Fandom

Wikihack

Source:NetHack 3.4.0/mkmaze.c

2,034pages on
this wiki
Add New Page
Talk0

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

Below is the full text to mkmaze.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mkmaze.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

The NetHack General Public License applies to screenshots, source code and other content from NetHack.
1.    /*	SCCS Id: @(#)mkmaze.c	3.4	2002/03/12	*/
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.   * Wall cleanup.  This function has two purposes: (1) remove walls that
117.   * are totally surrounded by stone - they are redundant.  (2) correct
118.   * the types so that they extend and connect to each other.
119.   */
120.  void
121.  wallification(x1, y1, x2, y2)
122.  int x1, y1, x2, y2;
123.  {
124.  	uchar type;
125.  	register int x,y;
126.  	struct rm *lev;
127.  	int bits;
128.  	int locale[3][3];	/* rock or wall status surrounding positions */
129.  	/*
130.  	 * Value 0 represents a free-standing wall.  It could be anything,
131.  	 * so even though this table says VWALL, we actually leave whatever
132.  	 * typ was there alone.
133.  	 */
134.  	static xchar spine_array[16] = {
135.  	    VWALL,	HWALL,		HWALL,		HWALL,
136.  	    VWALL,	TRCORNER,	TLCORNER,	TDWALL,
137.  	    VWALL,	BRCORNER,	BLCORNER,	TUWALL,
138.  	    VWALL,	TLWALL,		TRWALL,		CROSSWALL
139.  	};
140.  
141.  	/* sanity check on incoming variables */
142.  	if (x1<0 || x2>=COLNO || x1>x2 || y1<0 || y2>=ROWNO || y1>y2)
143.  	    panic("wallification: bad bounds (%d,%d) to (%d,%d)",x1,y1,x2,y2);
144.  
145.  	/* Step 1: change walls surrounded by rock to rock. */
146.  	for(x = x1; x <= x2; x++)
147.  	    for(y = y1; y <= y2; y++) {
148.  		lev = &levl[x][y];
149.  		type = lev->typ;
150.  		if (IS_WALL(type) && type != DBWALL) {
151.  		    if (is_solid(x-1,y-1) &&
152.  			is_solid(x-1,y  ) &&
153.  			is_solid(x-1,y+1) &&
154.  			is_solid(x,  y-1) &&
155.  			is_solid(x,  y+1) &&
156.  			is_solid(x+1,y-1) &&
157.  			is_solid(x+1,y  ) &&
158.  			is_solid(x+1,y+1))
159.  		    lev->typ = STONE;
160.  		}
161.  	    }
162.  
163.  	/*
164.  	 * Step 2: set the correct wall type.  We can't combine steps
165.  	 * 1 and 2 into a single sweep because we depend on knowing if
166.  	 * the surrounding positions are stone.
167.  	 */
168.  	for(x = x1; x <= x2; x++)
169.  	    for(y = y1; y <= y2; y++) {
170.  		lev = &levl[x][y];
171.  		type = lev->typ;
172.  		if ( !(IS_WALL(type) && type != DBWALL)) continue;
173.  
174.  		/* set the locations TRUE if rock or wall or out of bounds */
175.  		locale[0][0] = iswall_or_stone(x-1,y-1);
176.  		locale[1][0] = iswall_or_stone(  x,y-1);
177.  		locale[2][0] = iswall_or_stone(x+1,y-1);
178.  
179.  		locale[0][1] = iswall_or_stone(x-1,  y);
180.  		locale[2][1] = iswall_or_stone(x+1,  y);
181.  
182.  		locale[0][2] = iswall_or_stone(x-1,y+1);
183.  		locale[1][2] = iswall_or_stone(  x,y+1);
184.  		locale[2][2] = iswall_or_stone(x+1,y+1);
185.  
186.  		/* determine if wall should extend to each direction NSEW */
187.  		bits =    (extend_spine(locale, iswall(x,y-1),  0, -1) << 3)
188.  			| (extend_spine(locale, iswall(x,y+1),  0,  1) << 2)
189.  			| (extend_spine(locale, iswall(x+1,y),  1,  0) << 1)
190.  			|  extend_spine(locale, iswall(x-1,y), -1,  0);
191.  
192.  		/* don't change typ if wall is free-standing */
193.  		if (bits) lev->typ = spine_array[bits];
194.  	    }
195.  }
196.  
197.  STATIC_OVL boolean
198.  okay(x,y,dir)
199.  int x,y;
200.  register int dir;
201.  {
202.  	move(&x,&y,dir);
203.  	move(&x,&y,dir);
204.  	if(x<3 || y<3 || x>x_maze_max || y>y_maze_max || levl[x][y].typ != 0)
205.  		return(FALSE);
206.  	return(TRUE);
207.  }
208.  
209.  STATIC_OVL void
210.  maze0xy(cc)	/* find random starting point for maze generation */
211.  	coord	*cc;
212.  {
213.  	cc->x = 3 + 2*rn2((x_maze_max>>1) - 1);
214.  	cc->y = 3 + 2*rn2((y_maze_max>>1) - 1);
215.  	return;
216.  }
217.  
218.  /*
219.   * Bad if:
220.   *	pos is occupied OR
221.   *	pos is inside restricted region (lx,ly,hx,hy) OR
222.   *	NOT (pos is corridor and a maze level OR pos is a room OR pos is air)
223.   */
224.  boolean
225.  bad_location(x, y, lx, ly, hx, hy)
226.      xchar x, y;
227.      xchar lx, ly, hx, hy;
228.  {
229.      return((boolean)(occupied(x, y) ||
230.  	   within_bounded_area(x,y, lx,ly, hx,hy) ||
231.  	   !((levl[x][y].typ == CORR && level.flags.is_maze_lev) ||
232.  	       levl[x][y].typ == ROOM || levl[x][y].typ == AIR)));
233.  }
234.  
235.  /* pick a location in area (lx, ly, hx, hy) but not in (nlx, nly, nhx, nhy) */
236.  /* and place something (based on rtype) in that region */
237.  void
238.  place_lregion(lx, ly, hx, hy, nlx, nly, nhx, nhy, rtype, lev)
239.      xchar	lx, ly, hx, hy;
240.      xchar	nlx, nly, nhx, nhy;
241.      xchar	rtype;
242.      d_level	*lev;
243.  {
244.      int trycnt;
245.      boolean oneshot;
246.      xchar x, y;
247.  
248.      if(!lx) { /* default to whole level */
249.  	/*
250.  	 * if there are rooms and this a branch, let place_branch choose
251.  	 * the branch location (to avoid putting branches in corridors).
252.  	 */
253.  	if(rtype == LR_BRANCH && nroom) {
254.  	    place_branch(Is_branchlev(&u.uz), 0, 0);
255.  	    return;
256.  	}
257.  
258.  	lx = 1; hx = COLNO-1;
259.  	ly = 1; hy = ROWNO-1;
260.      }
261.  
262.      /* first a probabilistic approach */
263.  
264.      oneshot = (lx == hx && ly == hy);
265.      for (trycnt = 0; trycnt < 200; trycnt++) {
266.  	x = rn1((hx - lx) + 1, lx);
267.  	y = rn1((hy - ly) + 1, ly);
268.  	if (put_lregion_here(x,y,nlx,nly,nhx,nhy,rtype,oneshot,lev))
269.  	    return;
270.      }
271.  
272.      /* then a deterministic one */
273.  
274.      oneshot = TRUE;
275.      for (x = lx; x <= hx; x++)
276.  	for (y = ly; y <= hy; y++)
277.  	    if (put_lregion_here(x,y,nlx,nly,nhx,nhy,rtype,oneshot,lev))
278.  		return;
279.  
280.      impossible("Couldn't place lregion type %d!", rtype);
281.  }
282.  
283.  STATIC_OVL boolean
284.  put_lregion_here(x,y,nlx,nly,nhx,nhy,rtype,oneshot,lev)
285.  xchar x, y;
286.  xchar nlx, nly, nhx, nhy;
287.  xchar rtype;
288.  boolean oneshot;
289.  d_level *lev;
290.  {
291.      if (bad_location(x, y, nlx, nly, nhx, nhy)) return FALSE;
292.      if (oneshot) {
293.  	/* must make due with the only location possible */
294.  	/* avoid failure due to a misplaced trap */
295.  	/* it might still fail if there's a dungeon feature here */
296.  	struct trap *t = t_at(x,y);
297.  	if (t) deltrap(t);
298.      }
299.      switch (rtype) {
300.      case LR_TELE:
301.      case LR_UPTELE:
302.      case LR_DOWNTELE:
303.  	/* "something" means the player in this case */
304.  	if(MON_AT(x, y)) {
305.  	    /* move the monster if no choice, or just try again */
306.  	    if(oneshot) rloc(m_at(x,y));
307.  	    else return(FALSE);
308.  	}
309.  	u_on_newpos(x, y);
310.  	break;
311.      case LR_PORTAL:
312.  	mkportal(x, y, lev->dnum, lev->dlevel);
313.  	break;
314.      case LR_DOWNSTAIR:
315.      case LR_UPSTAIR:
316.  	mkstairs(x, y, (char)rtype, (struct mkroom *)0);
317.  	break;
318.      case LR_BRANCH:
319.  	place_branch(Is_branchlev(&u.uz), x, y);
320.  	break;
321.      }
322.      return(TRUE);
323.  }
324.  
325.  static boolean was_waterlevel; /* ugh... this shouldn't be needed */
326.  
327.  /* this is special stuff that the level compiler cannot (yet) handle */
328.  STATIC_OVL void
329.  fixup_special()
330.  {
331.      register lev_region *r = lregions;
332.      struct d_level lev;
333.      register int x, y;
334.      struct mkroom *croom;
335.      boolean added_branch = FALSE;
336.  
337.      if (was_waterlevel) {
338.  	was_waterlevel = FALSE;
339.  	u.uinwater = 0;
340.  	unsetup_waterlevel();
341.      } else if (Is_waterlevel(&u.uz)) {
342.  	level.flags.hero_memory = 0;
343.  	was_waterlevel = TRUE;
344.  	/* water level is an odd beast - it has to be set up
345.  	   before calling place_lregions etc. */
346.  	setup_waterlevel();
347.      }
348.      for(x = 0; x < num_lregions; x++, r++) {
349.  	switch(r->rtype) {
350.  	case LR_BRANCH:
351.  	    added_branch = TRUE;
352.  	    goto place_it;
353.  
354.  	case LR_PORTAL:
355.  	    if(*r->rname.str >= '0' && *r->rname.str <= '9') {
356.  		/* "chutes and ladders" */
357.  		lev = u.uz;
358.  		lev.dlevel = atoi(r->rname.str);
359.  	    } else {
360.  		s_level *sp = find_level(r->rname.str);
361.  		lev = sp->dlevel;
362.  	    }
363.  	    /* fall into... */
364.  
365.  	case LR_UPSTAIR:
366.  	case LR_DOWNSTAIR:
367.  	place_it:
368.  	    place_lregion(r->inarea.x1, r->inarea.y1,
369.  			  r->inarea.x2, r->inarea.y2,
370.  			  r->delarea.x1, r->delarea.y1,
371.  			  r->delarea.x2, r->delarea.y2,
372.  			  r->rtype, &lev);
373.  	    break;
374.  
375.  	case LR_TELE:
376.  	case LR_UPTELE:
377.  	case LR_DOWNTELE:
378.  	    /* save the region outlines for goto_level() */
379.  	    if(r->rtype == LR_TELE || r->rtype == LR_UPTELE) {
380.  		    updest.lx = r->inarea.x1; updest.ly = r->inarea.y1;
381.  		    updest.hx = r->inarea.x2; updest.hy = r->inarea.y2;
382.  		    updest.nlx = r->delarea.x1; updest.nly = r->delarea.y1;
383.  		    updest.nhx = r->delarea.x2; updest.nhy = r->delarea.y2;
384.  	    }
385.  	    if(r->rtype == LR_TELE || r->rtype == LR_DOWNTELE) {
386.  		    dndest.lx = r->inarea.x1; dndest.ly = r->inarea.y1;
387.  		    dndest.hx = r->inarea.x2; dndest.hy = r->inarea.y2;
388.  		    dndest.nlx = r->delarea.x1; dndest.nly = r->delarea.y1;
389.  		    dndest.nhx = r->delarea.x2; dndest.nhy = r->delarea.y2;
390.  	    }
391.  	    /* place_lregion gets called from goto_level() */
392.  	    break;
393.  	}
394.  
395.  	if (r->rname.str) free((genericptr_t) r->rname.str),  r->rname.str = 0;
396.      }
397.  
398.      /* place dungeon branch if not placed above */
399.      if (!added_branch && Is_branchlev(&u.uz)) {
400.  	place_lregion(0,0,0,0,0,0,0,0,LR_BRANCH,(d_level *)0);
401.      }
402.  
403.  	/* KMH -- Sokoban levels */
404.  	if(In_sokoban(&u.uz))
405.  		sokoban_detect();
406.  
407.      /* Still need to add some stuff to level file */
408.      if (Is_medusa_level(&u.uz)) {
409.  	struct obj *otmp;
410.  	int tryct;
411.  
412.  	croom = &rooms[0]; /* only one room on the medusa level */
413.  	for (tryct = rnd(4); tryct; tryct--) {
414.  	    x = somex(croom); y = somey(croom);
415.  	    if (goodpos(x, y, (struct monst *)0)) {
416.  		otmp = mk_tt_object(STATUE, x, y);
417.  		while (otmp && (poly_when_stoned(&mons[otmp->corpsenm]) ||
418.  				pm_resistance(&mons[otmp->corpsenm],MR_STONE))) {
419.  		    otmp->corpsenm = rndmonnum();
420.  		    otmp->owt = weight(otmp);
421.  		}
422.  	    }
423.  	}
424.  
425.  	if (rn2(2))
426.  	    otmp = mk_tt_object(STATUE, somex(croom), somey(croom));
427.  	else /* Medusa statues don't contain books */
428.  	    otmp = mkcorpstat(STATUE, (struct monst *)0, (struct permonst *)0,
429.  			      somex(croom), somey(croom), FALSE);
430.  	if (otmp) {
431.  	    while (pm_resistance(&mons[otmp->corpsenm],MR_STONE)
432.  		   || poly_when_stoned(&mons[otmp->corpsenm])) {
433.  		otmp->corpsenm = rndmonnum();
434.  		otmp->owt = weight(otmp);
435.  	    }
436.  	}
437.      } else if(Is_wiz1_level(&u.uz)) {
438.  	croom = search_special(MORGUE);
439.  
440.  	create_secret_door(croom, W_SOUTH|W_EAST|W_WEST);
441.      } else if(Is_knox(&u.uz)) {
442.  	/* using an unfilled morgue for rm id */
443.  	croom = search_special(MORGUE);
444.  	/* avoid inappropriate morgue-related messages */
445.  	level.flags.graveyard = level.flags.has_morgue = 0;
446.  	croom->rtype = OROOM;	/* perhaps it should be set to VAULT? */
447.  	/* stock the main vault */
448.  	for(x = croom->lx; x <= croom->hx; x++)
449.  	    for(y = croom->ly; y <= croom->hy; y++) {
450.  		(void) mkgold((long) rn1(300, 600), x, y);
451.  		if (!rn2(3) && !is_pool(x,y))
452.  		    (void)maketrap(x, y, rn2(3) ? LANDMINE : SPIKED_PIT);
453.  	    }
454.      } else if (Role_if(PM_PRIEST) && In_quest(&u.uz)) {
455.  	/* less chance for undead corpses (lured from lower morgues) */
456.  	level.flags.graveyard = 1;
457.      } else if (Is_stronghold(&u.uz)) {
458.  	level.flags.graveyard = 1;
459.      } else if(Is_sanctum(&u.uz)) {
460.  	croom = search_special(TEMPLE);
461.  
462.  	create_secret_door(croom, W_ANY);
463.      } else if(on_level(&u.uz, &orcus_level)) {
464.  	   register struct monst *mtmp, *mtmp2;
465.  
466.  	   /* it's a ghost town, get rid of shopkeepers */
467.  	    for(mtmp = fmon; mtmp; mtmp = mtmp2) {
468.  		    mtmp2 = mtmp->nmon;
469.  		    if(mtmp->isshk) mongone(mtmp);
470.  	    }
471.      }
472.  
473.      if(lev_message) {
474.  	char *str, *nl;
475.  	for(str = lev_message; (nl = index(str, '\n')) != 0; str = nl+1) {
476.  	    *nl = '\0';
477.  	    pline("%s", str);
478.  	}
479.  	if(*str)
480.  	    pline("%s", str);
481.  	free((genericptr_t)lev_message);
482.  	lev_message = 0;
483.      }
484.  
485.      if (lregions)
486.  	free((genericptr_t) lregions),  lregions = 0;
487.      num_lregions = 0;
488.  }
489.  
490.  void
491.  makemaz(s)
492.  register const char *s;
493.  {
494.  	int x,y;
495.  	char protofile[20];
496.  	s_level	*sp = Is_special(&u.uz);
497.  	coord mm;
498.  
499.  	if(*s) {
500.  	    if(sp && sp->rndlevs) Sprintf(protofile, "%s-%d", s,
501.  						rnd((int) sp->rndlevs));
502.  	    else		 Strcpy(protofile, s);
503.  	} else if(*(dungeons[u.uz.dnum].proto)) {
504.  	    if(dunlevs_in_dungeon(&u.uz) > 1) {
505.  		if(sp && sp->rndlevs)
506.  		     Sprintf(protofile, "%s%d-%d", dungeons[u.uz.dnum].proto,
507.  						dunlev(&u.uz),
508.  						rnd((int) sp->rndlevs));
509.  		else Sprintf(protofile, "%s%d", dungeons[u.uz.dnum].proto,
510.  						dunlev(&u.uz));
511.  	    } else if(sp && sp->rndlevs) {
512.  		     Sprintf(protofile, "%s-%d", dungeons[u.uz.dnum].proto,
513.  						rnd((int) sp->rndlevs));
514.  	    } else Strcpy(protofile, dungeons[u.uz.dnum].proto);
515.  
516.  	} else Strcpy(protofile, "");
517.  
518.  #ifdef WIZARD
519.  	/* SPLEVTYPE format is "level-choice,level-choice"... */
520.  	if (wizard && *protofile && sp && sp->rndlevs) {
521.  	    char *ep = getenv("SPLEVTYPE");	/* not nh_getenv */
522.  	    if (ep) {
523.  		/* rindex always succeeds due to code in prior block */
524.  		int len = (rindex(protofile, '-') - protofile) + 1;
525.  
526.  		while (ep && *ep) {
527.  		    if (!strncmp(ep, protofile, len)) {
528.  			int pick = atoi(ep + len);
529.  			/* use choice only if valid */
530.  			if (pick > 0 && pick <= (int) sp->rndlevs)
531.  			    Sprintf(protofile + len, "%d", pick);
532.  			break;
533.  		    } else {
534.  			ep = index(ep, ',');
535.  			if (ep) ++ep;
536.  		    }
537.  		}
538.  	    }
539.  	}
540.  #endif
541.  
542.  	if(*protofile) {
543.  	    Strcat(protofile, LEV_EXT);
544.  	    if(load_special(protofile)) {
545.  		fixup_special();
546.  		/* some levels can end up with monsters
547.  		   on dead mon list, including light source monsters */
548.  		dmonsfree();
549.  		return;	/* no mazification right now */
550.  	    }
551.  	    impossible("Couldn't load \"%s\" - making a maze.", protofile);
552.  	}
553.  
554.  	level.flags.is_maze_lev = TRUE;
555.  
556.  #ifndef WALLIFIED_MAZE
557.  	for(x = 2; x < x_maze_max; x++)
558.  		for(y = 2; y < y_maze_max; y++)
559.  			levl[x][y].typ = STONE;
560.  #else
561.  	for(x = 2; x <= x_maze_max; x++)
562.  		for(y = 2; y <= y_maze_max; y++)
563.  			levl[x][y].typ = ((x % 2) && (y % 2)) ? STONE : HWALL;
564.  #endif
565.  
566.  	maze0xy(&mm);
567.  	walkfrom((int) mm.x, (int) mm.y);
568.  	/* put a boulder at the maze center */
569.  	(void) mksobj_at(BOULDER, (int) mm.x, (int) mm.y, TRUE, FALSE);
570.  
571.  #ifdef WALLIFIED_MAZE
572.  	wallification(2, 2, x_maze_max, y_maze_max);
573.  #endif
574.  	mazexy(&mm);
575.  	mkstairs(mm.x, mm.y, 1, (struct mkroom *)0);		/* up */
576.  	if (!Invocation_lev(&u.uz)) {
577.  	    mazexy(&mm);
578.  	    mkstairs(mm.x, mm.y, 0, (struct mkroom *)0);	/* down */
579.  	} else {	/* choose "vibrating square" location */
580.  #define x_maze_min 2
581.  #define y_maze_min 2
582.  	    /*
583.  	     * Pick a position where the stairs down to Moloch's Sanctum
584.  	     * level will ultimately be created.  At that time, an area
585.  	     * will be altered:  walls removed, moat and traps generated,
586.  	     * boulders destroyed.  The position picked here must ensure
587.  	     * that that invocation area won't extend off the map.
588.  	     *
589.  	     * We actually allow up to 2 squares around the usual edge of
590.  	     * the area to get truncated; see mkinvokearea(mklev.c).
591.  	     */
592.  #define INVPOS_X_MARGIN (6 - 2)
593.  #define INVPOS_Y_MARGIN (5 - 2)
594.  #define INVPOS_DISTANCE 11
595.  	    int x_range = x_maze_max - x_maze_min - 2*INVPOS_X_MARGIN - 1,
596.  		y_range = y_maze_max - y_maze_min - 2*INVPOS_Y_MARGIN - 1;
597.  
598.  #ifdef DEBUG
599.  	    if (x_range <= INVPOS_X_MARGIN || y_range <= INVPOS_Y_MARGIN ||
600.  		   (x_range * y_range) <= (INVPOS_DISTANCE * INVPOS_DISTANCE))
601.  		panic("inv_pos: maze is too small! (%d x %d)",
602.  		      x_maze_max, y_maze_max);
603.  #endif
604.  	    inv_pos.x = inv_pos.y = 0; /*{occupied() => invocation_pos()}*/
605.  	    do {
606.  		x = rn1(x_range, x_maze_min + INVPOS_X_MARGIN + 1);
607.  		y = rn1(y_range, y_maze_min + INVPOS_Y_MARGIN + 1);
608.  		/* we don't want it to be too near the stairs, nor
609.  		   to be on a spot that's already in use (wall|trap) */
610.  	    } while (x == xupstair || y == yupstair ||	/*(direct line)*/
611.  		     abs(x - xupstair) == abs(y - yupstair) ||
612.  		     distmin(x, y, xupstair, yupstair) <= INVPOS_DISTANCE ||
613.  		     !SPACE_POS(levl[x][y].typ) || occupied(x, y));
614.  	    inv_pos.x = x;
615.  	    inv_pos.y = y;
616.  #undef INVPOS_X_MARGIN
617.  #undef INVPOS_Y_MARGIN
618.  #undef INVPOS_DISTANCE
619.  #undef x_maze_min
620.  #undef y_maze_min
621.  	}
622.  
623.  	/* place branch stair or portal */
624.  	place_branch(Is_branchlev(&u.uz), 0, 0);
625.  
626.  	for(x = rn1(8,11); x; x--) {
627.  		mazexy(&mm);
628.  		(void) mkobj_at(rn2(2) ? GEM_CLASS : 0, mm.x, mm.y, TRUE);
629.  	}
630.  	for(x = rn1(10,2); x; x--) {
631.  		mazexy(&mm);
632.  		(void) mksobj_at(BOULDER, mm.x, mm.y, TRUE, FALSE);
633.  	}
634.  	for (x = rn2(3); x; x--) {
635.  		mazexy(&mm);
636.  		(void) makemon(&mons[PM_MINOTAUR], mm.x, mm.y, NO_MM_FLAGS);
637.  	}
638.  	for(x = rn1(5,7); x; x--) {
639.  		mazexy(&mm);
640.  		(void) makemon((struct permonst *) 0, mm.x, mm.y, NO_MM_FLAGS);
641.  	}
642.  	for(x = rn1(6,7); x; x--) {
643.  		mazexy(&mm);
644.  		(void) mkgold(0L,mm.x,mm.y);
645.  	}
646.  	for(x = rn1(6,7); x; x--)
647.  		mktrap(0,1,(struct mkroom *) 0, (coord*) 0);
648.  }
649.  
650.  #ifdef MICRO
651.  /* Make the mazewalk iterative by faking a stack.  This is needed to
652.   * ensure the mazewalk is successful in the limited stack space of
653.   * the program.  This iterative version uses the minimum amount of stack
654.   * that is totally safe.
655.   */
656.  void
657.  walkfrom(x,y)
658.  int x,y;
659.  {
660.  #define CELLS (ROWNO * COLNO) / 4		/* a maze cell is 4 squares */
661.  	char mazex[CELLS + 1], mazey[CELLS + 1];	/* char's are OK */
662.  	int q, a, dir, pos;
663.  	int dirs[4];
664.  
665.  	pos = 1;
666.  	mazex[pos] = (char) x;
667.  	mazey[pos] = (char) y;
668.  	while (pos) {
669.  		x = (int) mazex[pos];
670.  		y = (int) mazey[pos];
671.  		if(!IS_DOOR(levl[x][y].typ)) {
672.  		    /* might still be on edge of MAP, so don't overwrite */
673.  #ifndef WALLIFIED_MAZE
674.  		    levl[x][y].typ = CORR;
675.  #else
676.  		    levl[x][y].typ = ROOM;
677.  #endif
678.  		    levl[x][y].flags = 0;
679.  		}
680.  		q = 0;
681.  		for (a = 0; a < 4; a++)
682.  			if(okay(x, y, a)) dirs[q++]= a;
683.  		if (!q)
684.  			pos--;
685.  		else {
686.  			dir = dirs[rn2(q)];
687.  			move(&x, &y, dir);
688.  #ifndef WALLIFIED_MAZE
689.  			levl[x][y].typ = CORR;
690.  #else
691.  			levl[x][y].typ = ROOM;
692.  #endif
693.  			move(&x, &y, dir);
694.  			pos++;
695.  			if (pos > CELLS)
696.  				panic("Overflow in walkfrom");
697.  			mazex[pos] = (char) x;
698.  			mazey[pos] = (char) y;
699.  		}
700.  	}
701.  }
702.  #else
703.  
704.  void
705.  walkfrom(x,y)
706.  int x,y;
707.  {
708.  	register int q,a,dir;
709.  	int dirs[4];
710.  
711.  	if(!IS_DOOR(levl[x][y].typ)) {
712.  	    /* might still be on edge of MAP, so don't overwrite */
713.  #ifndef WALLIFIED_MAZE
714.  	    levl[x][y].typ = CORR;
715.  #else
716.  	    levl[x][y].typ = ROOM;
717.  #endif
718.  	    levl[x][y].flags = 0;
719.  	}
720.  
721.  	while(1) {
722.  		q = 0;
723.  		for(a = 0; a < 4; a++)
724.  			if(okay(x,y,a)) dirs[q++]= a;
725.  		if(!q) return;
726.  		dir = dirs[rn2(q)];
727.  		move(&x,&y,dir);
728.  #ifndef WALLIFIED_MAZE
729.  		levl[x][y].typ = CORR;
730.  #else
731.  		levl[x][y].typ = ROOM;
732.  #endif
733.  		move(&x,&y,dir);
734.  		walkfrom(x,y);
735.  	}
736.  }
737.  #endif /* MICRO */
738.  
739.  STATIC_OVL void
740.  move(x,y,dir)
741.  register int *x, *y;
742.  register int dir;
743.  {
744.  	switch(dir){
745.  		case 0: --(*y); break;
746.  		case 1: (*x)++; break;
747.  		case 2: (*y)++; break;
748.  		case 3: --(*x); break;
749.  		default: panic("move: bad direction");
750.  	}
751.  }
752.  
753.  void
754.  mazexy(cc)	/* find random point in generated corridors,
755.  		   so we don't create items in moats, bunkers, or walls */
756.  	coord	*cc;
757.  {
758.  	int cpt=0;
759.  
760.  	do {
761.  	    cc->x = 3 + 2*rn2((x_maze_max>>1) - 1);
762.  	    cc->y = 3 + 2*rn2((y_maze_max>>1) - 1);
763.  	    cpt++;
764.  	} while (cpt < 100 && levl[cc->x][cc->y].typ !=
765.  #ifdef WALLIFIED_MAZE
766.  		 ROOM
767.  #else
768.  		 CORR
769.  #endif
770.  		);
771.  	if (cpt >= 100) {
772.  		register int x, y;
773.  		/* last try */
774.  		for (x = 0; x < (x_maze_max>>1) - 1; x++)
775.  		    for (y = 0; y < (y_maze_max>>1) - 1; y++) {
776.  			cc->x = 3 + 2 * x;
777.  			cc->y = 3 + 2 * y;
778.  			if (levl[cc->x][cc->y].typ ==
779.  #ifdef WALLIFIED_MAZE
780.  			    ROOM
781.  #else
782.  			    CORR
783.  #endif
784.  			   ) return;
785.  		    }
786.  		panic("mazexy: can't find a place!");
787.  	}
788.  	return;
789.  }
790.  
791.  void
792.  bound_digging()
793.  /* put a non-diggable boundary around the initial portion of a level map.
794.   * assumes that no level will initially put things beyond the isok() range.
795.   *
796.   * we can't bound unconditionally on the last line with something in it,
797.   * because that something might be a niche which was already reachable,
798.   * so the boundary would be breached
799.   *
800.   * we can't bound unconditionally on one beyond the last line, because
801.   * that provides a window of abuse for WALLIFIED_MAZE special levels
802.   */
803.  {
804.  	register int x,y;
805.  	register unsigned typ;
806.  	register struct rm *lev;
807.  	boolean found, nonwall;
808.  	int xmin,xmax,ymin,ymax;
809.  
810.  	if(Is_earthlevel(&u.uz)) return; /* everything diggable here */
811.  
812.  	found = nonwall = FALSE;
813.  	for(xmin=0; !found; xmin++) {
814.  		lev = &levl[xmin][0];
815.  		for(y=0; y<=ROWNO-1; y++, lev++) {
816.  			typ = lev->typ;
817.  			if(typ != STONE) {
818.  				found = TRUE;
819.  				if(!IS_WALL(typ)) nonwall = TRUE;
820.  			}
821.  		}
822.  	}
823.  	xmin -= (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
824.  	if (xmin < 0) xmin = 0;
825.  
826.  	found = nonwall = FALSE;
827.  	for(xmax=COLNO-1; !found; xmax--) {
828.  		lev = &levl[xmax][0];
829.  		for(y=0; y<=ROWNO-1; y++, lev++) {
830.  			typ = lev->typ;
831.  			if(typ != STONE) {
832.  				found = TRUE;
833.  				if(!IS_WALL(typ)) nonwall = TRUE;
834.  			}
835.  		}
836.  	}
837.  	xmax += (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
838.  	if (xmax >= COLNO) xmax = COLNO-1;
839.  
840.  	found = nonwall = FALSE;
841.  	for(ymin=0; !found; ymin++) {
842.  		lev = &levl[xmin][ymin];
843.  		for(x=xmin; x<=xmax; x++, lev += ROWNO) {
844.  			typ = lev->typ;
845.  			if(typ != STONE) {
846.  				found = TRUE;
847.  				if(!IS_WALL(typ)) nonwall = TRUE;
848.  			}
849.  		}
850.  	}
851.  	ymin -= (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
852.  
853.  	found = nonwall = FALSE;
854.  	for(ymax=ROWNO-1; !found; ymax--) {
855.  		lev = &levl[xmin][ymax];
856.  		for(x=xmin; x<=xmax; x++, lev += ROWNO) {
857.  			typ = lev->typ;
858.  			if(typ != STONE) {
859.  				found = TRUE;
860.  				if(!IS_WALL(typ)) nonwall = TRUE;
861.  			}
862.  		}
863.  	}
864.  	ymax += (nonwall || !level.flags.is_maze_lev) ? 2 : 1;
865.  
866.  	for (x = 0; x < COLNO; x++)
867.  	  for (y = 0; y < ROWNO; y++)
868.  	    if (y <= ymin || y >= ymax || x <= xmin || x >= xmax) {
869.  #ifdef DCC30_BUG
870.  		lev = &levl[x][y];
871.  		lev->wall_info |= W_NONDIGGABLE;
872.  #else
873.  		levl[x][y].wall_info |= W_NONDIGGABLE;
874.  #endif
875.  	    }
876.  }
877.  
878.  void
879.  mkportal(x, y, todnum, todlevel)
880.  register xchar x, y, todnum, todlevel;
881.  {
882.  	/* a portal "trap" must be matched by a */
883.  	/* portal in the destination dungeon/dlevel */
884.  	register struct trap *ttmp = maketrap(x, y, MAGIC_PORTAL);
885.  
886.  	if (!ttmp) {
887.  		impossible("portal on top of portal??");
888.  		return;
889.  	}
890.  #ifdef DEBUG
891.  	pline("mkportal: at (%d,%d), to %s, level %d",
892.  		x, y, dungeons[todnum].dname, todlevel);
893.  #endif
894.  	ttmp->dst.dnum = todnum;
895.  	ttmp->dst.dlevel = todlevel;
896.  	return;
897.  }
898.  
899.  /*
900.   * Special waterlevel stuff in endgame (TH).
901.   *
902.   * Some of these functions would probably logically belong to some
903.   * other source files, but they are all so nicely encapsulated here.
904.   */
905.  
906.  /* to ease the work of debuggers at this stage */
907.  #define register
908.  
909.  #define CONS_OBJ   0
910.  #define CONS_MON   1
911.  #define CONS_HERO  2
912.  #define CONS_TRAP  3
913.  
914.  static struct bubble *bbubbles, *ebubbles;
915.  
916.  static struct trap *wportal;
917.  static int xmin, ymin, xmax, ymax;	/* level boundaries */
918.  /* bubble movement boundaries */
919.  #define bxmin (xmin + 1)
920.  #define bymin (ymin + 1)
921.  #define bxmax (xmax - 1)
922.  #define bymax (ymax - 1)
923.  
924.  STATIC_DCL void NDECL(set_wportal);
925.  STATIC_DCL void FDECL(mk_bubble, (int,int,int));
926.  STATIC_DCL void FDECL(mv_bubble, (struct bubble *,int,int,BOOLEAN_P));
927.  
928.  void
929.  movebubbles()
930.  {
931.  	static boolean up;
932.  	register struct bubble *b;
933.  	register int x, y, i, j;
934.  	struct trap *btrap;
935.  	static const struct rm water_pos =
936.  		{ cmap_to_glyph(S_water), WATER, 0, 0, 0, 0, 0, 0, 0 };
937.  
938.  	/* set up the portal the first time bubbles are moved */
939.  	if (!wportal) set_wportal();
940.  
941.  	vision_recalc(2);
942.  	/* keep attached ball&chain separate from bubble objects */
943.  	if (Punished) unplacebc();
944.  
945.  	/*
946.  	 * Pick up everything inside of a bubble then fill all bubble
947.  	 * locations.
948.  	 */
949.  
950.  	for (b = up ? bbubbles : ebubbles; b; b = up ? b->next : b->prev) {
951.  	    if (b->cons) panic("movebubbles: cons != null");
952.  	    for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++)
953.  		for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++)
954.  		    if (b->bm[j + 2] & (1 << i)) {
955.  			if (!isok(x,y)) {
956.  			    impossible("movebubbles: bad pos (%d,%d)", x,y);
957.  			    continue;
958.  			}
959.  
960.  			/* pick up objects, monsters, hero, and traps */
961.  			if (OBJ_AT(x,y)) {
962.  			    struct obj *olist = (struct obj *) 0, *otmp;
963.  			    struct container *cons = (struct container *)
964.  				alloc(sizeof(struct container));
965.  
966.  			    while ((otmp = level.objects[x][y]) != 0) {
967.  				remove_object(otmp);
968.  				otmp->ox = otmp->oy = 0;
969.  				otmp->nexthere = olist;
970.  				olist = otmp;
971.  			    }
972.  
973.  			    cons->x = x;
974.  			    cons->y = y;
975.  			    cons->what = CONS_OBJ;
976.  			    cons->list = (genericptr_t) olist;
977.  			    cons->next = b->cons;
978.  			    b->cons = cons;
979.  			}
980.  			if (MON_AT(x,y)) {
981.  			    struct monst *mon = m_at(x,y);
982.  			    struct container *cons = (struct container *)
983.  				alloc(sizeof(struct container));
984.  
985.  			    cons->x = x;
986.  			    cons->y = y;
987.  			    cons->what = CONS_MON;
988.  			    cons->list = (genericptr_t) mon;
989.  
990.  			    cons->next = b->cons;
991.  			    b->cons = cons;
992.  
993.  			    if(mon->wormno)
994.  				remove_worm(mon);
995.  			    else
996.  				remove_monster(x, y);
997.  
998.  			    newsym(x,y);	/* clean up old position */
999.  			    mon->mx = mon->my = 0;
1000. 			}
1001. 			if (!u.uswallow && x == u.ux && y == u.uy) {
1002. 			    struct container *cons = (struct container *)
1003. 				alloc(sizeof(struct container));
1004. 
1005. 			    cons->x = x;
1006. 			    cons->y = y;
1007. 			    cons->what = CONS_HERO;
1008. 			    cons->list = (genericptr_t) 0;
1009. 
1010. 			    cons->next = b->cons;
1011. 			    b->cons = cons;
1012. 			}
1013. 			if ((btrap = t_at(x,y)) != 0) {
1014. 			    struct container *cons = (struct container *)
1015. 				alloc(sizeof(struct container));
1016. 
1017. 			    cons->x = x;
1018. 			    cons->y = y;
1019. 			    cons->what = CONS_TRAP;
1020. 			    cons->list = (genericptr_t) btrap;
1021. 
1022. 			    cons->next = b->cons;
1023. 			    b->cons = cons;
1024. 			}
1025. 
1026. 			levl[x][y] = water_pos;
1027. 			block_point(x,y);
1028. 		    }
1029. 	}
1030. 
1031. 	/*
1032. 	 * Every second time traverse down.  This is because otherwise
1033. 	 * all the junk that changes owners when bubbles overlap
1034. 	 * would eventually end up in the last bubble in the chain.
1035. 	 */
1036. 
1037. 	up = !up;
1038. 	for (b = up ? bbubbles : ebubbles; b; b = up ? b->next : b->prev) {
1039. 		register int rx = rn2(3), ry = rn2(3);
1040. 
1041. 		mv_bubble(b,b->dx + 1 - (!b->dx ? rx : (rx ? 1 : 0)),
1042. 			    b->dy + 1 - (!b->dy ? ry : (ry ? 1 : 0)),
1043. 			    FALSE);
1044. 	}
1045. 
1046. 	/* put attached ball&chain back */
1047. 	if (Punished) placebc();
1048. 	vision_full_recalc = 1;
1049. }
1050. 
1051. /* when moving in water, possibly (1 in 3) alter the intended destination */
1052. void
1053. water_friction()
1054. {
1055. 	register int x, y, dx, dy;
1056. 	register boolean eff = FALSE;
1057. 
1058. 	if (Swimming && rn2(4))
1059. 		return;		/* natural swimmers have advantage */
1060. 
1061. 	if (u.dx && !rn2(!u.dy ? 3 : 6)) {	/* 1/3 chance or half that */
1062. 		/* cancel delta x and choose an arbitrary delta y value */
1063. 		x = u.ux;
1064. 		do {
1065. 		    dy = rn2(3) - 1;		/* -1, 0, 1 */
1066. 		    y = u.uy + dy;
1067. 		} while (dy && (!isok(x,y) || !is_pool(x,y)));
1068. 		u.dx = 0;
1069. 		u.dy = dy;
1070. 		eff = TRUE;
1071. 	} else if (u.dy && !rn2(!u.dx ? 3 : 5)) {	/* 1/3 or 1/5*(5/6) */
1072. 		/* cancel delta y and choose an arbitrary delta x value */
1073. 		y = u.uy;
1074. 		do {
1075. 		    dx = rn2(3) - 1;		/* -1 .. 1 */
1076. 		    x = u.ux + dx;
1077. 		} while (dx && (!isok(x,y) || !is_pool(x,y)));
1078. 		u.dy = 0;
1079. 		u.dx = dx;
1080. 		eff = TRUE;
1081. 	}
1082. 	if (eff) pline("Water turbulence affects your movements.");
1083. }
1084. 
1085. void
1086. save_waterlevel(fd, mode)
1087. int fd, mode;
1088. {
1089. 	register struct bubble *b;
1090. 
1091. 	if (!Is_waterlevel(&u.uz)) return;
1092. 
1093. 	if (perform_bwrite(mode)) {
1094. 	    int n = 0;
1095. 	    for (b = bbubbles; b; b = b->next) ++n;
1096. 	    bwrite(fd, (genericptr_t)&n, sizeof (int));
1097. 	    bwrite(fd, (genericptr_t)&xmin, sizeof (int));
1098. 	    bwrite(fd, (genericptr_t)&ymin, sizeof (int));
1099. 	    bwrite(fd, (genericptr_t)&xmax, sizeof (int));
1100. 	    bwrite(fd, (genericptr_t)&ymax, sizeof (int));
1101. 	    for (b = bbubbles; b; b = b->next)
1102. 		bwrite(fd, (genericptr_t)b, sizeof (struct bubble));
1103. 	}
1104. 	if (release_data(mode))
1105. 	    unsetup_waterlevel();
1106. }
1107. 
1108. void
1109. restore_waterlevel(fd)
1110. register int fd;
1111. {
1112. 	register struct bubble *b = (struct bubble *)0, *btmp;
1113. 	register int i;
1114. 	int n;
1115. 
1116. 	if (!Is_waterlevel(&u.uz)) return;
1117. 
1118. 	set_wportal();
1119. 	mread(fd,(genericptr_t)&n,sizeof(int));
1120. 	mread(fd,(genericptr_t)&xmin,sizeof(int));
1121. 	mread(fd,(genericptr_t)&ymin,sizeof(int));
1122. 	mread(fd,(genericptr_t)&xmax,sizeof(int));
1123. 	mread(fd,(genericptr_t)&ymax,sizeof(int));
1124. 	for (i = 0; i < n; i++) {
1125. 		btmp = b;
1126. 		b = (struct bubble *)alloc(sizeof(struct bubble));
1127. 		mread(fd,(genericptr_t)b,sizeof(struct bubble));
1128. 		if (bbubbles) {
1129. 			btmp->next = b;
1130. 			b->prev = btmp;
1131. 		} else {
1132. 			bbubbles = b;
1133. 			b->prev = (struct bubble *)0;
1134. 		}
1135. 		mv_bubble(b,0,0,TRUE);
1136. 	}
1137. 	ebubbles = b;
1138. 	b->next = (struct bubble *)0;
1139. 	was_waterlevel = TRUE;
1140. }
1141. 
1142. STATIC_OVL void
1143. set_wportal()
1144. {
1145. 	/* there better be only one magic portal on water level... */
1146. 	for (wportal = ftrap; wportal; wportal = wportal->ntrap)
1147. 		if (wportal->ttyp == MAGIC_PORTAL) return;
1148. 	impossible("set_wportal(): no portal!");
1149. }
1150. 
1151. STATIC_OVL void
1152. setup_waterlevel()
1153. {
1154. 	register int x, y;
1155. 	register int xskip, yskip;
1156. 	register int water_glyph = cmap_to_glyph(S_water);
1157. 
1158. 	/* ouch, hardcoded... */
1159. 
1160. 	xmin = 3;
1161. 	ymin = 1;
1162. 	xmax = 78;
1163. 	ymax = 20;
1164. 
1165. 	/* set hero's memory to water */
1166. 
1167. 	for (x = xmin; x <= xmax; x++)
1168. 		for (y = ymin; y <= ymax; y++)
1169. 			levl[x][y].glyph = water_glyph;
1170. 
1171. 	/* make bubbles */
1172. 
1173. 	xskip = 10 + rn2(10);
1174. 	yskip = 4 + rn2(4);
1175. 	for (x = bxmin; x <= bxmax; x += xskip)
1176. 		for (y = bymin; y <= bymax; y += yskip)
1177. 			mk_bubble(x,y,rn2(7));
1178. }
1179. 
1180. STATIC_OVL void
1181. unsetup_waterlevel()
1182. {
1183. 	register struct bubble *b, *bb;
1184. 
1185. 	/* free bubbles */
1186. 
1187. 	for (b = bbubbles; b; b = bb) {
1188. 		bb = b->next;
1189. 		free((genericptr_t)b);
1190. 	}
1191. 	bbubbles = ebubbles = (struct bubble *)0;
1192. }
1193. 
1194. STATIC_OVL void
1195. mk_bubble(x,y,n)
1196. register int x, y, n;
1197. {
1198. 	/*
1199. 	 * These bit masks make visually pleasing bubbles on a normal aspect
1200. 	 * 25x80 terminal, which naturally results in them being mathematically
1201. 	 * anything but symmetric.  For this reason they cannot be computed
1202. 	 * in situ, either.  The first two elements tell the dimensions of
1203. 	 * the bubble's bounding box.
1204. 	 */
1205. 	static uchar
1206. 		bm2[] = {2,1,0x3},
1207. 		bm3[] = {3,2,0x7,0x7},
1208. 		bm4[] = {4,3,0x6,0xf,0x6},
1209. 		bm5[] = {5,3,0xe,0x1f,0xe},
1210. 		bm6[] = {6,4,0x1e,0x3f,0x3f,0x1e},
1211. 		bm7[] = {7,4,0x3e,0x7f,0x7f,0x3e},
1212. 		bm8[] = {8,4,0x7e,0xff,0xff,0x7e},
1213. 		*bmask[] = {bm2,bm3,bm4,bm5,bm6,bm7,bm8};
1214. 
1215. 	register struct bubble *b;
1216. 
1217. 	if (x >= bxmax || y >= bymax) return;
1218. 	if (n >= SIZE(bmask)) {
1219. 		impossible("n too large (mk_bubble)");
1220. 		n = SIZE(bmask) - 1;
1221. 	}
1222. 	b = (struct bubble *)alloc(sizeof(struct bubble));
1223. 	if ((x + (int) bmask[n][0] - 1) > bxmax) x = bxmax - bmask[n][0] + 1;
1224. 	if ((y + (int) bmask[n][1] - 1) > bymax) y = bymax - bmask[n][1] + 1;
1225. 	b->x = x;
1226. 	b->y = y;
1227. 	b->dx = 1 - rn2(3);
1228. 	b->dy = 1 - rn2(3);
1229. 	b->bm = bmask[n];
1230. 	b->cons = 0;
1231. 	if (!bbubbles) bbubbles = b;
1232. 	if (ebubbles) {
1233. 		ebubbles->next = b;
1234. 		b->prev = ebubbles;
1235. 	}
1236. 	else
1237. 		b->prev = (struct bubble *)0;
1238. 	b->next =  (struct bubble *)0;
1239. 	ebubbles = b;
1240. 	mv_bubble(b,0,0,TRUE);
1241. }
1242. 
1243. /*
1244.  * The player, the portal and all other objects and monsters
1245.  * float along with their associated bubbles.  Bubbles may overlap
1246.  * freely, and the contents may get associated with other bubbles in
1247.  * the process.  Bubbles are "sticky", meaning that if the player is
1248.  * in the immediate neighborhood of one, he/she may get sucked inside.
1249.  * This property also makes leaving a bubble slightly difficult.
1250.  */
1251. STATIC_OVL void
1252. mv_bubble(b,dx,dy,ini)
1253. register struct bubble *b;
1254. register int dx, dy;
1255. register boolean ini;
1256. {
1257. 	register int x, y, i, j, colli = 0;
1258. 	struct container *cons, *ctemp;
1259. 
1260. 	/* move bubble */
1261. 	if (dx < -1 || dx > 1 || dy < -1 || dy > 1) {
1262. 	    /* pline("mv_bubble: dx = %d, dy = %d", dx, dy); */
1263. 	    dx = sgn(dx);
1264. 	    dy = sgn(dy);
1265. 	}
1266. 
1267. 	/*
1268. 	 * collision with level borders?
1269. 	 *	1 = horizontal border, 2 = vertical, 3 = corner
1270. 	 */
1271. 	if (b->x <= bxmin) colli |= 2;
1272. 	if (b->y <= bymin) colli |= 1;
1273. 	if ((int) (b->x + b->bm[0] - 1) >= bxmax) colli |= 2;
1274. 	if ((int) (b->y + b->bm[1] - 1) >= bymax) colli |= 1;
1275. 
1276. 	if (b->x < bxmin) {
1277. 	    pline("bubble xmin: x = %d, xmin = %d", b->x, bxmin);
1278. 	    b->x = bxmin;
1279. 	}
1280. 	if (b->y < bymin) {
1281. 	    pline("bubble ymin: y = %d, ymin = %d", b->y, bymin);
1282. 	    b->y = bymin;
1283. 	}
1284. 	if ((int) (b->x + b->bm[0] - 1) > bxmax) {
1285. 	    pline("bubble xmax: x = %d, xmax = %d",
1286. 			b->x + b->bm[0] - 1, bxmax);
1287. 	    b->x = bxmax - b->bm[0] + 1;
1288. 	}
1289. 	if ((int) (b->y + b->bm[1] - 1) > bymax) {
1290. 	    pline("bubble ymax: y = %d, ymax = %d",
1291. 			b->y + b->bm[1] - 1, bymax);
1292. 	    b->y = bymax - b->bm[1] + 1;
1293. 	}
1294. 
1295. 	/* bounce if we're trying to move off the border */
1296. 	if (b->x == bxmin && dx < 0) dx = -dx;
1297. 	if (b->x + b->bm[0] - 1 == bxmax && dx > 0) dx = -dx;
1298. 	if (b->y == bymin && dy < 0) dy = -dy;
1299. 	if (b->y + b->bm[1] - 1 == bymax && dy > 0) dy = -dy;
1300. 
1301. 	b->x += dx;
1302. 	b->y += dy;
1303. 
1304. 	/* void positions inside bubble */
1305. 
1306. 	for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++)
1307. 	    for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++)
1308. 		if (b->bm[j + 2] & (1 << i)) {
1309. 		    levl[x][y].typ = AIR;
1310. 		    levl[x][y].lit = 1;
1311. 		    unblock_point(x,y);
1312. 		}
1313. 
1314. 	/* replace contents of bubble */
1315. 	for (cons = b->cons; cons; cons = ctemp) {
1316. 	    ctemp = cons->next;
1317. 	    cons->x += dx;
1318. 	    cons->y += dy;
1319. 
1320. 	    switch(cons->what) {
1321. 		case CONS_OBJ: {
1322. 		    struct obj *olist, *otmp;
1323. 
1324. 		    for (olist=(struct obj *)cons->list; olist; olist=otmp) {
1325. 			otmp = olist->nexthere;
1326. 			place_object(olist, cons->x, cons->y);
1327. 		    }
1328. 		    break;
1329. 		}
1330. 
1331. 		case CONS_MON: {
1332. 		    struct monst *mon = (struct monst *) cons->list;
1333. 		    (void) mnearto(mon, cons->x, cons->y, TRUE);
1334. 		    break;
1335. 		}
1336. 
1337. 		case CONS_HERO: {
1338. 		    int ux0 = u.ux, uy0 = u.uy;
1339. 
1340. 		    /* change u.ux0 and u.uy0? */
1341. 		    u.ux = cons->x;
1342. 		    u.uy = cons->y;
1343. 		    newsym(ux0, uy0);	/* clean up old position */
1344. 
1345. 		    if (MON_AT(cons->x, cons->y)) {
1346. 				mnexto(m_at(cons->x,cons->y));
1347. 			}
1348. 		    break;
1349. 		}
1350. 
1351. 		case CONS_TRAP: {
1352. 		    struct trap *btrap = (struct trap *) cons->list;
1353. 		    btrap->tx = cons->x;
1354. 		    btrap->ty = cons->y;
1355. 		    break;
1356. 		}
1357. 
1358. 		default:
1359. 		    impossible("mv_bubble: unknown bubble contents");
1360. 		    break;
1361. 	    }
1362. 	    free((genericptr_t)cons);
1363. 	}
1364. 	b->cons = 0;
1365. 
1366. 	/* boing? */
1367. 
1368. 	switch (colli) {
1369. 	    case 1: b->dy = -b->dy;	break;
1370. 	    case 3: b->dy = -b->dy;	/* fall through */
1371. 	    case 2: b->dx = -b->dx;	break;
1372. 	    default:
1373. 		/* sometimes alter direction for fun anyway
1374. 		   (higher probability for stationary bubbles) */
1375. 		if (!ini && ((b->dx || b->dy) ? !rn2(20) : !rn2(5))) {
1376. 			b->dx = 1 - rn2(3);
1377. 			b->dy = 1 - rn2(3);
1378. 		}
1379. 	}
1380. }
1381. 
1382. /*mkmaze.c*/

Also on Fandom

Random Wiki