Source:NetHack 3.3.0/mkmaze.c

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Below is the full text to mkmaze.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/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	3.3	99/04/24	*/
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.   #define OUT_OF_BOUNDS(x,y) ((x)<=0 || (y)<0 || (x)>COLNO-1 || (y)>ROWNO-1)
28.   
29.   STATIC_OVL boolean
30.   iswall(x,y)
31.   int x,y;
32.   {
33.   	if (OUT_OF_BOUNDS(x,y)) return FALSE;
34.   	return (IS_WALL(levl[x][y].typ) || IS_DOOR(levl[x][y].typ)
35.   		|| levl[x][y].typ == SDOOR);
36.   }
37.   
38.   STATIC_OVL boolean
39.   iswall_or_stone(x,y)
40.       int x,y;
41.   {
42.       register int type;
43.   
44.       /* out of bounds = stone */
45.       if (OUT_OF_BOUNDS(x,y)) return TRUE;
46.   
47.       type = levl[x][y].typ;
48.       return (type == STONE || IS_WALL(type) || IS_DOOR(type) || type == SDOOR);
49.   }
50.   
51.   /* return TRUE if out of bounds, wall or rock */
52.   STATIC_OVL boolean
53.   is_solid(x,y)
54.       int x, y;
55.   {
56.       return (OUT_OF_BOUNDS(x,y) || IS_STWALL(levl[x][y].typ));
57.   }
58.   
59.   
60.   /*
61.    * Return 1 (not TRUE - we're doing bit vectors here) if we want to extend
62.    * a wall spine in the (dx,dy) direction.  Return 0 otherwise.
63.    *
64.    * To extend a wall spine in that direction, first there must be a wall there.
65.    * Then, extend a spine unless the current position is surrounded by walls
66.    * in the direction given by (dx,dy).  E.g. if 'x' is our location, 'W'
67.    * a wall, '.' a room, 'a' anything (we don't care), and our direction is
68.    * (0,1) - South or down - then:
69.    *
70.    *		a a a
71.    *		W x W		This would not extend a spine from x down
72.    *		W W W		(a corridor of walls is formed).
73.    *
74.    *		a a a
75.    *		W x W		This would extend a spine from x down.
76.    *		. W W
77.    */
78.   STATIC_OVL int
79.   extend_spine(locale, wall_there, dx, dy)
80.       int locale[3][3];
81.       int wall_there, dx, dy;
82.   {
83.       int spine, nx, ny;
84.   
85.       nx = 1 + dx;
86.       ny = 1 + dy;
87.   
88.       if (wall_there) {	/* wall in that direction */
89.   	if (dx) {
90.   	    if (locale[ 1][0] && locale[ 1][2] && /* EW are wall/stone */
91.   		locale[nx][0] && locale[nx][2]) { /* diag are wall/stone */
92.   		spine = 0;
93.   	    } else {
94.   		spine = 1;
95.   	    }
96.   	} else {	/* dy */
97.   	    if (locale[0][ 1] && locale[2][ 1] && /* NS are wall/stone */
98.   		locale[0][ny] && locale[2][ny]) { /* diag are wall/stone */
99.   		spine = 0;
100.  	    } else {
101.  		spine = 1;
102.  	    }
103.  	}
104.      } else {
105.  	spine = 0;
106.      }
107.  
108.      return spine;
109.  }
110.  
111.  
112.  /*
113.   * Wall cleanup.  This function has two purposes: (1) remove walls that
114.   * are totally surrounded by stone - they are redundant.  (2) correct
115.   * the types so that they extend and connect to each other.
116.   */
117.  void
118.  wallification(x1, y1, x2, y2)
119.  int x1, y1, x2, y2;
120.  {
121.  	uchar type;
122.  	register int x,y;
123.  	struct rm *lev;
124.  	int bits;
125.  	int locale[3][3];	/* rock or wall status surrounding positions */
126.  	/*
127.  	 * Value 0 represents a free-standing wall.  It could be anything,
128.  	 * so even though this table says VWALL, we actually leave whatever
129.  	 * typ was there alone.
130.  	 */
131.  	static xchar spine_array[16] = {
132.  	    VWALL,	HWALL,		HWALL,		HWALL,
133.  	    VWALL,	TRCORNER,	TLCORNER,	TDWALL,
134.  	    VWALL,	BRCORNER,	BLCORNER,	TUWALL,
135.  	    VWALL,	TLWALL,		TRWALL,		CROSSWALL
136.  	};
137.  
138.  	/* sanity check on incoming variables */
139.  	if (x1<0 || x2>=COLNO || x1>x2 || y1<0 || y2>=ROWNO || y1>y2)
140.  	    panic("wallification: bad bounds (%d,%d) to (%d,%d)",x1,y1,x2,y2);
141.  
142.  	/* Step 1: change walls surrounded by rock to rock. */
143.  	for(x = x1; x <= x2; x++)
144.  	    for(y = y1; y <= y2; y++) {
145.  		lev = &levl[x][y];
146.  		type = lev->typ;
147.  		if (IS_WALL(type) && type != DBWALL) {
148.  		    if (is_solid(x-1,y-1) &&
149.  			is_solid(x-1,y  ) &&
150.  			is_solid(x-1,y+1) &&
151.  			is_solid(x,  y-1) &&
152.  			is_solid(x,  y+1) &&
153.  			is_solid(x+1,y-1) &&
154.  			is_solid(x+1,y  ) &&
155.  			is_solid(x+1,y+1))
156.  		    lev->typ = STONE;
157.  		}
158.  	    }
159.  
160.  	/*
161.  	 * Step 2: set the correct wall type.  We can't combine steps
162.  	 * 1 and 2 into a single sweep because we depend on knowing if
163.  	 * the surrounding positions are stone.
164.  	 */
165.  	for(x = x1; x <= x2; x++)
166.  	    for(y = y1; y <= y2; y++) {
167.  		lev = &levl[x][y];
168.  		type = lev->typ;
169.  		if ( !(IS_WALL(type) && type != DBWALL)) continue;
170.  
171.  		/* set the locations TRUE if rock or wall or out of bounds */
172.  		locale[0][0] = iswall_or_stone(x-1,y-1);
173.  		locale[1][0] = iswall_or_stone(  x,y-1);
174.  		locale[2][0] = iswall_or_stone(x+1,y-1);
175.  
176.  		locale[0][1] = iswall_or_stone(x-1,  y);
177.  		locale[2][1] = iswall_or_stone(x+1,  y);
178.  
179.  		locale[0][2] = iswall_or_stone(x-1,y+1);
180.  		locale[1][2] = iswall_or_stone(  x,y+1);
181.  		locale[2][2] = iswall_or_stone(x+1,y+1);
182.  
183.  		/* determine if wall should extend to each direction NSEW */
184.  		bits =    (extend_spine(locale, iswall(x,y-1),  0, -1) << 3)
185.  			| (extend_spine(locale, iswall(x,y+1),  0,  1) << 2)
186.  			| (extend_spine(locale, iswall(x+1,y),  1,  0) << 1)
187.  			|  extend_spine(locale, iswall(x-1,y), -1,  0);
188.  
189.  		/* don't change typ if wall is free-standing */
190.  		if (bits) lev->typ = spine_array[bits];
191.  	    }
192.  }
193.  
194.  STATIC_OVL boolean
195.  okay(x,y,dir)
196.  int x,y;
197.  register int dir;
198.  {
199.  	move(&x,&y,dir);
200.  	move(&x,&y,dir);
201.  	if(x<3 || y<3 || x>x_maze_max || y>y_maze_max || levl[x][y].typ != 0)
202.  		return(FALSE);
203.  	return(TRUE);
204.  }
205.  
206.  STATIC_OVL void
207.  maze0xy(cc)	/* find random starting point for maze generation */
208.  	coord	*cc;
209.  {
210.  	cc->x = 3 + 2*rn2((x_maze_max>>1) - 1);
211.  	cc->y = 3 + 2*rn2((y_maze_max>>1) - 1);
212.  	return;
213.  }
214.  
215.  /*
216.   * Bad if:
217.   *	pos is occupied OR
218.   *	pos is inside restricted region (lx,ly,hx,hy) OR
219.   *	NOT (pos is corridor and a maze level OR pos is a room OR pos is air)
220.   */
221.  boolean
222.  bad_location(x, y, lx, ly, hx, hy)
223.      xchar x, y;
224.      xchar lx, ly, hx, hy;
225.  {
226.      return((boolean)(occupied(x, y) ||
227.  	   within_bounded_area(x,y, lx,ly, hx,hy) ||
228.  	   !((levl[x][y].typ == CORR && level.flags.is_maze_lev) ||
229.  	       levl[x][y].typ == ROOM || levl[x][y].typ == AIR)));
230.  }
231.  
232.  /* pick a location in area (lx, ly, hx, hy) but not in (nlx, nly, nhx, nhy) */
233.  /* and place something (based on rtype) in that region */
234.  void
235.  place_lregion(lx, ly, hx, hy, nlx, nly, nhx, nhy, rtype, lev)
236.      xchar	lx, ly, hx, hy;
237.      xchar	nlx, nly, nhx, nhy;
238.      xchar	rtype;
239.      d_level	*lev;
240.  {
241.      int trycnt;
242.      boolean oneshot;
243.      xchar x, y;
244.  
245.      if(!lx) { /* default to whole level */
246.  	/*
247.  	 * if there are rooms and this a branch, let place_branch choose
248.  	 * the branch location (to avoid putting branches in corridors).
249.  	 */
250.  	if(rtype == LR_BRANCH && nroom) {
251.  	    place_branch(Is_branchlev(&u.uz), 0, 0);
252.  	    return;
253.  	}
254.  
255.  	lx = 1; hx = COLNO-1;
256.  	ly = 1; hy = ROWNO-1;
257.      }
258.  
259.      /* first a probabilistic approach */
260.  
261.      oneshot = (lx == hx && ly == hy);
262.      for(trycnt = 0; trycnt < 100; trycnt ++) {
263.  
264.  	x = rn1((hx - lx) + 1, lx);
265.  	y = rn1((hy - ly) + 1, ly);
266.  
267.  	if (put_lregion_here(x,y,nlx,nly,nhx,nhy,rtype,oneshot,lev))
268.  	    return;
269.      }
270.  
271.      /* then a deterministic one */
272.  
273.      oneshot = TRUE;
274.      for (x = lx; x <= hx; x++)
275.  	for (y = ly; y <= hy; y++)
276.  	    if (put_lregion_here(x,y,nlx,nly,nhx,nhy,rtype,oneshot,lev))
277.  		return;
278.  
279.      impossible("Couldn't place lregion type %d!", rtype);
280.  }
281.  
282.  STATIC_OVL boolean
283.  put_lregion_here(x,y,nlx,nly,nhx,nhy,rtype,oneshot,lev)
284.  xchar x, y;
285.  xchar nlx, nly, nhx, nhy;
286.  xchar rtype;
287.  boolean oneshot;
288.  d_level *lev;
289.  {
290.      if(oneshot) {
291.  	/* must make due with the only location possible */
292.  	/* avoid failure due to a misplaced trap */
293.  	/* it might still fail if there's a dungeon feature here */
294.  	struct trap *t = t_at(x,y);
295.  	if (t) deltrap(t);
296.      }
297.      if(bad_location(x, y, nlx, nly, nhx, nhy)) return(FALSE);
298.      switch (rtype) {
299.      case LR_TELE:
300.      case LR_UPTELE:
301.      case LR_DOWNTELE:
302.  	/* "something" means the player in this case */
303.  	if(MON_AT(x, y)) {
304.  	    /* move the monster if no choice, or just try again */
305.  	    if(oneshot) rloc(m_at(x,y));
306.  	    else return(FALSE);
307.  	}
308.  	u_on_newpos(x, y);
309.  	break;
310.      case LR_PORTAL:
311.  	mkportal(x, y, lev->dnum, lev->dlevel);
312.  	break;
313.      case LR_DOWNSTAIR:
314.      case LR_UPSTAIR:
315.  	mkstairs(x, y, (char)rtype, (struct mkroom *)0);
316.  	break;
317.      case LR_BRANCH:
318.  	place_branch(Is_branchlev(&u.uz), x, y);
319.  	break;
320.      }
321.      return(TRUE);
322.  }
323.  
324.  static boolean was_waterlevel; /* ugh... this shouldn't be needed */
325.  
326.  /* this is special stuff that the level compiler cannot (yet) handle */
327.  STATIC_OVL void
328.  fixup_special()
329.  {
330.      register lev_region *r = lregions;
331.      struct d_level lev;
332.      register int x, y;
333.      struct mkroom *croom;
334.      boolean added_branch = FALSE;
335.  
336.      if (was_waterlevel) {
337.  	was_waterlevel = FALSE;
338.  	u.uinwater = 0;
339.  	unsetup_waterlevel();
340.      } else if (Is_waterlevel(&u.uz)) {
341.  	level.flags.hero_memory = 0;
342.  	was_waterlevel = TRUE;
343.  	/* water level is an odd beast - it has to be set up
344.  	   before calling place_lregions etc. */
345.  	setup_waterlevel();
346.      }
347.      for(x = 0; x < num_lregions; x++, r++) {
348.  	switch(r->rtype) {
349.  	case LR_BRANCH:
350.  	    added_branch = TRUE;
351.  	    goto place_it;
352.  
353.  	case LR_PORTAL:
354.  	    if(*r->rname.str >= '0' && *r->rname.str <= '9') {
355.  		/* "chutes and ladders" */
356.  		lev = u.uz;
357.  		lev.dlevel = atoi(r->rname.str);
358.  	    } else {
359.  		s_level *sp = find_level(r->rname.str);
360.  		lev = sp->dlevel;
361.  	    }
362.  	    /* fall into... */
363.  
364.  	case LR_UPSTAIR:
365.  	case LR_DOWNSTAIR:
366.  	place_it:
367.  	    place_lregion(r->inarea.x1, r->inarea.y1,
368.  			  r->inarea.x2, r->inarea.y2,
369.  			  r->delarea.x1, r->delarea.y1,
370.  			  r->delarea.x2, r->delarea.y2,
371.  			  r->rtype, &lev);
372.  	    break;
373.  
374.  	case LR_TELE:
375.  	case LR_UPTELE:
376.  	case LR_DOWNTELE:
377.  	    /* save the region outlines for goto_level() */
378.  	    if(r->rtype == LR_TELE || r->rtype == LR_UPTELE) {
379.  		    updest.lx = r->inarea.x1; updest.ly = r->inarea.y1;
380.  		    updest.hx = r->inarea.x2; updest.hy = r->inarea.y2;
381.  		    updest.nlx = r->delarea.x1; updest.nly = r->delarea.y1;
382.  		    updest.nhx = r->delarea.x2; updest.nhy = r->delarea.y2;
383.  	    }
384.  	    if(r->rtype == LR_TELE || r->rtype == LR_DOWNTELE) {
385.  		    dndest.lx = r->inarea.x1; dndest.ly = r->inarea.y1;
386.  		    dndest.hx = r->inarea.x2; dndest.hy = r->inarea.y2;
387.  		    dndest.nlx = r->delarea.x1; dndest.nly = r->delarea.y1;
388.  		    dndest.nhx = r->delarea.x2; dndest.nhy = r->delarea.y2;
389.  	    }
390.  	    /* place_lregion gets called from goto_level() */
391.  	    break;
392.  	}
393.  
394.  	if (r->rname.str) free((genericptr_t) r->rname.str),  r->rname.str = 0;
395.      }
396.  
397.      /* place dungeon branch if not placed above */
398.      if (!added_branch && Is_branchlev(&u.uz)) {
399.  	place_lregion(0,0,0,0,0,0,0,0,LR_BRANCH,(d_level *)0);
400.      }
401.  
402.  	/* KMH -- Sokoban levels */
403.  	if(In_sokoban(&u.uz))
404.  		sokoban_detect();
405.  
406.      /* Still need to add some stuff to level file */
407.      if (Is_medusa_level(&u.uz)) {
408.  	struct obj *otmp;
409.  	int tryct;
410.  
411.  	croom = &rooms[0]; /* only one room on the medusa level */
412.  	for (tryct = rnd(4); tryct; tryct--) {
413.  	    x = somex(croom); y = somey(croom);
414.  	    if (goodpos(x, y, (struct monst *)0)) {
415.  		otmp = mk_tt_object(STATUE, x, y);
416.  		while (otmp && (poly_when_stoned(&mons[otmp->corpsenm]) ||
417.  				pm_resistance(&mons[otmp->corpsenm],MR_STONE))) {
418.  		    otmp->corpsenm = rndmonnum();
419.  		    otmp->owt = weight(otmp);
420.  		}
421.  	    }
422.  	}
423.  
424.  	if (rn2(2))
425.  	    otmp = mk_tt_object(STATUE, somex(croom), somey(croom));
426.  	else /* Medusa statues don't contain books */
427.  	    otmp = mkcorpstat(STATUE, (struct monst *)0, (struct permonst *)0,
428.  			      somex(croom), somey(croom), FALSE);
429.  	if (otmp) {
430.  	    while (pm_resistance(&mons[otmp->corpsenm],MR_STONE)
431.  		   || poly_when_stoned(&mons[otmp->corpsenm])) {
432.  		otmp->corpsenm = rndmonnum();
433.  		otmp->owt = weight(otmp);
434.  	    }
435.  	}
436.      } else if(Is_wiz1_level(&u.uz)) {
437.  	croom = search_special(MORGUE);
438.  
439.  	create_secret_door(croom, W_SOUTH|W_EAST|W_WEST);
440.      } else if(Is_knox(&u.uz)) {
441.  	/* using an unfilled morgue for rm id */
442.  	croom = search_special(MORGUE);
443.  	/* avoid inappropriate morgue-related messages */
444.  	level.flags.graveyard = level.flags.has_morgue = 0;
445.  	croom->rtype = OROOM;	/* perhaps it should be set to VAULT? */
446.  	/* stock the main vault */
447.  	for(x = croom->lx; x <= croom->hx; x++)
448.  	    for(y = croom->ly; y <= croom->hy; y++) {
449.  		(void) mkgold((long) rn1(300, 600), x, y);
450.  		if (!rn2(3) && !is_pool(x,y))
451.  		    (void)maketrap(x, y, rn2(3) ? LANDMINE : SPIKED_PIT);
452.  	    }
453.      } else if (Role_if(PM_PRIEST) && In_quest(&u.uz)) {
454.  	/* less chance for undead corpses (lured from lower morgues) */
455.  	level.flags.graveyard = 1;
456.      } else if (Is_stronghold(&u.uz)) {
457.  	level.flags.graveyard = 1;
458.      } else if(Is_sanctum(&u.uz)) {
459.  	croom = search_special(TEMPLE);
460.  
461.  	create_secret_door(croom, W_ANY);
462.      } else if(on_level(&u.uz, &orcus_level)) {
463.  	   register struct monst *mtmp, *mtmp2;
464.  
465.  	   /* it's a ghost town, get rid of shopkeepers */
466.  	    for(mtmp = fmon; mtmp; mtmp = mtmp2) {
467.  		    mtmp2 = mtmp->nmon;
468.  		    if(mtmp->isshk) mongone(mtmp);
469.  	    }
470.      }
471.  
472.      if(lev_message) {
473.  	char *str, *nl;
474.  	for(str = lev_message; (nl = index(str, '\n')) != 0; str = nl+1) {
475.  	    *nl = '\0';
476.  	    pline("%s", str);
477.  	}
478.  	if(*str)
479.  	    pline("%s", str);
480.  	free((genericptr_t)lev_message);
481.  	lev_message = 0;
482.      }
483.  
484.      if (lregions)
485.  	free((genericptr_t) lregions),  lregions = 0;
486.      num_lregions = 0;
487.  }
488.  
489.  void
490.  makemaz(s)
491.  register const char *s;
492.  {
493.  	int x,y;
494.  	char protofile[20];
495.  	s_level	*sp = Is_special(&u.uz);
496.  	coord mm;
497.  
498.  	if(*s) {
499.  	    if(sp && sp->rndlevs) Sprintf(protofile, "%s-%d", s,
500.  						rnd((int) sp->rndlevs));
501.  	    else		 Strcpy(protofile, s);
502.  	} else if(*(dungeons[u.uz.dnum].proto)) {
503.  	    if(dunlevs_in_dungeon(&u.uz) > 1) {
504.  		if(sp && sp->rndlevs)
505.  		     Sprintf(protofile, "%s%d-%d", dungeons[u.uz.dnum].proto,
506.  						dunlev(&u.uz),
507.  						rnd((int) sp->rndlevs));
508.  		else Sprintf(protofile, "%s%d", dungeons[u.uz.dnum].proto,
509.  						dunlev(&u.uz));
510.  	    } else if(sp && sp->rndlevs) {
511.  		     Sprintf(protofile, "%s-%d", dungeons[u.uz.dnum].proto,
512.  						rnd((int) sp->rndlevs));
513.  	    } else Strcpy(protofile, dungeons[u.uz.dnum].proto);
514.  
515.  	} else Strcpy(protofile, "");
516.  
517.  	if(*protofile) {
518.  	    Strcat(protofile, LEV_EXT);
519.  	    if(load_special(protofile)) {
520.  		fixup_special();
521.  		return;	/* no mazification right now */
522.  	    }
523.  	    impossible("Couldn't load \"%s\" - making a maze.", protofile);
524.  	}
525.  
526.  	level.flags.is_maze_lev = TRUE;
527.  
528.  #ifndef WALLIFIED_MAZE
529.  	for(x = 2; x < x_maze_max; x++)
530.  		for(y = 2; y < y_maze_max; y++)
531.  			levl[x][y].typ = STONE;
532.  #else
533.  	for(x = 2; x <= x_maze_max; x++)
534.  		for(y = 2; y <= y_maze_max; y++)
535.  			levl[x][y].typ = ((x % 2) && (y % 2)) ? STONE : HWALL;
536.  #endif
537.  
538.  	maze0xy(&mm);
539.  	walkfrom((int) mm.x, (int) mm.y);
540.  	/* put a boulder at the maze center */
541.  	(void) mksobj_at(BOULDER, (int) mm.x, (int) mm.y, TRUE);
542.  
543.  #ifdef WALLIFIED_MAZE
544.  	wallification(2, 2, x_maze_max, y_maze_max);
545.  #endif
546.  	mazexy(&mm);
547.  	mkstairs(mm.x, mm.y, 1, (struct mkroom *)0);		/* up */
548.  	if (!Invocation_lev(&u.uz)) {
549.  	    mazexy(&mm);
550.  	    mkstairs(mm.x, mm.y, 0, (struct mkroom *)0);	/* down */
551.  	} else {	/* choose "vibrating square" location */
552.  #define x_maze_min 2
553.  #define y_maze_min 2
554.  	    /*
555.  	     * Pick a position where the stairs down to Moloch's Sanctum
556.  	     * level will ultimately be created.  At that time, an area
557.  	     * will be altered:  walls removed, moat and traps generated,
558.  	     * boulders destroyed.  The position picked here must ensure
559.  	     * that that invocation area won't extend off the map.
560.  	     *
561.  	     * We actually allow up to 2 squares around the usual edge of
562.  	     * the area to get truncated; see mkinvokearea(mklev.c).
563.  	     */
564.  #define INVPOS_X_MARGIN (6 - 2)
565.  #define INVPOS_Y_MARGIN (5 - 2)
566.  #define INVPOS_DISTANCE 11
567.  	    int x_range = x_maze_max - x_maze_min - 2*INVPOS_X_MARGIN - 1,
568.  		y_range = y_maze_max - y_maze_min - 2*INVPOS_Y_MARGIN - 1;
569.  
570.  #ifdef DEBUG
571.  	    if (x_range <= INVPOS_X_MARGIN || y_range <= INVPOS_Y_MARGIN ||
572.  		   (x_range * y_range) <= (INVPOS_DISTANCE * INVPOS_DISTANCE))
573.  		panic("inv_pos: maze is too small! (%d x %d)",
574.  		      x_maze_max, y_maze_max);
575.  #endif
576.  	    inv_pos.x = inv_pos.y = 0; /*{occupied() => invocation_pos()}*/
577.  	    do {
578.  		x = rn1(x_range, x_maze_min + INVPOS_X_MARGIN + 1);
579.  		y = rn1(y_range, y_maze_min + INVPOS_Y_MARGIN + 1);
580.  		/* we don't want it to be too near the stairs, nor
581.  		   to be on a spot that's already in use (wall|trap) */
582.  	    } while (x == xupstair || y == yupstair ||	/*(direct line)*/
583.  		     abs(x - xupstair) == abs(y - yupstair) ||
584.  		     distmin(x, y, xupstair, yupstair) <= INVPOS_DISTANCE ||
585.  		     !SPACE_POS(levl[x][y].typ) || occupied(x, y));
586.  	    inv_pos.x = x;
587.  	    inv_pos.y = y;
588.  #undef INVPOS_X_MARGIN
589.  #undef INVPOS_Y_MARGIN
590.  #undef INVPOS_DISTANCE
591.  #undef x_maze_min
592.  #undef y_maze_min
593.  	}
594.  
595.  	/* place branch stair or portal */
596.  	place_branch(Is_branchlev(&u.uz), 0, 0);
597.  
598.  	for(x = rn1(8,11); x; x--) {
599.  		mazexy(&mm);
600.  		(void) mkobj_at(rn2(2) ? GEM_CLASS : 0, mm.x, mm.y, TRUE);
601.  	}
602.  	for(x = rn1(10,2); x; x--) {
603.  		mazexy(&mm);
604.  		(void) mksobj_at(BOULDER, mm.x, mm.y, TRUE);
605.  	}
606.  	for (x = rn2(3); x; x--) {
607.  		mazexy(&mm);
608.  		(void) makemon(&mons[PM_MINOTAUR], mm.x, mm.y, NO_MM_FLAGS);
609.  	}
610.  	for(x = rn1(5,7); x; x--) {
611.  		mazexy(&mm);
612.  		(void) makemon((struct permonst *) 0, mm.x, mm.y, NO_MM_FLAGS);
613.  	}
614.  	for(x = rn1(6,7); x; x--) {
615.  		mazexy(&mm);
616.  		(void) mkgold(0L,mm.x,mm.y);
617.  	}
618.  	for(x = rn1(6,7); x; x--)
619.  		mktrap(0,1,(struct mkroom *) 0, (coord*) 0);
620.  }
621.  
622.  #ifdef MICRO
623.  /* Make the mazewalk iterative by faking a stack.  This is needed to
624.   * ensure the mazewalk is successful in the limited stack space of
625.   * the program.  This iterative version uses the minimum amount of stack
626.   * that is totally safe.
627.   */
628.  void
629.  walkfrom(x,y)
630.  int x,y;
631.  {
632.  #define CELLS (ROWNO * COLNO) / 4		/* a maze cell is 4 squares */
633.  	char mazex[CELLS + 1], mazey[CELLS + 1];	/* char's are OK */
634.  	int q, a, dir, pos;
635.  	int dirs[4];
636.  
637.  	pos = 1;
638.  	mazex[pos] = (char) x;
639.  	mazey[pos] = (char) y;
640.  	while (pos) {
641.  		x = (int) mazex[pos];
642.  		y = (int) mazey[pos];
643.  		if(!IS_DOOR(levl[x][y].typ)) {
644.  		    /* might still be on edge of MAP, so don't overwrite */
645.  #ifndef WALLIFIED_MAZE
646.  		    levl[x][y].typ = CORR;
647.  #else
648.  		    levl[x][y].typ = ROOM;
649.  #endif
650.  		    levl[x][y].flags = 0;
651.  		}
652.  		q = 0;
653.  		for (a = 0; a < 4; a++)
654.  			if(okay(x, y, a)) dirs[q++]= a;
655.  		if (!q)
656.  			pos--;
657.  		else {
658.  			dir = dirs[rn2(q)];
659.  			move(&x, &y, dir);
660.  #ifndef WALLIFIED_MAZE
661.  			levl[x][y].typ = CORR;
662.  #else
663.  			levl[x][y].typ = ROOM;
664.  #endif
665.  			move(&x, &y, dir);
666.  			pos++;
667.  			if (pos > CELLS)
668.  				panic("Overflow in walkfrom");
669.  			mazex[pos] = (char) x;
670.  			mazey[pos] = (char) y;
671.  		}
672.  	}
673.  }
674.  #else
675.  
676.  void
677.  walkfrom(x,y)
678.  int x,y;
679.  {
680.  	register int q,a,dir;
681.  	int dirs[4];
682.  
683.  	if(!IS_DOOR(levl[x][y].typ)) {
684.  	    /* might still be on edge of MAP, so don't overwrite */
685.  #ifndef WALLIFIED_MAZE
686.  	    levl[x][y].typ = CORR;
687.  #else
688.  	    levl[x][y].typ = ROOM;
689.  #endif
690.  	    levl[x][y].flags = 0;
691.  	}
692.  
693.  	while(1) {
694.  		q = 0;
695.  		for(a = 0; a < 4; a++)
696.  			if(okay(x,y,a)) dirs[q++]= a;
697.  		if(!q) return;
698.  		dir = dirs[rn2(q)];
699.  		move(&x,&y,dir);
700.  #ifndef WALLIFIED_MAZE
701.  		levl[x][y].typ = CORR;
702.  #else
703.  		levl[x][y].typ = ROOM;
704.  #endif
705.  		move(&x,&y,dir);
706.  		walkfrom(x,y);
707.  	}
708.  }
709.  #endif /* MICRO */
710.  
711.  STATIC_OVL void
712.  move(x,y,dir)
713.  register int *x, *y;
714.  register int dir;
715.  {
716.  	switch(dir){
717.  		case 0: --(*y); break;
718.  		case 1: (*x)++; break;
719.  		case 2: (*y)++; break;
720.  		case 3: --(*x); break;
721.  		default: panic("move: bad direction");
722.  	}
723.  }
724.  
725.  void
726.  mazexy(cc)	/* find random point in generated corridors,
727.  		   so we don't create items in moats, bunkers, or walls */
728.  	coord	*cc;
729.  {
730.  	int cpt=0;
731.  
732.  	do {
733.  	    cc->x = 3 + 2*rn2((x_maze_max>>1) - 1);
734.  	    cc->y = 3 + 2*rn2((y_maze_max>>1) - 1);
735.  	    cpt++;
736.  	} while (cpt < 100 && levl[cc->x][cc->y].typ !=
737.  #ifdef WALLIFIED_MAZE
738.  		 ROOM
739.  #else
740.  		 CORR
741.  #endif
742.  		);
743.  	if (cpt >= 100) {
744.  		register int x, y;
745.  		/* last try */
746.  		for (x = 0; x < (x_maze_max>>1) - 1; x++)
747.  		    for (y = 0; y < (y_maze_max>>1) - 1; y++) {
748.  			cc->x = 3 + 2 * x;
749.  			cc->y = 3 + 2 * y;
750.  			if (levl[cc->x][cc->y].typ ==
751.  #ifdef WALLIFIED_MAZE
752.  			    ROOM
753.  #else
754.  			    CORR
755.  #endif
756.  			   ) return;
757.  		    }
758.  		panic("mazexy: can't find a place!");
759.  	}
760.  	return;
761.  }
762.  
763.  void
764.  bound_digging()
765.  /* put a non-diggable boundary around the initial portion of a level map.
766.   * assumes that no level will initially put things beyond the isok() range.
767.   *
768.   * we can't bound unconditionally on the last line with something in it,
769.   * because that something might be a niche which was already reachable,
770.   * so the boundary would be breached
771.   *
772.   * we can't bound unconditionally on one beyond the last line, because
773.   * that provides a window of abuse for WALLIFIED_MAZE special levels
774.   */
775.  {
776.  	register int x,y;
777.  	register unsigned typ;
778.  	register struct rm *lev;
779.  	boolean found, nonwall;
780.  	int xmin,xmax,ymin,ymax;
781.  
782.  	if(Is_earthlevel(&u.uz)) return; /* everything diggable here */
783.  
784.  	found = nonwall = FALSE;
785.  	for(xmin=0; !found; xmin++) {
786.  		lev = &levl[xmin][0];
787.  		for(y=0; y<=ROWNO-1; y++, lev++) {
788.  			typ = lev->typ;
789.  			if(typ != STONE) {
790.  				found = TRUE;
791.  				if(!IS_WALL(typ)) nonwall = TRUE;
792.  			}
793.  		}
794.  	}
795.  	xmin -= (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
796.  	if (xmin < 0) xmin = 0;
797.  
798.  	found = nonwall = FALSE;
799.  	for(xmax=COLNO-1; !found; xmax--) {
800.  		lev = &levl[xmax][0];
801.  		for(y=0; y<=ROWNO-1; y++, lev++) {
802.  			typ = lev->typ;
803.  			if(typ != STONE) {
804.  				found = TRUE;
805.  				if(!IS_WALL(typ)) nonwall = TRUE;
806.  			}
807.  		}
808.  	}
809.  	xmax += (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
810.  	if (xmax >= COLNO) xmax = COLNO-1;
811.  
812.  	found = nonwall = FALSE;
813.  	for(ymin=0; !found; ymin++) {
814.  		lev = &levl[xmin][ymin];
815.  		for(x=xmin; x<=xmax; x++, lev += ROWNO) {
816.  			typ = lev->typ;
817.  			if(typ != STONE) {
818.  				found = TRUE;
819.  				if(!IS_WALL(typ)) nonwall = TRUE;
820.  			}
821.  		}
822.  	}
823.  	ymin -= (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
824.  
825.  	found = nonwall = FALSE;
826.  	for(ymax=ROWNO-1; !found; ymax--) {
827.  		lev = &levl[xmin][ymax];
828.  		for(x=xmin; x<=xmax; x++, lev += ROWNO) {
829.  			typ = lev->typ;
830.  			if(typ != STONE) {
831.  				found = TRUE;
832.  				if(!IS_WALL(typ)) nonwall = TRUE;
833.  			}
834.  		}
835.  	}
836.  	ymax += (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
837.  
838.  	for (x = 0; x < COLNO; x++)
839.  	  for (y = 0; y < ROWNO; y++)
840.  	    if (y <= ymin || y >= ymax || x <= xmin || x >= xmax) {
841.  #ifdef DCC30_BUG
842.  		lev = &levl[x][y];
843.  		lev->wall_info |= W_NONDIGGABLE;
844.  #else
845.  		levl[x][y].wall_info |= W_NONDIGGABLE;
846.  #endif
847.  	    }
848.  }
849.  
850.  void
851.  mkportal(x, y, todnum, todlevel)
852.  register xchar x, y, todnum, todlevel;
853.  {
854.  	/* a portal "trap" must be matched by a */
855.  	/* portal in the destination dungeon/dlevel */
856.  	register struct trap *ttmp = maketrap(x, y, MAGIC_PORTAL);
857.  
858.  	if (!ttmp) {
859.  		impossible("portal on top of portal??");
860.  		return;
861.  	}
862.  #ifdef DEBUG
863.  	pline("mkportal: at (%d,%d), to %s, level %d",
864.  		x, y, dungeons[todnum].dname, todlevel);
865.  #endif
866.  	ttmp->dst.dnum = todnum;
867.  	ttmp->dst.dlevel = todlevel;
868.  	return;
869.  }
870.  
871.  /*
872.   * Special waterlevel stuff in endgame (TH).
873.   *
874.   * Some of these functions would probably logically belong to some
875.   * other source files, but they are all so nicely encapsulated here.
876.   */
877.  
878.  /* to ease the work of debuggers at this stage */
879.  #define register
880.  
881.  struct container {
882.  	struct container *next;
883.  	xchar x, y;
884.  	short what;
885.  	genericptr_t list;
886.  };
887.  #define CONS_OBJ   0
888.  #define CONS_MON   1
889.  #define CONS_HERO  2
890.  #define CONS_TRAP  3
891.  
892.  static struct bubble {
893.  	xchar x, y;	/* coordinates of the upper left corner */
894.  	schar dx, dy;	/* the general direction of the bubble's movement */
895.  	uchar *bm;	/* pointer to the bubble bit mask */
896.  	struct bubble *prev, *next; /* need to traverse the list up and down */
897.  	struct container *cons;
898.  } *bbubbles, *ebubbles;
899.  
900.  static struct trap *wportal;
901.  static int xmin, ymin, xmax, ymax;	/* level boundaries */
902.  /* bubble movement boundaries */
903.  #define bxmin (xmin + 1)
904.  #define bymin (ymin + 1)
905.  #define bxmax (xmax - 1)
906.  #define bymax (ymax - 1)
907.  
908.  STATIC_DCL void NDECL(set_wportal);
909.  STATIC_DCL void FDECL(mk_bubble, (int,int,int));
910.  STATIC_DCL void FDECL(mv_bubble, (struct bubble *,int,int,BOOLEAN_P));
911.  
912.  void
913.  movebubbles()
914.  {
915.  	static boolean up;
916.  	register struct bubble *b;
917.  	register int x, y, i, j;
918.  	struct trap *btrap;
919.  	static const struct rm water_pos =
920.  		{ cmap_to_glyph(S_water), WATER, 0, 0, 0, 0, 0, 0, 0 };
921.  
922.  	/* set up the portal the first time bubbles are moved */
923.  	if (!wportal) set_wportal();
924.  
925.  	vision_recalc(2);
926.  	/* keep attached ball&chain separate from bubble objects */
927.  	if (Punished) unplacebc();
928.  
929.  	/*
930.  	 * Pick up everything inside of a bubble then fill all bubble
931.  	 * locations.
932.  	 */
933.  
934.  	for (b = up ? bbubbles : ebubbles; b; b = up ? b->next : b->prev) {
935.  	    if (b->cons) panic("movebubbles: cons != null");
936.  	    for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++)
937.  		for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++)
938.  		    if (b->bm[j + 2] & (1 << i)) {
939.  			if (!isok(x,y)) {
940.  			    impossible("movebubbles: bad pos (%d,%d)", x,y);
941.  			    continue;
942.  			}
943.  
944.  			/* pick up objects, monsters, hero, and traps */
945.  			if (OBJ_AT(x,y)) {
946.  			    struct obj *olist = (struct obj *) 0, *otmp;
947.  			    struct container *cons = (struct container *)
948.  				alloc(sizeof(struct container));
949.  
950.  			    while ((otmp = level.objects[x][y]) != 0) {
951.  				remove_object(otmp);
952.  				otmp->ox = otmp->oy = 0;
953.  				otmp->nexthere = olist;
954.  				olist = otmp;
955.  			    }
956.  
957.  			    cons->x = x;
958.  			    cons->y = y;
959.  			    cons->what = CONS_OBJ;
960.  			    cons->list = (genericptr_t) olist;
961.  			    cons->next = b->cons;
962.  			    b->cons = cons;
963.  			}
964.  			if (MON_AT(x,y)) {
965.  			    struct monst *mon = m_at(x,y);
966.  			    struct container *cons = (struct container *)
967.  				alloc(sizeof(struct container));
968.  
969.  			    cons->x = x;
970.  			    cons->y = y;
971.  			    cons->what = CONS_MON;
972.  			    cons->list = (genericptr_t) mon;
973.  
974.  			    cons->next = b->cons;
975.  			    b->cons = cons;
976.  
977.  			    if(mon->wormno)
978.  				remove_worm(mon);
979.  			    else
980.  				remove_monster(x, y);
981.  
982.  			    newsym(x,y);	/* clean up old position */
983.  			    mon->mx = mon->my = 0;
984.  			}
985.  			if (!u.uswallow && x == u.ux && y == u.uy) {
986.  			    struct container *cons = (struct container *)
987.  				alloc(sizeof(struct container));
988.  
989.  			    cons->x = x;
990.  			    cons->y = y;
991.  			    cons->what = CONS_HERO;
992.  			    cons->list = (genericptr_t) 0;
993.  
994.  			    cons->next = b->cons;
995.  			    b->cons = cons;
996.  			}
997.  			if ((btrap = t_at(x,y)) != 0) {
998.  			    struct container *cons = (struct container *)
999.  				alloc(sizeof(struct container));
1000. 
1001. 			    cons->x = x;
1002. 			    cons->y = y;
1003. 			    cons->what = CONS_TRAP;
1004. 			    cons->list = (genericptr_t) btrap;
1005. 
1006. 			    cons->next = b->cons;
1007. 			    b->cons = cons;
1008. 			}
1009. 
1010. 			levl[x][y] = water_pos;
1011. 			block_point(x,y);
1012. 		    }
1013. 	}
1014. 
1015. 	/*
1016. 	 * Every second time traverse down.  This is because otherwise
1017. 	 * all the junk that changes owners when bubbles overlap
1018. 	 * would eventually end up in the last bubble in the chain.
1019. 	 */
1020. 
1021. 	up = !up;
1022. 	for (b = up ? bbubbles : ebubbles; b; b = up ? b->next : b->prev) {
1023. 		register int rx = rn2(3), ry = rn2(3);
1024. 
1025. 		mv_bubble(b,b->dx + 1 - (!b->dx ? rx : (rx ? 1 : 0)),
1026. 			    b->dy + 1 - (!b->dy ? ry : (ry ? 1 : 0)),
1027. 			    FALSE);
1028. 	}
1029. 
1030. 	/* put attached ball&chain back */
1031. 	if (Punished) placebc();
1032. 	vision_full_recalc = 1;
1033. }
1034. 
1035. /* when moving in water, possibly (1 in 3) alter the intended destination */
1036. void
1037. water_friction()
1038. {
1039. 	register int x, y, dx, dy;
1040. 	register boolean eff = FALSE;
1041. 
1042. 	if (Swimming && rn2(4))
1043. 		return;		/* natural swimmers have advantage */
1044. 
1045. 	if (u.dx && !rn2(!u.dy ? 3 : 6)) {	/* 1/3 chance or half that */
1046. 		/* cancel delta x and choose an arbitrary delta y value */
1047. 		x = u.ux;
1048. 		do {
1049. 		    dy = rn2(3) - 1;		/* -1, 0, 1 */
1050. 		    y = u.uy + dy;
1051. 		} while (dy && (!isok(x,y) || !is_pool(x,y)));
1052. 		u.dx = 0;
1053. 		u.dy = dy;
1054. 		eff = TRUE;
1055. 	} else if (u.dy && !rn2(!u.dx ? 3 : 5)) {	/* 1/3 or 1/5*(5/6) */
1056. 		/* cancel delta y and choose an arbitrary delta x value */
1057. 		y = u.uy;
1058. 		do {
1059. 		    dx = rn2(3) - 1;		/* -1 .. 1 */
1060. 		    x = u.ux + dx;
1061. 		} while (dx && (!isok(x,y) || !is_pool(x,y)));
1062. 		u.dy = 0;
1063. 		u.dx = dx;
1064. 		eff = TRUE;
1065. 	}
1066. 	if (eff) pline("Water turbulence affects your movements.");
1067. }
1068. 
1069. void
1070. save_waterlevel(fd, mode)
1071. int fd, mode;
1072. {
1073. 	register struct bubble *b;
1074. 
1075. 	if (!Is_waterlevel(&u.uz)) return;
1076. 
1077. 	if (perform_bwrite(mode)) {
1078. 	    int n = 0;
1079. 	    for (b = bbubbles; b; b = b->next) ++n;
1080. 	    bwrite(fd, (genericptr_t)&n, sizeof (int));
1081. 	    bwrite(fd, (genericptr_t)&xmin, sizeof (int));
1082. 	    bwrite(fd, (genericptr_t)&ymin, sizeof (int));
1083. 	    bwrite(fd, (genericptr_t)&xmax, sizeof (int));
1084. 	    bwrite(fd, (genericptr_t)&ymax, sizeof (int));
1085. 	    for (b = bbubbles; b; b = b->next)
1086. 		bwrite(fd, (genericptr_t)b, sizeof (struct bubble));
1087. 	}
1088. 	if (release_data(mode))
1089. 	    unsetup_waterlevel();
1090. }
1091. 
1092. void
1093. restore_waterlevel(fd)
1094. register int fd;
1095. {
1096. 	register struct bubble *b = (struct bubble *)0, *btmp;
1097. 	register int i;
1098. 	int n;
1099. 
1100. 	if (!Is_waterlevel(&u.uz)) return;
1101. 
1102. 	set_wportal();
1103. 	mread(fd,(genericptr_t)&n,sizeof(int));
1104. 	mread(fd,(genericptr_t)&xmin,sizeof(int));
1105. 	mread(fd,(genericptr_t)&ymin,sizeof(int));
1106. 	mread(fd,(genericptr_t)&xmax,sizeof(int));
1107. 	mread(fd,(genericptr_t)&ymax,sizeof(int));
1108. 	for (i = 0; i < n; i++) {
1109. 		btmp = b;
1110. 		b = (struct bubble *)alloc(sizeof(struct bubble));
1111. 		mread(fd,(genericptr_t)b,sizeof(struct bubble));
1112. 		if (bbubbles) {
1113. 			btmp->next = b;
1114. 			b->prev = btmp;
1115. 		} else {
1116. 			bbubbles = b;
1117. 			b->prev = (struct bubble *)0;
1118. 		}
1119. 		mv_bubble(b,0,0,TRUE);
1120. 	}
1121. 	ebubbles = b;
1122. 	b->next = (struct bubble *)0;
1123. 	was_waterlevel = TRUE;
1124. }
1125. 
1126. STATIC_OVL void
1127. set_wportal()
1128. {
1129. 	/* there better be only one magic portal on water level... */
1130. 	for (wportal = ftrap; wportal; wportal = wportal->ntrap)
1131. 		if (wportal->ttyp == MAGIC_PORTAL) return;
1132. 	impossible("set_wportal(): no portal!");
1133. }
1134. 
1135. STATIC_OVL void
1136. setup_waterlevel()
1137. {
1138. 	register int x, y;
1139. 	register int xskip, yskip;
1140. 	register int water_glyph = cmap_to_glyph(S_water);
1141. 
1142. 	/* ouch, hardcoded... */
1143. 
1144. 	xmin = 3;
1145. 	ymin = 1;
1146. 	xmax = 78;
1147. 	ymax = 20;
1148. 
1149. 	/* set hero's memory to water */
1150. 
1151. 	for (x = xmin; x <= xmax; x++)
1152. 		for (y = ymin; y <= ymax; y++)
1153. 			levl[x][y].glyph = water_glyph;
1154. 
1155. 	/* make bubbles */
1156. 
1157. 	xskip = 10 + rn2(10);
1158. 	yskip = 4 + rn2(4);
1159. 	for (x = bxmin; x <= bxmax; x += xskip)
1160. 		for (y = bymin; y <= bymax; y += yskip)
1161. 			mk_bubble(x,y,rn2(7));
1162. }
1163. 
1164. STATIC_OVL void
1165. unsetup_waterlevel()
1166. {
1167. 	register struct bubble *b, *bb;
1168. 
1169. 	/* free bubbles */
1170. 
1171. 	for (b = bbubbles; b; b = bb) {
1172. 		bb = b->next;
1173. 		free((genericptr_t)b);
1174. 	}
1175. 	bbubbles = ebubbles = (struct bubble *)0;
1176. }
1177. 
1178. STATIC_OVL void
1179. mk_bubble(x,y,n)
1180. register int x, y, n;
1181. {
1182. 	/*
1183. 	 * These bit masks make visually pleasing bubbles on a normal aspect
1184. 	 * 25x80 terminal, which naturally results in them being mathematically
1185. 	 * anything but symmetric.  For this reason they cannot be computed
1186. 	 * in situ, either.  The first two elements tell the dimensions of
1187. 	 * the bubble's bounding box.
1188. 	 */
1189. 	static uchar
1190. 		bm2[] = {2,1,0x3},
1191. 		bm3[] = {3,2,0x7,0x7},
1192. 		bm4[] = {4,3,0x6,0xf,0x6},
1193. 		bm5[] = {5,3,0xe,0x1f,0xe},
1194. 		bm6[] = {6,4,0x1e,0x3f,0x3f,0x1e},
1195. 		bm7[] = {7,4,0x3e,0x7f,0x7f,0x3e},
1196. 		bm8[] = {8,4,0x7e,0xff,0xff,0x7e},
1197. 		*bmask[] = {bm2,bm3,bm4,bm5,bm6,bm7,bm8};
1198. 
1199. 	register struct bubble *b;
1200. 
1201. 	if (x >= bxmax || y >= bymax) return;
1202. 	if (n >= SIZE(bmask)) {
1203. 		impossible("n too large (mk_bubble)");
1204. 		n = SIZE(bmask) - 1;
1205. 	}
1206. 	b = (struct bubble *)alloc(sizeof(struct bubble));
1207. 	if ((x + (int) bmask[n][0] - 1) > bxmax) x = bxmax - bmask[n][0] + 1;
1208. 	if ((y + (int) bmask[n][1] - 1) > bymax) y = bymax - bmask[n][1] + 1;
1209. 	b->x = x;
1210. 	b->y = y;
1211. 	b->dx = 1 - rn2(3);
1212. 	b->dy = 1 - rn2(3);
1213. 	b->bm = bmask[n];
1214. 	b->cons = 0;
1215. 	if (!bbubbles) bbubbles = b;
1216. 	if (ebubbles) {
1217. 		ebubbles->next = b;
1218. 		b->prev = ebubbles;
1219. 	}
1220. 	else
1221. 		b->prev = (struct bubble *)0;
1222. 	b->next =  (struct bubble *)0;
1223. 	ebubbles = b;
1224. 	mv_bubble(b,0,0,TRUE);
1225. }
1226. 
1227. /*
1228.  * The player, the portal and all other objects and monsters
1229.  * float along with their associated bubbles.  Bubbles may overlap
1230.  * freely, and the contents may get associated with other bubbles in
1231.  * the process.  Bubbles are "sticky", meaning that if the player is
1232.  * in the immediate neighborhood of one, he/she may get sucked inside.
1233.  * This property also makes leaving a bubble slightly difficult.
1234.  */
1235. STATIC_OVL void
1236. mv_bubble(b,dx,dy,ini)
1237. register struct bubble *b;
1238. register int dx, dy;
1239. register boolean ini;
1240. {
1241. 	register int x, y, i, j, colli = 0;
1242. 	struct container *cons, *ctemp;
1243. 
1244. 	/* move bubble */
1245. 	if (dx < -1 || dx > 1 || dy < -1 || dy > 1) {
1246. 	    /* pline("mv_bubble: dx = %d, dy = %d", dx, dy); */
1247. 	    dx = sgn(dx);
1248. 	    dy = sgn(dy);
1249. 	}
1250. 
1251. 	/*
1252. 	 * collision with level borders?
1253. 	 *	1 = horizontal border, 2 = vertical, 3 = corner
1254. 	 */
1255. 	if (b->x <= bxmin) colli |= 2;
1256. 	if (b->y <= bymin) colli |= 1;
1257. 	if ((int) (b->x + b->bm[0] - 1) >= bxmax) colli |= 2;
1258. 	if ((int) (b->y + b->bm[1] - 1) >= bymax) colli |= 1;
1259. 
1260. 	if (b->x < bxmin) {
1261. 	    pline("bubble xmin: x = %d, xmin = %d", b->x, bxmin);
1262. 	    b->x = bxmin;
1263. 	}
1264. 	if (b->y < bymin) {
1265. 	    pline("bubble ymin: y = %d, ymin = %d", b->y, bymin);
1266. 	    b->y = bymin;
1267. 	}
1268. 	if ((int) (b->x + b->bm[0] - 1) > bxmax) {
1269. 	    pline("bubble xmax: x = %d, xmax = %d",
1270. 			b->x + b->bm[0] - 1, bxmax);
1271. 	    b->x = bxmax - b->bm[0] + 1;
1272. 	}
1273. 	if ((int) (b->y + b->bm[1] - 1) > bymax) {
1274. 	    pline("bubble ymax: y = %d, ymax = %d",
1275. 			b->y + b->bm[1] - 1, bymax);
1276. 	    b->y = bymax - b->bm[1] + 1;
1277. 	}
1278. 
1279. 	/* bounce if we're trying to move off the border */
1280. 	if (b->x == bxmin && dx < 0) dx = -dx;
1281. 	if (b->x + b->bm[0] - 1 == bxmax && dx > 0) dx = -dx;
1282. 	if (b->y == bymin && dy < 0) dy = -dy;
1283. 	if (b->y + b->bm[1] - 1 == bymax && dy > 0) dy = -dy;
1284. 
1285. 	b->x += dx;
1286. 	b->y += dy;
1287. 
1288. 	/* void positions inside bubble */
1289. 
1290. 	for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++)
1291. 	    for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++)
1292. 		if (b->bm[j + 2] & (1 << i)) {
1293. 		    levl[x][y].typ = AIR;
1294. 		    levl[x][y].lit = 1;
1295. 		    unblock_point(x,y);
1296. 		}
1297. 
1298. 	/* replace contents of bubble */
1299. 	for (cons = b->cons; cons; cons = ctemp) {
1300. 	    ctemp = cons->next;
1301. 	    cons->x += dx;
1302. 	    cons->y += dy;
1303. 
1304. 	    switch(cons->what) {
1305. 		case CONS_OBJ: {
1306. 		    struct obj *olist, *otmp;
1307. 
1308. 		    for (olist=(struct obj *)cons->list; olist; olist=otmp) {
1309. 			otmp = olist->nexthere;
1310. 			place_object(olist, cons->x, cons->y);
1311. 		    }
1312. 		    break;
1313. 		}
1314. 
1315. 		case CONS_MON: {
1316. 		    struct monst *mon = (struct monst *) cons->list;
1317. 		    (void) mnearto(mon, cons->x, cons->y, TRUE);
1318. 		    break;
1319. 		}
1320. 
1321. 		case CONS_HERO: {
1322. 		    int ux0 = u.ux, uy0 = u.uy;
1323. 
1324. 		    /* change u.ux0 and u.uy0? */
1325. 		    u.ux = cons->x;
1326. 		    u.uy = cons->y;
1327. 		    newsym(ux0, uy0);	/* clean up old position */
1328. 
1329. 		    if (MON_AT(cons->x, cons->y)) {
1330. 				mnexto(m_at(cons->x,cons->y));
1331. 			}
1332. 		    break;
1333. 		}
1334. 
1335. 		case CONS_TRAP: {
1336. 		    struct trap *btrap = (struct trap *) cons->list;
1337. 		    btrap->tx = cons->x;
1338. 		    btrap->ty = cons->y;
1339. 		    break;
1340. 		}
1341. 
1342. 		default:
1343. 		    impossible("mv_bubble: unknown bubble contents");
1344. 		    break;
1345. 	    }
1346. 	    free((genericptr_t)cons);
1347. 	}
1348. 	b->cons = 0;
1349. 
1350. 	/* boing? */
1351. 
1352. 	switch (colli) {
1353. 	    case 1: b->dy = -b->dy;	break;
1354. 	    case 3: b->dy = -b->dy;	/* fall through */
1355. 	    case 2: b->dx = -b->dx;	break;
1356. 	    default:
1357. 		/* sometimes alter direction for fun anyway
1358. 		   (higher probability for stationary bubbles) */
1359. 		if (!ini && ((b->dx || b->dy) ? !rn2(20) : !rn2(5))) {
1360. 			b->dx = 1 - rn2(3);
1361. 			b->dy = 1 - rn2(3);
1362. 		}
1363. 	}
1364. }
1365. 
1366. /*mkmaze.c*/