Source:NetHack 3.2.0/mkmaze.c

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Below is the full text to mkmaze.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/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	3.2	95/09/06	*/
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 boolean FDECL(iswall,(int,int));
15.   static boolean FDECL(iswall_or_stone,(int,int));
16.   static boolean FDECL(is_solid,(int,int));
17.   static int FDECL(extend_spine, (int locale[3][3], int, int, int));
18.   static boolean FDECL(okay,(int,int,int));
19.   static void FDECL(maze0xy,(coord *));
20.   static 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 void NDECL(fixup_special);
23.   static void FDECL(move, (int *,int *,int));
24.   static void NDECL(setup_waterlevel);
25.   static 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 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 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 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 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 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 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 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 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.      /* Still need to add some stuff to level file */
403.      if (Is_medusa_level(&u.uz)) {
404.  	struct obj *otmp;
405.  	int tryct;
406.  
407.  	croom = &rooms[0]; /* only one room on the medusa level */
408.  	for (tryct = rnd(4); tryct; tryct--) {
409.  	    x = somex(croom); y = somey(croom);
410.  	    if (goodpos(x, y, (struct monst *)0, (struct permonst *)0)) {
411.  		otmp = mk_tt_object(STATUE, x, y);
412.  		while (otmp && (poly_when_stoned(&mons[otmp->corpsenm]) ||
413.  				pm_resistance(&mons[otmp->corpsenm],MR_STONE))) {
414.  		    otmp->corpsenm = rndmonnum();
415.  		    otmp->owt = weight(otmp);
416.  		}
417.  	    }
418.  	}
419.  
420.  	if (rn2(2))
421.  	    otmp = mk_tt_object(STATUE, somex(croom), somey(croom));
422.  	else /* Medusa statues don't contain books */
423.  	    otmp = mkcorpstat(STATUE, (struct permonst *)0,
424.  			      somex(croom), somey(croom), FALSE);
425.  	if (otmp) {
426.  	    while (pm_resistance(&mons[otmp->corpsenm],MR_STONE)
427.  		   || poly_when_stoned(&mons[otmp->corpsenm])) {
428.  		otmp->corpsenm = rndmonnum();
429.  		otmp->owt = weight(otmp);
430.  	    }
431.  	}
432.      } else if(Is_wiz1_level(&u.uz)) {
433.  	croom = search_special(MORGUE);
434.  
435.  	create_secret_door(croom, W_SOUTH|W_EAST|W_WEST);
436.      } else if(Is_knox(&u.uz)) {
437.  	/* using an unfilled morgue for rm id */
438.  	croom = search_special(MORGUE);
439.  	/* avoid inappropriate morgue-related messages */
440.  	level.flags.graveyard = level.flags.has_morgue = FALSE;
441.  	croom->rtype = OROOM;	/* perhaps it should be set to VAULT? */
442.  	/* stock the main vault */
443.  	for(x = croom->lx; x <= croom->hx; x++)
444.  	    for(y = croom->ly; y <= croom->hy; y++) {
445.  		mkgold((long) rn1(300, 600), x, y);
446.  		if (!rn2(3) && !is_pool(x,y))
447.  		    (void)maketrap(x, y, rn2(3) ? LANDMINE : SPIKED_PIT);
448.  	    }
449.      } else if (Role_is('P') && In_quest(&u.uz)) {
450.  	/* less chance for undead corpses (lured from lower morgues) */
451.  	level.flags.graveyard = TRUE;
452.      } else if (Is_stronghold(&u.uz)) {
453.  	level.flags.graveyard = TRUE;
454.      } else if(Is_sanctum(&u.uz)) {
455.  	croom = search_special(TEMPLE);
456.  
457.  	create_secret_door(croom, W_ANY);
458.      } else if(on_level(&u.uz, &orcus_level)) {
459.  	   register struct monst *mtmp, *mtmp2;
460.  
461.  	   /* it's a ghost town, get rid of shopkeepers */
462.  	    for(mtmp = fmon; mtmp; mtmp = mtmp2) {
463.  		    mtmp2 = mtmp->nmon;
464.  		    if(mtmp->isshk) mongone(mtmp);
465.  	    }
466.      }
467.  
468.      if(lev_message) {
469.  	char *str, *nl;
470.  	for(str = lev_message; (nl = index(str, '\n')) != 0; str = nl+1) {
471.  	    *nl = '\0';
472.  	    pline("%s", str);
473.  	}
474.  	if(*str)
475.  	    pline("%s", str);
476.  	free((genericptr_t)lev_message);
477.  	lev_message = 0;
478.      }
479.  
480.      if (lregions)
481.  	free((genericptr_t) lregions),  lregions = 0;
482.      num_lregions = 0;
483.  }
484.  
485.  void
486.  makemaz(s)
487.  register const char *s;
488.  {
489.  	int x,y;
490.  	char protofile[20];
491.  	s_level	*sp = Is_special(&u.uz);
492.  	coord mm;
493.  
494.  	if(*s) {
495.  	    if(sp && sp->rndlevs) Sprintf(protofile, "%s-%d", s,
496.  						rnd((int) sp->rndlevs));
497.  	    else		 Strcpy(protofile, s);
498.  	} else if(*(dungeons[u.uz.dnum].proto)) {
499.  	    if(dunlevs_in_dungeon(&u.uz) > 1) {
500.  		if(sp && sp->rndlevs)
501.  		     Sprintf(protofile, "%s%d-%d", dungeons[u.uz.dnum].proto,
502.  						dunlev(&u.uz),
503.  						rnd((int) sp->rndlevs));
504.  		else Sprintf(protofile, "%s%d", dungeons[u.uz.dnum].proto,
505.  						dunlev(&u.uz));
506.  	    } else if(sp && sp->rndlevs) {
507.  		     Sprintf(protofile, "%s-%d", dungeons[u.uz.dnum].proto,
508.  						rnd((int) sp->rndlevs));
509.  	    } else Strcpy(protofile, dungeons[u.uz.dnum].proto);
510.  
511.  	} else Strcpy(protofile, "");
512.  
513.  	if(*protofile) {
514.  	    Strcat(protofile, LEV_EXT);
515.  	    if(load_special(protofile)) {
516.  		fixup_special();
517.  		return;	/* no mazification right now */
518.  	    }
519.  	    impossible("Couldn't load \"%s\" - making a maze.", protofile);
520.  	}
521.  
522.  	level.flags.is_maze_lev = TRUE;
523.  
524.  #ifndef WALLIFIED_MAZE
525.  	for(x = 2; x < x_maze_max; x++)
526.  		for(y = 2; y < y_maze_max; y++)
527.  			levl[x][y].typ = STONE;
528.  #else
529.  	for(x = 2; x <= x_maze_max; x++)
530.  		for(y = 2; y <= y_maze_max; y++)
531.  			levl[x][y].typ = ((x % 2) && (y % 2)) ? STONE : HWALL;
532.  #endif
533.  
534.  	maze0xy(&mm);
535.  	walkfrom((int) mm.x, (int) mm.y);
536.  	/* put a boulder at the maze center */
537.  	(void) mksobj_at(BOULDER, (int) mm.x, (int) mm.y, TRUE);
538.  
539.  #ifdef WALLIFIED_MAZE
540.  	wallification(2, 2, x_maze_max, y_maze_max);
541.  #endif
542.  	mazexy(&mm);
543.  	mkstairs(mm.x, mm.y, 1, (struct mkroom *)0);		/* up */
544.  	if (!Invocation_lev(&u.uz)) {
545.  	    mazexy(&mm);
546.  	    mkstairs(mm.x, mm.y, 0, (struct mkroom *)0);	/* down */
547.  	} else {	/* choose "vibrating square" location */
548.  #define x_maze_min 2
549.  #define y_maze_min 2
550.  	    /*
551.  	     * Pick a position where the stairs down to Moloch's Sanctum
552.  	     * level will ultimately be created.  At that time, an area
553.  	     * will be altered:  walls removed, moat and traps generated,
554.  	     * boulders destroyed.  The position picked here must ensure
555.  	     * that that invocation area won't extend off the map.
556.  	     *
557.  	     * We actually allow up to 2 squares around the usual edge of
558.  	     * the area to get truncated; see mkinvokearea(mklev.c).
559.  	     */
560.  #define INVPOS_X_MARGIN (6 - 2)
561.  #define INVPOS_Y_MARGIN (5 - 2)
562.  #define INVPOS_DISTANCE 11
563.  	    int x_range = x_maze_max - x_maze_min - 2*INVPOS_X_MARGIN - 1,
564.  		y_range = y_maze_max - y_maze_min - 2*INVPOS_Y_MARGIN - 1;
565.  
566.  #ifdef DEBUG
567.  	    if (x_range <= INVPOS_X_MARGIN || y_range <= INVPOS_Y_MARGIN ||
568.  		   (x_range * y_range) <= (INVPOS_DISTANCE * INVPOS_DISTANCE))
569.  		panic("inv_pos: maze is too small! (%d x %d)",
570.  		      x_maze_max, y_maze_max);
571.  #endif
572.  	    inv_pos.x = inv_pos.y = 0; /*{occupied() => invocation_pos()}*/
573.  	    do {
574.  		x = rn1(x_range, x_maze_min + INVPOS_X_MARGIN + 1);
575.  		y = rn1(y_range, y_maze_min + INVPOS_Y_MARGIN + 1);
576.  		/* we don't want it to be too near the stairs, nor
577.  		   to be on a spot that's already in use (wall|trap) */
578.  	    } while (x == xupstair || y == yupstair ||	/*(direct line)*/
579.  		     abs(x - xupstair) == abs(y - yupstair) ||
580.  		     distmin(x, y, xupstair, yupstair) <= INVPOS_DISTANCE ||
581.  		     !SPACE_POS(levl[x][y].typ) || occupied(x, y));
582.  	    inv_pos.x = x;
583.  	    inv_pos.y = y;
584.  #undef INVPOS_X_MARGIN
585.  #undef INVPOS_Y_MARGIN
586.  #undef INVPOS_DISTANCE
587.  #undef x_maze_min
588.  #undef y_maze_min
589.  	}
590.  
591.  	/* place branch stair or portal */
592.  	place_branch(Is_branchlev(&u.uz), 0, 0);
593.  
594.  	for(x = rn1(8,11); x; x--) {
595.  		mazexy(&mm);
596.  		(void) mkobj_at(rn2(2) ? GEM_CLASS : 0, mm.x, mm.y, TRUE);
597.  	}
598.  	for(x = rn1(10,2); x; x--) {
599.  		mazexy(&mm);
600.  		(void) mksobj_at(BOULDER, mm.x, mm.y, TRUE);
601.  	}
602.  	for (x = rn2(3); x; x--) {
603.  		mazexy(&mm);
604.  		(void) makemon(&mons[PM_MINOTAUR], mm.x, mm.y);
605.  	}
606.  	for(x = rn1(5,7); x; x--) {
607.  		mazexy(&mm);
608.  		(void) makemon((struct permonst *) 0, mm.x, mm.y);
609.  	}
610.  	for(x = rn1(6,7); x; x--) {
611.  		mazexy(&mm);
612.  		mkgold(0L,mm.x,mm.y);
613.  	}
614.  	for(x = rn1(6,7); x; x--)
615.  		mktrap(0,1,(struct mkroom *) 0, (coord*) 0);
616.  }
617.  
618.  #ifdef MICRO
619.  /* Make the mazewalk iterative by faking a stack.  This is needed to
620.   * ensure the mazewalk is successful in the limited stack space of
621.   * the program.  This iterative version uses the minimum amount of stack
622.   * that is totally safe.
623.   */
624.  void
625.  walkfrom(x,y)
626.  int x,y;
627.  {
628.  #define CELLS (ROWNO * COLNO) / 4		/* a maze cell is 4 squares */
629.  	char mazex[CELLS + 1], mazey[CELLS + 1];	/* char's are OK */
630.  	int q, a, dir, pos;
631.  	int dirs[4];
632.  
633.  	pos = 1;
634.  	mazex[pos] = (char) x;
635.  	mazey[pos] = (char) y;
636.  	while (pos) {
637.  		x = (int) mazex[pos];
638.  		y = (int) mazey[pos];
639.  		if(!IS_DOOR(levl[x][y].typ)) {
640.  		    /* might still be on edge of MAP, so don't overwrite */
641.  #ifndef WALLIFIED_MAZE
642.  		    levl[x][y].typ = CORR;
643.  #else
644.  		    levl[x][y].typ = ROOM;
645.  #endif
646.  		    levl[x][y].flags = 0;
647.  		}
648.  		q = 0;
649.  		for (a = 0; a < 4; a++)
650.  			if(okay(x, y, a)) dirs[q++]= a;
651.  		if (!q)
652.  			pos--;
653.  		else {
654.  			dir = dirs[rn2(q)];
655.  			move(&x, &y, dir);
656.  #ifndef WALLIFIED_MAZE
657.  			levl[x][y].typ = CORR;
658.  #else
659.  			levl[x][y].typ = ROOM;
660.  #endif
661.  			move(&x, &y, dir);
662.  			pos++;
663.  			if (pos > CELLS)
664.  				panic("Overflow in walkfrom");
665.  			mazex[pos] = (char) x;
666.  			mazey[pos] = (char) y;
667.  		}
668.  	}
669.  }
670.  #else
671.  
672.  void
673.  walkfrom(x,y)
674.  int x,y;
675.  {
676.  	register int q,a,dir;
677.  	int dirs[4];
678.  
679.  	if(!IS_DOOR(levl[x][y].typ)) {
680.  	    /* might still be on edge of MAP, so don't overwrite */
681.  #ifndef WALLIFIED_MAZE
682.  	    levl[x][y].typ = CORR;
683.  #else
684.  	    levl[x][y].typ = ROOM;
685.  #endif
686.  	    levl[x][y].flags = 0;
687.  	}
688.  
689.  	while(1) {
690.  		q = 0;
691.  		for(a = 0; a < 4; a++)
692.  			if(okay(x,y,a)) dirs[q++]= a;
693.  		if(!q) return;
694.  		dir = dirs[rn2(q)];
695.  		move(&x,&y,dir);
696.  #ifndef WALLIFIED_MAZE
697.  		levl[x][y].typ = CORR;
698.  #else
699.  		levl[x][y].typ = ROOM;
700.  #endif
701.  		move(&x,&y,dir);
702.  		walkfrom(x,y);
703.  	}
704.  }
705.  #endif /* MICRO */
706.  
707.  static void
708.  move(x,y,dir)
709.  register int *x, *y;
710.  register int dir;
711.  {
712.  	switch(dir){
713.  		case 0: --(*y); break;
714.  		case 1: (*x)++; break;
715.  		case 2: (*y)++; break;
716.  		case 3: --(*x); break;
717.  		default: panic("move: bad direction");
718.  	}
719.  }
720.  
721.  void
722.  mazexy(cc)	/* find random point in generated corridors,
723.  		   so we don't create items in moats, bunkers, or walls */
724.  	coord	*cc;
725.  {
726.  	int cpt=0;
727.  
728.  	do {
729.  	    cc->x = 3 + 2*rn2((x_maze_max>>1) - 1);
730.  	    cc->y = 3 + 2*rn2((y_maze_max>>1) - 1);
731.  	    cpt++;
732.  	} while (cpt < 100 && levl[cc->x][cc->y].typ !=
733.  #ifdef WALLIFIED_MAZE
734.  		 ROOM
735.  #else
736.  		 CORR
737.  #endif
738.  		);
739.  	if (cpt >= 100) {
740.  		register int x, y;
741.  		/* last try */
742.  		for (x = 0; x < (x_maze_max>>1) - 1; x++)
743.  		    for (y = 0; y < (y_maze_max>>1) - 1; y++) {
744.  			cc->x = 3 + 2 * x;
745.  			cc->y = 3 + 2 * y;
746.  			if (levl[cc->x][cc->y].typ ==
747.  #ifdef WALLIFIED_MAZE
748.  			    ROOM
749.  #else
750.  			    CORR
751.  #endif
752.  			   ) return;
753.  		    }
754.  		panic("mazexy: can't find a place!");
755.  	}
756.  	return;
757.  }
758.  
759.  void
760.  bound_digging()
761.  /* put a non-diggable boundary around the initial portion of a level map.
762.   * assumes that no level will initially put things beyond the isok() range.
763.   *
764.   * we can't bound unconditionally on the last line with something in it,
765.   * because that something might be a niche which was already reachable,
766.   * so the boundary would be breached
767.   *
768.   * we can't bound unconditionally on one beyond the last line, because
769.   * that provides a window of abuse for WALLIFIED_MAZE special levels
770.   */
771.  {
772.  	register int x,y;
773.  	register unsigned typ;
774.  	register struct rm *lev;
775.  	boolean found, nonwall;
776.  	int xmin,xmax,ymin,ymax;
777.  
778.  	if(Is_earthlevel(&u.uz)) return; /* everything diggable here */
779.  
780.  	found = nonwall = FALSE;
781.  	for(xmin=0; !found; xmin++) {
782.  		lev = &levl[xmin][0];
783.  		for(y=0; y<=ROWNO-1; y++, lev++) {
784.  			typ = lev->typ;
785.  			if(typ != STONE) {
786.  				found = TRUE;
787.  				if(!IS_WALL(typ)) nonwall = TRUE;
788.  			}
789.  		}
790.  	}
791.  	xmin -= (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
792.  	if (xmin < 0) xmin = 0;
793.  
794.  	found = nonwall = FALSE;
795.  	for(xmax=COLNO-1; !found; xmax--) {
796.  		lev = &levl[xmax][0];
797.  		for(y=0; y<=ROWNO-1; y++, lev++) {
798.  			typ = lev->typ;
799.  			if(typ != STONE) {
800.  				found = TRUE;
801.  				if(!IS_WALL(typ)) nonwall = TRUE;
802.  			}
803.  		}
804.  	}
805.  	xmax += (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
806.  	if (xmax >= COLNO) xmax = COLNO-1;
807.  
808.  	found = nonwall = FALSE;
809.  	for(ymin=0; !found; ymin++) {
810.  		lev = &levl[xmin][ymin];
811.  		for(x=xmin; x<=xmax; x++, lev += ROWNO) {
812.  			typ = lev->typ;
813.  			if(typ != STONE) {
814.  				found = TRUE;
815.  				if(!IS_WALL(typ)) nonwall = TRUE;
816.  			}
817.  		}
818.  	}
819.  	ymin -= (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
820.  
821.  	found = nonwall = FALSE;
822.  	for(ymax=ROWNO-1; !found; ymax--) {
823.  		lev = &levl[xmin][ymax];
824.  		for(x=xmin; x<=xmax; x++, lev += ROWNO) {
825.  			typ = lev->typ;
826.  			if(typ != STONE) {
827.  				found = TRUE;
828.  				if(!IS_WALL(typ)) nonwall = TRUE;
829.  			}
830.  		}
831.  	}
832.  	ymax += (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
833.  
834.  	for (x = 0; x < COLNO; x++)
835.  	  for (y = 0; y < ROWNO; y++)
836.  	    if (y <= ymin || y >= ymax || x <= xmin || x >= xmax) {
837.  #ifdef DCC30_BUG
838.  		lev = &levl[x][y];
839.  		lev->wall_info |= W_NONDIGGABLE;
840.  #else
841.  		levl[x][y].wall_info |= W_NONDIGGABLE;
842.  #endif
843.  	    }
844.  }
845.  
846.  void
847.  mkportal(x, y, todnum, todlevel)
848.  register xchar x, y, todnum, todlevel;
849.  {
850.  	/* a portal "trap" must be matched by a */
851.  	/* portal in the destination dungeon/dlevel */
852.  	register struct trap *ttmp = maketrap(x, y, MAGIC_PORTAL);
853.  
854.  	if (!ttmp) {
855.  		impossible("portal on top of portal??");
856.  		return;
857.  	}
858.  #ifdef DEBUG
859.  	pline("mkportal: at (%d,%d), to %s, level %d",
860.  		x, y, dungeons[todnum].dname, todlevel);
861.  #endif
862.  	ttmp->dst.dnum = todnum;
863.  	ttmp->dst.dlevel = todlevel;
864.  	return;
865.  }
866.  
867.  /*
868.   * Special waterlevel stuff in endgame (TH).
869.   *
870.   * Some of these functions would probably logically belong to some
871.   * other source files, but they are all so nicely encapsulated here.
872.   */
873.  
874.  /* to ease the work of debuggers at this stage */
875.  #define register
876.  
877.  struct container {
878.  	struct container *next;
879.  	xchar x, y;
880.  	short what;
881.  	genericptr_t list;
882.  };
883.  #define CONS_OBJ   0
884.  #define CONS_MON   1
885.  #define CONS_HERO  2
886.  #define CONS_TRAP  3
887.  
888.  static struct bubble {
889.  	xchar x, y;	/* coordinates of the upper left corner */
890.  	schar dx, dy;	/* the general direction of the bubble's movement */
891.  	uchar *bm;	/* pointer to the bubble bit mask */
892.  	struct bubble *prev, *next; /* need to traverse the list up and down */
893.  	struct container *cons;
894.  } *bbubbles, *ebubbles;
895.  
896.  static struct trap *wportal;
897.  static int xmin, ymin, xmax, ymax;	/* level boundaries */
898.  /* bubble movement boundaries */
899.  #define bxmin (xmin + 1)
900.  #define bymin (ymin + 1)
901.  #define bxmax (xmax - 1)
902.  #define bymax (ymax - 1)
903.  
904.  static void NDECL(set_wportal);
905.  static void FDECL(mk_bubble, (int,int,int));
906.  static void FDECL(mv_bubble, (struct bubble *,int,int,BOOLEAN_P));
907.  
908.  void
909.  movebubbles()
910.  {
911.  	static boolean up;
912.  	register struct bubble *b;
913.  	register int x, y, i, j;
914.  	struct trap *btrap;
915.  	static const struct rm water_pos =
916.  		{ cmap_to_glyph(S_water), WATER, 0, 0, 0, 0, 0, 0, 0 };
917.  
918.  	/* set up the portal the first time bubbles are moved */
919.  	if (!wportal) set_wportal();
920.  
921.  	vision_recalc(2);
922.  
923.  	/*
924.  	 * Pick up everything inside of a bubble then fill all bubble
925.  	 * locations.
926.  	 */
927.  
928.  	for (b = up ? bbubbles : ebubbles; b; b = up ? b->next : b->prev) {
929.  	    if (b->cons) panic("movebubbles: cons != null");
930.  	    for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++)
931.  		for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++)
932.  		    if (b->bm[j + 2] & (1 << i)) {
933.  			if (!isok(x,y)) {
934.  			    impossible("movebubbles: bad pos (%d,%d)", x,y);
935.  			    continue;
936.  			}
937.  
938.  			/* pick up objects, monsters, hero, and traps */
939.  			if (OBJ_AT(x,y)) {
940.  			    struct obj *olist = (struct obj *) 0, *otmp;
941.  			    struct container *cons = (struct container *)
942.  				alloc(sizeof(struct container));
943.  
944.  			    while ((otmp = level.objects[x][y]) != 0) {
945.  				remove_object(otmp);
946.  				otmp->ox = otmp->oy = 0;
947.  				otmp->nexthere = olist;
948.  				olist = otmp;
949.  			    }
950.  
951.  			    cons->x = x;
952.  			    cons->y = y;
953.  			    cons->what = CONS_OBJ;
954.  			    cons->list = (genericptr_t) olist;
955.  			    cons->next = b->cons;
956.  			    b->cons = cons;
957.  			}
958.  			if (MON_AT(x,y)) {
959.  			    struct monst *mon = m_at(x,y);
960.  			    struct container *cons = (struct container *)
961.  				alloc(sizeof(struct container));
962.  
963.  			    cons->x = x;
964.  			    cons->y = y;
965.  			    cons->what = CONS_MON;
966.  			    cons->list = (genericptr_t) mon;
967.  
968.  			    cons->next = b->cons;
969.  			    b->cons = cons;
970.  
971.  			    if(mon->wormno)
972.  				remove_worm(mon);
973.  			    else
974.  				remove_monster(x, y);
975.  
976.  			    newsym(x,y);	/* clean up old position */
977.  			    mon->mx = mon->my = 0;
978.  			}
979.  			if (!u.uswallow && x == u.ux && y == u.uy) {
980.  			    struct container *cons = (struct container *)
981.  				alloc(sizeof(struct container));
982.  
983.  			    cons->x = x;
984.  			    cons->y = y;
985.  			    cons->what = CONS_HERO;
986.  			    cons->list = (genericptr_t) 0;
987.  
988.  			    cons->next = b->cons;
989.  			    b->cons = cons;
990.  			}
991.  			if ((btrap = t_at(x,y)) != 0) {
992.  			    struct container *cons = (struct container *)
993.  				alloc(sizeof(struct container));
994.  
995.  			    cons->x = x;
996.  			    cons->y = y;
997.  			    cons->what = CONS_TRAP;
998.  			    cons->list = (genericptr_t) btrap;
999.  
1000. 			    cons->next = b->cons;
1001. 			    b->cons = cons;
1002. 			}
1003. 
1004. 			levl[x][y] = water_pos;
1005. 			block_point(x,y);
1006. 		    }
1007. 	}
1008. 
1009. 	/*
1010. 	 * Every second time traverse down.  This is because otherwise
1011. 	 * all the junk that changes owners when bubbles overlap
1012. 	 * would eventually end up in the last bubble in the chain.
1013. 	 */
1014. 
1015. 	up = !up;
1016. 	for (b = up ? bbubbles : ebubbles; b; b = up ? b->next : b->prev) {
1017. 		register int rx = rn2(3), ry = rn2(3);
1018. 
1019. 		mv_bubble(b,b->dx + 1 - (!b->dx ? rx : (rx ? 1 : 0)),
1020. 			    b->dy + 1 - (!b->dy ? ry : (ry ? 1 : 0)),
1021. 			    FALSE);
1022. 	}
1023. 
1024. 	vision_full_recalc = 1;
1025. }
1026. 
1027. /* when moving in water, possibly (1 in 3) alter the intended destination */
1028. void
1029. water_friction()
1030. {
1031. 	register int x, y, dx, dy;
1032. 	register boolean eff = FALSE;
1033. 
1034. 	if (is_swimmer(uasmon) && rn2(4))
1035. 		return;		/* natural swimmers have advantage */
1036. 
1037. 	if (u.dx && !rn2(!u.dy ? 3 : 6)) {	/* 1/3 chance or half that */
1038. 		/* cancel delta x and choose an arbitrary delta y value */
1039. 		x = u.ux;
1040. 		do {
1041. 		    dy = rn2(3) - 1;		/* -1, 0, 1 */
1042. 		    y = u.uy + dy;
1043. 		} while (dy && (!isok(x,y) || !is_pool(x,y)));
1044. 		u.dx = 0;
1045. 		u.dy = dy;
1046. 		eff = TRUE;
1047. 	} else if (u.dy && !rn2(!u.dx ? 3 : 5)) {	/* 1/3 or 1/5*(5/6) */
1048. 		/* cancel delta y and choose an arbitrary delta x value */
1049. 		y = u.uy;
1050. 		do {
1051. 		    dx = rn2(3) - 1;		/* -1 .. 1 */
1052. 		    x = u.ux + dx;
1053. 		} while (dx && (!isok(x,y) || !is_pool(x,y)));
1054. 		u.dy = 0;
1055. 		u.dx = dx;
1056. 		eff = TRUE;
1057. 	}
1058. 	if (eff) pline("Water turbulence affects your movements.");
1059. }
1060. 
1061. void
1062. save_waterlevel(fd, mode)
1063. int fd, mode;
1064. {
1065. 	register struct bubble *b;
1066. 
1067. 	if (!Is_waterlevel(&u.uz)) return;
1068. 
1069. 	if (perform_bwrite(mode)) {
1070. 	    int n = 0;
1071. 	    for (b = bbubbles; b; b = b->next) ++n;
1072. 	    bwrite(fd, (genericptr_t)&n, sizeof (int));
1073. 	    bwrite(fd, (genericptr_t)&xmin, sizeof (int));
1074. 	    bwrite(fd, (genericptr_t)&ymin, sizeof (int));
1075. 	    bwrite(fd, (genericptr_t)&xmax, sizeof (int));
1076. 	    bwrite(fd, (genericptr_t)&ymax, sizeof (int));
1077. 	    for (b = bbubbles; b; b = b->next)
1078. 		bwrite(fd, (genericptr_t)b, sizeof (struct bubble));
1079. 	}
1080. 	if (release_data(mode))
1081. 	    unsetup_waterlevel();
1082. }
1083. 
1084. void
1085. restore_waterlevel(fd)
1086. register int fd;
1087. {
1088. 	register struct bubble *b = (struct bubble *)0, *btmp;
1089. 	register int i;
1090. 	int n;
1091. 
1092. 	if (!Is_waterlevel(&u.uz)) return;
1093. 
1094. 	set_wportal();
1095. 	mread(fd,(genericptr_t)&n,sizeof(int));
1096. 	mread(fd,(genericptr_t)&xmin,sizeof(int));
1097. 	mread(fd,(genericptr_t)&ymin,sizeof(int));
1098. 	mread(fd,(genericptr_t)&xmax,sizeof(int));
1099. 	mread(fd,(genericptr_t)&ymax,sizeof(int));
1100. 	for (i = 0; i < n; i++) {
1101. 		btmp = b;
1102. 		b = (struct bubble *)alloc(sizeof(struct bubble));
1103. 		mread(fd,(genericptr_t)b,sizeof(struct bubble));
1104. 		if (bbubbles) {
1105. 			btmp->next = b;
1106. 			b->prev = btmp;
1107. 		} else {
1108. 			bbubbles = b;
1109. 			b->prev = (struct bubble *)0;
1110. 		}
1111. 		mv_bubble(b,0,0,TRUE);
1112. 	}
1113. 	ebubbles = b;
1114. 	b->next = (struct bubble *)0;
1115. 	was_waterlevel = TRUE;
1116. }
1117. 
1118. static void
1119. set_wportal()
1120. {
1121. 	/* there better be only one magic portal on water level... */
1122. 	for (wportal = ftrap; wportal; wportal = wportal->ntrap)
1123. 		if (wportal->ttyp == MAGIC_PORTAL) return;
1124. 	impossible("set_wportal(): no portal!");
1125. }
1126. 
1127. static void
1128. setup_waterlevel()
1129. {
1130. 	register int x, y;
1131. 	register int xskip, yskip;
1132. 	register int water_glyph = cmap_to_glyph(S_water);
1133. 
1134. 	/* ouch, hardcoded... */
1135. 
1136. 	xmin = 3;
1137. 	ymin = 1;
1138. 	xmax = 78;
1139. 	ymax = 20;
1140. 
1141. 	/* set hero's memory to water */
1142. 
1143. 	for (x = xmin; x <= xmax; x++)
1144. 		for (y = ymin; y <= ymax; y++)
1145. 			levl[x][y].glyph = water_glyph;
1146. 
1147. 	/* make bubbles */
1148. 
1149. 	xskip = 10 + rn2(10);
1150. 	yskip = 4 + rn2(4);
1151. 	for (x = bxmin; x <= bxmax; x += xskip)
1152. 		for (y = bymin; y <= bymax; y += yskip)
1153. 			mk_bubble(x,y,rn2(7));
1154. }
1155. 
1156. static void
1157. unsetup_waterlevel()
1158. {
1159. 	register struct bubble *b, *bb;
1160. 
1161. 	/* free bubbles */
1162. 
1163. 	for (b = bbubbles; b; b = bb) {
1164. 		bb = b->next;
1165. 		free((genericptr_t)b);
1166. 	}
1167. 	bbubbles = ebubbles = (struct bubble *)0;
1168. }
1169. 
1170. static void
1171. mk_bubble(x,y,n)
1172. register int x, y, n;
1173. {
1174. 	/*
1175. 	 * These bit masks make visually pleasing bubbles on a normal aspect
1176. 	 * 25x80 terminal, which naturally results in them being mathematically
1177. 	 * anything but symmetric.  For this reason they cannot be computed
1178. 	 * in situ, either.  The first two elements tell the dimensions of
1179. 	 * the bubble's bounding box.
1180. 	 */
1181. 	static uchar
1182. 		bm2[] = {2,1,0x3},
1183. 		bm3[] = {3,2,0x7,0x7},
1184. 		bm4[] = {4,3,0x6,0xf,0x6},
1185. 		bm5[] = {5,3,0xe,0x1f,0xe},
1186. 		bm6[] = {6,4,0x1e,0x3f,0x3f,0x1e},
1187. 		bm7[] = {7,4,0x3e,0x7f,0x7f,0x3e},
1188. 		bm8[] = {8,4,0x7e,0xff,0xff,0x7e},
1189. 		*bmask[] = {bm2,bm3,bm4,bm5,bm6,bm7,bm8};
1190. 
1191. 	register struct bubble *b;
1192. 
1193. 	if (x >= bxmax || y >= bymax) return;
1194. 	if (n >= SIZE(bmask)) {
1195. 		impossible("n too large (mk_bubble)");
1196. 		n = SIZE(bmask) - 1;
1197. 	}
1198. 	b = (struct bubble *)alloc(sizeof(struct bubble));
1199. 	if ((x + (int) bmask[n][0] - 1) > bxmax) x = bxmax - bmask[n][0] + 1;
1200. 	if ((y + (int) bmask[n][1] - 1) > bymax) y = bymax - bmask[n][1] + 1;
1201. 	b->x = x;
1202. 	b->y = y;
1203. 	b->dx = 1 - rn2(3);
1204. 	b->dy = 1 - rn2(3);
1205. 	b->bm = bmask[n];
1206. 	b->cons = 0;
1207. 	if (!bbubbles) bbubbles = b;
1208. 	if (ebubbles) {
1209. 		ebubbles->next = b;
1210. 		b->prev = ebubbles;
1211. 	}
1212. 	else
1213. 		b->prev = (struct bubble *)0;
1214. 	b->next =  (struct bubble *)0;
1215. 	ebubbles = b;
1216. 	mv_bubble(b,0,0,TRUE);
1217. }
1218. 
1219. /*
1220.  * The player, the portal and all other objects and monsters
1221.  * float along with their associated bubbles.  Bubbles may overlap
1222.  * freely, and the contents may get associated with other bubbles in
1223.  * the process.  Bubbles are "sticky", meaning that if the player is
1224.  * in the immediate neighborhood of one, he/she may get sucked inside.
1225.  * This property also makes leaving a bubble slightly difficult.
1226.  */
1227. static void
1228. mv_bubble(b,dx,dy,ini)
1229. register struct bubble *b;
1230. register int dx, dy;
1231. register boolean ini;
1232. {
1233. 	register int x, y, i, j, colli = 0;
1234. 	struct container *cons, *ctemp;
1235. 
1236. 	/* move bubble */
1237. 	if (dx < -1 || dx > 1 || dy < -1 || dy > 1) {
1238. 	    /* pline("mv_bubble: dx = %d, dy = %d", dx, dy); */
1239. 	    dx = sgn(dx);
1240. 	    dy = sgn(dy);
1241. 	}
1242. 
1243. 	/*
1244. 	 * collision with level borders?
1245. 	 *	1 = horizontal border, 2 = vertical, 3 = corner
1246. 	 */
1247. 	if (b->x <= bxmin) colli |= 2;
1248. 	if (b->y <= bymin) colli |= 1;
1249. 	if ((int) (b->x + b->bm[0] - 1) >= bxmax) colli |= 2;
1250. 	if ((int) (b->y + b->bm[1] - 1) >= bymax) colli |= 1;
1251. 
1252. 	if (b->x < bxmin) {
1253. 	    pline("bubble xmin: x = %d, xmin = %d", b->x, bxmin);
1254. 	    b->x = bxmin;
1255. 	}
1256. 	if (b->y < bymin) {
1257. 	    pline("bubble ymin: y = %d, ymin = %d", b->y, bymin);
1258. 	    b->y = bymin;
1259. 	}
1260. 	if ((int) (b->x + b->bm[0] - 1) > bxmax) {
1261. 	    pline("bubble xmax: x = %d, xmax = %d",
1262. 			b->x + b->bm[0] - 1, bxmax);
1263. 	    b->x = bxmax - b->bm[0] + 1;
1264. 	}
1265. 	if ((int) (b->y + b->bm[1] - 1) > bymax) {
1266. 	    pline("bubble ymax: y = %d, ymax = %d",
1267. 			b->y + b->bm[1] - 1, bymax);
1268. 	    b->y = bymax - b->bm[1] + 1;
1269. 	}
1270. 
1271. 	/* bounce if we're trying to move off the border */
1272. 	if (b->x == bxmin && dx < 0) dx = -dx;
1273. 	if (b->x + b->bm[0] - 1 == bxmax && dx > 0) dx = -dx;
1274. 	if (b->y == bymin && dy < 0) dy = -dy;
1275. 	if (b->y + b->bm[1] - 1 == bymax && dy > 0) dy = -dy;
1276. 
1277. 	b->x += dx;
1278. 	b->y += dy;
1279. 
1280. 	/* void positions inside bubble */
1281. 
1282. 	for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++)
1283. 	    for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++)
1284. 		if (b->bm[j + 2] & (1 << i)) {
1285. 		    levl[x][y].typ = AIR;
1286. 		    levl[x][y].lit = 1;
1287. 		    unblock_point(x,y);
1288. 		}
1289. 
1290. 	/* replace contents of bubble */
1291. 	for (cons = b->cons; cons; cons = ctemp) {
1292. 	    ctemp = cons->next;
1293. 	    cons->x += dx;
1294. 	    cons->y += dy;
1295. 
1296. 	    switch(cons->what) {
1297. 		case CONS_OBJ: {
1298. 		    struct obj *olist, *otmp;
1299. 
1300. 		    for (olist=(struct obj *)cons->list; olist; olist=otmp) {
1301. 			otmp = olist->nexthere;
1302. 			place_object(olist, cons->x, cons->y);
1303. 		    }
1304. 		    break;
1305. 		}
1306. 
1307. 		case CONS_MON: {
1308. 		    struct monst *mon = (struct monst *) cons->list;
1309. 		    (void) mnearto(mon, cons->x, cons->y, TRUE);
1310. 		    break;
1311. 		}
1312. 
1313. 		case CONS_HERO: {
1314. 		    int ux0 = u.ux, uy0 = u.uy;
1315. 
1316. 		    /* change u.ux0 and u.uy0? */
1317. 		    u.ux = cons->x;
1318. 		    u.uy = cons->y;
1319. 		    newsym(ux0, uy0);	/* clean up old position */
1320. 
1321. 		    if (MON_AT(cons->x, cons->y)) {
1322. 				mnexto(m_at(cons->x,cons->y));
1323. 			}
1324. 		    if (Punished) placebc();	/* do this for now */
1325. 		    break;
1326. 		}
1327. 
1328. 		case CONS_TRAP: {
1329. 		    struct trap *btrap = (struct trap *) cons->list;
1330. 		    btrap->tx = cons->x;
1331. 		    btrap->ty = cons->y;
1332. 		    break;
1333. 		}
1334. 
1335. 		default:
1336. 		    impossible("mv_bubble: unknown bubble contents");
1337. 		    break;
1338. 	    }
1339. 	    free((genericptr_t)cons);
1340. 	}
1341. 	b->cons = 0;
1342. 
1343. 	/* boing? */
1344. 
1345. 	switch (colli) {
1346. 	    case 1: b->dy = -b->dy;	break;
1347. 	    case 3: b->dy = -b->dy;	/* fall through */
1348. 	    case 2: b->dx = -b->dx;	break;
1349. 	    default:
1350. 		/* sometimes alter direction for fun anyway
1351. 		   (higher probability for stationary bubbles) */
1352. 		if (!ini && ((b->dx || b->dy) ? !rn2(20) : !rn2(5))) {
1353. 			b->dx = 1 - rn2(3);
1354. 			b->dy = 1 - rn2(3);
1355. 		}
1356. 	}
1357. }
1358. 
1359. /*mkmaze.c*/