Moving clouds on the plane of air
Reusing the plane of water air bubbles code
This commit is contained in:
+20
-20
@@ -139,26 +139,26 @@ GEOMETRY:center,center
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# This map has no visible outer boundary, and
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# This map has no visible outer boundary, and
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# is all "air".
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# is all "air".
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MAP
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MAP
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AAAAAAAAAAAAAAAAAAAAAAAACCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAACCCCCCAAAAAAAACCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAACCAACCCCCAAAAAACCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAACCACCCCCCCAAAAACCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAACCCCCCCCCCAAAAACCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAACCCCAAACCAAACCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAACCCCAAAAAACCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAACCCCCCCAAAACCACCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAACCCCAAAAAAACCACAACCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACCAACCCCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACAACCCCAAACCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAACACACCCCCAAACCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAACAACCCCCCCAAAACCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAACACCCCCCCCAAACCCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACCCCCCCCCCAACCCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAACACCCCCCCCCCACCCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAACAACCCCCCCCCCCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAACAACCCCCCAAACCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAACAAAAAACCAAAAAACCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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ENDMAP
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ENDMAP
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# Use up and down regions to partition the level into three parts;
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# Use up and down regions to partition the level into three parts;
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# teleportation can't cross from one part into another.
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# teleportation can't cross from one part into another.
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+1
-1
@@ -292,7 +292,7 @@ boolean resuming;
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}
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}
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restore_attrib();
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restore_attrib();
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/* underwater and waterlevel vision are done here */
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/* underwater and waterlevel vision are done here */
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if (Is_waterlevel(&u.uz))
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if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz))
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movebubbles();
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movebubbles();
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else if (Underwater)
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else if (Underwater)
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under_water(0);
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under_water(0);
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@@ -1286,7 +1286,7 @@ boolean at_stairs, falling, portal;
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}
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}
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/* initial movement of bubbles just before vision_recalc */
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/* initial movement of bubbles just before vision_recalc */
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if (Is_waterlevel(&u.uz))
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if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz))
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movebubbles();
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movebubbles();
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if (level_info[new_ledger].flags & FORGOTTEN) {
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if (level_info[new_ledger].flags & FORGOTTEN) {
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+37
-8
@@ -344,7 +344,8 @@ fixup_special()
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was_waterlevel = FALSE;
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was_waterlevel = FALSE;
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u.uinwater = 0;
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u.uinwater = 0;
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unsetup_waterlevel();
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unsetup_waterlevel();
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} else if (Is_waterlevel(&u.uz)) {
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}
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if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz)) {
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level.flags.hero_memory = 0;
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level.flags.hero_memory = 0;
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was_waterlevel = TRUE;
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was_waterlevel = TRUE;
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/* water level is an odd beast - it has to be set up
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/* water level is an odd beast - it has to be set up
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@@ -922,11 +923,16 @@ movebubbles()
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struct trap *btrap;
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struct trap *btrap;
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static const struct rm water_pos =
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static const struct rm water_pos =
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{ cmap_to_glyph(S_water), WATER, 0, 0, 0, 0, 0, 0, 0 };
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{ cmap_to_glyph(S_water), WATER, 0, 0, 0, 0, 0, 0, 0 };
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static const struct rm air_pos =
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{ cmap_to_glyph(S_cloud), AIR, 0, 0, 0, 1, 0, 0, 0 };
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/* set up the portal the first time bubbles are moved */
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/* set up the portal the first time bubbles are moved */
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if (!wportal) set_wportal();
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if (!wportal) set_wportal();
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vision_recalc(2);
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vision_recalc(2);
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if (Is_waterlevel(&u.uz)) {
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/* keep attached ball&chain separate from bubble objects */
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/* keep attached ball&chain separate from bubble objects */
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if (Punished) unplacebc();
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if (Punished) unplacebc();
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@@ -1015,6 +1021,13 @@ movebubbles()
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block_point(x,y);
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block_point(x,y);
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}
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}
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}
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}
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} else if (Is_airlevel(&u.uz)) {
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for (x = 0; x < COLNO; x++)
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for (y = 0; y < ROWNO; y++) {
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levl[x][y] = air_pos;
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unblock_point(x,y);
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}
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}
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/*
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/*
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* Every second time traverse down. This is because otherwise
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* Every second time traverse down. This is because otherwise
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@@ -1032,7 +1045,7 @@ movebubbles()
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}
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}
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/* put attached ball&chain back */
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/* put attached ball&chain back */
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if (Punished) placebc();
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if (Is_waterlevel(&u.uz) && Punished) placebc();
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vision_full_recalc = 1;
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vision_full_recalc = 1;
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}
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}
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@@ -1076,7 +1089,7 @@ int fd, mode;
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{
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{
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register struct bubble *b;
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register struct bubble *b;
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if (!Is_waterlevel(&u.uz)) return;
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if (!Is_waterlevel(&u.uz) && !Is_airlevel(&u.uz)) return;
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if (perform_bwrite(mode)) {
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if (perform_bwrite(mode)) {
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int n = 0;
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int n = 0;
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@@ -1101,7 +1114,7 @@ register int fd;
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register int i;
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register int i;
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int n;
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int n;
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if (!Is_waterlevel(&u.uz)) return;
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if (!Is_waterlevel(&u.uz) && !Is_airlevel(&u.uz)) return;
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set_wportal();
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set_wportal();
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mread(fd,(genericptr_t)&n,sizeof(int));
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mread(fd,(genericptr_t)&n,sizeof(int));
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@@ -1177,6 +1190,7 @@ setup_waterlevel()
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register int x, y;
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register int x, y;
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register int xskip, yskip;
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register int xskip, yskip;
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register int water_glyph = cmap_to_glyph(S_water);
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register int water_glyph = cmap_to_glyph(S_water);
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register int air_glyph = cmap_to_glyph(S_air);
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/* ouch, hardcoded... */
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/* ouch, hardcoded... */
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@@ -1189,12 +1203,18 @@ setup_waterlevel()
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for (x = xmin; x <= xmax; x++)
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for (x = xmin; x <= xmax; x++)
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for (y = ymin; y <= ymax; y++)
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for (y = ymin; y <= ymax; y++)
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levl[x][y].glyph = water_glyph;
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levl[x][y].glyph = Is_waterlevel(&u.uz) ? water_glyph : air_glyph;
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/* make bubbles */
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/* make bubbles */
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if (Is_waterlevel(&u.uz)) {
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xskip = 10 + rn2(10);
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xskip = 10 + rn2(10);
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yskip = 4 + rn2(4);
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yskip = 4 + rn2(4);
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} else {
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xskip = 6 + rn2(4);
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yskip = 3 + rn2(3);
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}
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for (x = bxmin; x <= bxmax; x += xskip)
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for (x = bxmin; x <= bxmax; x += xskip)
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for (y = bymin; y <= bymax; y += yskip)
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for (y = bymin; y <= bymax; y += yskip)
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mk_bubble(x,y,rn2(7));
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mk_bubble(x,y,rn2(7));
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@@ -1280,6 +1300,8 @@ register boolean ini;
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register int x, y, i, j, colli = 0;
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register int x, y, i, j, colli = 0;
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struct container *cons, *ctemp;
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struct container *cons, *ctemp;
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/* clouds move slowly */
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if (!Is_airlevel(&u.uz) || !rn2(6)) {
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/* move bubble */
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/* move bubble */
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if (dx < -1 || dx > 1 || dy < -1 || dy > 1) {
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if (dx < -1 || dx > 1 || dy < -1 || dy > 1) {
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/* pline("mv_bubble: dx = %d, dy = %d", dx, dy); */
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/* pline("mv_bubble: dx = %d, dy = %d", dx, dy); */
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@@ -1323,17 +1345,24 @@ register boolean ini;
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b->x += dx;
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b->x += dx;
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b->y += dy;
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b->y += dy;
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}
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/* void positions inside bubble */
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/* draw the bubbles */
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for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++)
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for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++)
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for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++)
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for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++)
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if (b->bm[j + 2] & (1 << i)) {
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if (b->bm[j + 2] & (1 << i)) {
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if (Is_waterlevel(&u.uz)) {
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levl[x][y].typ = AIR;
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levl[x][y].typ = AIR;
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levl[x][y].lit = 1;
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levl[x][y].lit = 1;
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unblock_point(x,y);
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unblock_point(x,y);
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} else if (Is_airlevel(&u.uz)) {
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levl[x][y].typ = CLOUD;
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levl[x][y].lit = 1;
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block_point(x,y);
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}
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}
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}
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if (Is_waterlevel(&u.uz)) {
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/* replace contents of bubble */
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/* replace contents of bubble */
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for (cons = b->cons; cons; cons = ctemp) {
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for (cons = b->cons; cons; cons = ctemp) {
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ctemp = cons->next;
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ctemp = cons->next;
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@@ -1385,9 +1414,9 @@ register boolean ini;
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free((genericptr_t)cons);
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free((genericptr_t)cons);
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}
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}
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b->cons = 0;
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b->cons = 0;
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}
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/* boing? */
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/* boing? */
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switch (colli) {
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switch (colli) {
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case 1: b->dy = -b->dy; break;
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case 1: b->dy = -b->dy; break;
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case 3: b->dy = -b->dy; /* fall through */
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case 3: b->dy = -b->dy; /* fall through */
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