Source:SLASH'EM 0.0.7E7F2/mkmaze.c
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Below is the full text to mkmaze.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[Source:SLASH'EM 0.0.7E7F2/mkmaze.c#line123]], for example.
Source code for vanilla NetHack is at Source code.
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1. /* SCCS Id: @(#)mkmaze.c 3.4 2002/04/04 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. #include "hack.h" 6. #include "sp_lev.h" 7. #include "lev.h" /* save & restore info */ 8. 9. /* from sp_lev.c, for fixup_special() */ 10. extern char *lev_message; 11. extern lev_region *lregions; 12. extern int num_lregions; 13. 14. STATIC_DCL boolean FDECL(iswall,(int,int)); 15. STATIC_DCL boolean FDECL(iswall_or_stone,(int,int)); 16. STATIC_DCL boolean FDECL(is_solid,(int,int)); 17. STATIC_DCL int FDECL(extend_spine, (int [3][3], int, int, int)); 18. STATIC_DCL boolean FDECL(okay,(int,int,int)); 19. STATIC_DCL void FDECL(maze0xy,(coord *)); 20. STATIC_DCL boolean FDECL(put_lregion_here,(XCHAR_P,XCHAR_P,XCHAR_P, 21. XCHAR_P,XCHAR_P,XCHAR_P,XCHAR_P,BOOLEAN_P,d_level *)); 22. STATIC_DCL void NDECL(fixup_special); 23. STATIC_DCL void FDECL(move, (int *,int *,int)); 24. STATIC_DCL void NDECL(setup_waterlevel); 25. STATIC_DCL void NDECL(unsetup_waterlevel); 26. 27. 28. STATIC_OVL boolean 29. iswall(x,y) 30. int x,y; 31. { 32. register int type; 33. 34. if (!isok(x,y)) return FALSE; 35. type = levl[x][y].typ; 36. return (IS_WALL(type) || IS_DOOR(type) || 37. type == SDOOR || type == IRONBARS); 38. } 39. 40. STATIC_OVL boolean 41. iswall_or_stone(x,y) 42. int x,y; 43. { 44. register int type; 45. 46. /* out of bounds = stone */ 47. if (!isok(x,y)) return TRUE; 48. 49. type = levl[x][y].typ; 50. return (type == STONE || IS_WALL(type) || IS_DOOR(type) || 51. type == SDOOR || type == IRONBARS); 52. } 53. 54. /* return TRUE if out of bounds, wall or rock */ 55. STATIC_OVL boolean 56. is_solid(x,y) 57. int x, y; 58. { 59. return (!isok(x,y) || IS_STWALL(levl[x][y].typ)); 60. } 61. 62. 63. /* 64. * Return 1 (not TRUE - we're doing bit vectors here) if we want to extend 65. * a wall spine in the (dx,dy) direction. Return 0 otherwise. 66. * 67. * To extend a wall spine in that direction, first there must be a wall there. 68. * Then, extend a spine unless the current position is surrounded by walls 69. * in the direction given by (dx,dy). E.g. if 'x' is our location, 'W' 70. * a wall, '.' a room, 'a' anything (we don't care), and our direction is 71. * (0,1) - South or down - then: 72. * 73. * a a a 74. * W x W This would not extend a spine from x down 75. * W W W (a corridor of walls is formed). 76. * 77. * a a a 78. * W x W This would extend a spine from x down. 79. * . W W 80. */ 81. STATIC_OVL int 82. extend_spine(locale, wall_there, dx, dy) 83. int locale[3][3]; 84. int wall_there, dx, dy; 85. { 86. int spine, nx, ny; 87. 88. nx = 1 + dx; 89. ny = 1 + dy; 90. 91. if (wall_there) { /* wall in that direction */ 92. if (dx) { 93. if (locale[ 1][0] && locale[ 1][2] && /* EW are wall/stone */ 94. locale[nx][0] && locale[nx][2]) { /* diag are wall/stone */ 95. spine = 0; 96. } else { 97. spine = 1; 98. } 99. } else { /* dy */ 100. if (locale[0][ 1] && locale[2][ 1] && /* NS are wall/stone */ 101. locale[0][ny] && locale[2][ny]) { /* diag are wall/stone */ 102. spine = 0; 103. } else { 104. spine = 1; 105. } 106. } 107. } else { 108. spine = 0; 109. } 110. 111. return spine; 112. } 113. 114. 115. /* 116. * Walls to surprise jaded Gehennom-haters :) 117. * 118. * Wall cleanup. This function turns all wall squares into 'floortype' squares. 119. */ 120. STATIC_OVL 121. void 122. wallify_special(x1, y1, x2, y2, floortype) 123. int x1, y1, x2, y2; 124. int floortype; /* The 'wall' floortype */ 125. { 126. uchar type; 127. register int x,y; 128. struct rm *lev; 129. 130. /* sanity check on incoming variables */ 131. if (x1<0 || x2>=COLNO || x1>x2 || y1<0 || y2>=ROWNO || y1>y2) 132. panic("wallify_fire: bad bounds (%d,%d) to (%d,%d)",x1,y1,x2,y2); 133. 134. /* Translate the maze... */ 135. for(x = x1; x <= x2; x++) 136. for(y = y1; y <= y2; y++) { 137. lev = &levl[x][y]; 138. type = lev->typ; 139. if IS_WALL(type) 140. lev->typ = floortype; 141. /* Doors become room squares. Does this make sense? */ 142. else if (IS_DOOR(type)) 143. lev->typ = ROOM; 144. else if (type == SDOOR) 145. lev->typ = ROOM; 146. else if (type == SCORR) 147. lev->typ = ROOM; 148. } 149. 150. return; 151. } 152. 153. /* 154. * Wall cleanup. This function has two purposes: (1) remove walls that 155. * are totally surrounded by stone - they are redundant. (2) correct 156. * the types so that they extend and connect to each other. 157. */ 158. STATIC_OVL 159. void 160. wallify_stone(x1, y1, x2, y2) /* [Lethe] Classic stone walls */ 161. int x1, y1, x2, y2; 162. { 163. uchar type; 164. register int x,y; 165. struct rm *lev; 166. int bits; 167. int locale[3][3]; /* rock or wall status surrounding positions */ 168. /* 169. * Value 0 represents a free-standing wall. It could be anything, 170. * so even though this table says VWALL, we actually leave whatever 171. * typ was there alone. 172. */ 173. static xchar spine_array[16] = { 174. VWALL, HWALL, HWALL, HWALL, 175. VWALL, TRCORNER, TLCORNER, TDWALL, 176. VWALL, BRCORNER, BLCORNER, TUWALL, 177. VWALL, TLWALL, TRWALL, CROSSWALL 178. }; 179. 180. /* sanity check on incoming variables */ 181. if (x1<0 || x2>=COLNO || x1>x2 || y1<0 || y2>=ROWNO || y1>y2) 182. panic("wallify_stone: bad bounds (%d,%d) to (%d,%d)",x1,y1,x2,y2); 183. 184. /* Step 1: change walls surrounded by rock to rock. */ 185. for(x = x1; x <= x2; x++) 186. for(y = y1; y <= y2; y++) { 187. lev = &levl[x][y]; 188. type = lev->typ; 189. if (IS_WALL(type) && type != DBWALL) { 190. if (is_solid(x-1,y-1) && 191. is_solid(x-1,y ) && 192. is_solid(x-1,y+1) && 193. is_solid(x, y-1) && 194. is_solid(x, y+1) && 195. is_solid(x+1,y-1) && 196. is_solid(x+1,y ) && 197. is_solid(x+1,y+1)) 198. lev->typ = STONE; 199. } 200. } 201. 202. /* 203. * Step 2: set the correct wall type. We can't combine steps 204. * 1 and 2 into a single sweep because we depend on knowing if 205. * the surrounding positions are stone. 206. */ 207. for(x = x1; x <= x2; x++) 208. for(y = y1; y <= y2; y++) { 209. lev = &levl[x][y]; 210. type = lev->typ; 211. if ( !(IS_WALL(type) && type != DBWALL)) continue; 212. 213. /* set the locations TRUE if rock or wall or out of bounds */ 214. locale[0][0] = iswall_or_stone(x-1,y-1); 215. locale[1][0] = iswall_or_stone( x,y-1); 216. locale[2][0] = iswall_or_stone(x+1,y-1); 217. 218. locale[0][1] = iswall_or_stone(x-1, y); 219. locale[2][1] = iswall_or_stone(x+1, y); 220. 221. locale[0][2] = iswall_or_stone(x-1,y+1); 222. locale[1][2] = iswall_or_stone( x,y+1); 223. locale[2][2] = iswall_or_stone(x+1,y+1); 224. 225. /* determine if wall should extend to each direction NSEW */ 226. bits = (extend_spine(locale, iswall(x,y-1), 0, -1) << 3) 227. | (extend_spine(locale, iswall(x,y+1), 0, 1) << 2) 228. | (extend_spine(locale, iswall(x+1,y), 1, 0) << 1) 229. | extend_spine(locale, iswall(x-1,y), -1, 0); 230. 231. /* don't change typ if wall is free-standing */ 232. if (bits) lev->typ = spine_array[bits]; 233. } 234. } 235. 236. /* 237. * Wall cleanup. This selects an appropriate function to sort out the 238. * dungeon walls. 239. */ 240. void 241. wallification(x1, y1, x2, y2, initial) 242. int x1, y1, x2, y2; 243. boolean initial; 244. { 245. /* Wallify normally unless creating a full maze level */ 246. if (!initial) { 247. wallify_stone(x1, y1, x2, y2); 248. return; 249. } 250. 251. /* Put in the walls... */ 252. { 253. int wallchoice = rn2(20); 254. 255. if (wallchoice < 4) 256. wallify_stone(x1, y1, x2, y2); 257. else if (wallchoice < 6) 258. wallify_special(x1, y1, x2, y2, CLOUD); 259. else if (wallchoice < 10) 260. wallify_special(x1, y1, x2, y2, MOAT); 261. else if (wallchoice < 14) 262. wallify_special(x1, y1, x2, y2, ICE); 263. else if (wallchoice < 17) 264. wallify_special(x1, y1, x2, y2, LAVAPOOL); 265. else 266. wallify_special(x1, y1, x2, y2, IRONBARS); 267. } 268. return; 269. } 270. 271. STATIC_OVL boolean 272. okay(x,y,dir) 273. int x,y; 274. register int dir; 275. { 276. move(&x,&y,dir); 277. move(&x,&y,dir); 278. if(x<3 || y<3 || x>x_maze_max || y>y_maze_max || levl[x][y].typ != 0) 279. return(FALSE); 280. return(TRUE); 281. } 282. 283. STATIC_OVL void 284. maze0xy(cc) /* find random starting point for maze generation */ 285. coord *cc; 286. { 287. cc->x = 3 + 2*rn2((x_maze_max>>1) - 1); 288. cc->y = 3 + 2*rn2((y_maze_max>>1) - 1); 289. return; 290. } 291. 292. /* 293. * Bad if: 294. * pos is occupied OR 295. * pos is inside restricted region (lx,ly,hx,hy) OR 296. * NOT (pos is corridor and a maze level OR pos is a room OR pos is air) 297. */ 298. boolean 299. bad_location(x, y, lx, ly, hx, hy) 300. xchar x, y; 301. xchar lx, ly, hx, hy; 302. { 303. return((boolean)(occupied(x, y) || 304. within_bounded_area(x,y, lx,ly, hx,hy) || 305. !((levl[x][y].typ == CORR && level.flags.is_maze_lev) || 306. levl[x][y].typ == ROOM || levl[x][y].typ == AIR))); 307. } 308. 309. /* pick a location in area (lx, ly, hx, hy) but not in (nlx, nly, nhx, nhy) */ 310. /* and place something (based on rtype) in that region */ 311. void 312. place_lregion(lx, ly, hx, hy, nlx, nly, nhx, nhy, rtype, lev) 313. xchar lx, ly, hx, hy; 314. xchar nlx, nly, nhx, nhy; 315. xchar rtype; 316. d_level *lev; 317. { 318. int trycnt; 319. boolean oneshot; 320. xchar x, y; 321. 322. if(!lx) { /* default to whole level */ 323. /* 324. * if there are rooms and this a branch, let place_branch choose 325. * the branch location (to avoid putting branches in corridors). 326. */ 327. if(rtype == LR_BRANCH && nroom) { 328. place_branch(Is_branchlev(&u.uz), 0, 0); 329. return; 330. } 331. 332. lx = 1; hx = COLNO-1; 333. ly = 1; hy = ROWNO-1; 334. } 335. 336. /* first a probabilistic approach */ 337. 338. oneshot = (lx == hx && ly == hy); 339. for (trycnt = 0; trycnt < 200; trycnt++) { 340. x = rn1((hx - lx) + 1, lx); 341. y = rn1((hy - ly) + 1, ly); 342. if (put_lregion_here(x,y,nlx,nly,nhx,nhy,rtype,oneshot,lev)) 343. return; 344. } 345. 346. /* then a deterministic one */ 347. 348. oneshot = TRUE; 349. for (x = lx; x <= hx; x++) 350. for (y = ly; y <= hy; y++) 351. if (put_lregion_here(x,y,nlx,nly,nhx,nhy,rtype,oneshot,lev)) 352. return; 353. 354. impossible("Couldn't place lregion type %d!", rtype); 355. } 356. 357. STATIC_OVL boolean 358. put_lregion_here(x,y,nlx,nly,nhx,nhy,rtype,oneshot,lev) 359. xchar x, y; 360. xchar nlx, nly, nhx, nhy; 361. xchar rtype; 362. boolean oneshot; 363. d_level *lev; 364. { 365. if (bad_location(x, y, nlx, nly, nhx, nhy)) { 366. if (!oneshot) { 367. return FALSE; /* caller should try again */ 368. } else { 369. /* Must make do with the only location possible; 370. avoid failure due to a misplaced trap. 371. It might still fail if there's a dungeon feature here. */ 372. struct trap *t = t_at(x,y); 373. 374. if (t && t->ttyp != MAGIC_PORTAL) deltrap(t); 375. if (bad_location(x, y, nlx, nly, nhx, nhy)) return FALSE; 376. } 377. } 378. switch (rtype) { 379. case LR_TELE: 380. case LR_UPTELE: 381. case LR_DOWNTELE: 382. /* "something" means the player in this case */ 383. if(MON_AT(x, y)) { 384. /* move the monster if no choice, or just try again */ 385. if(oneshot) (void) rloc(m_at(x,y), FALSE); 386. else return(FALSE); 387. } 388. u_on_newpos(x, y); 389. break; 390. case LR_PORTAL: 391. mkportal(x, y, lev->dnum, lev->dlevel); 392. break; 393. case LR_DOWNSTAIR: 394. case LR_UPSTAIR: 395. mkstairs(x, y, (char)rtype, (struct mkroom *)0); 396. break; 397. case LR_BRANCH: 398. place_branch(Is_branchlev(&u.uz), x, y); 399. break; 400. } 401. return(TRUE); 402. } 403. 404. static boolean was_waterlevel; /* ugh... this shouldn't be needed */ 405. 406. /* this is special stuff that the level compiler cannot (yet) handle */ 407. STATIC_OVL void 408. fixup_special() 409. { 410. register lev_region *r = lregions; 411. struct d_level lev; 412. register int x, y; 413. struct mkroom *croom; 414. boolean added_branch = FALSE; 415. 416. if (was_waterlevel) { 417. was_waterlevel = FALSE; 418. u.uinwater = 0; 419. unsetup_waterlevel(); 420. } else if (Is_waterlevel(&u.uz)) { 421. level.flags.hero_memory = 0; 422. was_waterlevel = TRUE; 423. /* water level is an odd beast - it has to be set up 424. before calling place_lregions etc. */ 425. setup_waterlevel(); 426. } 427. for(x = 0; x < num_lregions; x++, r++) { 428. switch(r->rtype) { 429. case LR_BRANCH: 430. added_branch = TRUE; 431. goto place_it; 432. 433. case LR_PORTAL: 434. if(*r->rname.str >= '0' && *r->rname.str <= '9') { 435. /* "chutes and ladders" */ 436. lev = u.uz; 437. lev.dlevel = atoi(r->rname.str); 438. } else { 439. s_level *sp = find_level(r->rname.str); 440. lev = sp->dlevel; 441. } 442. /* fall into... */ 443. 444. case LR_UPSTAIR: 445. case LR_DOWNSTAIR: 446. place_it: 447. place_lregion(r->inarea.x1, r->inarea.y1, 448. r->inarea.x2, r->inarea.y2, 449. r->delarea.x1, r->delarea.y1, 450. r->delarea.x2, r->delarea.y2, 451. r->rtype, &lev); 452. break; 453. 454. case LR_TELE: 455. case LR_UPTELE: 456. case LR_DOWNTELE: 457. /* save the region outlines for goto_level() */ 458. if(r->rtype == LR_TELE || r->rtype == LR_UPTELE) { 459. updest.lx = r->inarea.x1; updest.ly = r->inarea.y1; 460. updest.hx = r->inarea.x2; updest.hy = r->inarea.y2; 461. updest.nlx = r->delarea.x1; updest.nly = r->delarea.y1; 462. updest.nhx = r->delarea.x2; updest.nhy = r->delarea.y2; 463. } 464. if(r->rtype == LR_TELE || r->rtype == LR_DOWNTELE) { 465. dndest.lx = r->inarea.x1; dndest.ly = r->inarea.y1; 466. dndest.hx = r->inarea.x2; dndest.hy = r->inarea.y2; 467. dndest.nlx = r->delarea.x1; dndest.nly = r->delarea.y1; 468. dndest.nhx = r->delarea.x2; dndest.nhy = r->delarea.y2; 469. } 470. /* place_lregion gets called from goto_level() */ 471. break; 472. } 473. 474. if (r->rname.str) free((genericptr_t) r->rname.str), r->rname.str = 0; 475. } 476. 477. /* place dungeon branch if not placed above */ 478. if (!added_branch && Is_branchlev(&u.uz)) { 479. place_lregion(0,0,0,0,0,0,0,0,LR_BRANCH,(d_level *)0); 480. } 481. 482. /* KMH -- arboreal levels */ 483. /* if (level.flags.arboreal) 484. for(x = 2; x < x_maze_max; x++) 485. for(y = 2; y < y_maze_max; y++) 486. if (levl[x][y].typ == STONE) 487. levl[x][y].typ = TREE;*/ 488. 489. /* KMH -- Sokoban levels */ 490. if(In_sokoban(&u.uz)) 491. sokoban_detect(); 492. 493. /* Still need to add some stuff to level file */ 494. if (Is_medusa_level(&u.uz)) { 495. struct obj *otmp; 496. int tryct; 497. 498. croom = &rooms[0]; /* only one room on the medusa level */ 499. for (tryct = rnd(4); tryct; tryct--) { 500. x = somex(croom); y = somey(croom); 501. if (goodpos(x, y, (struct monst *)0, 0)) { 502. otmp = mk_tt_object(STATUE, x, y); 503. while (otmp && (poly_when_stoned(&mons[otmp->corpsenm]) || 504. pm_resistance(&mons[otmp->corpsenm],MR_STONE))) { 505. otmp->corpsenm = rndmonnum(); 506. otmp->owt = weight(otmp); 507. } 508. } 509. } 510. 511. if (rn2(2)) 512. otmp = mk_tt_object(STATUE, somex(croom), somey(croom)); 513. else /* Medusa statues don't contain books */ 514. otmp = mkcorpstat(STATUE, (struct monst *)0, (struct permonst *)0, 515. somex(croom), somey(croom), FALSE); 516. if (otmp) { 517. while (pm_resistance(&mons[otmp->corpsenm],MR_STONE) 518. || poly_when_stoned(&mons[otmp->corpsenm])) { 519. otmp->corpsenm = rndmonnum(); 520. otmp->owt = weight(otmp); 521. } 522. } 523. } else if(Is_wiz1_level(&u.uz)) { 524. croom = search_special(MORGUE); 525. 526. create_secret_door(croom, W_SOUTH|W_EAST|W_WEST); 527. } else if(Is_knox(&u.uz)) { 528. /* using an unfilled morgue for rm id */ 529. croom = search_special(MORGUE); 530. /* avoid inappropriate morgue-related messages */ 531. level.flags.graveyard = level.flags.has_morgue = 0; 532. croom->rtype = OROOM; /* perhaps it should be set to VAULT? */ 533. /* stock the main vault */ 534. for(x = croom->lx; x <= croom->hx; x++) 535. for(y = croom->ly; y <= croom->hy; y++) { 536. (void) mkgold((long) rn1(300, 600), x, y); 537. if (!rn2(3) && !is_pool(x,y)) 538. (void)maketrap(x, y, rn2(3) ? LANDMINE : SPIKED_PIT); 539. } 540. } else if (Role_if(PM_PRIEST) && In_quest(&u.uz)) { 541. /* less chance for undead corpses (lured from lower morgues) */ 542. level.flags.graveyard = 1; 543. } else if (Is_stronghold(&u.uz)) { 544. level.flags.graveyard = 1; 545. } else if(Is_sanctum(&u.uz)) { 546. croom = search_special(TEMPLE); 547. 548. create_secret_door(croom, W_ANY); 549. } else if(on_level(&u.uz, &orcus_level)) { 550. register struct monst *mtmp, *mtmp2; 551. 552. /* it's a ghost town, get rid of shopkeepers */ 553. for(mtmp = fmon; mtmp; mtmp = mtmp2) { 554. mtmp2 = mtmp->nmon; 555. if(mtmp->isshk) mongone(mtmp); 556. } 557. } 558. 559. if(lev_message) { 560. char *str, *nl; 561. for(str = lev_message; (nl = index(str, '\n')) != 0; str = nl+1) { 562. *nl = '\0'; 563. pline("%s", str); 564. } 565. if(*str) 566. pline("%s", str); 567. free((genericptr_t)lev_message); 568. lev_message = 0; 569. } 570. 571. if (lregions) 572. free((genericptr_t) lregions), lregions = 0; 573. num_lregions = 0; 574. } 575. 576. void 577. makemaz(s) 578. register const char *s; 579. { 580. int x,y; 581. char protofile[20]; 582. s_level *sp = Is_special(&u.uz); 583. coord mm; 584. 585. if(*s) { 586. if(sp && sp->rndlevs) Sprintf(protofile, "%s-%d", s, 587. rnd((int) sp->rndlevs)); 588. else Strcpy(protofile, s); 589. } else if(*(dungeons[u.uz.dnum].proto)) { 590. if(dunlevs_in_dungeon(&u.uz) > 1) { 591. if(sp && sp->rndlevs) 592. Sprintf(protofile, "%s%d-%d", dungeons[u.uz.dnum].proto, 593. dunlev(&u.uz), 594. rnd((int) sp->rndlevs)); 595. else Sprintf(protofile, "%s%d", dungeons[u.uz.dnum].proto, 596. dunlev(&u.uz)); 597. } else if(sp && sp->rndlevs) { 598. Sprintf(protofile, "%s-%d", dungeons[u.uz.dnum].proto, 599. rnd((int) sp->rndlevs)); 600. } else Strcpy(protofile, dungeons[u.uz.dnum].proto); 601. 602. } else Strcpy(protofile, ""); 603. 604. #ifdef WIZARD 605. /* SPLEVTYPE format is "level-choice,level-choice"... */ 606. if (wizard && *protofile && sp && sp->rndlevs) { 607. char *ep = getenv("SPLEVTYPE"); /* not nh_getenv */ 608. if (ep) { 609. /* rindex always succeeds due to code in prior block */ 610. int len = (rindex(protofile, '-') - protofile) + 1; 611. 612. while (ep && *ep) { 613. if (!strncmp(ep, protofile, len)) { 614. int pick = atoi(ep + len); 615. /* use choice only if valid */ 616. if (pick > 0 && pick <= (int) sp->rndlevs) 617. Sprintf(protofile + len, "%d", pick); 618. break; 619. } else { 620. ep = index(ep, ','); 621. if (ep) ++ep; 622. } 623. } 624. } 625. } 626. #endif 627. 628. if(*protofile) { 629. Strcat(protofile, LEV_EXT); 630. if(load_special(protofile)) { 631. fixup_special(); 632. /* some levels can end up with monsters 633. on dead mon list, including light source monsters */ 634. dmonsfree(); 635. return; /* no mazification right now */ 636. } 637. impossible("Couldn't load \"%s\" - making a maze.", protofile); 638. } 639. 640. level.flags.is_maze_lev = TRUE; 641. 642. #ifndef WALLIFIED_MAZE 643. for(x = 2; x < x_maze_max; x++) 644. for(y = 2; y < y_maze_max; y++) 645. levl[x][y].typ = STONE; 646. #else 647. for(x = 2; x <= x_maze_max; x++) 648. for(y = 2; y <= y_maze_max; y++) 649. levl[x][y].typ = ((x % 2) && (y % 2)) ? STONE : HWALL; 650. #endif 651. 652. maze0xy(&mm); 653. walkfrom((int) mm.x, (int) mm.y); 654. /* put a boulder at the maze center */ 655. (void) mksobj_at(BOULDER, (int) mm.x, (int) mm.y, TRUE, FALSE); 656. 657. #ifdef WALLIFIED_MAZE 658. wallification(2, 2, x_maze_max, y_maze_max, TRUE); 659. #endif 660. mazexy(&mm); 661. mkstairs(mm.x, mm.y, 1, (struct mkroom *)0); /* up */ 662. if (!Invocation_lev(&u.uz)) { 663. mazexy(&mm); 664. mkstairs(mm.x, mm.y, 0, (struct mkroom *)0); /* down */ 665. } else { /* choose "vibrating square" location */ 666. #define x_maze_min 2 667. #define y_maze_min 2 668. /* 669. * Pick a position where the stairs down to Moloch's Sanctum 670. * level will ultimately be created. At that time, an area 671. * will be altered: walls removed, moat and traps generated, 672. * boulders destroyed. The position picked here must ensure 673. * that that invocation area won't extend off the map. 674. * 675. * We actually allow up to 2 squares around the usual edge of 676. * the area to get truncated; see mkinvokearea(mklev.c). 677. */ 678. #define INVPOS_X_MARGIN (6 - 2) 679. #define INVPOS_Y_MARGIN (5 - 2) 680. #define INVPOS_DISTANCE 11 681. int x_range = x_maze_max - x_maze_min - 2*INVPOS_X_MARGIN - 1, 682. y_range = y_maze_max - y_maze_min - 2*INVPOS_Y_MARGIN - 1; 683. 684. #ifdef DEBUG 685. if (x_range <= INVPOS_X_MARGIN || y_range <= INVPOS_Y_MARGIN || 686. (x_range * y_range) <= (INVPOS_DISTANCE * INVPOS_DISTANCE)) 687. panic("inv_pos: maze is too small! (%d x %d)", 688. x_maze_max, y_maze_max); 689. #endif 690. inv_pos.x = inv_pos.y = 0; /*{occupied() => invocation_pos()}*/ 691. do { 692. x = rn1(x_range, x_maze_min + INVPOS_X_MARGIN + 1); 693. y = rn1(y_range, y_maze_min + INVPOS_Y_MARGIN + 1); 694. /* we don't want it to be too near the stairs, nor 695. to be on a spot that's already in use (wall|trap) */ 696. } while (x == xupstair || y == yupstair || /*(direct line)*/ 697. abs(x - xupstair) == abs(y - yupstair) || 698. distmin(x, y, xupstair, yupstair) <= INVPOS_DISTANCE || 699. !SPACE_POS(levl[x][y].typ) || occupied(x, y)); 700. inv_pos.x = x; 701. inv_pos.y = y; 702. #undef INVPOS_X_MARGIN 703. #undef INVPOS_Y_MARGIN 704. #undef INVPOS_DISTANCE 705. #undef x_maze_min 706. #undef y_maze_min 707. } 708. 709. /* place branch stair or portal */ 710. place_branch(Is_branchlev(&u.uz), 0, 0); 711. 712. for(x = rn1(8,11); x; x--) { 713. mazexy(&mm); 714. (void) mkobj_at(rn2(2) ? GEM_CLASS : 0, mm.x, mm.y, TRUE); 715. } 716. for(x = rn1(10,2); x; x--) { 717. mazexy(&mm); 718. (void) mksobj_at(BOULDER, mm.x, mm.y, TRUE, FALSE); 719. } 720. for (x = rn2(3); x; x--) { 721. mazexy(&mm); 722. (void) makemon(&mons[PM_MINOTAUR], mm.x, mm.y, NO_MM_FLAGS); 723. } 724. for(x = rn1(5,7); x; x--) { 725. mazexy(&mm); 726. (void) makemon((struct permonst *) 0, mm.x, mm.y, NO_MM_FLAGS); 727. } 728. for(x = rn1(6,7); x; x--) { 729. mazexy(&mm); 730. (void) mkgold(0L,mm.x,mm.y); 731. } 732. for(x = rn1(6,7); x; x--) 733. mktrap(0,1,(struct mkroom *) 0, (coord*) 0); 734. } 735. 736. #ifdef MICRO 737. /* Make the mazewalk iterative by faking a stack. This is needed to 738. * ensure the mazewalk is successful in the limited stack space of 739. * the program. This iterative version uses the minimum amount of stack 740. * that is totally safe. 741. */ 742. void 743. walkfrom(x,y) 744. int x,y; 745. { 746. #define CELLS (ROWNO * COLNO) / 4 /* a maze cell is 4 squares */ 747. char mazex[CELLS + 1], mazey[CELLS + 1]; /* char's are OK */ 748. int q, a, dir, pos; 749. int dirs[4]; 750. 751. pos = 1; 752. mazex[pos] = (char) x; 753. mazey[pos] = (char) y; 754. while (pos) { 755. x = (int) mazex[pos]; 756. y = (int) mazey[pos]; 757. if(!IS_DOOR(levl[x][y].typ)) { 758. /* might still be on edge of MAP, so don't overwrite */ 759. #ifndef WALLIFIED_MAZE 760. levl[x][y].typ = CORR; 761. #else 762. levl[x][y].typ = ROOM; 763. #endif 764. levl[x][y].flags = 0; 765. } 766. q = 0; 767. for (a = 0; a < 4; a++) 768. if(okay(x, y, a)) dirs[q++]= a; 769. if (!q) 770. pos--; 771. else { 772. dir = dirs[rn2(q)]; 773. move(&x, &y, dir); 774. #ifndef WALLIFIED_MAZE 775. levl[x][y].typ = CORR; 776. #else 777. levl[x][y].typ = ROOM; 778. #endif 779. move(&x, &y, dir); 780. pos++; 781. if (pos > CELLS) 782. panic("Overflow in walkfrom"); 783. mazex[pos] = (char) x; 784. mazey[pos] = (char) y; 785. } 786. } 787. } 788. #else 789. 790. void 791. walkfrom(x,y) 792. int x,y; 793. { 794. register int q,a,dir; 795. int dirs[4]; 796. 797. if(!IS_DOOR(levl[x][y].typ)) { 798. /* might still be on edge of MAP, so don't overwrite */ 799. #ifndef WALLIFIED_MAZE 800. levl[x][y].typ = CORR; 801. #else 802. levl[x][y].typ = ROOM; 803. #endif 804. levl[x][y].flags = 0; 805. } 806. 807. while(1) { 808. q = 0; 809. for(a = 0; a < 4; a++) 810. if(okay(x,y,a)) dirs[q++]= a; 811. if(!q) return; 812. dir = dirs[rn2(q)]; 813. move(&x,&y,dir); 814. #ifndef WALLIFIED_MAZE 815. levl[x][y].typ = CORR; 816. #else 817. levl[x][y].typ = ROOM; 818. #endif 819. move(&x,&y,dir); 820. walkfrom(x,y); 821. } 822. } 823. #endif /* MICRO */ 824. 825. STATIC_OVL void 826. move(x,y,dir) 827. register int *x, *y; 828. register int dir; 829. { 830. switch(dir){ 831. case 0: --(*y); break; 832. case 1: (*x)++; break; 833. case 2: (*y)++; break; 834. case 3: --(*x); break; 835. default: panic("move: bad direction"); 836. } 837. } 838. 839. void 840. mazexy(cc) /* find random point in generated corridors, 841. so we don't create items in moats, bunkers, or walls */ 842. coord *cc; 843. { 844. int cpt=0; 845. 846. do { 847. cc->x = 3 + 2*rn2((x_maze_max>>1) - 1); 848. cc->y = 3 + 2*rn2((y_maze_max>>1) - 1); 849. cpt++; 850. } while (cpt < 100 && levl[cc->x][cc->y].typ != 851. #ifdef WALLIFIED_MAZE 852. ROOM 853. #else 854. CORR 855. #endif 856. ); 857. if (cpt >= 100) { 858. register int x, y; 859. /* last try */ 860. for (x = 0; x < (x_maze_max>>1) - 1; x++) 861. for (y = 0; y < (y_maze_max>>1) - 1; y++) { 862. cc->x = 3 + 2 * x; 863. cc->y = 3 + 2 * y; 864. if (levl[cc->x][cc->y].typ == 865. #ifdef WALLIFIED_MAZE 866. ROOM 867. #else 868. CORR 869. #endif 870. ) return; 871. } 872. panic("mazexy: can't find a place!"); 873. } 874. return; 875. } 876. 877. void 878. bound_digging() 879. /* put a non-diggable boundary around the initial portion of a level map. 880. * assumes that no level will initially put things beyond the isok() range. 881. * 882. * we can't bound unconditionally on the last line with something in it, 883. * because that something might be a niche which was already reachable, 884. * so the boundary would be breached 885. * 886. * we can't bound unconditionally on one beyond the last line, because 887. * that provides a window of abuse for WALLIFIED_MAZE special levels 888. */ 889. { 890. register int x,y; 891. register unsigned typ; 892. register struct rm *lev; 893. boolean found, nonwall; 894. int xmin,xmax,ymin,ymax; 895. 896. if(Is_earthlevel(&u.uz)) return; /* everything diggable here */ 897. 898. found = nonwall = FALSE; 899. for(xmin=0; !found; xmin++) { 900. lev = &levl[xmin][0]; 901. for(y=0; y<=ROWNO-1; y++, lev++) { 902. typ = lev->typ; 903. if(typ != STONE) { 904. found = TRUE; 905. if(!IS_WALL(typ)) nonwall = TRUE; 906. } 907. } 908. } 909. xmin -= (nonwall || !level.flags.is_maze_lev) ? 2 : 1; 910. if (xmin < 0) xmin = 0; 911. 912. found = nonwall = FALSE; 913. for(xmax=COLNO-1; !found; xmax--) { 914. lev = &levl[xmax][0]; 915. for(y=0; y<=ROWNO-1; y++, lev++) { 916. typ = lev->typ; 917. if(typ != STONE) { 918. found = TRUE; 919. if(!IS_WALL(typ)) nonwall = TRUE; 920. } 921. } 922. } 923. xmax += (nonwall || !level.flags.is_maze_lev) ? 2 : 1; 924. if (xmax >= COLNO) xmax = COLNO-1; 925. 926. found = nonwall = FALSE; 927. for(ymin=0; !found; ymin++) { 928. lev = &levl[xmin][ymin]; 929. for(x=xmin; x<=xmax; x++, lev += ROWNO) { 930. typ = lev->typ; 931. if(typ != STONE) { 932. found = TRUE; 933. if(!IS_WALL(typ)) nonwall = TRUE; 934. } 935. } 936. } 937. ymin -= (nonwall || !level.flags.is_maze_lev) ? 2 : 1; 938. 939. found = nonwall = FALSE; 940. for(ymax=ROWNO-1; !found; ymax--) { 941. lev = &levl[xmin][ymax]; 942. for(x=xmin; x<=xmax; x++, lev += ROWNO) { 943. typ = lev->typ; 944. if(typ != STONE) { 945. found = TRUE; 946. if(!IS_WALL(typ)) nonwall = TRUE; 947. } 948. } 949. } 950. ymax += (nonwall || !level.flags.is_maze_lev) ? 2 : 1; 951. 952. for (x = 0; x < COLNO; x++) 953. for (y = 0; y < ROWNO; y++) 954. if (y <= ymin || y >= ymax || x <= xmin || x >= xmax) { 955. #ifdef DCC30_BUG 956. lev = &levl[x][y]; 957. lev->wall_info |= W_NONDIGGABLE; 958. #else 959. levl[x][y].wall_info |= W_NONDIGGABLE; 960. #endif 961. } 962. } 963. 964. void 965. mkportal(x, y, todnum, todlevel) 966. register xchar x, y, todnum, todlevel; 967. { 968. /* a portal "trap" must be matched by a */ 969. /* portal in the destination dungeon/dlevel */ 970. register struct trap *ttmp = maketrap(x, y, MAGIC_PORTAL); 971. 972. if (!ttmp) { 973. impossible("portal on top of portal??"); 974. return; 975. } 976. #ifdef DEBUG 977. pline("mkportal: at (%d,%d), to %s, level %d", 978. x, y, dungeons[todnum].dname, todlevel); 979. #endif 980. ttmp->dst.dnum = todnum; 981. ttmp->dst.dlevel = todlevel; 982. return; 983. } 984. 985. /* 986. * Special waterlevel stuff in endgame (TH). 987. * 988. * Some of these functions would probably logically belong to some 989. * other source files, but they are all so nicely encapsulated here. 990. */ 991. 992. /* to ease the work of debuggers at this stage */ 993. #define register 994. 995. #define CONS_OBJ 0 996. #define CONS_MON 1 997. #define CONS_HERO 2 998. #define CONS_TRAP 3 999. 1000. static struct bubble *bbubbles, *ebubbles; 1001. 1002. static struct trap *wportal; 1003. static int xmin, ymin, xmax, ymax; /* level boundaries */ 1004. /* bubble movement boundaries */ 1005. #define bxmin (xmin + 1) 1006. #define bymin (ymin + 1) 1007. #define bxmax (xmax - 1) 1008. #define bymax (ymax - 1) 1009. 1010. STATIC_DCL void NDECL(set_wportal); 1011. STATIC_DCL void FDECL(mk_bubble, (int,int,int)); 1012. STATIC_DCL void FDECL(mv_bubble, (struct bubble *,int,int,BOOLEAN_P)); 1013. 1014. void 1015. movebubbles() 1016. { 1017. static boolean up; 1018. register struct bubble *b; 1019. register int x, y, i, j; 1020. struct trap *btrap; 1021. static const struct rm water_pos = 1022. #ifdef DISPLAY_LAYERS 1023. { S_water, 0, 0, 0, 0, 0, 1024. #else 1025. { cmap_to_glyph(S_water), 1026. #endif 1027. WATER, 0, 0, 0, 0, 0, 0, 0 }; 1028. 1029. /* set up the portal the first time bubbles are moved */ 1030. if (!wportal) set_wportal(); 1031. 1032. vision_recalc(2); 1033. 1034. /* 1035. * Pick up everything inside of a bubble then fill all bubble 1036. * locations. 1037. */ 1038. 1039. for (b = up ? bbubbles : ebubbles; b; b = up ? b->next : b->prev) { 1040. if (b->cons) panic("movebubbles: cons != null"); 1041. for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++) 1042. for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++) 1043. if (b->bm[j + 2] & (1 << i)) { 1044. if (!isok(x,y)) { 1045. impossible("movebubbles: bad pos (%d,%d)", x,y); 1046. continue; 1047. } 1048. 1049. /* pick up objects, monsters, hero, and traps */ 1050. if (OBJ_AT(x,y)) { 1051. struct obj *olist = (struct obj *) 0, *otmp; 1052. struct container *cons = (struct container *) 1053. alloc(sizeof(struct container)); 1054. 1055. while ((otmp = level.objects[x][y]) != 0) { 1056. remove_object(otmp); 1057. otmp->ox = otmp->oy = 0; 1058. otmp->nexthere = olist; 1059. olist = otmp; 1060. } 1061. 1062. cons->x = x; 1063. cons->y = y; 1064. cons->what = CONS_OBJ; 1065. cons->list = (genericptr_t) olist; 1066. cons->next = b->cons; 1067. b->cons = cons; 1068. } 1069. if (MON_AT(x,y)) { 1070. struct monst *mon = m_at(x,y); 1071. struct container *cons = (struct container *) 1072. alloc(sizeof(struct container)); 1073. 1074. cons->x = x; 1075. cons->y = y; 1076. cons->what = CONS_MON; 1077. cons->list = (genericptr_t) mon; 1078. 1079. cons->next = b->cons; 1080. b->cons = cons; 1081. 1082. if(mon->wormno) 1083. remove_worm(mon); 1084. else 1085. remove_monster(x, y); 1086. 1087. newsym(x,y); /* clean up old position */ 1088. mon->mx = mon->my = 0; 1089. } 1090. if (!u.uswallow && x == u.ux && y == u.uy) { 1091. struct container *cons = (struct container *) 1092. alloc(sizeof(struct container)); 1093. 1094. cons->x = x; 1095. cons->y = y; 1096. cons->what = CONS_HERO; 1097. cons->list = (genericptr_t) 0; 1098. 1099. cons->next = b->cons; 1100. b->cons = cons; 1101. } 1102. if ((btrap = t_at(x,y)) != 0) { 1103. struct container *cons = (struct container *) 1104. alloc(sizeof(struct container)); 1105. 1106. cons->x = x; 1107. cons->y = y; 1108. cons->what = CONS_TRAP; 1109. cons->list = (genericptr_t) btrap; 1110. 1111. cons->next = b->cons; 1112. b->cons = cons; 1113. } 1114. 1115. levl[x][y] = water_pos; 1116. block_point(x,y); 1117. } 1118. } 1119. 1120. /* 1121. * Every second time traverse down. This is because otherwise 1122. * all the junk that changes owners when bubbles overlap 1123. * would eventually end up in the last bubble in the chain. 1124. */ 1125. 1126. up = !up; 1127. for (b = up ? bbubbles : ebubbles; b; b = up ? b->next : b->prev) { 1128. register int rx = rn2(3), ry = rn2(3); 1129. 1130. mv_bubble(b,b->dx + 1 - (!b->dx ? rx : (rx ? 1 : 0)), 1131. b->dy + 1 - (!b->dy ? ry : (ry ? 1 : 0)), 1132. FALSE); 1133. } 1134. 1135. /* put attached ball&chain back */ 1136. if (Punished) placebc(); 1137. vision_full_recalc = 1; 1138. } 1139. 1140. /* when moving in water, possibly (1 in 3) alter the intended destination */ 1141. void 1142. water_friction() 1143. { 1144. register int x, y, dx, dy; 1145. register boolean eff = FALSE; 1146. 1147. if (Swimming && rn2(4)) 1148. return; /* natural swimmers have advantage */ 1149. 1150. if (u.dx && !rn2(!u.dy ? 3 : 6)) { /* 1/3 chance or half that */ 1151. /* cancel delta x and choose an arbitrary delta y value */ 1152. x = u.ux; 1153. do { 1154. dy = rn2(3) - 1; /* -1, 0, 1 */ 1155. y = u.uy + dy; 1156. } while (dy && (!isok(x,y) || !is_pool(x,y))); 1157. u.dx = 0; 1158. u.dy = dy; 1159. eff = TRUE; 1160. } else if (u.dy && !rn2(!u.dx ? 3 : 5)) { /* 1/3 or 1/5*(5/6) */ 1161. /* cancel delta y and choose an arbitrary delta x value */ 1162. y = u.uy; 1163. do { 1164. dx = rn2(3) - 1; /* -1 .. 1 */ 1165. x = u.ux + dx; 1166. } while (dx && (!isok(x,y) || !is_pool(x,y))); 1167. u.dy = 0; 1168. u.dx = dx; 1169. eff = TRUE; 1170. } 1171. if (eff) pline("Water turbulence affects your movements."); 1172. } 1173. 1174. void 1175. save_waterlevel(fd, mode) 1176. int fd, mode; 1177. { 1178. register struct bubble *b; 1179. 1180. if (!Is_waterlevel(&u.uz)) return; 1181. 1182. if (perform_bwrite(mode)) { 1183. int n = 0; 1184. for (b = bbubbles; b; b = b->next) ++n; 1185. bwrite(fd, (genericptr_t)&n, sizeof (int)); 1186. bwrite(fd, (genericptr_t)&xmin, sizeof (int)); 1187. bwrite(fd, (genericptr_t)&ymin, sizeof (int)); 1188. bwrite(fd, (genericptr_t)&xmax, sizeof (int)); 1189. bwrite(fd, (genericptr_t)&ymax, sizeof (int)); 1190. for (b = bbubbles; b; b = b->next) 1191. bwrite(fd, (genericptr_t)b, sizeof (struct bubble)); 1192. } 1193. if (release_data(mode)) 1194. unsetup_waterlevel(); 1195. } 1196. 1197. void 1198. restore_waterlevel(fd) 1199. register int fd; 1200. { 1201. register struct bubble *b = (struct bubble *)0, *btmp; 1202. register int i; 1203. int n; 1204. 1205. if (!Is_waterlevel(&u.uz)) return; 1206. 1207. set_wportal(); 1208. mread(fd,(genericptr_t)&n,sizeof(int)); 1209. mread(fd,(genericptr_t)&xmin,sizeof(int)); 1210. mread(fd,(genericptr_t)&ymin,sizeof(int)); 1211. mread(fd,(genericptr_t)&xmax,sizeof(int)); 1212. mread(fd,(genericptr_t)&ymax,sizeof(int)); 1213. for (i = 0; i < n; i++) { 1214. btmp = b; 1215. b = (struct bubble *)alloc(sizeof(struct bubble)); 1216. mread(fd,(genericptr_t)b,sizeof(struct bubble)); 1217. if (bbubbles) { 1218. btmp->next = b; 1219. b->prev = btmp; 1220. } else { 1221. bbubbles = b; 1222. b->prev = (struct bubble *)0; 1223. } 1224. mv_bubble(b,0,0,TRUE); 1225. } 1226. ebubbles = b; 1227. b->next = (struct bubble *)0; 1228. was_waterlevel = TRUE; 1229. } 1230. 1231. const char *waterbody_name(x, y) 1232. xchar x,y; 1233. { 1234. register struct rm *lev; 1235. schar ltyp; 1236. 1237. if (!isok(x,y)) 1238. return "drink"; /* should never happen */ 1239. lev = &levl[x][y]; 1240. ltyp = lev->typ; 1241. 1242. if (is_lava(x,y)) 1243. return "lava"; 1244. else if (ltyp == ICE || 1245. (ltyp == DRAWBRIDGE_UP && 1246. (levl[x][y].drawbridgemask & DB_UNDER) == DB_ICE)) 1247. return "ice"; 1248. else if (((ltyp != POOL) && (ltyp != WATER) && 1249. !Is_medusa_level(&u.uz) && !Is_waterlevel(&u.uz) && !Is_juiblex_level(&u.uz)) || 1250. (ltyp == DRAWBRIDGE_UP && (levl[x][y].drawbridgemask & DB_UNDER) == DB_MOAT)) 1251. return "moat"; 1252. else if ((ltyp != POOL) && (ltyp != WATER) && Is_juiblex_level(&u.uz)) 1253. return "swamp"; 1254. else if (ltyp == POOL) 1255. return "pool of water"; 1256. else return "water"; 1257. } 1258. 1259. STATIC_OVL void 1260. set_wportal() 1261. { 1262. /* there better be only one magic portal on water level... */ 1263. for (wportal = ftrap; wportal; wportal = wportal->ntrap) 1264. if (wportal->ttyp == MAGIC_PORTAL) return; 1265. impossible("set_wportal(): no portal!"); 1266. } 1267. 1268. STATIC_OVL void 1269. setup_waterlevel() 1270. { 1271. register int x, y; 1272. register int xskip, yskip; 1273. 1274. /* ouch, hardcoded... */ 1275. 1276. xmin = 3; 1277. ymin = 1; 1278. xmax = 78; 1279. ymax = 20; 1280. 1281. /* set hero's memory to water */ 1282. 1283. for (x = xmin; x <= xmax; x++) 1284. for (y = ymin; y <= ymax; y++) 1285. clear_memory_glyph(x, y, S_water); 1286. 1287. /* make bubbles */ 1288. 1289. xskip = 10 + rn2(10); 1290. yskip = 4 + rn2(4); 1291. for (x = bxmin; x <= bxmax; x += xskip) 1292. for (y = bymin; y <= bymax; y += yskip) 1293. mk_bubble(x,y,rn2(7)); 1294. } 1295. 1296. STATIC_OVL void 1297. unsetup_waterlevel() 1298. { 1299. register struct bubble *b, *bb; 1300. 1301. /* free bubbles */ 1302. 1303. for (b = bbubbles; b; b = bb) { 1304. bb = b->next; 1305. free((genericptr_t)b); 1306. } 1307. bbubbles = ebubbles = (struct bubble *)0; 1308. } 1309. 1310. STATIC_OVL void 1311. mk_bubble(x,y,n) 1312. register int x, y, n; 1313. { 1314. /* 1315. * These bit masks make visually pleasing bubbles on a normal aspect 1316. * 25x80 terminal, which naturally results in them being mathematically 1317. * anything but symmetric. For this reason they cannot be computed 1318. * in situ, either. The first two elements tell the dimensions of 1319. * the bubble's bounding box. 1320. */ 1321. static uchar 1322. bm2[] = {2,1,0x3}, 1323. bm3[] = {3,2,0x7,0x7}, 1324. bm4[] = {4,3,0x6,0xf,0x6}, 1325. bm5[] = {5,3,0xe,0x1f,0xe}, 1326. bm6[] = {6,4,0x1e,0x3f,0x3f,0x1e}, 1327. bm7[] = {7,4,0x3e,0x7f,0x7f,0x3e}, 1328. bm8[] = {8,4,0x7e,0xff,0xff,0x7e}, 1329. *bmask[] = {bm2,bm3,bm4,bm5,bm6,bm7,bm8}; 1330. 1331. register struct bubble *b; 1332. 1333. if (x >= bxmax || y >= bymax) return; 1334. if (n >= SIZE(bmask)) { 1335. impossible("n too large (mk_bubble)"); 1336. n = SIZE(bmask) - 1; 1337. } 1338. b = (struct bubble *)alloc(sizeof(struct bubble)); 1339. if ((x + (int) bmask[n][0] - 1) > bxmax) x = bxmax - bmask[n][0] + 1; 1340. if ((y + (int) bmask[n][1] - 1) > bymax) y = bymax - bmask[n][1] + 1; 1341. b->x = x; 1342. b->y = y; 1343. b->dx = 1 - rn2(3); 1344. b->dy = 1 - rn2(3); 1345. b->bm = bmask[n]; 1346. b->cons = 0; 1347. if (!bbubbles) bbubbles = b; 1348. if (ebubbles) { 1349. ebubbles->next = b; 1350. b->prev = ebubbles; 1351. } 1352. else 1353. b->prev = (struct bubble *)0; 1354. b->next = (struct bubble *)0; 1355. ebubbles = b; 1356. mv_bubble(b,0,0,TRUE); 1357. } 1358. 1359. /* 1360. * The player, the portal and all other objects and monsters 1361. * float along with their associated bubbles. Bubbles may overlap 1362. * freely, and the contents may get associated with other bubbles in 1363. * the process. Bubbles are "sticky", meaning that if the player is 1364. * in the immediate neighborhood of one, he/she may get sucked inside. 1365. * This property also makes leaving a bubble slightly difficult. 1366. */ 1367. STATIC_OVL void 1368. mv_bubble(b,dx,dy,ini) 1369. register struct bubble *b; 1370. register int dx, dy; 1371. register boolean ini; 1372. { 1373. register int x, y, i, j, colli = 0; 1374. struct container *cons, *ctemp; 1375. 1376. /* move bubble */ 1377. if (dx < -1 || dx > 1 || dy < -1 || dy > 1) { 1378. /* pline("mv_bubble: dx = %d, dy = %d", dx, dy); */ 1379. dx = sgn(dx); 1380. dy = sgn(dy); 1381. } 1382. 1383. /* 1384. * collision with level borders? 1385. * 1 = horizontal border, 2 = vertical, 3 = corner 1386. */ 1387. if (b->x <= bxmin) colli |= 2; 1388. if (b->y <= bymin) colli |= 1; 1389. if ((int) (b->x + b->bm[0] - 1) >= bxmax) colli |= 2; 1390. if ((int) (b->y + b->bm[1] - 1) >= bymax) colli |= 1; 1391. 1392. if (b->x < bxmin) { 1393. pline("bubble xmin: x = %d, xmin = %d", b->x, bxmin); 1394. b->x = bxmin; 1395. } 1396. if (b->y < bymin) { 1397. pline("bubble ymin: y = %d, ymin = %d", b->y, bymin); 1398. b->y = bymin; 1399. } 1400. if ((int) (b->x + b->bm[0] - 1) > bxmax) { 1401. pline("bubble xmax: x = %d, xmax = %d", 1402. b->x + b->bm[0] - 1, bxmax); 1403. b->x = bxmax - b->bm[0] + 1; 1404. } 1405. if ((int) (b->y + b->bm[1] - 1) > bymax) { 1406. pline("bubble ymax: y = %d, ymax = %d", 1407. b->y + b->bm[1] - 1, bymax); 1408. b->y = bymax - b->bm[1] + 1; 1409. } 1410. 1411. /* bounce if we're trying to move off the border */ 1412. if (b->x == bxmin && dx < 0) dx = -dx; 1413. if (b->x + b->bm[0] - 1 == bxmax && dx > 0) dx = -dx; 1414. if (b->y == bymin && dy < 0) dy = -dy; 1415. if (b->y + b->bm[1] - 1 == bymax && dy > 0) dy = -dy; 1416. 1417. b->x += dx; 1418. b->y += dy; 1419. 1420. /* void positions inside bubble */ 1421. 1422. for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++) 1423. for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++) 1424. if (b->bm[j + 2] & (1 << i)) { 1425. levl[x][y].typ = AIR; 1426. levl[x][y].lit = 1; 1427. unblock_point(x,y); 1428. } 1429. 1430. /* replace contents of bubble */ 1431. for (cons = b->cons; cons; cons = ctemp) { 1432. ctemp = cons->next; 1433. cons->x += dx; 1434. cons->y += dy; 1435. 1436. switch(cons->what) { 1437. case CONS_OBJ: { 1438. struct obj *olist, *otmp; 1439. 1440. for (olist=(struct obj *)cons->list; olist; olist=otmp) { 1441. otmp = olist->nexthere; 1442. place_object(olist, cons->x, cons->y); 1443. } 1444. break; 1445. } 1446. 1447. case CONS_MON: { 1448. struct monst *mon = (struct monst *) cons->list; 1449. (void) mnearto(mon, cons->x, cons->y, TRUE); 1450. break; 1451. } 1452. 1453. case CONS_HERO: { 1454. int ux0 = u.ux, uy0 = u.uy; 1455. 1456. /* change u.ux0 and u.uy0? */ 1457. u.ux = cons->x; 1458. u.uy = cons->y; 1459. newsym(ux0, uy0); /* clean up old position */ 1460. 1461. if (MON_AT(cons->x, cons->y)) { 1462. mnexto(m_at(cons->x,cons->y)); 1463. } 1464. /* WAC removed this. The ball and chain is moved 1465. * as a CONS_OBJECT by the bubble 1466. */ 1467. #if 0 1468. if (Punished) placebc(); /* do this for now */ 1469. #endif 1470. break; 1471. } 1472. 1473. case CONS_TRAP: { 1474. struct trap *btrap = (struct trap *) cons->list; 1475. btrap->tx = cons->x; 1476. btrap->ty = cons->y; 1477. break; 1478. } 1479. 1480. default: 1481. impossible("mv_bubble: unknown bubble contents"); 1482. break; 1483. } 1484. free((genericptr_t)cons); 1485. } 1486. b->cons = 0; 1487. 1488. /* boing? */ 1489. 1490. switch (colli) { 1491. case 1: b->dy = -b->dy; break; 1492. case 3: b->dy = -b->dy; /* fall through */ 1493. case 2: b->dx = -b->dx; break; 1494. default: 1495. /* sometimes alter direction for fun anyway 1496. (higher probability for stationary bubbles) */ 1497. if (!ini && ((b->dx || b->dy) ? !rn2(20) : !rn2(5))) { 1498. b->dx = 1 - rn2(3); 1499. b->dy = 1 - rn2(3); 1500. } 1501. } 1502. } 1503. 1504. /*mkmaze.c*/