Source:NetHack 3.4.0/mkmaze.c

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Below is the full text to mkmaze.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mkmaze.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

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1.    /*	SCCS Id: @(#)mkmaze.c	3.4	2002/03/12	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
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)) return FALSE;
292.      if (oneshot) {
293.  	/* must make due with the only location possible */
294.  	/* avoid failure due to a misplaced trap */
295.  	/* it might still fail if there's a dungeon feature here */
296.  	struct trap *t = t_at(x,y);
297.  	if (t) deltrap(t);
298.      }
299.      switch (rtype) {
300.      case LR_TELE:
301.      case LR_UPTELE:
302.      case LR_DOWNTELE:
303.  	/* "something" means the player in this case */
304.  	if(MON_AT(x, y)) {
305.  	    /* move the monster if no choice, or just try again */
306.  	    if(oneshot) rloc(m_at(x,y));
307.  	    else return(FALSE);
308.  	}
309.  	u_on_newpos(x, y);
310.  	break;
311.      case LR_PORTAL:
312.  	mkportal(x, y, lev->dnum, lev->dlevel);
313.  	break;
314.      case LR_DOWNSTAIR:
315.      case LR_UPSTAIR:
316.  	mkstairs(x, y, (char)rtype, (struct mkroom *)0);
317.  	break;
318.      case LR_BRANCH:
319.  	place_branch(Is_branchlev(&u.uz), x, y);
320.  	break;
321.      }
322.      return(TRUE);
323.  }
324.  
325.  static boolean was_waterlevel; /* ugh... this shouldn't be needed */
326.  
327.  /* this is special stuff that the level compiler cannot (yet) handle */
328.  STATIC_OVL void
329.  fixup_special()
330.  {
331.      register lev_region *r = lregions;
332.      struct d_level lev;
333.      register int x, y;
334.      struct mkroom *croom;
335.      boolean added_branch = FALSE;
336.  
337.      if (was_waterlevel) {
338.  	was_waterlevel = FALSE;
339.  	u.uinwater = 0;
340.  	unsetup_waterlevel();
341.      } else if (Is_waterlevel(&u.uz)) {
342.  	level.flags.hero_memory = 0;
343.  	was_waterlevel = TRUE;
344.  	/* water level is an odd beast - it has to be set up
345.  	   before calling place_lregions etc. */
346.  	setup_waterlevel();
347.      }
348.      for(x = 0; x < num_lregions; x++, r++) {
349.  	switch(r->rtype) {
350.  	case LR_BRANCH:
351.  	    added_branch = TRUE;
352.  	    goto place_it;
353.  
354.  	case LR_PORTAL:
355.  	    if(*r->rname.str >= '0' && *r->rname.str <= '9') {
356.  		/* "chutes and ladders" */
357.  		lev = u.uz;
358.  		lev.dlevel = atoi(r->rname.str);
359.  	    } else {
360.  		s_level *sp = find_level(r->rname.str);
361.  		lev = sp->dlevel;
362.  	    }
363.  	    /* fall into... */
364.  
365.  	case LR_UPSTAIR:
366.  	case LR_DOWNSTAIR:
367.  	place_it:
368.  	    place_lregion(r->inarea.x1, r->inarea.y1,
369.  			  r->inarea.x2, r->inarea.y2,
370.  			  r->delarea.x1, r->delarea.y1,
371.  			  r->delarea.x2, r->delarea.y2,
372.  			  r->rtype, &lev);
373.  	    break;
374.  
375.  	case LR_TELE:
376.  	case LR_UPTELE:
377.  	case LR_DOWNTELE:
378.  	    /* save the region outlines for goto_level() */
379.  	    if(r->rtype == LR_TELE || r->rtype == LR_UPTELE) {
380.  		    updest.lx = r->inarea.x1; updest.ly = r->inarea.y1;
381.  		    updest.hx = r->inarea.x2; updest.hy = r->inarea.y2;
382.  		    updest.nlx = r->delarea.x1; updest.nly = r->delarea.y1;
383.  		    updest.nhx = r->delarea.x2; updest.nhy = r->delarea.y2;
384.  	    }
385.  	    if(r->rtype == LR_TELE || r->rtype == LR_DOWNTELE) {
386.  		    dndest.lx = r->inarea.x1; dndest.ly = r->inarea.y1;
387.  		    dndest.hx = r->inarea.x2; dndest.hy = r->inarea.y2;
388.  		    dndest.nlx = r->delarea.x1; dndest.nly = r->delarea.y1;
389.  		    dndest.nhx = r->delarea.x2; dndest.nhy = r->delarea.y2;
390.  	    }
391.  	    /* place_lregion gets called from goto_level() */
392.  	    break;
393.  	}
394.  
395.  	if (r->rname.str) free((genericptr_t) r->rname.str),  r->rname.str = 0;
396.      }
397.  
398.      /* place dungeon branch if not placed above */
399.      if (!added_branch && Is_branchlev(&u.uz)) {
400.  	place_lregion(0,0,0,0,0,0,0,0,LR_BRANCH,(d_level *)0);
401.      }
402.  
403.  	/* KMH -- Sokoban levels */
404.  	if(In_sokoban(&u.uz))
405.  		sokoban_detect();
406.  
407.      /* Still need to add some stuff to level file */
408.      if (Is_medusa_level(&u.uz)) {
409.  	struct obj *otmp;
410.  	int tryct;
411.  
412.  	croom = &rooms[0]; /* only one room on the medusa level */
413.  	for (tryct = rnd(4); tryct; tryct--) {
414.  	    x = somex(croom); y = somey(croom);
415.  	    if (goodpos(x, y, (struct monst *)0)) {
416.  		otmp = mk_tt_object(STATUE, x, y);
417.  		while (otmp && (poly_when_stoned(&mons[otmp->corpsenm]) ||
418.  				pm_resistance(&mons[otmp->corpsenm],MR_STONE))) {
419.  		    otmp->corpsenm = rndmonnum();
420.  		    otmp->owt = weight(otmp);
421.  		}
422.  	    }
423.  	}
424.  
425.  	if (rn2(2))
426.  	    otmp = mk_tt_object(STATUE, somex(croom), somey(croom));
427.  	else /* Medusa statues don't contain books */
428.  	    otmp = mkcorpstat(STATUE, (struct monst *)0, (struct permonst *)0,
429.  			      somex(croom), somey(croom), FALSE);
430.  	if (otmp) {
431.  	    while (pm_resistance(&mons[otmp->corpsenm],MR_STONE)
432.  		   || poly_when_stoned(&mons[otmp->corpsenm])) {
433.  		otmp->corpsenm = rndmonnum();
434.  		otmp->owt = weight(otmp);
435.  	    }
436.  	}
437.      } else if(Is_wiz1_level(&u.uz)) {
438.  	croom = search_special(MORGUE);
439.  
440.  	create_secret_door(croom, W_SOUTH|W_EAST|W_WEST);
441.      } else if(Is_knox(&u.uz)) {
442.  	/* using an unfilled morgue for rm id */
443.  	croom = search_special(MORGUE);
444.  	/* avoid inappropriate morgue-related messages */
445.  	level.flags.graveyard = level.flags.has_morgue = 0;
446.  	croom->rtype = OROOM;	/* perhaps it should be set to VAULT? */
447.  	/* stock the main vault */
448.  	for(x = croom->lx; x <= croom->hx; x++)
449.  	    for(y = croom->ly; y <= croom->hy; y++) {
450.  		(void) mkgold((long) rn1(300, 600), x, y);
451.  		if (!rn2(3) && !is_pool(x,y))
452.  		    (void)maketrap(x, y, rn2(3) ? LANDMINE : SPIKED_PIT);
453.  	    }
454.      } else if (Role_if(PM_PRIEST) && In_quest(&u.uz)) {
455.  	/* less chance for undead corpses (lured from lower morgues) */
456.  	level.flags.graveyard = 1;
457.      } else if (Is_stronghold(&u.uz)) {
458.  	level.flags.graveyard = 1;
459.      } else if(Is_sanctum(&u.uz)) {
460.  	croom = search_special(TEMPLE);
461.  
462.  	create_secret_door(croom, W_ANY);
463.      } else if(on_level(&u.uz, &orcus_level)) {
464.  	   register struct monst *mtmp, *mtmp2;
465.  
466.  	   /* it's a ghost town, get rid of shopkeepers */
467.  	    for(mtmp = fmon; mtmp; mtmp = mtmp2) {
468.  		    mtmp2 = mtmp->nmon;
469.  		    if(mtmp->isshk) mongone(mtmp);
470.  	    }
471.      }
472.  
473.      if(lev_message) {
474.  	char *str, *nl;
475.  	for(str = lev_message; (nl = index(str, '\n')) != 0; str = nl+1) {
476.  	    *nl = '\0';
477.  	    pline("%s", str);
478.  	}
479.  	if(*str)
480.  	    pline("%s", str);
481.  	free((genericptr_t)lev_message);
482.  	lev_message = 0;
483.      }
484.  
485.      if (lregions)
486.  	free((genericptr_t) lregions),  lregions = 0;
487.      num_lregions = 0;
488.  }
489.  
490.  void
491.  makemaz(s)
492.  register const char *s;
493.  {
494.  	int x,y;
495.  	char protofile[20];
496.  	s_level	*sp = Is_special(&u.uz);
497.  	coord mm;
498.  
499.  	if(*s) {
500.  	    if(sp && sp->rndlevs) Sprintf(protofile, "%s-%d", s,
501.  						rnd((int) sp->rndlevs));
502.  	    else		 Strcpy(protofile, s);
503.  	} else if(*(dungeons[u.uz.dnum].proto)) {
504.  	    if(dunlevs_in_dungeon(&u.uz) > 1) {
505.  		if(sp && sp->rndlevs)
506.  		     Sprintf(protofile, "%s%d-%d", dungeons[u.uz.dnum].proto,
507.  						dunlev(&u.uz),
508.  						rnd((int) sp->rndlevs));
509.  		else Sprintf(protofile, "%s%d", dungeons[u.uz.dnum].proto,
510.  						dunlev(&u.uz));
511.  	    } else if(sp && sp->rndlevs) {
512.  		     Sprintf(protofile, "%s-%d", dungeons[u.uz.dnum].proto,
513.  						rnd((int) sp->rndlevs));
514.  	    } else Strcpy(protofile, dungeons[u.uz.dnum].proto);
515.  
516.  	} else Strcpy(protofile, "");
517.  
518.  #ifdef WIZARD
519.  	/* SPLEVTYPE format is "level-choice,level-choice"... */
520.  	if (wizard && *protofile && sp && sp->rndlevs) {
521.  	    char *ep = getenv("SPLEVTYPE");	/* not nh_getenv */
522.  	    if (ep) {
523.  		/* rindex always succeeds due to code in prior block */
524.  		int len = (rindex(protofile, '-') - protofile) + 1;
525.  
526.  		while (ep && *ep) {
527.  		    if (!strncmp(ep, protofile, len)) {
528.  			int pick = atoi(ep + len);
529.  			/* use choice only if valid */
530.  			if (pick > 0 && pick <= (int) sp->rndlevs)
531.  			    Sprintf(protofile + len, "%d", pick);
532.  			break;
533.  		    } else {
534.  			ep = index(ep, ',');
535.  			if (ep) ++ep;
536.  		    }
537.  		}
538.  	    }
539.  	}
540.  #endif
541.  
542.  	if(*protofile) {
543.  	    Strcat(protofile, LEV_EXT);
544.  	    if(load_special(protofile)) {
545.  		fixup_special();
546.  		/* some levels can end up with monsters
547.  		   on dead mon list, including light source monsters */
548.  		dmonsfree();
549.  		return;	/* no mazification right now */
550.  	    }
551.  	    impossible("Couldn't load \"%s\" - making a maze.", protofile);
552.  	}
553.  
554.  	level.flags.is_maze_lev = TRUE;
555.  
556.  #ifndef WALLIFIED_MAZE
557.  	for(x = 2; x < x_maze_max; x++)
558.  		for(y = 2; y < y_maze_max; y++)
559.  			levl[x][y].typ = STONE;
560.  #else
561.  	for(x = 2; x <= x_maze_max; x++)
562.  		for(y = 2; y <= y_maze_max; y++)
563.  			levl[x][y].typ = ((x % 2) && (y % 2)) ? STONE : HWALL;
564.  #endif
565.  
566.  	maze0xy(&mm);
567.  	walkfrom((int) mm.x, (int) mm.y);
568.  	/* put a boulder at the maze center */
569.  	(void) mksobj_at(BOULDER, (int) mm.x, (int) mm.y, TRUE, FALSE);
570.  
571.  #ifdef WALLIFIED_MAZE
572.  	wallification(2, 2, x_maze_max, y_maze_max);
573.  #endif
574.  	mazexy(&mm);
575.  	mkstairs(mm.x, mm.y, 1, (struct mkroom *)0);		/* up */
576.  	if (!Invocation_lev(&u.uz)) {
577.  	    mazexy(&mm);
578.  	    mkstairs(mm.x, mm.y, 0, (struct mkroom *)0);	/* down */
579.  	} else {	/* choose "vibrating square" location */
580.  #define x_maze_min 2
581.  #define y_maze_min 2
582.  	    /*
583.  	     * Pick a position where the stairs down to Moloch's Sanctum
584.  	     * level will ultimately be created.  At that time, an area
585.  	     * will be altered:  walls removed, moat and traps generated,
586.  	     * boulders destroyed.  The position picked here must ensure
587.  	     * that that invocation area won't extend off the map.
588.  	     *
589.  	     * We actually allow up to 2 squares around the usual edge of
590.  	     * the area to get truncated; see mkinvokearea(mklev.c).
591.  	     */
592.  #define INVPOS_X_MARGIN (6 - 2)
593.  #define INVPOS_Y_MARGIN (5 - 2)
594.  #define INVPOS_DISTANCE 11
595.  	    int x_range = x_maze_max - x_maze_min - 2*INVPOS_X_MARGIN - 1,
596.  		y_range = y_maze_max - y_maze_min - 2*INVPOS_Y_MARGIN - 1;
597.  
598.  #ifdef DEBUG
599.  	    if (x_range <= INVPOS_X_MARGIN || y_range <= INVPOS_Y_MARGIN ||
600.  		   (x_range * y_range) <= (INVPOS_DISTANCE * INVPOS_DISTANCE))
601.  		panic("inv_pos: maze is too small! (%d x %d)",
602.  		      x_maze_max, y_maze_max);
603.  #endif
604.  	    inv_pos.x = inv_pos.y = 0; /*{occupied() => invocation_pos()}*/
605.  	    do {
606.  		x = rn1(x_range, x_maze_min + INVPOS_X_MARGIN + 1);
607.  		y = rn1(y_range, y_maze_min + INVPOS_Y_MARGIN + 1);
608.  		/* we don't want it to be too near the stairs, nor
609.  		   to be on a spot that's already in use (wall|trap) */
610.  	    } while (x == xupstair || y == yupstair ||	/*(direct line)*/
611.  		     abs(x - xupstair) == abs(y - yupstair) ||
612.  		     distmin(x, y, xupstair, yupstair) <= INVPOS_DISTANCE ||
613.  		     !SPACE_POS(levl[x][y].typ) || occupied(x, y));
614.  	    inv_pos.x = x;
615.  	    inv_pos.y = y;
616.  #undef INVPOS_X_MARGIN
617.  #undef INVPOS_Y_MARGIN
618.  #undef INVPOS_DISTANCE
619.  #undef x_maze_min
620.  #undef y_maze_min
621.  	}
622.  
623.  	/* place branch stair or portal */
624.  	place_branch(Is_branchlev(&u.uz), 0, 0);
625.  
626.  	for(x = rn1(8,11); x; x--) {
627.  		mazexy(&mm);
628.  		(void) mkobj_at(rn2(2) ? GEM_CLASS : 0, mm.x, mm.y, TRUE);
629.  	}
630.  	for(x = rn1(10,2); x; x--) {
631.  		mazexy(&mm);
632.  		(void) mksobj_at(BOULDER, mm.x, mm.y, TRUE, FALSE);
633.  	}
634.  	for (x = rn2(3); x; x--) {
635.  		mazexy(&mm);
636.  		(void) makemon(&mons[PM_MINOTAUR], mm.x, mm.y, NO_MM_FLAGS);
637.  	}
638.  	for(x = rn1(5,7); x; x--) {
639.  		mazexy(&mm);
640.  		(void) makemon((struct permonst *) 0, mm.x, mm.y, NO_MM_FLAGS);
641.  	}
642.  	for(x = rn1(6,7); x; x--) {
643.  		mazexy(&mm);
644.  		(void) mkgold(0L,mm.x,mm.y);
645.  	}
646.  	for(x = rn1(6,7); x; x--)
647.  		mktrap(0,1,(struct mkroom *) 0, (coord*) 0);
648.  }
649.  
650.  #ifdef MICRO
651.  /* Make the mazewalk iterative by faking a stack.  This is needed to
652.   * ensure the mazewalk is successful in the limited stack space of
653.   * the program.  This iterative version uses the minimum amount of stack
654.   * that is totally safe.
655.   */
656.  void
657.  walkfrom(x,y)
658.  int x,y;
659.  {
660.  #define CELLS (ROWNO * COLNO) / 4		/* a maze cell is 4 squares */
661.  	char mazex[CELLS + 1], mazey[CELLS + 1];	/* char's are OK */
662.  	int q, a, dir, pos;
663.  	int dirs[4];
664.  
665.  	pos = 1;
666.  	mazex[pos] = (char) x;
667.  	mazey[pos] = (char) y;
668.  	while (pos) {
669.  		x = (int) mazex[pos];
670.  		y = (int) mazey[pos];
671.  		if(!IS_DOOR(levl[x][y].typ)) {
672.  		    /* might still be on edge of MAP, so don't overwrite */
673.  #ifndef WALLIFIED_MAZE
674.  		    levl[x][y].typ = CORR;
675.  #else
676.  		    levl[x][y].typ = ROOM;
677.  #endif
678.  		    levl[x][y].flags = 0;
679.  		}
680.  		q = 0;
681.  		for (a = 0; a < 4; a++)
682.  			if(okay(x, y, a)) dirs[q++]= a;
683.  		if (!q)
684.  			pos--;
685.  		else {
686.  			dir = dirs[rn2(q)];
687.  			move(&x, &y, dir);
688.  #ifndef WALLIFIED_MAZE
689.  			levl[x][y].typ = CORR;
690.  #else
691.  			levl[x][y].typ = ROOM;
692.  #endif
693.  			move(&x, &y, dir);
694.  			pos++;
695.  			if (pos > CELLS)
696.  				panic("Overflow in walkfrom");
697.  			mazex[pos] = (char) x;
698.  			mazey[pos] = (char) y;
699.  		}
700.  	}
701.  }
702.  #else
703.  
704.  void
705.  walkfrom(x,y)
706.  int x,y;
707.  {
708.  	register int q,a,dir;
709.  	int dirs[4];
710.  
711.  	if(!IS_DOOR(levl[x][y].typ)) {
712.  	    /* might still be on edge of MAP, so don't overwrite */
713.  #ifndef WALLIFIED_MAZE
714.  	    levl[x][y].typ = CORR;
715.  #else
716.  	    levl[x][y].typ = ROOM;
717.  #endif
718.  	    levl[x][y].flags = 0;
719.  	}
720.  
721.  	while(1) {
722.  		q = 0;
723.  		for(a = 0; a < 4; a++)
724.  			if(okay(x,y,a)) dirs[q++]= a;
725.  		if(!q) return;
726.  		dir = dirs[rn2(q)];
727.  		move(&x,&y,dir);
728.  #ifndef WALLIFIED_MAZE
729.  		levl[x][y].typ = CORR;
730.  #else
731.  		levl[x][y].typ = ROOM;
732.  #endif
733.  		move(&x,&y,dir);
734.  		walkfrom(x,y);
735.  	}
736.  }
737.  #endif /* MICRO */
738.  
739.  STATIC_OVL void
740.  move(x,y,dir)
741.  register int *x, *y;
742.  register int dir;
743.  {
744.  	switch(dir){
745.  		case 0: --(*y); break;
746.  		case 1: (*x)++; break;
747.  		case 2: (*y)++; break;
748.  		case 3: --(*x); break;
749.  		default: panic("move: bad direction");
750.  	}
751.  }
752.  
753.  void
754.  mazexy(cc)	/* find random point in generated corridors,
755.  		   so we don't create items in moats, bunkers, or walls */
756.  	coord	*cc;
757.  {
758.  	int cpt=0;
759.  
760.  	do {
761.  	    cc->x = 3 + 2*rn2((x_maze_max>>1) - 1);
762.  	    cc->y = 3 + 2*rn2((y_maze_max>>1) - 1);
763.  	    cpt++;
764.  	} while (cpt < 100 && levl[cc->x][cc->y].typ !=
765.  #ifdef WALLIFIED_MAZE
766.  		 ROOM
767.  #else
768.  		 CORR
769.  #endif
770.  		);
771.  	if (cpt >= 100) {
772.  		register int x, y;
773.  		/* last try */
774.  		for (x = 0; x < (x_maze_max>>1) - 1; x++)
775.  		    for (y = 0; y < (y_maze_max>>1) - 1; y++) {
776.  			cc->x = 3 + 2 * x;
777.  			cc->y = 3 + 2 * y;
778.  			if (levl[cc->x][cc->y].typ ==
779.  #ifdef WALLIFIED_MAZE
780.  			    ROOM
781.  #else
782.  			    CORR
783.  #endif
784.  			   ) return;
785.  		    }
786.  		panic("mazexy: can't find a place!");
787.  	}
788.  	return;
789.  }
790.  
791.  void
792.  bound_digging()
793.  /* put a non-diggable boundary around the initial portion of a level map.
794.   * assumes that no level will initially put things beyond the isok() range.
795.   *
796.   * we can't bound unconditionally on the last line with something in it,
797.   * because that something might be a niche which was already reachable,
798.   * so the boundary would be breached
799.   *
800.   * we can't bound unconditionally on one beyond the last line, because
801.   * that provides a window of abuse for WALLIFIED_MAZE special levels
802.   */
803.  {
804.  	register int x,y;
805.  	register unsigned typ;
806.  	register struct rm *lev;
807.  	boolean found, nonwall;
808.  	int xmin,xmax,ymin,ymax;
809.  
810.  	if(Is_earthlevel(&u.uz)) return; /* everything diggable here */
811.  
812.  	found = nonwall = FALSE;
813.  	for(xmin=0; !found; xmin++) {
814.  		lev = &levl[xmin][0];
815.  		for(y=0; y<=ROWNO-1; y++, lev++) {
816.  			typ = lev->typ;
817.  			if(typ != STONE) {
818.  				found = TRUE;
819.  				if(!IS_WALL(typ)) nonwall = TRUE;
820.  			}
821.  		}
822.  	}
823.  	xmin -= (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
824.  	if (xmin < 0) xmin = 0;
825.  
826.  	found = nonwall = FALSE;
827.  	for(xmax=COLNO-1; !found; xmax--) {
828.  		lev = &levl[xmax][0];
829.  		for(y=0; y<=ROWNO-1; y++, lev++) {
830.  			typ = lev->typ;
831.  			if(typ != STONE) {
832.  				found = TRUE;
833.  				if(!IS_WALL(typ)) nonwall = TRUE;
834.  			}
835.  		}
836.  	}
837.  	xmax += (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
838.  	if (xmax >= COLNO) xmax = COLNO-1;
839.  
840.  	found = nonwall = FALSE;
841.  	for(ymin=0; !found; ymin++) {
842.  		lev = &levl[xmin][ymin];
843.  		for(x=xmin; x<=xmax; x++, lev += ROWNO) {
844.  			typ = lev->typ;
845.  			if(typ != STONE) {
846.  				found = TRUE;
847.  				if(!IS_WALL(typ)) nonwall = TRUE;
848.  			}
849.  		}
850.  	}
851.  	ymin -= (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
852.  
853.  	found = nonwall = FALSE;
854.  	for(ymax=ROWNO-1; !found; ymax--) {
855.  		lev = &levl[xmin][ymax];
856.  		for(x=xmin; x<=xmax; x++, lev += ROWNO) {
857.  			typ = lev->typ;
858.  			if(typ != STONE) {
859.  				found = TRUE;
860.  				if(!IS_WALL(typ)) nonwall = TRUE;
861.  			}
862.  		}
863.  	}
864.  	ymax += (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
865.  
866.  	for (x = 0; x < COLNO; x++)
867.  	  for (y = 0; y < ROWNO; y++)
868.  	    if (y <= ymin || y >= ymax || x <= xmin || x >= xmax) {
869.  #ifdef DCC30_BUG
870.  		lev = &levl[x][y];
871.  		lev->wall_info |= W_NONDIGGABLE;
872.  #else
873.  		levl[x][y].wall_info |= W_NONDIGGABLE;
874.  #endif
875.  	    }
876.  }
877.  
878.  void
879.  mkportal(x, y, todnum, todlevel)
880.  register xchar x, y, todnum, todlevel;
881.  {
882.  	/* a portal "trap" must be matched by a */
883.  	/* portal in the destination dungeon/dlevel */
884.  	register struct trap *ttmp = maketrap(x, y, MAGIC_PORTAL);
885.  
886.  	if (!ttmp) {
887.  		impossible("portal on top of portal??");
888.  		return;
889.  	}
890.  #ifdef DEBUG
891.  	pline("mkportal: at (%d,%d), to %s, level %d",
892.  		x, y, dungeons[todnum].dname, todlevel);
893.  #endif
894.  	ttmp->dst.dnum = todnum;
895.  	ttmp->dst.dlevel = todlevel;
896.  	return;
897.  }
898.  
899.  /*
900.   * Special waterlevel stuff in endgame (TH).
901.   *
902.   * Some of these functions would probably logically belong to some
903.   * other source files, but they are all so nicely encapsulated here.
904.   */
905.  
906.  /* to ease the work of debuggers at this stage */
907.  #define register
908.  
909.  #define CONS_OBJ   0
910.  #define CONS_MON   1
911.  #define CONS_HERO  2
912.  #define CONS_TRAP  3
913.  
914.  static struct bubble *bbubbles, *ebubbles;
915.  
916.  static struct trap *wportal;
917.  static int xmin, ymin, xmax, ymax;	/* level boundaries */
918.  /* bubble movement boundaries */
919.  #define bxmin (xmin + 1)
920.  #define bymin (ymin + 1)
921.  #define bxmax (xmax - 1)
922.  #define bymax (ymax - 1)
923.  
924.  STATIC_DCL void NDECL(set_wportal);
925.  STATIC_DCL void FDECL(mk_bubble, (int,int,int));
926.  STATIC_DCL void FDECL(mv_bubble, (struct bubble *,int,int,BOOLEAN_P));
927.  
928.  void
929.  movebubbles()
930.  {
931.  	static boolean up;
932.  	register struct bubble *b;
933.  	register int x, y, i, j;
934.  	struct trap *btrap;
935.  	static const struct rm water_pos =
936.  		{ cmap_to_glyph(S_water), WATER, 0, 0, 0, 0, 0, 0, 0 };
937.  
938.  	/* set up the portal the first time bubbles are moved */
939.  	if (!wportal) set_wportal();
940.  
941.  	vision_recalc(2);
942.  	/* keep attached ball&chain separate from bubble objects */
943.  	if (Punished) unplacebc();
944.  
945.  	/*
946.  	 * Pick up everything inside of a bubble then fill all bubble
947.  	 * locations.
948.  	 */
949.  
950.  	for (b = up ? bbubbles : ebubbles; b; b = up ? b->next : b->prev) {
951.  	    if (b->cons) panic("movebubbles: cons != null");
952.  	    for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++)
953.  		for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++)
954.  		    if (b->bm[j + 2] & (1 << i)) {
955.  			if (!isok(x,y)) {
956.  			    impossible("movebubbles: bad pos (%d,%d)", x,y);
957.  			    continue;
958.  			}
959.  
960.  			/* pick up objects, monsters, hero, and traps */
961.  			if (OBJ_AT(x,y)) {
962.  			    struct obj *olist = (struct obj *) 0, *otmp;
963.  			    struct container *cons = (struct container *)
964.  				alloc(sizeof(struct container));
965.  
966.  			    while ((otmp = level.objects[x][y]) != 0) {
967.  				remove_object(otmp);
968.  				otmp->ox = otmp->oy = 0;
969.  				otmp->nexthere = olist;
970.  				olist = otmp;
971.  			    }
972.  
973.  			    cons->x = x;
974.  			    cons->y = y;
975.  			    cons->what = CONS_OBJ;
976.  			    cons->list = (genericptr_t) olist;
977.  			    cons->next = b->cons;
978.  			    b->cons = cons;
979.  			}
980.  			if (MON_AT(x,y)) {
981.  			    struct monst *mon = m_at(x,y);
982.  			    struct container *cons = (struct container *)
983.  				alloc(sizeof(struct container));
984.  
985.  			    cons->x = x;
986.  			    cons->y = y;
987.  			    cons->what = CONS_MON;
988.  			    cons->list = (genericptr_t) mon;
989.  
990.  			    cons->next = b->cons;
991.  			    b->cons = cons;
992.  
993.  			    if(mon->wormno)
994.  				remove_worm(mon);
995.  			    else
996.  				remove_monster(x, y);
997.  
998.  			    newsym(x,y);	/* clean up old position */
999.  			    mon->mx = mon->my = 0;
1000. 			}
1001. 			if (!u.uswallow && x == u.ux && y == u.uy) {
1002. 			    struct container *cons = (struct container *)
1003. 				alloc(sizeof(struct container));
1004. 
1005. 			    cons->x = x;
1006. 			    cons->y = y;
1007. 			    cons->what = CONS_HERO;
1008. 			    cons->list = (genericptr_t) 0;
1009. 
1010. 			    cons->next = b->cons;
1011. 			    b->cons = cons;
1012. 			}
1013. 			if ((btrap = t_at(x,y)) != 0) {
1014. 			    struct container *cons = (struct container *)
1015. 				alloc(sizeof(struct container));
1016. 
1017. 			    cons->x = x;
1018. 			    cons->y = y;
1019. 			    cons->what = CONS_TRAP;
1020. 			    cons->list = (genericptr_t) btrap;
1021. 
1022. 			    cons->next = b->cons;
1023. 			    b->cons = cons;
1024. 			}
1025. 
1026. 			levl[x][y] = water_pos;
1027. 			block_point(x,y);
1028. 		    }
1029. 	}
1030. 
1031. 	/*
1032. 	 * Every second time traverse down.  This is because otherwise
1033. 	 * all the junk that changes owners when bubbles overlap
1034. 	 * would eventually end up in the last bubble in the chain.
1035. 	 */
1036. 
1037. 	up = !up;
1038. 	for (b = up ? bbubbles : ebubbles; b; b = up ? b->next : b->prev) {
1039. 		register int rx = rn2(3), ry = rn2(3);
1040. 
1041. 		mv_bubble(b,b->dx + 1 - (!b->dx ? rx : (rx ? 1 : 0)),
1042. 			    b->dy + 1 - (!b->dy ? ry : (ry ? 1 : 0)),
1043. 			    FALSE);
1044. 	}
1045. 
1046. 	/* put attached ball&chain back */
1047. 	if (Punished) placebc();
1048. 	vision_full_recalc = 1;
1049. }
1050. 
1051. /* when moving in water, possibly (1 in 3) alter the intended destination */
1052. void
1053. water_friction()
1054. {
1055. 	register int x, y, dx, dy;
1056. 	register boolean eff = FALSE;
1057. 
1058. 	if (Swimming && rn2(4))
1059. 		return;		/* natural swimmers have advantage */
1060. 
1061. 	if (u.dx && !rn2(!u.dy ? 3 : 6)) {	/* 1/3 chance or half that */
1062. 		/* cancel delta x and choose an arbitrary delta y value */
1063. 		x = u.ux;
1064. 		do {
1065. 		    dy = rn2(3) - 1;		/* -1, 0, 1 */
1066. 		    y = u.uy + dy;
1067. 		} while (dy && (!isok(x,y) || !is_pool(x,y)));
1068. 		u.dx = 0;
1069. 		u.dy = dy;
1070. 		eff = TRUE;
1071. 	} else if (u.dy && !rn2(!u.dx ? 3 : 5)) {	/* 1/3 or 1/5*(5/6) */
1072. 		/* cancel delta y and choose an arbitrary delta x value */
1073. 		y = u.uy;
1074. 		do {
1075. 		    dx = rn2(3) - 1;		/* -1 .. 1 */
1076. 		    x = u.ux + dx;
1077. 		} while (dx && (!isok(x,y) || !is_pool(x,y)));
1078. 		u.dy = 0;
1079. 		u.dx = dx;
1080. 		eff = TRUE;
1081. 	}
1082. 	if (eff) pline("Water turbulence affects your movements.");
1083. }
1084. 
1085. void
1086. save_waterlevel(fd, mode)
1087. int fd, mode;
1088. {
1089. 	register struct bubble *b;
1090. 
1091. 	if (!Is_waterlevel(&u.uz)) return;
1092. 
1093. 	if (perform_bwrite(mode)) {
1094. 	    int n = 0;
1095. 	    for (b = bbubbles; b; b = b->next) ++n;
1096. 	    bwrite(fd, (genericptr_t)&n, sizeof (int));
1097. 	    bwrite(fd, (genericptr_t)&xmin, sizeof (int));
1098. 	    bwrite(fd, (genericptr_t)&ymin, sizeof (int));
1099. 	    bwrite(fd, (genericptr_t)&xmax, sizeof (int));
1100. 	    bwrite(fd, (genericptr_t)&ymax, sizeof (int));
1101. 	    for (b = bbubbles; b; b = b->next)
1102. 		bwrite(fd, (genericptr_t)b, sizeof (struct bubble));
1103. 	}
1104. 	if (release_data(mode))
1105. 	    unsetup_waterlevel();
1106. }
1107. 
1108. void
1109. restore_waterlevel(fd)
1110. register int fd;
1111. {
1112. 	register struct bubble *b = (struct bubble *)0, *btmp;
1113. 	register int i;
1114. 	int n;
1115. 
1116. 	if (!Is_waterlevel(&u.uz)) return;
1117. 
1118. 	set_wportal();
1119. 	mread(fd,(genericptr_t)&n,sizeof(int));
1120. 	mread(fd,(genericptr_t)&xmin,sizeof(int));
1121. 	mread(fd,(genericptr_t)&ymin,sizeof(int));
1122. 	mread(fd,(genericptr_t)&xmax,sizeof(int));
1123. 	mread(fd,(genericptr_t)&ymax,sizeof(int));
1124. 	for (i = 0; i < n; i++) {
1125. 		btmp = b;
1126. 		b = (struct bubble *)alloc(sizeof(struct bubble));
1127. 		mread(fd,(genericptr_t)b,sizeof(struct bubble));
1128. 		if (bbubbles) {
1129. 			btmp->next = b;
1130. 			b->prev = btmp;
1131. 		} else {
1132. 			bbubbles = b;
1133. 			b->prev = (struct bubble *)0;
1134. 		}
1135. 		mv_bubble(b,0,0,TRUE);
1136. 	}
1137. 	ebubbles = b;
1138. 	b->next = (struct bubble *)0;
1139. 	was_waterlevel = TRUE;
1140. }
1141. 
1142. STATIC_OVL void
1143. set_wportal()
1144. {
1145. 	/* there better be only one magic portal on water level... */
1146. 	for (wportal = ftrap; wportal; wportal = wportal->ntrap)
1147. 		if (wportal->ttyp == MAGIC_PORTAL) return;
1148. 	impossible("set_wportal(): no portal!");
1149. }
1150. 
1151. STATIC_OVL void
1152. setup_waterlevel()
1153. {
1154. 	register int x, y;
1155. 	register int xskip, yskip;
1156. 	register int water_glyph = cmap_to_glyph(S_water);
1157. 
1158. 	/* ouch, hardcoded... */
1159. 
1160. 	xmin = 3;
1161. 	ymin = 1;
1162. 	xmax = 78;
1163. 	ymax = 20;
1164. 
1165. 	/* set hero's memory to water */
1166. 
1167. 	for (x = xmin; x <= xmax; x++)
1168. 		for (y = ymin; y <= ymax; y++)
1169. 			levl[x][y].glyph = water_glyph;
1170. 
1171. 	/* make bubbles */
1172. 
1173. 	xskip = 10 + rn2(10);
1174. 	yskip = 4 + rn2(4);
1175. 	for (x = bxmin; x <= bxmax; x += xskip)
1176. 		for (y = bymin; y <= bymax; y += yskip)
1177. 			mk_bubble(x,y,rn2(7));
1178. }
1179. 
1180. STATIC_OVL void
1181. unsetup_waterlevel()
1182. {
1183. 	register struct bubble *b, *bb;
1184. 
1185. 	/* free bubbles */
1186. 
1187. 	for (b = bbubbles; b; b = bb) {
1188. 		bb = b->next;
1189. 		free((genericptr_t)b);
1190. 	}
1191. 	bbubbles = ebubbles = (struct bubble *)0;
1192. }
1193. 
1194. STATIC_OVL void
1195. mk_bubble(x,y,n)
1196. register int x, y, n;
1197. {
1198. 	/*
1199. 	 * These bit masks make visually pleasing bubbles on a normal aspect
1200. 	 * 25x80 terminal, which naturally results in them being mathematically
1201. 	 * anything but symmetric.  For this reason they cannot be computed
1202. 	 * in situ, either.  The first two elements tell the dimensions of
1203. 	 * the bubble's bounding box.
1204. 	 */
1205. 	static uchar
1206. 		bm2[] = {2,1,0x3},
1207. 		bm3[] = {3,2,0x7,0x7},
1208. 		bm4[] = {4,3,0x6,0xf,0x6},
1209. 		bm5[] = {5,3,0xe,0x1f,0xe},
1210. 		bm6[] = {6,4,0x1e,0x3f,0x3f,0x1e},
1211. 		bm7[] = {7,4,0x3e,0x7f,0x7f,0x3e},
1212. 		bm8[] = {8,4,0x7e,0xff,0xff,0x7e},
1213. 		*bmask[] = {bm2,bm3,bm4,bm5,bm6,bm7,bm8};
1214. 
1215. 	register struct bubble *b;
1216. 
1217. 	if (x >= bxmax || y >= bymax) return;
1218. 	if (n >= SIZE(bmask)) {
1219. 		impossible("n too large (mk_bubble)");
1220. 		n = SIZE(bmask) - 1;
1221. 	}
1222. 	b = (struct bubble *)alloc(sizeof(struct bubble));
1223. 	if ((x + (int) bmask[n][0] - 1) > bxmax) x = bxmax - bmask[n][0] + 1;
1224. 	if ((y + (int) bmask[n][1] - 1) > bymax) y = bymax - bmask[n][1] + 1;
1225. 	b->x = x;
1226. 	b->y = y;
1227. 	b->dx = 1 - rn2(3);
1228. 	b->dy = 1 - rn2(3);
1229. 	b->bm = bmask[n];
1230. 	b->cons = 0;
1231. 	if (!bbubbles) bbubbles = b;
1232. 	if (ebubbles) {
1233. 		ebubbles->next = b;
1234. 		b->prev = ebubbles;
1235. 	}
1236. 	else
1237. 		b->prev = (struct bubble *)0;
1238. 	b->next =  (struct bubble *)0;
1239. 	ebubbles = b;
1240. 	mv_bubble(b,0,0,TRUE);
1241. }
1242. 
1243. /*
1244.  * The player, the portal and all other objects and monsters
1245.  * float along with their associated bubbles.  Bubbles may overlap
1246.  * freely, and the contents may get associated with other bubbles in
1247.  * the process.  Bubbles are "sticky", meaning that if the player is
1248.  * in the immediate neighborhood of one, he/she may get sucked inside.
1249.  * This property also makes leaving a bubble slightly difficult.
1250.  */
1251. STATIC_OVL void
1252. mv_bubble(b,dx,dy,ini)
1253. register struct bubble *b;
1254. register int dx, dy;
1255. register boolean ini;
1256. {
1257. 	register int x, y, i, j, colli = 0;
1258. 	struct container *cons, *ctemp;
1259. 
1260. 	/* move bubble */
1261. 	if (dx < -1 || dx > 1 || dy < -1 || dy > 1) {
1262. 	    /* pline("mv_bubble: dx = %d, dy = %d", dx, dy); */
1263. 	    dx = sgn(dx);
1264. 	    dy = sgn(dy);
1265. 	}
1266. 
1267. 	/*
1268. 	 * collision with level borders?
1269. 	 *	1 = horizontal border, 2 = vertical, 3 = corner
1270. 	 */
1271. 	if (b->x <= bxmin) colli |= 2;
1272. 	if (b->y <= bymin) colli |= 1;
1273. 	if ((int) (b->x + b->bm[0] - 1) >= bxmax) colli |= 2;
1274. 	if ((int) (b->y + b->bm[1] - 1) >= bymax) colli |= 1;
1275. 
1276. 	if (b->x < bxmin) {
1277. 	    pline("bubble xmin: x = %d, xmin = %d", b->x, bxmin);
1278. 	    b->x = bxmin;
1279. 	}
1280. 	if (b->y < bymin) {
1281. 	    pline("bubble ymin: y = %d, ymin = %d", b->y, bymin);
1282. 	    b->y = bymin;
1283. 	}
1284. 	if ((int) (b->x + b->bm[0] - 1) > bxmax) {
1285. 	    pline("bubble xmax: x = %d, xmax = %d",
1286. 			b->x + b->bm[0] - 1, bxmax);
1287. 	    b->x = bxmax - b->bm[0] + 1;
1288. 	}
1289. 	if ((int) (b->y + b->bm[1] - 1) > bymax) {
1290. 	    pline("bubble ymax: y = %d, ymax = %d",
1291. 			b->y + b->bm[1] - 1, bymax);
1292. 	    b->y = bymax - b->bm[1] + 1;
1293. 	}
1294. 
1295. 	/* bounce if we're trying to move off the border */
1296. 	if (b->x == bxmin && dx < 0) dx = -dx;
1297. 	if (b->x + b->bm[0] - 1 == bxmax && dx > 0) dx = -dx;
1298. 	if (b->y == bymin && dy < 0) dy = -dy;
1299. 	if (b->y + b->bm[1] - 1 == bymax && dy > 0) dy = -dy;
1300. 
1301. 	b->x += dx;
1302. 	b->y += dy;
1303. 
1304. 	/* void positions inside bubble */
1305. 
1306. 	for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++)
1307. 	    for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++)
1308. 		if (b->bm[j + 2] & (1 << i)) {
1309. 		    levl[x][y].typ = AIR;
1310. 		    levl[x][y].lit = 1;
1311. 		    unblock_point(x,y);
1312. 		}
1313. 
1314. 	/* replace contents of bubble */
1315. 	for (cons = b->cons; cons; cons = ctemp) {
1316. 	    ctemp = cons->next;
1317. 	    cons->x += dx;
1318. 	    cons->y += dy;
1319. 
1320. 	    switch(cons->what) {
1321. 		case CONS_OBJ: {
1322. 		    struct obj *olist, *otmp;
1323. 
1324. 		    for (olist=(struct obj *)cons->list; olist; olist=otmp) {
1325. 			otmp = olist->nexthere;
1326. 			place_object(olist, cons->x, cons->y);
1327. 		    }
1328. 		    break;
1329. 		}
1330. 
1331. 		case CONS_MON: {
1332. 		    struct monst *mon = (struct monst *) cons->list;
1333. 		    (void) mnearto(mon, cons->x, cons->y, TRUE);
1334. 		    break;
1335. 		}
1336. 
1337. 		case CONS_HERO: {
1338. 		    int ux0 = u.ux, uy0 = u.uy;
1339. 
1340. 		    /* change u.ux0 and u.uy0? */
1341. 		    u.ux = cons->x;
1342. 		    u.uy = cons->y;
1343. 		    newsym(ux0, uy0);	/* clean up old position */
1344. 
1345. 		    if (MON_AT(cons->x, cons->y)) {
1346. 				mnexto(m_at(cons->x,cons->y));
1347. 			}
1348. 		    break;
1349. 		}
1350. 
1351. 		case CONS_TRAP: {
1352. 		    struct trap *btrap = (struct trap *) cons->list;
1353. 		    btrap->tx = cons->x;
1354. 		    btrap->ty = cons->y;
1355. 		    break;
1356. 		}
1357. 
1358. 		default:
1359. 		    impossible("mv_bubble: unknown bubble contents");
1360. 		    break;
1361. 	    }
1362. 	    free((genericptr_t)cons);
1363. 	}
1364. 	b->cons = 0;
1365. 
1366. 	/* boing? */
1367. 
1368. 	switch (colli) {
1369. 	    case 1: b->dy = -b->dy;	break;
1370. 	    case 3: b->dy = -b->dy;	/* fall through */
1371. 	    case 2: b->dx = -b->dx;	break;
1372. 	    default:
1373. 		/* sometimes alter direction for fun anyway
1374. 		   (higher probability for stationary bubbles) */
1375. 		if (!ini && ((b->dx || b->dy) ? !rn2(20) : !rn2(5))) {
1376. 			b->dx = 1 - rn2(3);
1377. 			b->dy = 1 - rn2(3);
1378. 		}
1379. 	}
1380. }
1381. 
1382. /*mkmaze.c*/