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/* SCCS Id: @(#)mkmaze.c 3.2 95/09/06 */
/* 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 char *lev_message;
extern lev_region *lregions;
extern int num_lregions;
static boolean FDECL(iswall,(int,int));
static boolean FDECL(iswall_or_stone,(int,int));
static boolean FDECL(is_solid,(int,int));
static int FDECL(extend_spine, (int [3][3], int, int, int));
static boolean FDECL(okay,(int,int,int));
static void FDECL(maze0xy,(coord *));
static boolean FDECL(put_lregion_here,(XCHAR_P,XCHAR_P,XCHAR_P,
XCHAR_P,XCHAR_P,XCHAR_P,XCHAR_P,BOOLEAN_P,d_level *));
static void NDECL(fixup_special);
static void FDECL(move, (int *,int *,int));
static void NDECL(setup_waterlevel);
static void NDECL(unsetup_waterlevel);
#define OUT_OF_BOUNDS(x,y) ((x)<=0 || (y)<0 || (x)>COLNO-1 || (y)>ROWNO-1)
static boolean
iswall(x,y)
int x,y;
{
if (OUT_OF_BOUNDS(x,y)) return FALSE;
return (IS_WALL(levl[x][y].typ) || IS_DOOR(levl[x][y].typ)
|| levl[x][y].typ == SDOOR);
}
static boolean
iswall_or_stone(x,y)
int x,y;
{
register int type;
/* out of bounds = stone */
if (OUT_OF_BOUNDS(x,y)) return TRUE;
type = levl[x][y].typ;
return (type == STONE || IS_WALL(type) || IS_DOOR(type) || type == SDOOR);
}
/* return TRUE if out of bounds, wall or rock */
static boolean
is_solid(x,y)
int x, y;
{
return (OUT_OF_BOUNDS(x,y) || IS_STWALL(levl[x][y].typ));
}
/*
* 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 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;
}
/*
* 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];
}
}
static boolean
okay(x,y,dir)
int x,y;
register int dir;
{
move(&x,&y,dir);
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);
}
static void
maze0xy(cc) /* find random starting point for maze generation */
coord *cc;
{
cc->x = 3 + 2*rn2((x_maze_max>>1) - 1);
cc->y = 3 + 2*rn2((y_maze_max>>1) - 1);
return;
}
/*
* 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)));
}
/* 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 < 100; 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);
}
static 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(oneshot) {
/* must make due 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) 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) rloc(m_at(x,y));
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);
}
static boolean was_waterlevel; /* ugh... this shouldn't be needed */
/* this is special stuff that the level compiler cannot (yet) handle */
static 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();
} else if (Is_waterlevel(&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, (struct permonst *)0)) {
otmp = mk_tt_object(STATUE, x, y);
while (otmp && (poly_when_stoned(&mons[otmp->corpsenm]) ||
pm_resistance(&mons[otmp->corpsenm],MR_STONE))) {
otmp->corpsenm = rndmonnum();
otmp->owt = weight(otmp);
}
}
}
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), FALSE);
if (otmp) {
while (pm_resistance(&mons[otmp->corpsenm],MR_STONE)
|| poly_when_stoned(&mons[otmp->corpsenm])) {
otmp->corpsenm = rndmonnum();
otmp->owt = weight(otmp);
}
}
} 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 = FALSE;
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++) {
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_is('P') && In_quest(&u.uz)) {
/* less chance for undead corpses (lured from lower morgues) */
level.flags.graveyard = TRUE;
} else if (Is_stronghold(&u.uz)) {
level.flags.graveyard = TRUE;
} 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(lev_message) {
char *str, *nl;
for(str = lev_message; (nl = index(str, '\n')) != 0; str = nl+1) {
*nl = '\0';
pline("%s", str);
}
if(*str)
pline("%s", str);
free((genericptr_t)lev_message);
lev_message = 0;
}
if (lregions)
free((genericptr_t) lregions), lregions = 0;
num_lregions = 0;
}
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, "");
if(*protofile) {
Strcat(protofile, LEV_EXT);
if(load_special(protofile)) {
fixup_special();
return; /* no mazification right now */
}
impossible("Couldn't load \"%s\" - making a maze.", protofile);
}
level.flags.is_maze_lev = TRUE;
#ifndef WALLIFIED_MAZE
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;
#endif
maze0xy(&mm);
walkfrom((int) mm.x, (int) mm.y);
/* put a boulder at the maze center */
(void) mksobj_at(BOULDER, (int) mm.x, (int) mm.y, TRUE);
#ifdef WALLIFIED_MAZE
wallification(2, 2, x_maze_max, y_maze_max);
#endif
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;
#ifdef DEBUG
if (x_range <= INVPOS_X_MARGIN || y_range <= INVPOS_Y_MARGIN ||
(x_range * y_range) <= (INVPOS_DISTANCE * INVPOS_DISTANCE))
panic("inv_pos: maze is too small! (%d x %d)",
x_maze_max, y_maze_max);
#endif
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;
#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);
}
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);
mkgold(0L,mm.x,mm.y);
}
for(x = rn1(6,7); x; x--)
mktrap(0,1,(struct mkroom *) 0, (coord*) 0);
}
#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)
int x,y;
{
#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];
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 */
#ifndef WALLIFIED_MAZE
levl[x][y].typ = CORR;
#else
levl[x][y].typ = ROOM;
#endif
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)];
move(&x, &y, dir);
#ifndef WALLIFIED_MAZE
levl[x][y].typ = CORR;
#else
levl[x][y].typ = ROOM;
#endif
move(&x, &y, dir);
pos++;
if (pos > CELLS)
panic("Overflow in walkfrom");
mazex[pos] = (char) x;
mazey[pos] = (char) y;
}
}
}
#else
void
walkfrom(x,y)
int x,y;
{
register int q,a,dir;
int dirs[4];
if(!IS_DOOR(levl[x][y].typ)) {
/* might still be on edge of MAP, so don't overwrite */
#ifndef WALLIFIED_MAZE
levl[x][y].typ = CORR;
#else
levl[x][y].typ = ROOM;
#endif
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)];
move(&x,&y,dir);
#ifndef WALLIFIED_MAZE
levl[x][y].typ = CORR;
#else
levl[x][y].typ = ROOM;
#endif
move(&x,&y,dir);
walkfrom(x,y);
}
}
#endif /* MICRO */
static void
move(x,y,dir)
register int *x, *y;
register int dir;
{
switch(dir){
case 0: --(*y); break;
case 1: (*x)++; break;
case 2: (*y)++; break;
case 3: --(*x); break;
default: panic("move: bad direction");
}
}
void
mazexy(cc) /* find random point in generated corridors,
so we don't create items in moats, bunkers, or walls */
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 !=
#ifdef WALLIFIED_MAZE
ROOM
#else
CORR
#endif
);
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 ==
#ifdef WALLIFIED_MAZE
ROOM
#else
CORR
#endif
) return;
}
panic("mazexy: can't find a place!");
}
return;
}
void
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_MAZE special levels
*/
{
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++) {
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--) {
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++) {
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--) {
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
}
}
void
mkportal(x, y, todnum, todlevel)
register xchar x, y, todnum, todlevel;
{
/* a portal "trap" must be matched by a */
/* portal in the destination dungeon/dlevel */
register struct trap *ttmp = maketrap(x, y, MAGIC_PORTAL);
if (!ttmp) {
impossible("portal on top of portal??");
return;
}
#ifdef DEBUG
pline("mkportal: at (%d,%d), to %s, level %d",
x, y, dungeons[todnum].dname, todlevel);
#endif
ttmp->dst.dnum = todnum;
ttmp->dst.dlevel = todlevel;
return;
}
/*
* 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.
*/
/* to ease the work of debuggers at this stage */
#define register
struct container {
struct container *next;
xchar x, y;
short what;
genericptr_t list;
};
#define CONS_OBJ 0
#define CONS_MON 1
#define CONS_HERO 2
#define CONS_TRAP 3
static struct bubble {
xchar x, y; /* coordinates of the upper left corner */
schar dx, dy; /* the general direction of the bubble's movement */
uchar *bm; /* pointer to the bubble bit mask */
struct bubble *prev, *next; /* need to traverse the list up and down */
struct container *cons;
} *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 void NDECL(set_wportal);
static void FDECL(mk_bubble, (int,int,int));
static void FDECL(mv_bubble, (struct bubble *,int,int,BOOLEAN_P));
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 };
/* set up the portal the first time bubbles are moved */
if (!wportal) set_wportal();
vision_recalc(2);
/* 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);
}
}
/*
* 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 (Punished) placebc();
vision_full_recalc = 1;
}
/* 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 (is_swimmer(uasmon) && 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.");
}
void
save_waterlevel(fd, mode)
int fd, mode;
{
register struct bubble *b;
if (!Is_waterlevel(&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();
}
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)) 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;
}
static 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!");
}
static void
setup_waterlevel()
{
register int x, y;
register int xskip, yskip;
register int water_glyph = cmap_to_glyph(S_water);
/* 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 = water_glyph;
/* make bubbles */
xskip = 10 + rn2(10);
yskip = 4 + rn2(4);
for (x = bxmin; x <= bxmax; x += xskip)
for (y = bymin; y <= bymax; y += yskip)
mk_bubble(x,y,rn2(7));
}
static 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;
}
static 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;
}
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);
b->bm = bmask[n];
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);
}
/*
* 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 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;
/* 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;
/* void positions inside bubble */
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)) {
levl[x][y].typ = AIR;
levl[x][y].lit = 1;
unblock_point(x,y);
}
/* 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*/
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