Source:NetHack 3.4.0/mkmaze.c
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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*/