_maze_max - y_maze_min - 2*INVPOS_Y_MARGIN - 1;
602.  
603.  #ifdef DEBUG
604.  	    if (x_range <= INVPOS_X_MARGIN || y_range <= INVPOS_Y_MARGIN ||
605.  		   (x_range * y_range) <= (INVPOS_DISTANCE * INVPOS_DISTANCE))
606.  		panic("inv_pos: maze is too small! (%d x %d)",
607.  		      x_maze_max, y_maze_max);
608.  #endif
609.  	    inv_pos.x = inv_pos.y = 0; /*{occupied() => invocation_pos()}*/
610.  	    do {
611.  		x = rn1(x_range, x_maze_min + INVPOS_X_MARGIN + 1);
612.  		y = rn1(y_range, y_maze_min + INVPOS_Y_MARGIN + 1);
613.  		/* we don't want it to be too near the stairs, nor
614.  		   to be on a spot that's already in use (wall|trap) */
615.  	    } while (x == xupstair || y == yupstair ||	/*(direct line)*/
616.  		     abs(x - xupstair) == abs(y - yupstair) ||
617.  		     distmin(x, y, xupstair, yupstair) <= INVPOS_DISTANCE ||
618.  		     !SPACE_POS(levl[x][y].typ) || occupied(x, y));
619.  	    inv_pos.x = x;
620.  	    inv_pos.y = y;
621.  #undef INVPOS_X_MARGIN
622.  #undef INVPOS_Y_MARGIN
623.  #undef INVPOS_DISTANCE
624.  #undef x_maze_min
625.  #undef y_maze_min
626.  	}
627.  
628.  	/* place branch stair or portal */
629.  	place_branch(Is_branchlev(&u.uz), 0, 0);
630.  
631.  	for(x = rn1(8,11); x; x--) {
632.  		mazexy(&mm);
633.  		(void) mkobj_at(rn2(2) ? GEM_CLASS : 0, mm.x, mm.y, TRUE);
634.  	}
635.  	for(x = rn1(10,2); x; x--) {
636.  		mazexy(&mm);
637.  		(void) mksobj_at(BOULDER, mm.x, mm.y, TRUE, FALSE);
638.  	}
639.  	for (x = rn2(3); x; x--) {
640.  		mazexy(&mm);
641.  		(void) makemon(&mons[PM_MINOTAUR], mm.x, mm.y, NO_MM_FLAGS);
642.  	}
643.  	for(x = rn1(5,7); x; x--) {
644.  		mazexy(&mm);
645.  		(void) makemon((struct permonst *) 0, mm.x, mm.y, NO_MM_FLAGS);
646.  	}
647.  	for(x = rn1(6,7); x; x--) {
648.  		mazexy(&mm);
649.  		(void) mkgold(0L,mm.x,mm.y);
650.  	}
651.  	for(x = rn1(6,7); x; x--)
652.  		mktrap(0,1,(struct mkroom *) 0, (coord*) 0);
653.  }
654.  
655.  #ifdef MICRO
656.  /* Make the mazewalk iterative by faking a stack.  This is needed to
657.   * ensure the mazewalk is successful in the limited stack space of
658.   * the program.  This iterative version uses the minimum amount of stack
659.   * that is totally safe.
660.   */
661.  void
662.  walkfrom(x,y)
663.  int x,y;
664.  {
665.  #define CELLS (ROWNO * COLNO) / 4		/* a maze cell is 4 squares */
666.  	char mazex[CELLS + 1], mazey[CELLS + 1];	/* char's are OK */
667.  	int q, a, dir, pos;
668.  	int dirs[4];
669.  
670.  	pos = 1;
671.  	mazex[pos] = (char) x;
672.  	mazey[pos] = (char) y;
673.  	while (pos) {
674.  		x = (int) mazex[pos];
675.  		y = (int) mazey[pos];
676.  		if(!IS_DOOR(levl[x][y].typ)) {
677.  		    /* might still be on edge of MAP, so don't overwrite */
678.  #ifndef WALLIFIED_MAZE
679.  		    levl[x][y].typ = CORR;
680.  #else
681.  		    levl[x][y].typ = ROOM;
682.  #endif
683.  		    levl[x][y].flags = 0;
684.  		}
685.  		q = 0;
686.  		for (a = 0; a < 4; a++)
687.  			if(okay(x, y, a)) dirs[q++]= a;
688.  		if (!q)
689.  			pos--;
690.  		else {
691.  			dir = dirs[rn2(q)];
692.  			move(&x, &y, dir);
693.  #ifndef WALLIFIED_MAZE
694.  			levl[x][y].typ = CORR;
695.  #else
696.  			levl[x][y].typ = ROOM;
697.  #endif
698.  			move(&x, &y, dir);
699.  			pos++;
700.  			if (pos > CELLS)
701.  				panic("Overflow in walkfrom");
702.  			mazex[pos] = (char) x;
703.  			mazey[pos] = (char) y;
704.  		}
705.  	}
706.  }
707.  #else
708.  
709.  void
710.  walkfrom(x,y)
711.  int x,y;
712.  {
713.  	register int q,a,dir;
714.  	int dirs[4];
715.  
716.  	if(!IS_DOOR(levl[x][y].typ)) {
717.  	    /* might still be on edge of MAP, so don't overwrite */
718.  #ifndef WALLIFIED_MAZE
719.  	    levl[x][y].typ = CORR;
720.  #else
721.  	    levl[x][y].typ = ROOM;
722.  #endif
723.  	    levl[x][y].flags = 0;
724.  	}
725.  
726.  	while(1) {
727.  		q = 0;
728.  		for(a = 0; a < 4; a++)
729.  			if(okay(x,y,a)) dirs[q++]= a;
730.  		if(!q) return;
731.  		dir = dirs[rn2(q)];
732.  		move(&x,&y,dir);
733.  #ifndef WALLIFIED_MAZE
734.  		levl[x][y].typ = CORR;
735.  #else
736.  		levl[x][y].typ = ROOM;
737.  #endif
738.  		move(&x,&y,dir);
739.  		walkfrom(x,y);
740.  	}
741.  }
742.  #endif /* MICRO */
743.  
744.  STATIC_OVL void
745.  move(x,y,dir)
746.  register int *x, *y;
747.  register int dir;
748.  {
749.  	switch(dir){
750.  		case 0: --(*y); break;
751.  		case 1: (*x)++; break;
752.  		case 2: (*y)++; break;
753.  		case 3: --(*x); break;
754.  		default: panic("move: bad direction");
755.  	}
756.  }
757.  
758.  void
759.  mazexy(cc)	/* find random point in generated corridors,
760.  		   so we don't create items in moats, bunkers, or walls */
761.  	coord	*cc;
762.  {
763.  	int cpt=0;
764.  
765.  	do {
766.  	    cc->x = 3 + 2*rn2((x_maze_max>>1) - 1);
767.  	    cc->y = 3 + 2*rn2((y_maze_max>>1) - 1);
768.  	    cpt++;
769.  	} while (cpt < 100 && levl[cc->x][cc->y].typ !=
770.  #ifdef WALLIFIED_MAZE
771.  		 ROOM
772.  #else
773.  		 CORR
774.  #endif
775.  		);
776.  	if (cpt >= 100) {
777.  		register int x, y;
778.  		/* last try */
779.  		for (x = 0; x < (x_maze_max>>1) - 1; x++)
780.  		    for (y = 0; y < (y_maze_max>>1) - 1; y++) {
781.  			cc->x = 3 + 2 * x;
782.  			cc->y = 3 + 2 * y;
783.  			if (levl[cc->x][cc->y].typ ==
784.  #ifdef WALLIFIED_MAZE
785.  			    ROOM
786.  #else
787.  			    CORR
788.  #endif
789.  			   ) return;
790.  		    }
791.  		panic("mazexy: can't find a place!");
792.  	}
793.  	return;
794.  }
795.  
796.  void
797.  bound_digging()
798.  /* put a non-diggable boundary around the initial portion of a level map.
799.   * assumes that no level will initially put things beyond the isok() range.
800.   *
801.   * we can't bound unconditionally on the last line with something in it,
802.   * because that something might be a niche which was already reachable,
803.   * so the boundary would be breached
804.   *
805.   * we can't bound unconditionally on one beyond the last line, because
806.   * that provides a window of abuse for WALLIFIED_MAZE special levels
807.   */
808.  {
809.  	register int x,y;
810.  	register unsigned typ;
811.  	register struct rm *lev;
812.  	boolean found, nonwall;
813.  	int xmin,xmax,ymin,ymax;
814.  
815.  	if(Is_earthlevel(&u.uz)) return; /* everything diggable here */
816.  
817.  	found = nonwall = FALSE;
818.  	for(xmin=0; !found; xmin++) {
819.  		lev = &levl[xmin][0];
820.  		for(y=0; y<=ROWNO-1; y++, lev++) {
821.  			typ = lev->typ;
822.  			if(typ != STONE) {
823.  				found = TRUE;
824.  				if(!IS_WALL(typ)) nonwall = TRUE;
825.  			}
826.  		}
827.  	}
828.  	xmin -= (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
829.  	if (xmin < 0) xmin = 0;
830.  
831.  	found = nonwall = FALSE;
832.  	for(xmax=COLNO-1; !found; xmax--) {
833.  		lev = &levl[xmax][0];
834.  		for(y=0; y<=ROWNO-1; y++, lev++) {
835.  			typ = lev->typ;
836.  			if(typ != STONE) {
837.  				found = TRUE;
838.  				if(!IS_WALL(typ)) nonwall = TRUE;
839.  			}
840.  		}
841.  	}
842.  	xmax += (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
843.  	if (xmax >= COLNO) xmax = COLNO-1;
844.  
845.  	found = nonwall = FALSE;
846.  	for(ymin=0; !found; ymin++) {
847.  		lev = &levl[xmin][ymin];
848.  		for(x=xmin; x<=xmax; x++, lev += ROWNO) {
849.  			typ = lev->typ;
850.  			if(typ != STONE) {
851.  				found = TRUE;
852.  				if(!IS_WALL(typ)) nonwall = TRUE;
853.  			}
854.  		}
855.  	}
856.  	ymin -= (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
857.  
858.  	found = nonwall = FALSE;
859.  	for(ymax=ROWNO-1; !found; ymax--) {
860.  		lev = &levl[xmin][ymax];
861.  		for(x=xmin; x<=xmax; x++, lev += ROWNO) {
862.  			typ = lev->typ;
863.  			if(typ != STONE) {
864.  				found = TRUE;
865.  				if(!IS_WALL(typ)) nonwall = TRUE;
866.  			}
867.  		}
868.  	}
869.  	ymax += (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
870.  
871.  	for (x = 0; x < COLNO; x++)
872.  	  for (y = 0; y < ROWNO; y++)
873.  	    if (y <= ymin || y >= ymax || x <= xmin || x >= xmax) {
874.  #ifdef DCC30_BUG
875.  		lev = &levl[x][y];
876.  		lev->wall_info |= W_NONDIGGABLE;
877.  #else
878.  		levl[x][y].wall_info |= W_NONDIGGABLE;
879.  #endif
880.  	    }
881.  }
882.  
883.  void
884.  mkportal(x, y, todnum, todlevel)
885.  register xchar x, y, todnum, todlevel;
886.  {
887.  	/* a portal "trap" must be matched by a */
888.  	/* portal in the destination dungeon/dlevel */
889.  	register struct trap *ttmp = maketrap(x, y, MAGIC_PORTAL);
890.  
891.  	if (!ttmp) {
892.  		impossible("portal on top of portal??");
893.  		return;
894.  	}
895.  #ifdef DEBUG
896.  	pline("mkportal: at (%d,%d), to %s, level %d",
897.  		x, y, dungeons[todnum].dname, todlevel);
898.  #endif
899.  	ttmp->dst.dnum = todnum;
900.  	ttmp->dst.dlevel = todlevel;
901.  	return;
902.  }
903.  
904.  /*
905.   * Special waterlevel stuff in endgame (TH).
906.   *
907.   * Some of these functions would probably logically belong to some
908.   * other source files, but they are all so nicely encapsulated here.
909.   */
910.  
911.  /* to ease the work of debuggers at this stage */
912.  #define register
913.  
914.  #define CONS_OBJ   0
915.  #define CONS_MON   1
916.  #define CONS_HERO  2
917.  #define CONS_TRAP  3
918.  
919.  static struct bubble *bbubbles, *ebubbles;
920.  
921.  static struct trap *wportal;
922.  static int xmin, ymin, xmax, ymax;	/* level boundaries */
923.  /* bubble movement boundaries */
924.  #define bxmin (xmin + 1)
925.  #define bymin (ymin + 1)
926.  #define bxmax (xmax - 1)
927.  #define bymax (ymax - 1)
928.  
929.  STATIC_DCL void NDECL(set_wportal);
930.  STATIC_DCL void FDECL(mk_bubble, (int,int,int));
931.  STATIC_DCL void FDECL(mv_bubble, (struct bubble *,int,int,BOOLEAN_P));
932.  
933.  void
934.  movebubbles()
935.  {
936.  	static boolean up;
937.  	register struct bubble *b;
938.  	register int x, y, i, j;
939.  	struct trap *btrap;
940.  	static const struct rm water_pos =
941.  		{ cmap_to_glyph(S_water), WATER, 0, 0, 0, 0, 0, 0, 0 };
942.  
943.  	/* set up the portal the first time bubbles are moved */
944.  	if (!wportal) set_wportal();
945.  
946.  	vision_recalc(2);
947.  	/* keep attached ball&chain separate from bubble objects */
948.  	if (Punished) unplacebc();
949.  
950.  	/*
951.  	 * Pick up everything inside of a bubble then fill all bubble
952.  	 * locations.
953.  	 */
954.  
955.  	for (b = up ? bbubbles : ebubbles; b; b = up ? b->next : b->prev) {
956.  	    if (b->cons) panic("movebubbles: cons != null");
957.  	    for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++)
958.  		for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++)
959.  		    if (b->bm[j + 2] & (1 << i)) {
960.  			if (!isok(x,y)) {
961.  			    impossible("movebubbles: bad pos (%d,%d)", x,y);
962.  			    continue;
963.  			}
964.  
965.  			/* pick up objects, monsters, hero, and traps */
966.  			if (OBJ_AT(x,y)) {
967.  			    struct obj *olist = (struct obj *) 0, *otmp;
968.  			    struct container *cons = (struct container *)
969.  				alloc(sizeof(struct container));
970.  
971.  			    while ((otmp = level.objects[x][y]) != 0) {
972.  				remove_object(otmp);
973.  				otmp->ox = otmp->oy = 0;
974.  				otmp->nexthere = olist;
975.  				olist = otmp;
976.  			    }
977.  
978.  			    cons->x = x;
979.  			    cons->y = y;
980.  			    cons->what = CONS_OBJ;
981.  			    cons->list = (genericptr_t) olist;
982.  			    cons->next = b->cons;
983.  			    b->cons = cons;
984.  			}
985.  			if (MON_AT(x,y)) {
986.  			    struct monst *mon = m_at(x,y);
987.  			    struct container *cons = (struct container *)
988.  				alloc(sizeof(struct container));
989.  
990.  			    cons->x = x;
991.  			    cons->y = y;
992.  			    cons->what = CONS_MON;
993.  			    cons->list = (genericptr_t) mon;
994.  
995.  			    cons->next = b->cons;
996.  			    b->cons = cons;
997.  
998.  			    if(mon->wormno)
999.  				remove_worm(mon);
1000. 			    else
1001. 				remove_monster(x, y);
1002. 
1003. 			    newsym(x,y);	/* clean up old position */
1004. 			    mon->mx = mon->my = 0;
1005. 			}
1006. 			if (!u.uswallow && x == u.ux && y == u.uy) {
1007. 			    struct container *cons = (struct container *)
1008. 				alloc(sizeof(struct container));
1009. 
1010. 			    cons->x = x;
1011. 			    cons->y = y;
1012. 			    cons->what = CONS_HERO;
1013. 			    cons->list = (genericptr_t) 0;
1014. 
1015. 			    cons->next = b->cons;
1016. 			    b->cons = cons;
1017. 			}
1018. 			if ((btrap = t_at(x,y)) != 0) {
1019. 			    struct container *cons = (struct container *)
1020. 				alloc(sizeof(struct container));
1021. 
1022. 			    cons->x = x;
1023. 			    cons->y = y;
1024. 			    cons->what = CONS_TRAP;
1025. 			    cons->list = (genericptr_t) btrap;
1026. 
1027. 			    cons->next = b->cons;
1028. 			    b->cons = cons;
1029. 			}
1030. 
1031. 			levl[x][y] = water_pos;
1032. 			block_point(x,y);
1033. 		    }
1034. 	}
1035. 
1036. 	/*
1037. 	 * Every second time traverse down.  This is because otherwise
1038. 	 * all the junk that changes owners when bubbles overlap
1039. 	 * would eventually end up in the last bubble in the chain.
1040. 	 */
1041. 
1042. 	up = !up;
1043. 	for (b = up ? bbubbles : ebubbles; b; b = up ? b->next : b->prev) {
1044. 		register int rx = rn2(3), ry = rn2(3);
1045. 
1046. 		mv_bubble(b,b->dx + 1 - (!b->dx ? rx : (rx ? 1 : 0)),
1047. 			    b->dy + 1 - (!b->dy ? ry : (ry ? 1 : 0)),
1048. 			    FALSE);
1049. 	}
1050. 
1051. 	/* put attached ball&chain back */
1052. 	if (Punished) placebc();
1053. 	vision_full_recalc = 1;
1054. }
1055. 
1056. /* when moving in water, possibly (1 in 3) alter the intended destination */
1057. void
1058. water_friction()
1059. {
1060. 	register int x, y, dx, dy;
1061. 	register boolean eff = FALSE;
1062. 
1063. 	if (Swimming && rn2(4))
1064. 		return;		/* natural swimmers have advantage */
1065. 
1066. 	if (u.dx && !rn2(!u.dy ? 3 : 6)) {	/* 1/3 chance or half that */
1067. 		/* cancel delta x and choose an arbitrary delta y value */
1068. 		x = u.ux;
1069. 		do {
1070. 		    dy = rn2(3) - 1;		/* -1, 0, 1 */
1071. 		    y = u.uy + dy;
1072. 		} while (dy && (!isok(x,y) || !is_pool(x,y)));
1073. 		u.dx = 0;
1074. 		u.dy = dy;
1075. 		eff = TRUE;
1076. 	} else if (u.dy && !rn2(!u.dx ? 3 : 5)) {	/* 1/3 or 1/5*(5/6) */
1077. 		/* cancel delta y and choose an arbitrary delta x value */
1078. 		y = u.uy;
1079. 		do {
1080. 		    dx = rn2(3) - 1;		/* -1 .. 1 */
1081. 		    x = u.ux + dx;
1082. 		} while (dx && (!isok(x,y) || !is_pool(x,y)));
1083. 		u.dy = 0;
1084. 		u.dx = dx;
1085. 		eff = TRUE;
1086. 	}
1087. 	if (eff) pline("Water turbulence affects your movements.");
1088. }
1089. 
1090. void
1091. save_waterlevel(fd, mode)
1092. int fd, mode;
1093. {
1094. 	register struct bubble *b;
1095. 
1096. 	if (!Is_waterlevel(&u.uz)) return;
1097. 
1098. 	if (perform_bwrite(mode)) {
1099. 	    int n = 0;
1100. 	    for (b = bbubbles; b; b = b->next) ++n;
1101. 	    bwrite(fd, (genericptr_t)&n, sizeof (int));
1102. 	    bwrite(fd, (genericptr_t)&xmin, sizeof (int));
1103. 	    bwrite(fd, (genericptr_t)&ymin, sizeof (int));
1104. 	    bwrite(fd, (genericptr_t)&xmax, sizeof (int));
1105. 	    bwrite(fd, (genericptr_t)&ymax, sizeof (int));
1106. 	    for (b = bbubbles; b; b = b->next)
1107. 		bwrite(fd, (genericptr_t)b, sizeof (struct bubble));
1108. 	}
1109. 	if (release_data(mode))
1110. 	    unsetup_waterlevel();
1111. }
1112. 
1113. void
1114. restore_waterlevel(fd)
1115. register int fd;
1116. {
1117. 	register struct bubble *b = (struct bubble *)0, *btmp;
1118. 	register int i;
1119. 	int n;
1120. 
1121. 	if (!Is_waterlevel(&u.uz)) return;
1122. 
1123. 	set_wportal();
1124. 	mread(fd,(genericptr_t)&n,sizeof(int));
1125. 	mread(fd,(genericptr_t)&xmin,sizeof(int));
1126. 	mread(fd,(genericptr_t)&ymin,sizeof(int));
1127. 	mread(fd,(genericptr_t)&xmax,sizeof(int));
1128. 	mread(fd,(genericptr_t)&ymax,sizeof(int));
1129. 	for (i = 0; i < n; i++) {
1130. 		btmp = b;
1131. 		b = (struct bubble *)alloc(sizeof(struct bubble));
1132. 		mread(fd,(genericptr_t)b,sizeof(struct bubble));
1133. 		if (bbubbles) {
1134. 			btmp->next = b;
1135. 			b->prev = btmp;
1136. 		} else {
1137. 			bbubbles = b;
1138. 			b->prev = (struct bubble *)0;
1139. 		}
1140. 		mv_bubble(b,0,0,TRUE);
1141. 	}
1142. 	ebubbles = b;
1143. 	b->next = (struct bubble *)0;
1144. 	was_waterlevel = TRUE;
1145. }
1146. 
1147. const char *waterbody_name(x, y)
1148. xchar x,y;
1149. {
1150. 	register struct rm *lev;
1151. 	schar ltyp;
1152. 
1153. 	if (!isok(x,y))
1154. 		return "drink";		/* should never happen */
1155. 	lev = &levl[x][y];
1156. 	ltyp = lev->typ;
1157. 
1158. 	if (is_lava(x,y))
1159. 		return "lava";
1160. 	else if (ltyp == ICE ||
1161. 		 (ltyp == DRAWBRIDGE_UP &&
1162. 		  (levl[x][y].drawbridgemask & DB_UNDER) == DB_ICE))
1163. 		return "ice";
1164. 	else if (((ltyp != POOL) && (ltyp != WATER) &&
1165. 	  !Is_medusa_level(&u.uz) && !Is_waterlevel(&u.uz) && !Is_juiblex_level(&u.uz)) ||
1166. 	   (ltyp == DRAWBRIDGE_UP && (levl[x][y].drawbridgemask & DB_UNDER) == DB_MOAT))
1167. 		return "moat";
1168. 	else if ((ltyp != POOL) && (ltyp != WATER) && Is_juiblex_level(&u.uz))
1169. 		return "swamp";
1170. 	else if (ltyp == POOL)
1171. 		return "pool of water";
1172. 	else return "water";
1173. }
1174. 
1175. STATIC_OVL void
1176. set_wportal()
1177. {
1178. 	/* there better be only one magic portal on water level... */
1179. 	for (wportal = ftrap; wportal; wportal = wportal->ntrap)
1180. 		if (wportal->ttyp == MAGIC_PORTAL) return;
1181. 	impossible("set_wportal(): no portal!");
1182. }
1183. 
1184. STATIC_OVL void
1185. setup_waterlevel()
1186. {
1187. 	register int x, y;
1188. 	register int xskip, yskip;
1189. 	register int water_glyph = cmap_to_glyph(S_water);
1190. 
1191. 	/* ouch, hardcoded... */
1192. 
1193. 	xmin = 3;
1194. 	ymin = 1;
1195. 	xmax = 78;
1196. 	ymax = 20;
1197. 
1198. 	/* set hero's memory to water */
1199. 
1200. 	for (x = xmin; x <= xmax; x++)
1201. 		for (y = ymin; y <= ymax; y++)
1202. 			levl[x][y].glyph = water_glyph;
1203. 
1204. 	/* make bubbles */
1205. 
1206. 	xskip = 10 + rn2(10);
1207. 	yskip = 4 + rn2(4);
1208. 	for (x = bxmin; x <= bxmax; x += xskip)
1209. 		for (y = bymin; y <= bymax; y += yskip)
1210. 			mk_bubble(x,y,rn2(7));
1211. }
1212. 
1213. STATIC_OVL void
1214. unsetup_waterlevel()
1215. {
1216. 	register struct bubble *b, *bb;
1217. 
1218. 	/* free bubbles */
1219. 
1220. 	for (b = bbubbles; b; b = bb) {
1221. 		bb = b->next;
1222. 		free((genericptr_t)b);
1223. 	}
1224. 	bbubbles = ebubbles = (struct bubble *)0;
1225. }
1226. 
1227. STATIC_OVL void
1228. mk_bubble(x,y,n)
1229. register int x, y, n;
1230. {
1231. 	/*
1232. 	 * These bit masks make visually pleasing bubbles on a normal aspect
1233. 	 * 25x80 terminal, which naturally results in them being mathematically
1234. 	 * anything but symmetric.  For this reason they cannot be computed
1235. 	 * in situ, either.  The first two elements tell the dimensions of
1236. 	 * the bubble's bounding box.
1237. 	 */
1238. 	static uchar
1239. 		bm2[] = {2,1,0x3},
1240. 		bm3[] = {3,2,0x7,0x7},
1241. 		bm4[] = {4,3,0x6,0xf,0x6},
1242. 		bm5[] = {5,3,0xe,0x1f,0xe},
1243. 		bm6[] = {6,4,0x1e,0x3f,0x3f,0x1e},
1244. 		bm7[] = {7,4,0x3e,0x7f,0x7f,0x3e},
1245. 		bm8[] = {8,4,0x7e,0xff,0xff,0x7e},
1246. 		*bmask[] = {bm2,bm3,bm4,bm5,bm6,bm7,bm8};
1247. 
1248. 	register struct bubble *b;
1249. 
1250. 	if (x >= bxmax || y >= bymax) return;
1251. 	if (n >= SIZE(bmask)) {
1252. 		impossible("n too large (mk_bubble)");
1253. 		n = SIZE(bmask) - 1;
1254. 	}
1255. 	b = (struct bubble *)alloc(sizeof(struct bubble));
1256. 	if ((x + (int) bmask[n][0] - 1) > bxmax) x = bxmax - bmask[n][0] + 1;
1257. 	if ((y + (int) bmask[n][1] - 1) > bymax) y = bymax - bmask[n][1] + 1;
1258. 	b->x = x;
1259. 	b->y = y;
1260. 	b->dx = 1 - rn2(3);
1261. 	b->dy = 1 - rn2(3);
1262. 	b->bm = bmask[n];
1263. 	b->cons = 0;
1264. 	if (!bbubbles) bbubbles = b;
1265. 	if (ebubbles) {
1266. 		ebubbles->next = b;
1267. 		b->prev = ebubbles;
1268. 	}
1269. 	else
1270. 		b->prev = (struct bubble *)0;
1271. 	b->next =  (struct bubble *)0;
1272. 	ebubbles = b;
1273. 	mv_bubble(b,0,0,TRUE);
1274. }
1275. 
1276. /*
1277.  * The player, the portal and all other objects and monsters
1278.  * float along with their associated bubbles.  Bubbles may overlap
1279.  * freely, and the contents may get associated with other bubbles in
1280.  * the process.  Bubbles are "sticky", meaning that if the player is
1281.  * in the immediate neighborhood of one, he/she may get sucked inside.
1282.  * This property also makes leaving a bubble slightly difficult.
1283.  */
1284. STATIC_OVL void
1285. mv_bubble(b,dx,dy,ini)
1286. register struct bubble *b;
1287. register int dx, dy;
1288. register boolean ini;
1289. {
1290. 	register int x, y, i, j, colli = 0;
1291. 	struct container *cons, *ctemp;
1292. 
1293. 	/* move bubble */
1294. 	if (dx < -1 || dx > 1 || dy < -1 || dy > 1) {
1295. 	    /* pline("mv_bubble: dx = %d, dy = %d", dx, dy); */
1296. 	    dx = sgn(dx);
1297. 	    dy = sgn(dy);
1298. 	}
1299. 
1300. 	/*
1301. 	 * collision with level borders?
1302. 	 *	1 = horizontal border, 2 = vertical, 3 = corner
1303. 	 */
1304. 	if (b->x <= bxmin) colli |= 2;
1305. 	if (b->y <= bymin) colli |= 1;
1306. 	if ((int) (b->x + b->bm[0] - 1) >= bxmax) colli |= 2;
1307. 	if ((int) (b->y + b->bm[1] - 1) >= bymax) colli |= 1;
1308. 
1309. 	if (b->x < bxmin) {
1310. 	    pline("bubble xmin: x = %d, xmin = %d", b->x, bxmin);
1311. 	    b->x = bxmin;
1312. 	}
1313. 	if (b->y < bymin) {
1314. 	    pline("bubble ymin: y = %d, ymin = %d", b->y, bymin);
1315. 	    b->y = bymin;
1316. 	}
1317. 	if ((int) (b->x + b->bm[0] - 1) > bxmax) {
1318. 	    pline("bubble xmax: x = %d, xmax = %d",
1319. 			b->x + b->bm[0] - 1, bxmax);
1320. 	    b->x = bxmax - b->bm[0] + 1;
1321. 	}
1322. 	if ((int) (b->y + b->bm[1] - 1) > bymax) {
1323. 	    pline("bubble ymax: y = %d, ymax = %d",
1324. 			b->y + b->bm[1] - 1, bymax);
1325. 	    b->y = bymax - b->bm[1] + 1;
1326. 	}
1327. 
1328. 	/* bounce if we're trying to move off the border */
1329. 	if (b->x == bxmin && dx < 0) dx = -dx;
1330. 	if (b->x + b->bm[0] - 1 == bxmax && dx > 0) dx = -dx;
1331. 	if (b->y == bymin && dy < 0) dy = -dy;
1332. 	if (b->y + b->bm[1] - 1 == bymax && dy > 0) dy = -dy;
1333. 
1334. 	b->x += dx;
1335. 	b->y += dy;
1336. 
1337. 	/* void positions inside bubble */
1338. 
1339. 	for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++)
1340. 	    for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++)
1341. 		if (b->bm[j + 2] & (1 << i)) {
1342. 		    levl[x][y].typ = AIR;
1343. 		    levl[x][y].lit = 1;
1344. 		    unblock_point(x,y);
1345. 		}
1346. 
1347. 	/* replace contents of bubble */
1348. 	for (cons = b->cons; cons; cons = ctemp) {
1349. 	    ctemp = cons->next;
1350. 	    cons->x += dx;
1351. 	    cons->y += dy;
1352. 
1353. 	    switch(cons->what) {
1354. 		case CONS_OBJ: {
1355. 		    struct obj *olist, *otmp;
1356. 
1357. 		    for (olist=(struct obj *)cons->list; olist; olist=otmp) {
1358. 			otmp = olist->nexthere;
1359. 			place_object(olist, cons->x, cons->y);
1360. 		    }
1361. 		    break;
1362. 		}
1363. 
1364. 		case CONS_MON: {
1365. 		    struct monst *mon = (struct monst *) cons->list;
1366. 		    (void) mnearto(mon, cons->x, cons->y, TRUE);
1367. 		    break;
1368. 		}
1369. 
1370. 		case CONS_HERO: {
1371. 		    int ux0 = u.ux, uy0 = u.uy;
1372. 
1373. 		    /* change u.ux0 and u.uy0? */
1374. 		    u.ux = cons->x;
1375. 		    u.uy = cons->y;
1376. 		    newsym(ux0, uy0);	/* clean up old position */
1377. 
1378. 		    if (MON_AT(cons->x, cons->y)) {
1379. 				mnexto(m_at(cons->x,cons->y));
1380. 			}
1381. 		    break;
1382. 		}
1383. 
1384. 		case CONS_TRAP: {
1385. 		    struct trap *btrap = (struct trap *) cons->list;
1386. 		    btrap->tx = cons->x;
1387. 		    btrap->ty = cons->y;
1388. 		    break;
1389. 		}
1390. 
1391. 		default:
1392. 		    impossible("mv_bubble: unknown bubble contents");
1393. 		    break;
1394. 	    }
1395. 	    free((genericptr_t)cons);
1396. 	}
1397. 	b->cons = 0;
1398. 
1399. 	/* boing? */
1400. 
1401. 	switch (colli) {
1402. 	    case 1: b->dy = -b->dy;	break;
1403. 	    case 3: b->dy = -b->dy;	/* fall through */
1404. 	    case 2: b->dx = -b->dx;	break;
1405. 	    default:
1406. 		/* sometimes alter direction for fun anyway
1407. 		   (higher probability for stationary bubbles) */
1408. 		if (!ini && ((b->dx || b->dy) ? !rn2(20) : !rn2(5))) {
1409. 			b->dx = 1 - rn2(3);
1410. 			b->dy = 1 - rn2(3);
1411. 		}
1412. 	}
1413. }
1414. 
1415. /*mkmaze.c*/