Moving clouds on the plane of air

Reusing the plane of water air bubbles code
This commit is contained in:
Pasi Kallinen
2015-03-31 11:46:41 +03:00
parent 19aeb91dc4
commit 9f605ed2b3
4 changed files with 191 additions and 162 deletions

View File

@@ -139,26 +139,26 @@ GEOMETRY:center,center
# This map has no visible outer boundary, and
# is all "air".
MAP
AAAAAAAAAAAAAAAAAAAAAAAACCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAACCCCCCAAAAAAAACCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAACCAACCCCCAAAAAACCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAACCACCCCCCCAAAAACCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAACCCCCCCCCCAAAAACCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAACCCCAAACCAAACCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAACCCCAAAAAACCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAACCCCCCCAAAACCACCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAACCCCAAAAAAACCACAACCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACCAACCCCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACAACCCCAAACCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAACACACCCCCAAACCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAACAACCCCCCCAAAACCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAACACCCCCCCCAAACCCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACCCCCCCCCCAACCCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAACACCCCCCCCCCACCCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAACAACCCCCCCCCCCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAACAACCCCCCAAACCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAACAAAAAACCAAAAAACCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
ENDMAP
# Use up and down regions to partition the level into three parts;
# teleportation can't cross from one part into another.

View File

@@ -292,7 +292,7 @@ boolean resuming;
}
restore_attrib();
/* underwater and waterlevel vision are done here */
if (Is_waterlevel(&u.uz))
if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz))
movebubbles();
else if (Underwater)
under_water(0);

View File

@@ -1286,7 +1286,7 @@ boolean at_stairs, falling, portal;
}
/* initial movement of bubbles just before vision_recalc */
if (Is_waterlevel(&u.uz))
if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz))
movebubbles();
if (level_info[new_ledger].flags & FORGOTTEN) {

View File

@@ -344,7 +344,8 @@ fixup_special()
was_waterlevel = FALSE;
u.uinwater = 0;
unsetup_waterlevel();
} else if (Is_waterlevel(&u.uz)) {
}
if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz)) {
level.flags.hero_memory = 0;
was_waterlevel = TRUE;
/* water level is an odd beast - it has to be set up
@@ -922,98 +923,110 @@ movebubbles()
struct trap *btrap;
static const struct rm water_pos =
{ cmap_to_glyph(S_water), WATER, 0, 0, 0, 0, 0, 0, 0 };
static const struct rm air_pos =
{ cmap_to_glyph(S_cloud), AIR, 0, 0, 0, 1, 0, 0, 0 };
/* 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.
*/
if (Is_waterlevel(&u.uz)) {
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;
}
/* keep attached ball&chain separate from bubble objects */
if (Punished) unplacebc();
/* 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));
/*
* Pick up everything inside of a bubble then fill all bubble
* locations.
*/
while ((otmp = level.objects[x][y]) != 0) {
remove_object(otmp);
otmp->ox = otmp->oy = 0;
otmp->nexthere = olist;
olist = otmp;
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;
}
cons->x = x;
cons->y = y;
cons->what = CONS_OBJ;
cons->list = (genericptr_t) olist;
cons->next = b->cons;
b->cons = cons;
/* 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);
}
if (MON_AT(x,y)) {
struct monst *mon = m_at(x,y);
struct container *cons = (struct container *)
alloc(sizeof(struct container));
cons->x = x;
cons->y = y;
cons->what = CONS_MON;
cons->list = (genericptr_t) mon;
cons->next = b->cons;
b->cons = cons;
if(mon->wormno)
remove_worm(mon);
else
remove_monster(x, y);
newsym(x,y); /* clean up old position */
mon->mx = mon->my = 0;
}
if (!u.uswallow && x == u.ux && y == u.uy) {
struct container *cons = (struct container *)
alloc(sizeof(struct container));
cons->x = x;
cons->y = y;
cons->what = CONS_HERO;
cons->list = (genericptr_t) 0;
cons->next = b->cons;
b->cons = cons;
}
if ((btrap = t_at(x,y)) != 0) {
struct container *cons = (struct container *)
alloc(sizeof(struct container));
cons->x = x;
cons->y = y;
cons->what = CONS_TRAP;
cons->list = (genericptr_t) btrap;
cons->next = b->cons;
b->cons = cons;
}
levl[x][y] = water_pos;
block_point(x,y);
}
}
} else if (Is_airlevel(&u.uz)) {
for (x = 0; x < COLNO; x++)
for (y = 0; y < ROWNO; y++) {
levl[x][y] = air_pos;
unblock_point(x,y);
}
}
/*
@@ -1032,7 +1045,7 @@ movebubbles()
}
/* put attached ball&chain back */
if (Punished) placebc();
if (Is_waterlevel(&u.uz) && Punished) placebc();
vision_full_recalc = 1;
}
@@ -1076,7 +1089,7 @@ int fd, mode;
{
register struct bubble *b;
if (!Is_waterlevel(&u.uz)) return;
if (!Is_waterlevel(&u.uz) && !Is_airlevel(&u.uz)) return;
if (perform_bwrite(mode)) {
int n = 0;
@@ -1101,7 +1114,7 @@ register int fd;
register int i;
int n;
if (!Is_waterlevel(&u.uz)) return;
if (!Is_waterlevel(&u.uz) && !Is_airlevel(&u.uz)) return;
set_wportal();
mread(fd,(genericptr_t)&n,sizeof(int));
@@ -1177,6 +1190,7 @@ setup_waterlevel()
register int x, y;
register int xskip, yskip;
register int water_glyph = cmap_to_glyph(S_water);
register int air_glyph = cmap_to_glyph(S_air);
/* ouch, hardcoded... */
@@ -1189,12 +1203,18 @@ setup_waterlevel()
for (x = xmin; x <= xmax; x++)
for (y = ymin; y <= ymax; y++)
levl[x][y].glyph = water_glyph;
levl[x][y].glyph = Is_waterlevel(&u.uz) ? water_glyph : air_glyph;
/* make bubbles */
xskip = 10 + rn2(10);
yskip = 4 + rn2(4);
if (Is_waterlevel(&u.uz)) {
xskip = 10 + rn2(10);
yskip = 4 + rn2(4);
} else {
xskip = 6 + rn2(4);
yskip = 3 + rn2(3);
}
for (x = bxmin; x <= bxmax; x += xskip)
for (y = bymin; y <= bymax; y += yskip)
mk_bubble(x,y,rn2(7));
@@ -1280,67 +1300,76 @@ 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);
/* clouds move slowly */
if (!Is_airlevel(&u.uz) || !rn2(6)) {
/* move bubble */
if (dx < -1 || dx > 1 || dy < -1 || dy > 1) {
/* pline("mv_bubble: dx = %d, dy = %d", dx, dy); */
dx = sgn(dx);
dy = sgn(dy);
}
/*
* collision with level borders?
* 1 = horizontal border, 2 = vertical, 3 = corner
*/
if (b->x <= bxmin) colli |= 2;
if (b->y <= bymin) colli |= 1;
if ((int) (b->x + b->bm[0] - 1) >= bxmax) colli |= 2;
if ((int) (b->y + b->bm[1] - 1) >= bymax) colli |= 1;
if (b->x < bxmin) {
pline("bubble xmin: x = %d, xmin = %d", b->x, bxmin);
b->x = bxmin;
}
if (b->y < bymin) {
pline("bubble ymin: y = %d, ymin = %d", b->y, bymin);
b->y = bymin;
}
if ((int) (b->x + b->bm[0] - 1) > bxmax) {
pline("bubble xmax: x = %d, xmax = %d",
b->x + b->bm[0] - 1, bxmax);
b->x = bxmax - b->bm[0] + 1;
}
if ((int) (b->y + b->bm[1] - 1) > bymax) {
pline("bubble ymax: y = %d, ymax = %d",
b->y + b->bm[1] - 1, bymax);
b->y = bymax - b->bm[1] + 1;
}
/* bounce if we're trying to move off the border */
if (b->x == bxmin && dx < 0) dx = -dx;
if (b->x + b->bm[0] - 1 == bxmax && dx > 0) dx = -dx;
if (b->y == bymin && dy < 0) dy = -dy;
if (b->y + b->bm[1] - 1 == bymax && dy > 0) dy = -dy;
b->x += dx;
b->y += dy;
}
/*
* 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 */
/* draw the bubbles */
for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++)
for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++)
if (b->bm[j + 2] & (1 << i)) {
if (Is_waterlevel(&u.uz)) {
levl[x][y].typ = AIR;
levl[x][y].lit = 1;
unblock_point(x,y);
} else if (Is_airlevel(&u.uz)) {
levl[x][y].typ = CLOUD;
levl[x][y].lit = 1;
block_point(x,y);
}
}
/* replace contents of bubble */
for (cons = b->cons; cons; cons = ctemp) {
ctemp = cons->next;
cons->x += dx;
cons->y += dy;
if (Is_waterlevel(&u.uz)) {
/* replace contents of bubble */
for (cons = b->cons; cons; cons = ctemp) {
ctemp = cons->next;
cons->x += dx;
cons->y += dy;
switch(cons->what) {
switch(cons->what) {
case CONS_OBJ: {
struct obj *olist, *otmp;
@@ -1381,13 +1410,13 @@ register boolean ini;
default:
impossible("mv_bubble: unknown bubble contents");
break;
}
free((genericptr_t)cons);
}
free((genericptr_t)cons);
b->cons = 0;
}
b->cons = 0;
/* boing? */
switch (colli) {
case 1: b->dy = -b->dy; break;
case 3: b->dy = -b->dy; /* fall through */