Source:NetHack 3.6.0/src/mkmaze.c

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Below is the full text to mkmaze.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/mkmaze.c#line123]], for example.

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 /* NetHack 3.6	mkmaze.c	$NHDT-Date: 1449269918 2015/12/04 22:58:38 $  $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.42 $ */
 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
 /* NetHack may be freely redistributed.  See license for details. */
 
 #include "hack.h"
 #include "sp_lev.h"
 #include "lev.h" /* save & restore info */
 
 /* from sp_lev.c, for fixup_special() */
 extern lev_region *lregions;
 extern int num_lregions;
 
 STATIC_DCL boolean FDECL(iswall, (int, int));
 STATIC_DCL boolean FDECL(iswall_or_stone, (int, int));
 STATIC_DCL boolean FDECL(is_solid, (int, int));
 STATIC_DCL int FDECL(extend_spine, (int[3][3], int, int, int));
 STATIC_DCL boolean FDECL(okay, (int, int, int));
 STATIC_DCL void FDECL(maze0xy, (coord *));
 STATIC_DCL boolean FDECL(put_lregion_here, (XCHAR_P, XCHAR_P, XCHAR_P,
                                             XCHAR_P, XCHAR_P, XCHAR_P,
                                             XCHAR_P, BOOLEAN_P, d_level *));
 STATIC_DCL void NDECL(fixup_special);
 STATIC_DCL void NDECL(setup_waterlevel);
 STATIC_DCL void NDECL(unsetup_waterlevel);
 
 /* adjust a coordinate one step in the specified direction */
 #define mz_move(X, Y, dir) \
     do {                                                         \
         switch (dir) {                                           \
         case 0:  --(Y);  break;                                  \
         case 1:  (X)++;  break;                                  \
         case 2:  (Y)++;  break;                                  \
         case 3:  --(X);  break;                                  \
         default: panic("mz_move: bad direction %d", dir);        \
         }                                                        \
     } while (0)
 

iswall

 STATIC_OVL boolean
 iswall(x, y)
 int x, y;
 {
     register int type;
 
     if (!isok(x, y))
         return FALSE;
     type = levl[x][y].typ;
     return (boolean) (IS_WALL(type) || IS_DOOR(type)
                       || type == SDOOR || type == IRONBARS);
 }
 

iswall_or_stone

 STATIC_OVL boolean
 iswall_or_stone(x, y)
 int x, y;
 {
     register int type;
 
     /* out of bounds = stone */
     if (!isok(x, y))
         return TRUE;
 
     type = levl[x][y].typ;
     return (boolean) (type == STONE
                       || IS_WALL(type) || IS_DOOR(type)
                       || type == SDOOR || type == IRONBARS);
 }
 

is_solid

 /* return TRUE if out of bounds, wall or rock */
 STATIC_OVL boolean
 is_solid(x, y)
 int x, y;
 {
     return (boolean) (!isok(x, y) || IS_STWALL(levl[x][y].typ));
 }
 

extend_spine

 /*
  * Return 1 (not TRUE - we're doing bit vectors here) if we want to extend
  * a wall spine in the (dx,dy) direction.  Return 0 otherwise.
  *
  * To extend a wall spine in that direction, first there must be a wall there.
  * Then, extend a spine unless the current position is surrounded by walls
  * in the direction given by (dx,dy).  E.g. if 'x' is our location, 'W'
  * a wall, '.' a room, 'a' anything (we don't care), and our direction is
  * (0,1) - South or down - then:
  *
  *              a a a
  *              W x W           This would not extend a spine from x down
  *              W W W           (a corridor of walls is formed).
  *
  *              a a a
  *              W x W           This would extend a spine from x down.
  *              . W W
  */
 STATIC_OVL int
 extend_spine(locale, wall_there, dx, dy)
 int locale[3][3];
 int wall_there, dx, dy;
 {
     int spine, nx, ny;
 
     nx = 1 + dx;
     ny = 1 + dy;
 
     if (wall_there) { /* wall in that direction */
         if (dx) {
             if (locale[1][0] && locale[1][2]         /* EW are wall/stone */
                 && locale[nx][0] && locale[nx][2]) { /* diag are wall/stone */
                 spine = 0;
             } else {
                 spine = 1;
             }
         } else { /* dy */
             if (locale[0][1] && locale[2][1]         /* NS are wall/stone */
                 && locale[0][ny] && locale[2][ny]) { /* diag are wall/stone */
                 spine = 0;
             } else {
                 spine = 1;
             }
         }
     } else {
         spine = 0;
     }
 
     return spine;
 }
 

wallification

 /*
  * Wall cleanup.  This function has two purposes: (1) remove walls that
  * are totally surrounded by stone - they are redundant.  (2) correct
  * the types so that they extend and connect to each other.
  */
 void
 wallification(x1, y1, x2, y2)
 int x1, y1, x2, y2;
 {
     uchar type;
     register int x, y;
     struct rm *lev;
     int bits;
     int locale[3][3]; /* rock or wall status surrounding positions */
     /*
      * Value 0 represents a free-standing wall.  It could be anything,
      * so even though this table says VWALL, we actually leave whatever
      * typ was there alone.
      */
     static xchar spine_array[16] = { VWALL, HWALL,    HWALL,    HWALL,
                                      VWALL, TRCORNER, TLCORNER, TDWALL,
                                      VWALL, BRCORNER, BLCORNER, TUWALL,
                                      VWALL, TLWALL,   TRWALL,   CROSSWALL };
 
     /* sanity check on incoming variables */
     if (x1 < 0 || x2 >= COLNO || x1 > x2 || y1 < 0 || y2 >= ROWNO || y1 > y2)
         panic("wallification: bad bounds (%d,%d) to (%d,%d)", x1, y1, x2, y2);
 
     /* Step 1: change walls surrounded by rock to rock. */
     for (x = x1; x <= x2; x++)
         for (y = y1; y <= y2; y++) {
             lev = &levl[x][y];
             type = lev->typ;
             if (IS_WALL(type) && type != DBWALL) {
                 if (is_solid(x - 1, y - 1) && is_solid(x - 1, y)
                     && is_solid(x - 1, y + 1) && is_solid(x, y - 1)
                     && is_solid(x, y + 1) && is_solid(x + 1, y - 1)
                     && is_solid(x + 1, y) && is_solid(x + 1, y + 1))
                     lev->typ = STONE;
             }
         }
 
     /*
      * Step 2: set the correct wall type.  We can't combine steps
      * 1 and 2 into a single sweep because we depend on knowing if
      * the surrounding positions are stone.
      */
     for (x = x1; x <= x2; x++)
         for (y = y1; y <= y2; y++) {
             lev = &levl[x][y];
             type = lev->typ;
             if (!(IS_WALL(type) && type != DBWALL))
                 continue;
 
             /* set the locations TRUE if rock or wall or out of bounds */
             locale[0][0] = iswall_or_stone(x - 1, y - 1);
             locale[1][0] = iswall_or_stone(x, y - 1);
             locale[2][0] = iswall_or_stone(x + 1, y - 1);
 
             locale[0][1] = iswall_or_stone(x - 1, y);
             locale[2][1] = iswall_or_stone(x + 1, y);
 
             locale[0][2] = iswall_or_stone(x - 1, y + 1);
             locale[1][2] = iswall_or_stone(x, y + 1);
             locale[2][2] = iswall_or_stone(x + 1, y + 1);
 
             /* determine if wall should extend to each direction NSEW */
             bits = (extend_spine(locale, iswall(x, y - 1), 0, -1) << 3)
                    | (extend_spine(locale, iswall(x, y + 1), 0, 1) << 2)
                    | (extend_spine(locale, iswall(x + 1, y), 1, 0) << 1)
                    | extend_spine(locale, iswall(x - 1, y), -1, 0);
 
             /* don't change typ if wall is free-standing */
             if (bits)
                 lev->typ = spine_array[bits];
         }
 }
 

okay

 STATIC_OVL boolean
 okay(x, y, dir)
 int x, y;
 register int dir;
 {
     mz_move(x, y, dir);
     mz_move(x, y, dir);
     if (x < 3 || y < 3 || x > x_maze_max || y > y_maze_max
         || levl[x][y].typ != 0)
         return FALSE;
     return TRUE;
 }
 

maze0xy

 /* find random starting point for maze generation */
 STATIC_OVL void
 maze0xy(cc)
 coord *cc;
 {
     cc->x = 3 + 2 * rn2((x_maze_max >> 1) - 1);
     cc->y = 3 + 2 * rn2((y_maze_max >> 1) - 1);
     return;
 }
 

bad_location

 /*
  * Bad if:
  *      pos is occupied OR
  *      pos is inside restricted region (lx,ly,hx,hy) OR
  *      NOT (pos is corridor and a maze level OR pos is a room OR pos is air)
  */
 boolean
 bad_location(x, y, lx, ly, hx, hy)
 xchar x, y;
 xchar lx, ly, hx, hy;
 {
     return (boolean) (occupied(x, y)
                       || within_bounded_area(x, y, lx, ly, hx, hy)
                       || !((levl[x][y].typ == CORR && level.flags.is_maze_lev)
                            || levl[x][y].typ == ROOM
                            || levl[x][y].typ == AIR));
 }
 

place_lregion

 /* pick a location in area (lx, ly, hx, hy) but not in (nlx, nly, nhx, nhy)
    and place something (based on rtype) in that region */
 void
 place_lregion(lx, ly, hx, hy, nlx, nly, nhx, nhy, rtype, lev)
 xchar lx, ly, hx, hy;
 xchar nlx, nly, nhx, nhy;
 xchar rtype;
 d_level *lev;
 {
     int trycnt;
     boolean oneshot;
     xchar x, y;
 
     if (!lx) { /* default to whole level */
         /*
          * if there are rooms and this a branch, let place_branch choose
          * the branch location (to avoid putting branches in corridors).
          */
         if (rtype == LR_BRANCH && nroom) {
             place_branch(Is_branchlev(&u.uz), 0, 0);
             return;
         }
 
         lx = 1;
         hx = COLNO - 1;
         ly = 1;
         hy = ROWNO - 1;
     }
 
     /* first a probabilistic approach */
 
     oneshot = (lx == hx && ly == hy);
     for (trycnt = 0; trycnt < 200; trycnt++) {
         x = rn1((hx - lx) + 1, lx);
         y = rn1((hy - ly) + 1, ly);
         if (put_lregion_here(x, y, nlx, nly, nhx, nhy, rtype, oneshot, lev))
             return;
     }
 
     /* then a deterministic one */
 
     oneshot = TRUE;
     for (x = lx; x <= hx; x++)
         for (y = ly; y <= hy; y++)
             if (put_lregion_here(x, y, nlx, nly, nhx, nhy, rtype, oneshot,
                                  lev))
                 return;
 
     impossible("Couldn't place lregion type %d!", rtype);
 }
 

put_lregion_here

 STATIC_OVL boolean
 put_lregion_here(x, y, nlx, nly, nhx, nhy, rtype, oneshot, lev)
 xchar x, y;
 xchar nlx, nly, nhx, nhy;
 xchar rtype;
 boolean oneshot;
 d_level *lev;
 {
     if (bad_location(x, y, nlx, nly, nhx, nhy)) {
         if (!oneshot) {
             return FALSE; /* caller should try again */
         } else {
             /* Must make do with the only location possible;
                avoid failure due to a misplaced trap.
                It might still fail if there's a dungeon feature here. */
             struct trap *t = t_at(x, y);
 
             if (t && t->ttyp != MAGIC_PORTAL && t->ttyp != VIBRATING_SQUARE)
                 deltrap(t);
             if (bad_location(x, y, nlx, nly, nhx, nhy))
                 return FALSE;
         }
     }
     switch (rtype) {
     case LR_TELE:
     case LR_UPTELE:
     case LR_DOWNTELE:
         /* "something" means the player in this case */
         if (MON_AT(x, y)) {
             /* move the monster if no choice, or just try again */
             if (oneshot)
                 (void) rloc(m_at(x, y), FALSE);
             else
                 return FALSE;
         }
         u_on_newpos(x, y);
         break;
     case LR_PORTAL:
         mkportal(x, y, lev->dnum, lev->dlevel);
         break;
     case LR_DOWNSTAIR:
     case LR_UPSTAIR:
         mkstairs(x, y, (char) rtype, (struct mkroom *) 0);
         break;
     case LR_BRANCH:
         place_branch(Is_branchlev(&u.uz), x, y);
         break;
     }
     return TRUE;
 }
 

fixup_special

 static boolean was_waterlevel; /* ugh... this shouldn't be needed */
 
 /* this is special stuff that the level compiler cannot (yet) handle */
 STATIC_OVL void
 fixup_special()
 {
     register lev_region *r = lregions;
     struct d_level lev;
     register int x, y;
     struct mkroom *croom;
     boolean added_branch = FALSE;
 
     if (was_waterlevel) {
         was_waterlevel = FALSE;
         u.uinwater = 0;
         unsetup_waterlevel();
     }
     if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz)) {
         level.flags.hero_memory = 0;
         was_waterlevel = TRUE;
         /* water level is an odd beast - it has to be set up
            before calling place_lregions etc. */
         setup_waterlevel();
     }
     for (x = 0; x < num_lregions; x++, r++) {
         switch (r->rtype) {
         case LR_BRANCH:
             added_branch = TRUE;
             goto place_it;
 
         case LR_PORTAL:
             if (*r->rname.str >= '0' && *r->rname.str <= '9') {
                 /* "chutes and ladders" */
                 lev = u.uz;
                 lev.dlevel = atoi(r->rname.str);
             } else {
                 s_level *sp = find_level(r->rname.str);
                 lev = sp->dlevel;
             }
         /* fall into... */
 
         case LR_UPSTAIR:
         case LR_DOWNSTAIR:
         place_it:
             place_lregion(r->inarea.x1, r->inarea.y1, r->inarea.x2,
                           r->inarea.y2, r->delarea.x1, r->delarea.y1,
                           r->delarea.x2, r->delarea.y2, r->rtype, &lev);
             break;
 
         case LR_TELE:
         case LR_UPTELE:
         case LR_DOWNTELE:
             /* save the region outlines for goto_level() */
             if (r->rtype == LR_TELE || r->rtype == LR_UPTELE) {
                 updest.lx = r->inarea.x1;
                 updest.ly = r->inarea.y1;
                 updest.hx = r->inarea.x2;
                 updest.hy = r->inarea.y2;
                 updest.nlx = r->delarea.x1;
                 updest.nly = r->delarea.y1;
                 updest.nhx = r->delarea.x2;
                 updest.nhy = r->delarea.y2;
             }
             if (r->rtype == LR_TELE || r->rtype == LR_DOWNTELE) {
                 dndest.lx = r->inarea.x1;
                 dndest.ly = r->inarea.y1;
                 dndest.hx = r->inarea.x2;
                 dndest.hy = r->inarea.y2;
                 dndest.nlx = r->delarea.x1;
                 dndest.nly = r->delarea.y1;
                 dndest.nhx = r->delarea.x2;
                 dndest.nhy = r->delarea.y2;
             }
             /* place_lregion gets called from goto_level() */
             break;
         }
 
         if (r->rname.str)
             free((genericptr_t) r->rname.str), r->rname.str = 0;
     }
 
     /* place dungeon branch if not placed above */
     if (!added_branch && Is_branchlev(&u.uz)) {
         place_lregion(0, 0, 0, 0, 0, 0, 0, 0, LR_BRANCH, (d_level *) 0);
     }
 
     /* Still need to add some stuff to level file */
     if (Is_medusa_level(&u.uz)) {
         struct obj *otmp;
         int tryct;
 
         croom = &rooms[0]; /* only one room on the medusa level */
         for (tryct = rnd(4); tryct; tryct--) {
             x = somex(croom);
             y = somey(croom);
             if (goodpos(x, y, (struct monst *) 0, 0)) {
                 otmp = mk_tt_object(STATUE, x, y);
                 while (otmp && (poly_when_stoned(&mons[otmp->corpsenm])
                                 || pm_resistance(&mons[otmp->corpsenm],
                                                  MR_STONE))) {
                     /* set_corpsenm() handles weight too */
                     set_corpsenm(otmp, rndmonnum());
                 }
             }
         }
 
         if (rn2(2))
             otmp = mk_tt_object(STATUE, somex(croom), somey(croom));
         else /* Medusa statues don't contain books */
             otmp =
                 mkcorpstat(STATUE, (struct monst *) 0, (struct permonst *) 0,
                            somex(croom), somey(croom), CORPSTAT_NONE);
         if (otmp) {
             while (pm_resistance(&mons[otmp->corpsenm], MR_STONE)
                    || poly_when_stoned(&mons[otmp->corpsenm])) {
                 /* set_corpsenm() handles weight too */
                 set_corpsenm(otmp, rndmonnum());
             }
         }
     } else if (Is_wiz1_level(&u.uz)) {
         croom = search_special(MORGUE);
 
         create_secret_door(croom, W_SOUTH | W_EAST | W_WEST);
     } else if (Is_knox(&u.uz)) {
         /* using an unfilled morgue for rm id */
         croom = search_special(MORGUE);
         /* avoid inappropriate morgue-related messages */
         level.flags.graveyard = level.flags.has_morgue = 0;
         croom->rtype = OROOM; /* perhaps it should be set to VAULT? */
         /* stock the main vault */
         for (x = croom->lx; x <= croom->hx; x++)
             for (y = croom->ly; y <= croom->hy; y++) {
                 (void) mkgold((long) rn1(300, 600), x, y);
                 if (!rn2(3) && !is_pool(x, y))
                     (void) maketrap(x, y, rn2(3) ? LANDMINE : SPIKED_PIT);
             }
     } else if (Role_if(PM_PRIEST) && In_quest(&u.uz)) {
         /* less chance for undead corpses (lured from lower morgues) */
         level.flags.graveyard = 1;
     } else if (Is_stronghold(&u.uz)) {
         level.flags.graveyard = 1;
     } else if (Is_sanctum(&u.uz)) {
         croom = search_special(TEMPLE);
 
         create_secret_door(croom, W_ANY);
     } else if (on_level(&u.uz, &orcus_level)) {
         register struct monst *mtmp, *mtmp2;
 
         /* it's a ghost town, get rid of shopkeepers */
         for (mtmp = fmon; mtmp; mtmp = mtmp2) {
             mtmp2 = mtmp->nmon;
             if (mtmp->isshk)
                 mongone(mtmp);
         }
     }
 
     if (lregions)
         free((genericptr_t) lregions), lregions = 0;
     num_lregions = 0;
 }
 

makemaz

 void
 makemaz(s)
 register const char *s;
 {
     int x, y;
     char protofile[20];
     s_level *sp = Is_special(&u.uz);
     coord mm;
 
     if (*s) {
         if (sp && sp->rndlevs)
             Sprintf(protofile, "%s-%d", s, rnd((int) sp->rndlevs));
         else
             Strcpy(protofile, s);
     } else if (*(dungeons[u.uz.dnum].proto)) {
         if (dunlevs_in_dungeon(&u.uz) > 1) {
             if (sp && sp->rndlevs)
                 Sprintf(protofile, "%s%d-%d", dungeons[u.uz.dnum].proto,
                         dunlev(&u.uz), rnd((int) sp->rndlevs));
             else
                 Sprintf(protofile, "%s%d", dungeons[u.uz.dnum].proto,
                         dunlev(&u.uz));
         } else if (sp && sp->rndlevs) {
             Sprintf(protofile, "%s-%d", dungeons[u.uz.dnum].proto,
                     rnd((int) sp->rndlevs));
         } else
             Strcpy(protofile, dungeons[u.uz.dnum].proto);
 
     } else
         Strcpy(protofile, "");
 
     /* SPLEVTYPE format is "level-choice,level-choice"... */
     if (wizard && *protofile && sp && sp->rndlevs) {
         char *ep = getenv("SPLEVTYPE"); /* not nh_getenv */
         if (ep) {
             /* rindex always succeeds due to code in prior block */
             int len = (int) ((rindex(protofile, '-') - protofile) + 1);
 
             while (ep && *ep) {
                 if (!strncmp(ep, protofile, len)) {
                     int pick = atoi(ep + len);
                     /* use choice only if valid */
                     if (pick > 0 && pick <= (int) sp->rndlevs)
                         Sprintf(protofile + len, "%d", pick);
                     break;
                 } else {
                     ep = index(ep, ',');
                     if (ep)
                         ++ep;
                 }
             }
         }
     }
 
     if (*protofile) {
         Strcat(protofile, LEV_EXT);
         if (load_special(protofile)) {
             fixup_special();
             /* some levels can end up with monsters
                on dead mon list, including light source monsters */
             dmonsfree();
             return; /* no mazification right now */
         }
         impossible("Couldn't load \"%s\" - making a maze.", protofile);
     }
 
     level.flags.is_maze_lev = TRUE;
     level.flags.corrmaze = !rn2(3);
 
     if (level.flags.corrmaze)
         for (x = 2; x < x_maze_max; x++)
             for (y = 2; y < y_maze_max; y++)
                 levl[x][y].typ = STONE;
     else
         for (x = 2; x <= x_maze_max; x++)
             for (y = 2; y <= y_maze_max; y++)
                 levl[x][y].typ = ((x % 2) && (y % 2)) ? STONE : HWALL;
 
     maze0xy(&mm);
     walkfrom((int) mm.x, (int) mm.y, 0);
     /* put a boulder at the maze center */
     (void) mksobj_at(BOULDER, (int) mm.x, (int) mm.y, TRUE, FALSE);
 
     if (!level.flags.corrmaze)
         wallification(2, 2, x_maze_max, y_maze_max);
 
     mazexy(&mm);
     mkstairs(mm.x, mm.y, 1, (struct mkroom *) 0); /* up */
     if (!Invocation_lev(&u.uz)) {
         mazexy(&mm);
         mkstairs(mm.x, mm.y, 0, (struct mkroom *) 0); /* down */
     } else { /* choose "vibrating square" location */
 #define x_maze_min 2
 #define y_maze_min 2
 /*
  * Pick a position where the stairs down to Moloch's Sanctum
  * level will ultimately be created.  At that time, an area
  * will be altered:  walls removed, moat and traps generated,
  * boulders destroyed.  The position picked here must ensure
  * that that invocation area won't extend off the map.
  *
  * We actually allow up to 2 squares around the usual edge of
  * the area to get truncated; see mkinvokearea(mklev.c).
  */
 #define INVPOS_X_MARGIN (6 - 2)
 #define INVPOS_Y_MARGIN (5 - 2)
 #define INVPOS_DISTANCE 11
         int x_range = x_maze_max - x_maze_min - 2 * INVPOS_X_MARGIN - 1,
             y_range = y_maze_max - y_maze_min - 2 * INVPOS_Y_MARGIN - 1;
 
         if (x_range <= INVPOS_X_MARGIN || y_range <= INVPOS_Y_MARGIN
             || (x_range * y_range) <= (INVPOS_DISTANCE * INVPOS_DISTANCE)) {
             debugpline2("inv_pos: maze is too small! (%d x %d)",
                         x_maze_max, y_maze_max);
         }
         inv_pos.x = inv_pos.y = 0; /*{occupied() => invocation_pos()}*/
         do {
             x = rn1(x_range, x_maze_min + INVPOS_X_MARGIN + 1);
             y = rn1(y_range, y_maze_min + INVPOS_Y_MARGIN + 1);
             /* we don't want it to be too near the stairs, nor
                to be on a spot that's already in use (wall|trap) */
         } while (x == xupstair || y == yupstair /*(direct line)*/
                  || abs(x - xupstair) == abs(y - yupstair)
                  || distmin(x, y, xupstair, yupstair) <= INVPOS_DISTANCE
                  || !SPACE_POS(levl[x][y].typ) || occupied(x, y));
         inv_pos.x = x;
         inv_pos.y = y;
         maketrap(inv_pos.x, inv_pos.y, VIBRATING_SQUARE);
 #undef INVPOS_X_MARGIN
 #undef INVPOS_Y_MARGIN
 #undef INVPOS_DISTANCE
 #undef x_maze_min
 #undef y_maze_min
     }
 
     /* place branch stair or portal */
     place_branch(Is_branchlev(&u.uz), 0, 0);
 
     for (x = rn1(8, 11); x; x--) {
         mazexy(&mm);
         (void) mkobj_at(rn2(2) ? GEM_CLASS : 0, mm.x, mm.y, TRUE);
     }
     for (x = rn1(10, 2); x; x--) {
         mazexy(&mm);
         (void) mksobj_at(BOULDER, mm.x, mm.y, TRUE, FALSE);
     }
     for (x = rn2(3); x; x--) {
         mazexy(&mm);
         (void) makemon(&mons[PM_MINOTAUR], mm.x, mm.y, NO_MM_FLAGS);
     }
     for (x = rn1(5, 7); x; x--) {
         mazexy(&mm);
         (void) makemon((struct permonst *) 0, mm.x, mm.y, NO_MM_FLAGS);
     }
     for (x = rn1(6, 7); x; x--) {
         mazexy(&mm);
         (void) mkgold(0L, mm.x, mm.y);
     }
     for (x = rn1(6, 7); x; x--)
         mktrap(0, 1, (struct mkroom *) 0, (coord *) 0);
 }
 

walkfrom

For microcompilations

 #ifdef MICRO
 /* Make the mazewalk iterative by faking a stack.  This is needed to
  * ensure the mazewalk is successful in the limited stack space of
  * the program.  This iterative version uses the minimum amount of stack
  * that is totally safe.
  */
 void
 walkfrom(x, y, typ)
 int x, y;
 schar typ;
 {
 #define CELLS (ROWNO * COLNO) / 4            /* a maze cell is 4 squares */
     char mazex[CELLS + 1], mazey[CELLS + 1]; /* char's are OK */
     int q, a, dir, pos;
     int dirs[4];
 
     if (!typ) {
         if (level.flags.corrmaze)
             typ = CORR;
         else
             typ = ROOM;
     }
 
     pos = 1;
     mazex[pos] = (char) x;
     mazey[pos] = (char) y;
     while (pos) {
         x = (int) mazex[pos];
         y = (int) mazey[pos];
         if (!IS_DOOR(levl[x][y].typ)) {
             /* might still be on edge of MAP, so don't overwrite */
             levl[x][y].typ = typ;
             levl[x][y].flags = 0;
         }
         q = 0;
         for (a = 0; a < 4; a++)
             if (okay(x, y, a))
                 dirs[q++] = a;
         if (!q)
             pos--;
         else {
             dir = dirs[rn2(q)];
             mz_move(x, y, dir);
             levl[x][y].typ = typ;
             mz_move(x, y, dir);
             pos++;
             if (pos > CELLS)
                 panic("Overflow in walkfrom");
             mazex[pos] = (char) x;
             mazey[pos] = (char) y;
         }
     }
 }
 #else /* !MICRO */
 

Non-microcompilations

 void
 walkfrom(x, y, typ)
 int x, y;
 schar typ;
 {
     register int q, a, dir;
     int dirs[4];
 
     if (!typ) {
         if (level.flags.corrmaze)
             typ = CORR;
         else
             typ = ROOM;
     }
 
     if (!IS_DOOR(levl[x][y].typ)) {
         /* might still be on edge of MAP, so don't overwrite */
         levl[x][y].typ = typ;
         levl[x][y].flags = 0;
     }
 
     while (1) {
         q = 0;
         for (a = 0; a < 4; a++)
             if (okay(x, y, a))
                 dirs[q++] = a;
         if (!q)
             return;
         dir = dirs[rn2(q)];
         mz_move(x, y, dir);
         levl[x][y].typ = typ;
         mz_move(x, y, dir);
         walkfrom(x, y, typ);
     }
 }
 #endif /* ?MICRO */
 

mazexy

 /* find random point in generated corridors,
    so we don't create items in moats, bunkers, or walls */
 void
 mazexy(cc)
 coord *cc;
 {
     int cpt = 0;
 
     do {
         cc->x = 3 + 2 * rn2((x_maze_max >> 1) - 1);
         cc->y = 3 + 2 * rn2((y_maze_max >> 1) - 1);
         cpt++;
     } while (cpt < 100
              && levl[cc->x][cc->y].typ
                     != (level.flags.corrmaze ? CORR : ROOM));
     if (cpt >= 100) {
         register int x, y;
         /* last try */
         for (x = 0; x < (x_maze_max >> 1) - 1; x++)
             for (y = 0; y < (y_maze_max >> 1) - 1; y++) {
                 cc->x = 3 + 2 * x;
                 cc->y = 3 + 2 * y;
                 if (levl[cc->x][cc->y].typ
                     == (level.flags.corrmaze ? CORR : ROOM))
                     return;
             }
         panic("mazexy: can't find a place!");
     }
     return;
 }
 

bound_digging

 /* put a non-diggable boundary around the initial portion of a level map.
  * assumes that no level will initially put things beyond the isok() range.
  *
  * we can't bound unconditionally on the last line with something in it,
  * because that something might be a niche which was already reachable,
  * so the boundary would be breached
  *
  * we can't bound unconditionally on one beyond the last line, because
  * that provides a window of abuse for wallified special levels
  */
 void
 bound_digging()
 {
     register int x, y;
     register unsigned typ;
     register struct rm *lev;
     boolean found, nonwall;
     int xmin, xmax, ymin, ymax;
 
     if (Is_earthlevel(&u.uz))
         return; /* everything diggable here */
 
     found = nonwall = FALSE;
     for (xmin = 0; !found && xmin <= COLNO; xmin++) {
         lev = &levl[xmin][0];
         for (y = 0; y <= ROWNO - 1; y++, lev++) {
             typ = lev->typ;
             if (typ != STONE) {
                 found = TRUE;
                 if (!IS_WALL(typ))
                     nonwall = TRUE;
             }
         }
     }
     xmin -= (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
     if (xmin < 0)
         xmin = 0;
 
     found = nonwall = FALSE;
     for (xmax = COLNO - 1; !found && xmax >= 0; xmax--) {
         lev = &levl[xmax][0];
         for (y = 0; y <= ROWNO - 1; y++, lev++) {
             typ = lev->typ;
             if (typ != STONE) {
                 found = TRUE;
                 if (!IS_WALL(typ))
                     nonwall = TRUE;
             }
         }
     }
     xmax += (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
     if (xmax >= COLNO)
         xmax = COLNO - 1;
 
     found = nonwall = FALSE;
     for (ymin = 0; !found && ymin <= ROWNO; ymin++) {
         lev = &levl[xmin][ymin];
         for (x = xmin; x <= xmax; x++, lev += ROWNO) {
             typ = lev->typ;
             if (typ != STONE) {
                 found = TRUE;
                 if (!IS_WALL(typ))
                     nonwall = TRUE;
             }
         }
     }
     ymin -= (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
 
     found = nonwall = FALSE;
     for (ymax = ROWNO - 1; !found && ymax >= 0; ymax--) {
         lev = &levl[xmin][ymax];
         for (x = xmin; x <= xmax; x++, lev += ROWNO) {
             typ = lev->typ;
             if (typ != STONE) {
                 found = TRUE;
                 if (!IS_WALL(typ))
                     nonwall = TRUE;
             }
         }
     }
     ymax += (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
 
     for (x = 0; x < COLNO; x++)
         for (y = 0; y < ROWNO; y++)
             if (y <= ymin || y >= ymax || x <= xmin || x >= xmax) {
 #ifdef DCC30_BUG
                 lev = &levl[x][y];
                 lev->wall_info |= W_NONDIGGABLE;
 #else
                 levl[x][y].wall_info |= W_NONDIGGABLE;
 #endif
             }
 }
 

mkportal

 void
 mkportal(x, y, todnum, todlevel)
 xchar x, y, todnum, todlevel;
 {
     /* a portal "trap" must be matched by a
        portal in the destination dungeon/dlevel */
     struct trap *ttmp = maketrap(x, y, MAGIC_PORTAL);
 
     if (!ttmp) {
         impossible("portal on top of portal??");
         return;
     }
     debugpline4("mkportal: at <%d,%d>, to %s, level %d", x, y,
                 dungeons[todnum].dname, todlevel);
     ttmp->dst.dnum = todnum;
     ttmp->dst.dlevel = todlevel;
     return;
 }
 

fumaroles

 void
 fumaroles()
 {
     xchar n;
     boolean snd = FALSE, loud = FALSE;
 
     for (n = rn2(3) + 2; n; n--) {
         xchar x = rn1(COLNO - 4, 3);
         xchar y = rn1(ROWNO - 4, 3);
         if (levl[x][y].typ == LAVAPOOL) {
             NhRegion *r = create_gas_cloud(x, y, 4 + rn2(5), rn1(10, 5));
             clear_heros_fault(r);
             snd = TRUE;
             if (distu(x, y) < 15)
                 loud = TRUE;
         }
     }
     if (snd && !Deaf)
         Norep("You hear a %swhoosh!", loud ? "loud " : "");
 }
 

Special endgame waterlevel stuff

 /*
  * Special waterlevel stuff in endgame (TH).
  *
  * Some of these functions would probably logically belong to some
  * other source files, but they are all so nicely encapsulated here.
  */
 
 #ifdef DEBUG
 /* to ease the work of debuggers at this stage */
 #define register
 #endif
 
 #define CONS_OBJ 0
 #define CONS_MON 1
 #define CONS_HERO 2
 #define CONS_TRAP 3
 
 static struct bubble *bbubbles, *ebubbles;
 
 static struct trap *wportal;
 static int xmin, ymin, xmax, ymax; /* level boundaries */
 /* bubble movement boundaries */
 #define bxmin (xmin + 1)
 #define bymin (ymin + 1)
 #define bxmax (xmax - 1)
 #define bymax (ymax - 1)
 
 STATIC_DCL void NDECL(set_wportal);
 STATIC_DCL void FDECL(mk_bubble, (int, int, int));
 STATIC_DCL void FDECL(mv_bubble, (struct bubble *, int, int, BOOLEAN_P));
 

movebubbles

 void
 movebubbles()
 {
     static boolean up;
     register struct bubble *b;
     register int x, y, i, j;
     struct trap *btrap;
     static const struct rm water_pos = { cmap_to_glyph(S_water), WATER, 0, 0,
                                          0, 0, 0, 0, 0, 0 };
     static const struct rm air_pos = { cmap_to_glyph(S_cloud), AIR, 0, 0, 0,
                                        1, 0, 0, 0, 0 };
 
     /* set up the portal the first time bubbles are moved */
     if (!wportal)
         set_wportal();
 
     vision_recalc(2);
 
     if (Is_waterlevel(&u.uz)) {
         /* keep attached ball&chain separate from bubble objects */
         if (Punished)
             unplacebc();
 
         /*
          * Pick up everything inside of a bubble then fill all bubble
          * locations.
          */
         for (b = up ? bbubbles : ebubbles; b; b = up ? b->next : b->prev) {
             if (b->cons)
                 panic("movebubbles: cons != null");
             for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++)
                 for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++)
                     if (b->bm[j + 2] & (1 << i)) {
                         if (!isok(x, y)) {
                             impossible("movebubbles: bad pos (%d,%d)", x, y);
                             continue;
                         }
 
                         /* pick up objects, monsters, hero, and traps */
                         if (OBJ_AT(x, y)) {
                             struct obj *olist = (struct obj *) 0, *otmp;
                             struct container *cons =
                                 (struct container *) alloc(
                                     sizeof(struct container));
 
                             while ((otmp = level.objects[x][y]) != 0) {
                                 remove_object(otmp);
                                 otmp->ox = otmp->oy = 0;
                                 otmp->nexthere = olist;
                                 olist = otmp;
                             }
 
                             cons->x = x;
                             cons->y = y;
                             cons->what = CONS_OBJ;
                             cons->list = (genericptr_t) olist;
                             cons->next = b->cons;
                             b->cons = cons;
                         }
                         if (MON_AT(x, y)) {
                             struct monst *mon = m_at(x, y);
                             struct container *cons =
                                 (struct container *) alloc(
                                     sizeof(struct container));
 
                             cons->x = x;
                             cons->y = y;
                             cons->what = CONS_MON;
                             cons->list = (genericptr_t) mon;
 
                             cons->next = b->cons;
                             b->cons = cons;
 
                             if (mon->wormno)
                                 remove_worm(mon);
                             else
                                 remove_monster(x, y);
 
                             newsym(x, y); /* clean up old position */
                             mon->mx = mon->my = 0;
                         }
                         if (!u.uswallow && x == u.ux && y == u.uy) {
                             struct container *cons =
                                 (struct container *) alloc(
                                     sizeof(struct container));
 
                             cons->x = x;
                             cons->y = y;
                             cons->what = CONS_HERO;
                             cons->list = (genericptr_t) 0;
 
                             cons->next = b->cons;
                             b->cons = cons;
                         }
                         if ((btrap = t_at(x, y)) != 0) {
                             struct container *cons =
                                 (struct container *) alloc(
                                     sizeof(struct container));
 
                             cons->x = x;
                             cons->y = y;
                             cons->what = CONS_TRAP;
                             cons->list = (genericptr_t) btrap;
 
                             cons->next = b->cons;
                             b->cons = cons;
                         }
 
                         levl[x][y] = water_pos;
                         block_point(x, y);
                     }
         }
     } else if (Is_airlevel(&u.uz)) {
         for (x = 0; x < COLNO; x++)
             for (y = 0; y < ROWNO; y++) {
                 levl[x][y] = air_pos;
                 unblock_point(x, y);
             }
     }
 
     /*
      * Every second time traverse down.  This is because otherwise
      * all the junk that changes owners when bubbles overlap
      * would eventually end up in the last bubble in the chain.
      */
     up = !up;
     for (b = up ? bbubbles : ebubbles; b; b = up ? b->next : b->prev) {
         register int rx = rn2(3), ry = rn2(3);
 
         mv_bubble(b, b->dx + 1 - (!b->dx ? rx : (rx ? 1 : 0)),
                   b->dy + 1 - (!b->dy ? ry : (ry ? 1 : 0)), FALSE);
     }
 
     /* put attached ball&chain back */
     if (Is_waterlevel(&u.uz) && Punished)
         placebc();
     vision_full_recalc = 1;
 }
 

water_friction

 /* when moving in water, possibly (1 in 3) alter the intended destination */
 void
 water_friction()
 {
     register int x, y, dx, dy;
     register boolean eff = FALSE;
 
     if (Swimming && rn2(4))
         return; /* natural swimmers have advantage */
 
     if (u.dx && !rn2(!u.dy ? 3 : 6)) { /* 1/3 chance or half that */
         /* cancel delta x and choose an arbitrary delta y value */
         x = u.ux;
         do {
             dy = rn2(3) - 1; /* -1, 0, 1 */
             y = u.uy + dy;
         } while (dy && (!isok(x, y) || !is_pool(x, y)));
         u.dx = 0;
         u.dy = dy;
         eff = TRUE;
     } else if (u.dy && !rn2(!u.dx ? 3 : 5)) { /* 1/3 or 1/5*(5/6) */
         /* cancel delta y and choose an arbitrary delta x value */
         y = u.uy;
         do {
             dx = rn2(3) - 1; /* -1 .. 1 */
             x = u.ux + dx;
         } while (dx && (!isok(x, y) || !is_pool(x, y)));
         u.dy = 0;
         u.dx = dx;
         eff = TRUE;
     }
     if (eff)
         pline("Water turbulence affects your movements.");
 }
 

save_waterlevel

 void
 save_waterlevel(fd, mode)
 int fd, mode;
 {
     register struct bubble *b;
 
     if (!Is_waterlevel(&u.uz) && !Is_airlevel(&u.uz))
         return;
 
     if (perform_bwrite(mode)) {
         int n = 0;
         for (b = bbubbles; b; b = b->next)
             ++n;
         bwrite(fd, (genericptr_t) &n, sizeof(int));
         bwrite(fd, (genericptr_t) &xmin, sizeof(int));
         bwrite(fd, (genericptr_t) &ymin, sizeof(int));
         bwrite(fd, (genericptr_t) &xmax, sizeof(int));
         bwrite(fd, (genericptr_t) &ymax, sizeof(int));
         for (b = bbubbles; b; b = b->next)
             bwrite(fd, (genericptr_t) b, sizeof(struct bubble));
     }
     if (release_data(mode))
         unsetup_waterlevel();
 }
 

restore_waterlevel

 void
 restore_waterlevel(fd)
 register int fd;
 {
     register struct bubble *b = (struct bubble *) 0, *btmp;
     register int i;
     int n;
 
     if (!Is_waterlevel(&u.uz) && !Is_airlevel(&u.uz))
         return;
 
     set_wportal();
     mread(fd, (genericptr_t) &n, sizeof(int));
     mread(fd, (genericptr_t) &xmin, sizeof(int));
     mread(fd, (genericptr_t) &ymin, sizeof(int));
     mread(fd, (genericptr_t) &xmax, sizeof(int));
     mread(fd, (genericptr_t) &ymax, sizeof(int));
     for (i = 0; i < n; i++) {
         btmp = b;
         b = (struct bubble *) alloc(sizeof(struct bubble));
         mread(fd, (genericptr_t) b, sizeof(struct bubble));
         if (bbubbles) {
             btmp->next = b;
             b->prev = btmp;
         } else {
             bbubbles = b;
             b->prev = (struct bubble *) 0;
         }
         mv_bubble(b, 0, 0, TRUE);
     }
     ebubbles = b;
     b->next = (struct bubble *) 0;
     was_waterlevel = TRUE;
 }
 

waterbody_name

 const char *
 waterbody_name(x, y)
 xchar x, y;
 {
     register struct rm *lev;
     schar ltyp;
 
     if (!isok(x, y))
         return "drink"; /* should never happen */
     lev = &levl[x][y];
     ltyp = lev->typ;
     if (ltyp == DRAWBRIDGE_UP)
         ltyp = db_under_typ(lev->drawbridgemask);
 
     if (ltyp == LAVAPOOL)
         return "lava";
     else if (ltyp == ICE)
         return "ice";
     else if (ltyp == POOL)
         return "pool of water";
     else if (ltyp == WATER || Is_waterlevel(&u.uz))
         ; /* fall through to default return value */
     else if (Is_juiblex_level(&u.uz))
         return "swamp";
     else if (ltyp == MOAT && !Is_medusa_level(&u.uz))
         return "moat";
 
     return "water";
 }
 

set_wportal

 STATIC_OVL void
 set_wportal()
 {
     /* there better be only one magic portal on water level... */
     for (wportal = ftrap; wportal; wportal = wportal->ntrap)
         if (wportal->ttyp == MAGIC_PORTAL)
             return;
     impossible("set_wportal(): no portal!");
 }
 

setup_waterlevel

 STATIC_OVL void
 setup_waterlevel()
 {
     register int x, y;
     register int xskip, yskip;
     register int water_glyph = cmap_to_glyph(S_water);
     register int air_glyph = cmap_to_glyph(S_air);
 
     /* ouch, hardcoded... */
 
     xmin = 3;
     ymin = 1;
     xmax = 78;
     ymax = 20;
 
     /* set hero's memory to water */
 
     for (x = xmin; x <= xmax; x++)
         for (y = ymin; y <= ymax; y++)
             levl[x][y].glyph = Is_waterlevel(&u.uz) ? water_glyph : air_glyph;
 
     /* make bubbles */
 
     if (Is_waterlevel(&u.uz)) {
         xskip = 10 + rn2(10);
         yskip = 4 + rn2(4);
     } else {
         xskip = 6 + rn2(4);
         yskip = 3 + rn2(3);
     }
 
     for (x = bxmin; x <= bxmax; x += xskip)
         for (y = bymin; y <= bymax; y += yskip)
             mk_bubble(x, y, rn2(7));
 }
 

unsetup_waterlevel

 STATIC_OVL void
 unsetup_waterlevel()
 {
     register struct bubble *b, *bb;
 
     /* free bubbles */
 
     for (b = bbubbles; b; b = bb) {
         bb = b->next;
         free((genericptr_t) b);
     }
     bbubbles = ebubbles = (struct bubble *) 0;
 }
 

mk_bubble

 STATIC_OVL void
 mk_bubble(x, y, n)
 register int x, y, n;
 {
     /*
      * These bit masks make visually pleasing bubbles on a normal aspect
      * 25x80 terminal, which naturally results in them being mathematically
      * anything but symmetric.  For this reason they cannot be computed
      * in situ, either.  The first two elements tell the dimensions of
      * the bubble's bounding box.
      */
     static uchar bm2[] = { 2, 1, 0x3 }, bm3[] = { 3, 2, 0x7, 0x7 },
                  bm4[] = { 4, 3, 0x6, 0xf, 0x6 },
                  bm5[] = { 5, 3, 0xe, 0x1f, 0xe },
                  bm6[] = { 6, 4, 0x1e, 0x3f, 0x3f, 0x1e },
                  bm7[] = { 7, 4, 0x3e, 0x7f, 0x7f, 0x3e },
                  bm8[] = { 8, 4, 0x7e, 0xff, 0xff, 0x7e },
                  *bmask[] = { bm2, bm3, bm4, bm5, bm6, bm7, bm8 };
     register struct bubble *b;
 
     if (x >= bxmax || y >= bymax)
         return;
     if (n >= SIZE(bmask)) {
         impossible("n too large (mk_bubble)");
         n = SIZE(bmask) - 1;
     }
     if (bmask[n][1] > MAX_BMASK) {
         panic("bmask size is larger than MAX_BMASK");
     }
     b = (struct bubble *) alloc(sizeof(struct bubble));
     if ((x + (int) bmask[n][0] - 1) > bxmax)
         x = bxmax - bmask[n][0] + 1;
     if ((y + (int) bmask[n][1] - 1) > bymax)
         y = bymax - bmask[n][1] + 1;
     b->x = x;
     b->y = y;
     b->dx = 1 - rn2(3);
     b->dy = 1 - rn2(3);
     /* y dimension is the length of bitmap data - see bmask above */
     (void) memcpy((genericptr_t) b->bm, (genericptr_t) bmask[n],
                   (bmask[n][1] + 2) * sizeof(b->bm[0]));
     b->cons = 0;
     if (!bbubbles)
         bbubbles = b;
     if (ebubbles) {
         ebubbles->next = b;
         b->prev = ebubbles;
     } else
         b->prev = (struct bubble *) 0;
     b->next = (struct bubble *) 0;
     ebubbles = b;
     mv_bubble(b, 0, 0, TRUE);
 }
 

mv_bubble

 /*
  * The player, the portal and all other objects and monsters
  * float along with their associated bubbles.  Bubbles may overlap
  * freely, and the contents may get associated with other bubbles in
  * the process.  Bubbles are "sticky", meaning that if the player is
  * in the immediate neighborhood of one, he/she may get sucked inside.
  * This property also makes leaving a bubble slightly difficult.
  */
 STATIC_OVL void
 mv_bubble(b, dx, dy, ini)
 register struct bubble *b;
 register int dx, dy;
 register boolean ini;
 {
     register int x, y, i, j, colli = 0;
     struct container *cons, *ctemp;
 
     /* clouds move slowly */
     if (!Is_airlevel(&u.uz) || !rn2(6)) {
         /* move bubble */
         if (dx < -1 || dx > 1 || dy < -1 || dy > 1) {
             /* pline("mv_bubble: dx = %d, dy = %d", dx, dy); */
             dx = sgn(dx);
             dy = sgn(dy);
         }
 
         /*
          * collision with level borders?
          *      1 = horizontal border, 2 = vertical, 3 = corner
          */
         if (b->x <= bxmin)
             colli |= 2;
         if (b->y <= bymin)
             colli |= 1;
         if ((int) (b->x + b->bm[0] - 1) >= bxmax)
             colli |= 2;
         if ((int) (b->y + b->bm[1] - 1) >= bymax)
             colli |= 1;
 
         if (b->x < bxmin) {
             pline("bubble xmin: x = %d, xmin = %d", b->x, bxmin);
             b->x = bxmin;
         }
         if (b->y < bymin) {
             pline("bubble ymin: y = %d, ymin = %d", b->y, bymin);
             b->y = bymin;
         }
         if ((int) (b->x + b->bm[0] - 1) > bxmax) {
             pline("bubble xmax: x = %d, xmax = %d", b->x + b->bm[0] - 1,
                   bxmax);
             b->x = bxmax - b->bm[0] + 1;
         }
         if ((int) (b->y + b->bm[1] - 1) > bymax) {
             pline("bubble ymax: y = %d, ymax = %d", b->y + b->bm[1] - 1,
                   bymax);
             b->y = bymax - b->bm[1] + 1;
         }
 
         /* bounce if we're trying to move off the border */
         if (b->x == bxmin && dx < 0)
             dx = -dx;
         if (b->x + b->bm[0] - 1 == bxmax && dx > 0)
             dx = -dx;
         if (b->y == bymin && dy < 0)
             dy = -dy;
         if (b->y + b->bm[1] - 1 == bymax && dy > 0)
             dy = -dy;
 
         b->x += dx;
         b->y += dy;
     }
 
     /* draw the bubbles */
     for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++)
         for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++)
             if (b->bm[j + 2] & (1 << i)) {
                 if (Is_waterlevel(&u.uz)) {
                     levl[x][y].typ = AIR;
                     levl[x][y].lit = 1;
                     unblock_point(x, y);
                 } else if (Is_airlevel(&u.uz)) {
                     levl[x][y].typ = CLOUD;
                     levl[x][y].lit = 1;
                     block_point(x, y);
                 }
             }
 
     if (Is_waterlevel(&u.uz)) {
         /* replace contents of bubble */
         for (cons = b->cons; cons; cons = ctemp) {
             ctemp = cons->next;
             cons->x += dx;
             cons->y += dy;
 
             switch (cons->what) {
             case CONS_OBJ: {
                 struct obj *olist, *otmp;
 
                 for (olist = (struct obj *) cons->list; olist; olist = otmp) {
                     otmp = olist->nexthere;
                     place_object(olist, cons->x, cons->y);
                 }
                 break;
             }
 
             case CONS_MON: {
                 struct monst *mon = (struct monst *) cons->list;
                 (void) mnearto(mon, cons->x, cons->y, TRUE);
                 break;
             }
 
             case CONS_HERO: {
                 int ux0 = u.ux, uy0 = u.uy;
 
                 /* change u.ux0 and u.uy0? */
                 u.ux = cons->x;
                 u.uy = cons->y;
                 newsym(ux0, uy0); /* clean up old position */
 
                 if (MON_AT(cons->x, cons->y)) {
                     mnexto(m_at(cons->x, cons->y));
                 }
                 break;
             }
 
             case CONS_TRAP: {
                 struct trap *btrap = (struct trap *) cons->list;
                 btrap->tx = cons->x;
                 btrap->ty = cons->y;
                 break;
             }
 
             default:
                 impossible("mv_bubble: unknown bubble contents");
                 break;
             }
             free((genericptr_t) cons);
         }
         b->cons = 0;
     }
 
     /* boing? */
     switch (colli) {
     case 1:
         b->dy = -b->dy;
         break;
     case 3:
         b->dy = -b->dy; /* fall through */
     case 2:
         b->dx = -b->dx;
         break;
     default:
         /* sometimes alter direction for fun anyway
            (higher probability for stationary bubbles) */
         if (!ini && ((b->dx || b->dy) ? !rn2(20) : !rn2(5))) {
             b->dx = 1 - rn2(3);
             b->dy = 1 - rn2(3);
         }
     }
 }
 
 /*mkmaze.c*/