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.
Contents
- 1 Top of file
- 2 iswall
- 3 iswall_or_stone
- 4 is_solid
- 5 extend_spine
- 6 wallification
- 7 okay
- 8 maze0xy
- 9 bad_location
- 10 place_lregion
- 11 put_lregion_here
- 12 fixup_special
- 13 makemaz
- 14 walkfrom
- 15 move
- 16 mazexy
- 17 bound_digging
- 18 mkportal
- 19 movebubbles
- 20 water_friction
- 21 save_waterlevel
- 22 restore_waterlevel
- 23 waterbody_name
- 24 set_wportal
- 25 setup_waterlevel
- 26 unsetup_waterlevel
- 27 mk_bubble
- 28 mv_bubble
Top of file
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.
iswall
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.
iswall_or_stone
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.
is_solid
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.
extend_spine
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.
wallification
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.
okay
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.
maze0xy
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.
bad_location
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.
place_lregion
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.
put_lregion_here
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.
fixup_special
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.
makemaz
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. */
walkfrom
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.
move
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.
mazexy
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.
bound_digging
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.
mkportal
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.
movebubbles
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.
water_friction
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.
save_waterlevel
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.
restore_waterlevel
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.
waterbody_name
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.
set_wportal
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.
setup_waterlevel
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.
unsetup_waterlevel
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.
mk_bubble
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.
mv_bubble
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*/