Files
nethack/src/mkmaze.c
nhmall a654d08c3b save/restore changes - part 3
This is the third of a series of savefile-related changes.

    This adds early-days experimental support for a completely optional
    'sfctool' utility (savefile conversion tool), to be able to export
    a savefile's contents into a more portable format. There are likely
    to be bugs at this stage. In this initial first-attempt, the export
    format is a very simple ascii output.

    NetHack can be built entirely, without also building this tool.
    NetHack has no dependencies on the tool.

    Attempts were made to minimize duplication of existing NetHack code.
    To achieve that, unfortunately, #ifdef SFCTOOL and #ifndef SFCTOOL
    had to be sprinkled around through some of the existing NetHack
    source code, so that it could be re-used for building the utility.

    The process for building the sfctool typically recompiles the source
    files with #define SFCTOOL and a distinct object file with SF- is
    produced.

sfctool notes:

    Universal ctags is used and required to produce the sfctool utility.

    Some targets were added to the Unix and Windows Makefiles to
    facilitate the build process.

         make sfctool

    That should build a copy in util.

    Note: At present, the Unix Makefiles do not copy sfctool over to the
          NetHack playground during 'make install' or 'make update'.
          Until that gets resolved by someone, The tool will
          have to be manually copied there by the builder/admin if
          desired.
          cp util/sfctool ~/nh/install/games/lib/nethackdir/sfctool

    Also, a separate Visual Studio sfctool.sln solution was written and
    placed in sys/windows/vs. That has has only very limited testing.

    Usage:

      i)  To convert an existing savefile to an exportascii format
          that co-resides with the savefile:

          sfctool -c savefile

          That *must* be executed on the same platform / architecture /
          data model that produced the save file in the first place.

     ii)  To unconvert an existing exportascii format export file to a
          historical format savefile that can then be used by NetHack:

          sfctool -u savefile

          That must be executed on the same target platform / architecture /
          data model that was used to build the NetHack that will
          utilize the save file that results.

     A Windows example:

          sfctool -c Fred.NetHack-saved-game

          That should result in creation of Fred.NetHack-saved-game.exportascii
          from existing savefile:
              %USERPROFILE%\AppData\Local\NetHack\3.7\Fred.NetHack-saved-game

     A Unix example:

          sfctool -c 1000wizard

          That should result in creation of 1000wizard.exportascii.gz
          from existing savefile in the playground save directory:
              1000wizard.gz

  Current Mechanics:
     1. Makefile recipe, or script uses universal ctags to produce
        util/sf.tags.

     2. util/sftags is built and executed to read util/sf.tags and
        generate: include/sfproto.h and src/sfdata.c.

     3. util/sfctool is built from the following:
        generated file compiled with -DSFCTOOL:
                    src/sfdata.c       -> sfdata.o
        existing files compiled with -DSFCTOOL:
                    util/sfctool.c     -> sfctool.o
                    util/sfexpasc.c    -> sfexpasc.o
                    src/alloc.c        -> sf-alloc.o
                    src/monst.c        -> sf-monst.o
                    src/objects.c      -> sf-objects.o
                    src/sfbase.c       -> sfbase.o
                    src/sfstruct.c     -> sfstruct.o
                    src/nhlua.c        -> sf-nhlua.o
                    util/panic.c       -> panic.o
                    src/date.c         -> sf-date.o
                    src/decl.c         -> sf-decl.o
                    src/artifact.c     -> sf-artifact.o
                    src/dungeon.c      -> sf-dungeon.o
                    src/end.c          -> sf-end.o
                    src/engrave.c      -> sf-engrave.o
                    src/cfgfiles.c     -> sf-cfgfiles.o
                    src/files.c        -> sf-files.o
                    src/light.c        -> sf-light.o
                    src/mdlib.c        -> sf-mdlib.o
                    src/mkmaze.c       -> sf-mkmaze.o
                    src/mkroom.c       -> sf-mkroom.o
                    src/o_init.c       -> sf-o_init.o
                    src/region.c       -> sf-region.o
                    src/restore.c      -> sf-restore.o
                    src/rumors.c       -> sf-rumors.o
                    src/sys.c          -> sf-sys.o
                    src/timeout.c      -> sf-timeout.o
                    src/track.c        -> sf-track.o
                    src/version.c      -> sf-version.o
                    src/worm.c         -> sf-worm.o
                    src/strutil.c      -> strutil.o
2025-05-25 20:38:17 -04:00

2105 lines
67 KiB
C

/* NetHack 3.7 mkmaze.c $NHDT-Date: 1745114235 2025/04/19 17:57:15 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.179 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Pasi Kallinen, 2018. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include "sp_lev.h"
#ifndef SFCTOOL
staticfn int iswall(coordxy, coordxy);
staticfn int iswall_or_stone(coordxy, coordxy);
staticfn boolean is_solid(coordxy, coordxy);
staticfn int extend_spine(int[3][3], int, int, int);
staticfn void wall_cleanup(coordxy, coordxy, coordxy, coordxy);
staticfn boolean okay(coordxy, coordxy, coordxy);
staticfn void maze0xy(coord *);
staticfn boolean put_lregion_here(coordxy, coordxy, coordxy, coordxy, coordxy,
coordxy, xint16, boolean, d_level *);
staticfn void baalz_fixup(void);
staticfn void setup_waterlevel(void);
staticfn void unsetup_waterlevel(void);
staticfn void check_ransacked(const char *);
staticfn void migr_booty_item(int, const char *);
staticfn void migrate_orc(struct monst *, unsigned long);
staticfn void shiny_orc_stuff(struct monst *);
staticfn void stolen_booty(void);
staticfn boolean maze_inbounds(coordxy, coordxy);
staticfn void maze_remove_deadends(xint16);
staticfn void populate_maze(void);
/* adjust a coordinate one step in the specified direction */
#define mz_move(X, Y, dir) \
do { \
switch (dir) { \
case 0: --(Y); break; \
case 1: (X)++; break; \
case 2: (Y)++; break; \
case 3: --(X); break; \
default: panic("mz_move: bad direction %d", dir); \
} \
} while (0)
/* used to determine if wall spines can join this location */
staticfn int
iswall(coordxy x, coordxy y)
{
int type;
if (!isok(x, y))
return 0;
type = levl[x][y].typ;
return (IS_WALL(type) || IS_DOOR(type)
|| type == LAVAWALL || type == WATER
|| type == SDOOR || type == IRONBARS);
}
/* used to determine if wall spines can join this location */
staticfn int
iswall_or_stone(coordxy x, coordxy y)
{
/* out of bounds = stone */
if (!isok(x, y))
return 1;
return (levl[x][y].typ == STONE || iswall(x, y));
}
/* return TRUE if out of bounds, wall or rock */
staticfn boolean
is_solid(coordxy x, coordxy y)
{
return (boolean) (!isok(x, y) || IS_STWALL(levl[x][y].typ));
}
/* set map terrain type, handling lava lit, ice melt timers, etc */
boolean
set_levltyp(coordxy x, coordxy y, schar newtyp)
{
if (isok(x, y) && newtyp >= STONE && newtyp < MAX_TYPE) {
schar oldtyp = levl[x][y].typ;
/* hack for secret doors in garden theme rooms */
if (oldtyp == SDOOR && newtyp == AIR) {
/* levl[][].typ stays SDOOR rather than change to AIR */
levl[x][y].arboreal_sdoor = 1;
return TRUE;
}
if (CAN_OVERWRITE_TERRAIN(oldtyp)) {
/* typ==ICE || (typ==DRAWBRIDGE_UP && drawbridgemask==DB_ICE) */
boolean was_ice = is_ice(x, y);
levl[x][y].typ = newtyp;
/* TODO?
* if oldtyp used flags or horizontal differently from
* the way newtyp will use them, clear them.
*/
if (IS_LAVA(newtyp)) /* [what about IS_LAVA(oldtyp)=>.lit = 0?] */
levl[x][y].lit = 1;
if (was_ice && newtyp != ICE) {
/* frozen corpses resume rotting, no more ice to melt away */
obj_ice_effects(x, y, TRUE);
spot_stop_timers(x, y, MELT_ICE_AWAY);
}
if ((IS_FOUNTAIN(oldtyp) != IS_FOUNTAIN(newtyp))
|| (IS_SINK(oldtyp) != IS_SINK(newtyp)))
count_level_features(); /* level.flags.nfountains,nsinks */
return TRUE;
}
#ifdef EXTRA_SANITY_CHECKS
} else {
impossible("set_levltyp(%d,%d,%d)%s%s",
(int) x, (int) y, (int) newtyp,
!isok(x, y) ? " not isok()" : "",
(newtyp < STONE || newtyp >= MAX_TYPE) ? " bad type" : "");
#endif /*EXTRA_SANITY_CHECKS*/
}
return FALSE;
}
/* set map terrain type and light state */
boolean
set_levltyp_lit(coordxy x, coordxy y, schar typ, schar lit)
{
boolean ret = set_levltyp(x, y, typ);
if (ret && isok(x, y)) {
if (lit != SET_LIT_NOCHANGE) {
#ifdef EXTRA_SANITY_CHECKS
if (lit < SET_LIT_NOCHANGE || lit > 1)
impossible("set_levltyp_lit(%d,%d,%d,%d)",
(int) x, (int) y, (int) typ, (int) lit);
#endif /*EXTRA_SANITY_CHECKS*/
if (IS_LAVA(typ))
lit = 1;
else if (lit == SET_LIT_RANDOM)
lit = rn2(2);
levl[x][y].lit = lit;
}
}
return ret;
}
/*
* 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
*/
staticfn int
extend_spine(int locale[3][3], int wall_there, int dx, int 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;
}
/* Remove walls totally surrounded by stone */
staticfn void
wall_cleanup(coordxy x1, coordxy y1, coordxy x2, coordxy y2)
{
uchar type;
coordxy x, y;
struct rm *lev;
/* sanity check on incoming variables */
if (x1 < 0 || x2 >= COLNO || x1 > x2 || y1 < 0 || y2 >= ROWNO || y1 > y2)
panic("wall_cleanup: bad bounds (%d,%d) to (%d,%d)", x1, y1, x2, y2);
/* change walls surrounded by rock to rock. */
for (x = x1; x <= x2; x++)
for (y = y1; y <= y2; y++) {
if (within_bounded_area(x, y,
gb.bughack.inarea.x1, gb.bughack.inarea.y1,
gb.bughack.inarea.x2, gb.bughack.inarea.y2))
continue;
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;
}
}
}
/* Correct wall types so they extend and connect to each other */
void
fix_wall_spines(coordxy x1, coordxy y1, coordxy x2, coordxy y2)
{
uchar type;
coordxy x, y;
struct rm *lev;
int (*loc_f)(coordxy, coordxy);
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 xint16 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("wall_extends: bad bounds (%d,%d) to (%d,%d)", x1, y1, x2, y2);
/* set the correct wall type. */
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 */
loc_f = within_bounded_area(x, y, /* for baalz insect */
gb.bughack.inarea.x1, gb.bughack.inarea.y1,
gb.bughack.inarea.x2, gb.bughack.inarea.y2)
? iswall
: iswall_or_stone;
locale[0][0] = (*loc_f)(x - 1, y - 1);
locale[1][0] = (*loc_f)(x, y - 1);
locale[2][0] = (*loc_f)(x + 1, y - 1);
locale[0][1] = (*loc_f)(x - 1, y);
locale[2][1] = (*loc_f)(x + 1, y);
locale[0][2] = (*loc_f)(x - 1, y + 1);
locale[1][2] = (*loc_f)(x, y + 1);
locale[2][2] = (*loc_f)(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];
}
}
void
wallification(coordxy x1, coordxy y1, coordxy x2, coordxy y2)
{
wall_cleanup(x1, y1, x2, y2);
fix_wall_spines(x1, y1, x2, y2);
}
staticfn boolean
okay(coordxy x, coordxy y, coordxy dir)
{
mz_move(x, y, dir);
mz_move(x, y, dir);
if (x < 3 || y < 3 || x > gx.x_maze_max || y > gy.y_maze_max
|| levl[x][y].typ != STONE)
return FALSE;
return TRUE;
}
/* find random starting point for maze generation */
staticfn void
maze0xy(coord *cc)
{
cc->x = 3 + 2 * rn2((gx.x_maze_max >> 1) - 1);
cc->y = 3 + 2 * rn2((gy.y_maze_max >> 1) - 1);
return;
}
boolean
is_exclusion_zone(xint16 type, coordxy x, coordxy y)
{
struct exclusion_zone *ez = sve.exclusion_zones;
while (ez) {
if (((type == LR_DOWNTELE
&& (ez->zonetype == LR_DOWNTELE || ez->zonetype == LR_TELE))
|| (type == LR_UPTELE
&& (ez->zonetype == LR_UPTELE || ez->zonetype == LR_TELE))
|| type == ez->zonetype)
&& within_bounded_area(x, y, ez->lx, ez->ly, ez->hx, ez->hy))
return TRUE;
ez = ez->next;
}
return FALSE;
}
/*
* Bad if:
* pos is occupied OR
* pos is inside restricted region (nlx,nly,nhx,nhy) OR
* NOT (pos is corridor and a maze level OR pos is a room OR pos is air)
*/
boolean
bad_location(
coordxy x, coordxy y,
coordxy nlx, coordxy nly, coordxy nhx, coordxy nhy)
{
return (boolean) (occupied(x, y)
|| within_bounded_area(x, y, nlx, nly, nhx, nhy)
|| !((levl[x][y].typ == CORR
&& svl.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(
coordxy lx, coordxy ly, coordxy hx, coordxy hy,
coordxy nlx, coordxy nly, coordxy nhx, coordxy nhy,
xint16 rtype,
d_level *lev)
{
int trycnt;
boolean oneshot;
coordxy 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 && svn.nroom) {
place_branch(Is_branchlev(&u.uz), 0, 0);
return;
}
lx = 1; /* column 0 is not used */
hx = COLNO - 1;
ly = 0; /* 3.6.0 and earlier erroneously had 1 here */
hy = ROWNO - 1;
}
/* clamp the area to the map */
if (lx < 1)
lx = 1;
if (hx > COLNO - 1)
hx = COLNO - 1;
if (ly < 0)
ly = 0;
if (hy > ROWNO - 1)
hy = ROWNO - 1;
/* first a probabilistic approach */
oneshot = (lx == hx && ly == hy);
for (trycnt = 0; trycnt < 200; 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 */
for (x = lx; x <= hx; x++)
for (y = ly; y <= hy; y++)
if (put_lregion_here(x, y, nlx, nly, nhx, nhy, rtype, TRUE, lev))
return;
impossible("Couldn't place lregion type %d!", rtype);
}
staticfn boolean
put_lregion_here(
coordxy x, coordxy y,
coordxy nlx, coordxy nly, coordxy nhx, coordxy nhy,
xint16 rtype,
boolean oneshot,
d_level *lev)
{
struct monst *mtmp;
if (bad_location(x, y, nlx, nly, nhx, nhy)
|| is_exclusion_zone(rtype, x, y)) {
if (!oneshot) {
return FALSE; /* caller should try again */
} else {
/* Must make do 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 && !undestroyable_trap(t->ttyp)) {
if (((mtmp = m_at(x, y)) != 0) && mtmp->mtrapped)
mtmp->mtrapped = 0;
deltrap(t);
}
if (bad_location(x, y, nlx, nly, nhx, nhy)
|| is_exclusion_zone(rtype, x, y))
return FALSE;
}
}
switch (rtype) {
case LR_TELE:
case LR_UPTELE:
case LR_DOWNTELE:
/* "something" means the player in this case */
if ((mtmp = m_at(x, y)) != 0) {
/* move the monster if no choice, or just try again */
if (oneshot) {
if (!rloc(mtmp, RLOC_NOMSG))
m_into_limbo(mtmp);
} 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, FALSE);
break;
case LR_BRANCH:
place_branch(Is_branchlev(&u.uz), x, y);
break;
}
return TRUE;
}
/* fix up Baalzebub's lair, which depicts a level-sized beetle;
its legs are walls within solid rock--regular wallification
classifies them as superfluous and gets rid of them */
staticfn void
baalz_fixup(void)
{
struct monst *mtmp;
int x, y, lastx, lasty;
/*
* baalz level's nondiggable region surrounds the "insect" and rooms.
* The outermost perimeter of that region is subject to wall cleanup
* (hence 'x + 1' and 'y + 1' for starting don't-clean column and row,
* 'lastx - 1' and 'lasty - 1' for ending don't-clean column and row)
* and the interior is protected against that (in wall_cleanup()).
*
* Assumes level.flags.corrmaze is True, otherwise the bug legs will
* have already been "cleaned" away by general wallification.
*/
/* find low and high x for to-be-wallified portion of level */
y = ROWNO / 2;
for (lastx = x = 0; x < COLNO; ++x)
if ((levl[x][y].wall_info & W_NONDIGGABLE) != 0) {
if (!lastx)
gb.bughack.inarea.x1 = x + 1;
lastx = x;
}
gb.bughack.inarea.x2 = ((lastx > gb.bughack.inarea.x1) ? lastx : x) - 1;
/* find low and high y for to-be-wallified portion of level */
x = gb.bughack.inarea.x1;
for (lasty = y = 0; y < ROWNO; ++y)
if ((levl[x][y].wall_info & W_NONDIGGABLE) != 0) {
if (!lasty)
gb.bughack.inarea.y1 = y + 1;
lasty = y;
}
gb.bughack.inarea.y2 = ((lasty > gb.bughack.inarea.y1) ? lasty : y) - 1;
/* two pools mark where special post-wallify fix-ups are needed */
for (x = gb.bughack.inarea.x1; x <= gb.bughack.inarea.x2; ++x)
for (y = gb.bughack.inarea.y1; y <= gb.bughack.inarea.y2; ++y)
if (levl[x][y].typ == POOL) {
levl[x][y].typ = HWALL;
if (gb.bughack.delarea.x1 == COLNO)
gb.bughack.delarea.x1 = x, gb.bughack.delarea.y1 = y;
else
gb.bughack.delarea.x2 = x, gb.bughack.delarea.y2 = y;
} else if (levl[x][y].typ == IRONBARS) {
/* novelty effect; allowing digging in front of 'eyes' */
if (isok(x - 1, y)
&& (levl[x - 1][y].wall_info & W_NONDIGGABLE) != 0) {
levl[x - 1][y].wall_info &= ~W_NONDIGGABLE;
if (isok(x - 2, y))
levl[x - 2][y].wall_info &= ~W_NONDIGGABLE;
} else if (isok(x + 1, y)
&& (levl[x + 1][y].wall_info & W_NONDIGGABLE) != 0) {
levl[x + 1][y].wall_info &= ~W_NONDIGGABLE;
if (isok(x + 2, y))
levl[x + 2][y].wall_info &= ~W_NONDIGGABLE;
}
}
wallification(max(gb.bughack.inarea.x1 - 2, 1),
max(gb.bughack.inarea.y1 - 2, 0),
min(gb.bughack.inarea.x2 + 2, COLNO - 1),
min(gb.bughack.inarea.y2 + 2, ROWNO - 1));
/* bughack hack for rear-most legs on baalz level; first joint on
both top and bottom gets a bogus extra connection to room area,
producing unwanted rectangles; change back to separated legs */
x = gb.bughack.delarea.x1, y = gb.bughack.delarea.y1;
if (isok(x, y) && (levl[x][y].typ == TLWALL || levl[x][y].typ == TRWALL)
&& isok(x, y + 1) && levl[x][y + 1].typ == TUWALL) {
levl[x][y].typ = (levl[x][y].typ == TLWALL) ? BRCORNER : BLCORNER;
levl[x][y + 1].typ = HWALL;
if ((mtmp = m_at(x, y)) != 0) /* something at temporary pool... */
(void) rloc(mtmp, RLOC_ERR|RLOC_NOMSG);
}
x = gb.bughack.delarea.x2, y = gb.bughack.delarea.y2;
if (isok(x, y) && (levl[x][y].typ == TLWALL || levl[x][y].typ == TRWALL)
&& isok(x, y - 1) && levl[x][y - 1].typ == TDWALL) {
levl[x][y].typ = (levl[x][y].typ == TLWALL) ? TRCORNER : TLCORNER;
levl[x][y - 1].typ = HWALL;
if ((mtmp = m_at(x, y)) != 0) /* something at temporary pool... */
(void) rloc(mtmp, RLOC_ERR|RLOC_NOMSG);
}
/* reset bughack region; set low end to <COLNO,ROWNO> so that
within_bounded_region() in fix_wall_spines() will fail
most quickly--on its first test--when loading other levels */
gb.bughack.inarea.x1 = gb.bughack.delarea.x1 = COLNO;
gb.bughack.inarea.y1 = gb.bughack.delarea.y1 = ROWNO;
gb.bughack.inarea.x2 = gb.bughack.delarea.x2 = 0;
gb.bughack.inarea.y2 = gb.bughack.delarea.y2 = 0;
}
/* this is special stuff that the level compiler cannot (yet) handle */
void
fixup_special(void)
{
lev_region *r = gl.lregions;
s_level *sp;
struct d_level lev;
int x, y;
struct mkroom *croom;
boolean added_branch = FALSE;
if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz)) {
svl.level.flags.hero_memory = 0;
/* water level is an odd beast - it has to be set up
before calling place_lregions etc. */
setup_waterlevel();
}
for (x = 0; x < gn.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 {
sp = find_level(r->rname.str);
lev = sp->dlevel;
}
FALLTHROUGH;
/*FALLTHRU*/
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) {
svu.updest.lx = r->inarea.x1;
svu.updest.ly = r->inarea.y1;
svu.updest.hx = r->inarea.x2;
svu.updest.hy = r->inarea.y2;
svu.updest.nlx = r->delarea.x1;
svu.updest.nly = r->delarea.y1;
svu.updest.nhx = r->delarea.x2;
svu.updest.nhy = r->delarea.y2;
}
if (r->rtype == LR_TELE || r->rtype == LR_DOWNTELE) {
svd.dndest.lx = r->inarea.x1;
svd.dndest.ly = r->inarea.y1;
svd.dndest.hx = r->inarea.x2;
svd.dndest.hy = r->inarea.y2;
svd.dndest.nlx = r->delarea.x1;
svd.dndest.nly = r->delarea.y1;
svd.dndest.nhx = r->delarea.x2;
svd.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 = &svr.rooms[0]; /* the first room defined on the medusa level */
for (tryct = rnd(4); tryct; tryct--) {
x = somex(croom);
y = somey(croom);
if (goodpos(x, y, (struct monst *) 0, 0)) {
int tryct2 = 0;
otmp = mk_tt_object(STATUE, x, y);
while (++tryct2 < 100 && otmp
&& (poly_when_stoned(&mons[otmp->corpsenm])
|| pm_resistance(&mons[otmp->corpsenm],
MR_STONE))) {
/* set_corpsenm() handles weight too */
set_corpsenm(otmp, rndmonnum());
}
}
}
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), CORPSTAT_NONE);
if (otmp) {
tryct = 0;
while (++tryct < 100
&& (pm_resistance(&mons[otmp->corpsenm], MR_STONE)
|| poly_when_stoned(&mons[otmp->corpsenm]))) {
/* set_corpsenm() handles weight too */
set_corpsenm(otmp, rndmonnum());
}
}
} else if (Role_if(PM_CLERIC) && In_quest(&u.uz)) {
/* less chance for undead corpses (lured from lower morgues) */
svl.level.flags.graveyard = 1;
} else if (Is_stronghold(&u.uz)) {
svl.level.flags.graveyard = 1;
} else if (on_level(&u.uz, &baalzebub_level)) {
/* custom wallify the "beetle" potion of the level */
baalz_fixup();
} else if (u.uz.dnum == mines_dnum && gr.ransacked) {
stolen_booty();
}
if ((sp = Is_special(&u.uz)) != 0 && sp->flags.town) /* Mine Town */
svl.level.flags.has_town = 1;
if (gl.lregions)
free((genericptr_t) gl.lregions), gl.lregions = 0;
gn.num_lregions = 0;
}
staticfn void
check_ransacked(const char *s)
{
/* this kludge only works as long as orctown is minetn-1 */
gr.ransacked = (u.uz.dnum == mines_dnum && !strcmp(s, "minetn-1"));
}
#define ORC_LEADER 1
static const char *const orcfruit[] = { "paddle cactus", "dwarven root" };
staticfn void
migrate_orc(struct monst *mtmp, unsigned long mflags)
{
int nlev, max_depth, cur_depth;
d_level dest;
cur_depth = (int) depth(&u.uz);
max_depth = dunlevs_in_dungeon(&u.uz)
+ (svd.dungeons[u.uz.dnum].depth_start - 1);
if (mflags == ORC_LEADER) {
/* Note that the orc leader will take possession of any
* remaining stuff not already delivered to other
* orcs between here and the bottom of the mines.
*/
nlev = max_depth;
/* once in a blue moon, he won't be at the very bottom */
if (!rn2(40))
nlev--;
mtmp->migflags |= MIGR_LEFTOVERS;
} else {
nlev = rn2((max_depth - cur_depth) + 1) + cur_depth;
if (nlev == cur_depth)
nlev++;
if (nlev > max_depth)
nlev = max_depth;
mtmp->migflags = (mtmp->migflags & ~MIGR_LEFTOVERS);
}
get_level(&dest, nlev);
migrate_to_level(mtmp, ledger_no(&dest), MIGR_RANDOM, (coord *) 0);
}
staticfn void
shiny_orc_stuff(struct monst *mtmp)
{
int gemprob, goldprob, otyp;
struct obj *otmp;
boolean is_captain = (mtmp->data == &mons[PM_ORC_CAPTAIN]);
/* probabilities */
goldprob = is_captain ? 600 : 300;
gemprob = goldprob / 4;
if (rn2(1000) < goldprob) {
if ((otmp = mksobj(GOLD_PIECE, TRUE, FALSE)) != 0) {
otmp->quan = 1L + rnd(goldprob);
otmp->owt = weight(otmp);
add_to_minv(mtmp, otmp);
}
}
if (rn2(1000) < gemprob) {
if ((otmp = mkobj(GEM_CLASS, FALSE)) != 0) {
if (otmp->otyp == ROCK)
dealloc_obj(otmp);
else
add_to_minv(mtmp, otmp);
}
}
if (is_captain || !rn2(8)) {
otyp = shiny_obj(RING_CLASS);
if (otyp != STRANGE_OBJECT && (otmp = mksobj(otyp, TRUE, FALSE)) != 0)
add_to_minv(mtmp, otmp);
}
}
staticfn void
migr_booty_item(int otyp, const char *gang)
{
struct obj *otmp;
otmp = mksobj_migr_to_species(otyp, (unsigned long) M2_ORC, TRUE, FALSE);
if (otmp && gang) {
new_oname(otmp, Strlen(gang) + 1); /* removes old name if present */
Strcpy(ONAME(otmp), gang);
if (objects[otyp].oc_class == FOOD_CLASS) {
if (otyp == SLIME_MOLD)
otmp->spe = fruitadd((char *) ROLL_FROM(orcfruit),
(struct fruit *) 0);
otmp->quan += (long) rn2(3);
otmp->owt = weight(otmp);
}
}
}
staticfn void
stolen_booty(void)
{
char *gang, gang_name[BUFSZ];
struct monst *mtmp;
int cnt, i, otyp;
/*
* --------------------------------------------------------
* Mythos:
*
* A tragic accident has occurred in Frontier Town...
* It has been overrun by orcs.
*
* The booty that the orcs took from the town is now
* in the possession of the orcs that did this and
* have long since fled the level.
* --------------------------------------------------------
*/
gang = rndorcname(gang_name);
/* create the stuff that the gang took */
cnt = rnd(4);
for (i = 0; i < cnt; ++i)
migr_booty_item(rn2(4) ? TALLOW_CANDLE : WAX_CANDLE, gang);
cnt = rnd(3);
for (i = 0; i < cnt; ++i)
migr_booty_item(SKELETON_KEY, gang);
otyp = rn1((GAUNTLETS_OF_DEXTERITY - LEATHER_GLOVES) + 1, LEATHER_GLOVES);
migr_booty_item(otyp, gang);
cnt = rnd(10);
for (i = 0; i < cnt; ++i) {
/* Food items - but no lembas! (or some other weird things) */
otyp = rn1(TIN - TRIPE_RATION + 1, TRIPE_RATION);
if (otyp != LEMBAS_WAFER
/* exclude meat <anything>, globs of <anything>, kelp
which all have random generation probability of 0
(K-/C-rations do too, but we want to include those) */
&& (objects[otyp].oc_prob != 0
|| otyp == C_RATION || otyp == K_RATION)
/* exclude food items which utilize obj->corpsenm because
that field is going to be overloaded for delivery purposes */
&& otyp != CORPSE && otyp != EGG && otyp != TIN)
migr_booty_item(otyp, gang);
}
migr_booty_item(rn2(2) ? LONG_SWORD : SILVER_SABER, gang);
/* create the leader of the orc gang */
mtmp = makemon(&mons[PM_ORC_CAPTAIN], 0, 0, MM_NONAME);
if (mtmp) {
mtmp = christen_monst(mtmp, upstart(gang));
mtmp->mpeaceful = 0;
set_malign(mtmp);
shiny_orc_stuff(mtmp);
migrate_orc(mtmp, ORC_LEADER);
}
/* Make most of the orcs on the level be part of the invading gang */
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp))
continue;
if (is_orc(mtmp->data) && !has_mgivenname(mtmp) && rn2(10)) {
/*
* We'll consider the orc captain from the level
* description to be the captain of a rival orc horde
* who is there to see what has transpired, and to
* contemplate future action.
*
* Don't christen the orc captain as a subordinate
* member of the main orc horde.
*/
if (mtmp->data != &mons[PM_ORC_CAPTAIN])
mtmp = christen_orc(mtmp, upstart(gang), "");
}
}
/* Lastly, ensure there's several more orcs from the gang along the way.
* The mechanics are such that they aren't actually identified as
* members of the invading gang until they get their spoils assigned
* to the inventory; handled during that assignment.
*/
cnt = rn2(10) + 5;
for (i = 0; i < cnt; ++i) {
int mtyp;
mtyp = rn2((PM_ORC_SHAMAN - PM_ORC) + 1) + PM_ORC;
mtmp = makemon(&mons[mtyp], 0, 0, MM_NONAME);
if (mtmp) {
shiny_orc_stuff(mtmp);
migrate_orc(mtmp, 0UL);
}
}
gr.ransacked = 0;
}
#undef ORC_LEADER
staticfn boolean
maze_inbounds(coordxy x, coordxy y)
{
return (x >= 2 && y >= 2
&& x < gx.x_maze_max && y < gy.y_maze_max
/* isok() test is superfluous here (unless something has
clobbered the static *_maze_max variables) */
&& isok(x, y));
}
staticfn void
maze_remove_deadends(xint16 typ)
{
char dirok[4];
coordxy x, y, dir, idx, idx2, dx, dy, dx2, dy2;
dirok[0] = 0; /* lint suppression */
for (x = 2; x < gx.x_maze_max; x++)
for (y = 2; y < gy.y_maze_max; y++)
if (ACCESSIBLE(levl[x][y].typ) && (x % 2) && (y % 2)) {
idx = idx2 = 0;
for (dir = 0; dir < 4; dir++) {
/* note: mz_move() is a macro which modifies
one of its first two parameters */
dx = dx2 = x;
dy = dy2 = y;
mz_move(dx, dy, dir);
if (!maze_inbounds(dx, dy)) {
idx2++;
continue;
}
mz_move(dx2, dy2, dir);
mz_move(dx2, dy2, dir);
if (!maze_inbounds(dx2, dy2)) {
idx2++;
continue;
}
if (!ACCESSIBLE(levl[dx][dy].typ)
&& ACCESSIBLE(levl[dx2][dy2].typ)) {
dirok[idx++] = dir;
idx2++;
}
}
if (idx2 >= 3 && idx > 0) {
dx = x;
dy = y;
dir = dirok[rn2(idx)];
mz_move(dx, dy, dir);
levl[dx][dy].typ = typ;
}
}
}
/* Create a maze with specified corridor width and wall thickness
* TODO: rewrite walkfrom so it works on temp space, not levl
*/
void
create_maze(int corrwid, int wallthick, boolean rmdeadends)
{
coordxy x,y;
coord mm;
int tmp_xmax = gx.x_maze_max;
int tmp_ymax = gy.y_maze_max;
int rdx = 0;
int rdy = 0;
int scale;
if (corrwid == -1)
corrwid = rnd(4);
if (wallthick == -1)
wallthick = rnd(4) - corrwid;
if (wallthick < 1)
wallthick = 1;
else if (wallthick > 5)
wallthick = 5;
if (corrwid < 1)
corrwid = 1;
else if (corrwid > 5)
corrwid = 5;
scale = corrwid + wallthick;
rdx = (gx.x_maze_max / scale);
rdy = (gy.y_maze_max / scale);
if (svl.level.flags.corrmaze)
for (x = 2; x < (rdx * 2); x++)
for (y = 2; y < (rdy * 2); y++)
levl[x][y].typ = STONE;
else
for (x = 2; x <= (rdx * 2); x++)
for (y = 2; y <= (rdy * 2); y++)
levl[x][y].typ = ((x % 2) && (y % 2)) ? STONE : HWALL;
/* set upper bounds for maze0xy and walkfrom */
gx.x_maze_max = (rdx * 2);
gy.y_maze_max = (rdy * 2);
/* create maze */
maze0xy(&mm);
walkfrom((int) mm.x, (int) mm.y, 0);
if (rmdeadends)
maze_remove_deadends((svl.level.flags.corrmaze) ? CORR : ROOM);
/* restore bounds */
gx.x_maze_max = tmp_xmax;
gy.y_maze_max = tmp_ymax;
/* scale maze up if needed */
if (scale > 2) {
char tmpmap[COLNO][ROWNO];
int mx, my, dx, dy, rx = 1, ry = 1;
/* back up the existing smaller maze */
for (x = 1; x < gx.x_maze_max; x++)
for (y = 1; y < gy.y_maze_max; y++) {
tmpmap[x][y] = levl[x][y].typ;
}
/* do the scaling */
rx = x = 2;
while (rx < gx.x_maze_max) {
mx = (x % 2) ? corrwid : (x == 2 || x == rdx * 2) ? 1 : wallthick;
ry = y = 2;
while (ry < gy.y_maze_max) {
my = (y % 2) ? corrwid
: (y == 2 || y == rdy * 2) ? 1
: wallthick;
for (dx = 0; dx < mx; dx++)
for (dy = 0; dy < my; dy++) {
if (rx + dx >= gx.x_maze_max
|| ry + dy >= gy.y_maze_max)
break;
levl[rx + dx][ry + dy].typ = tmpmap[x][y];
}
ry += my;
y++;
}
rx += mx;
x++;
}
}
}
void
pick_vibrasquare_location(void)
{
coordxy x, y;
stairway *stway;
int trycnt = 0;
/* these are also defined in mklev.c and they may not be appropriate
for mazes with corridors wider than 1 or for cavernous levels */
#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 = gx.x_maze_max - x_maze_min - 2 * INVPOS_X_MARGIN - 1,
y_range = gy.y_maze_max - y_maze_min - 2 * INVPOS_Y_MARGIN - 1;
if (x_range <= INVPOS_X_MARGIN || y_range <= INVPOS_Y_MARGIN
|| (x_range * y_range) <= (INVPOS_DISTANCE * INVPOS_DISTANCE)) {
debugpline2("svi.inv_pos: maze is too small! (%d x %d)",
gx.x_maze_max, gy.y_maze_max);
}
svi.inv_pos.x = svi.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) */
if (++trycnt > 1000)
break;
} while (((stway = stairway_find_dir(TRUE)) != 0)
&& (x == stway->sx || y == stway->sy /*(direct line)*/
|| abs(x - stway->sx) == abs(y - stway->sy)
|| distmin(x, y, stway->sx, stway->sy) <= INVPOS_DISTANCE
|| !SPACE_POS(levl[x][y].typ) || occupied(x, y)));
svi.inv_pos.x = x;
svi.inv_pos.y = y;
#undef INVPOS_X_MARGIN
#undef INVPOS_Y_MARGIN
#undef INVPOS_DISTANCE
#undef x_maze_min
#undef y_maze_min
}
/* add objects and monsters to random maze */
staticfn void
populate_maze(void)
{
int i;
coord mm;
for (i = rn1(8, 11); i; i--) {
mazexy(&mm);
(void) mkobj_at(rn2(2) ? GEM_CLASS : RANDOM_CLASS, mm.x, mm.y, TRUE);
}
for (i = rn1(10, 2); i; i--) {
mazexy(&mm);
(void) mksobj_at(BOULDER, mm.x, mm.y, TRUE, FALSE);
}
for (i = rn2(3); i; i--) {
mazexy(&mm);
(void) makemon(&mons[PM_MINOTAUR], mm.x, mm.y, NO_MM_FLAGS);
}
for (i = rn1(5, 7); i; i--) {
mazexy(&mm);
(void) makemon((struct permonst *) 0, mm.x, mm.y, NO_MM_FLAGS);
}
for (i = rn1(6, 7); i; i--) {
mazexy(&mm);
(void) mkgold(0L, mm.x, mm.y);
}
for (i = rn1(6, 7); i; i--)
mktrap(0, MKTRAP_MAZEFLAG, (struct mkroom *) 0, (coord *) 0);
}
void
makemaz(const char *s)
{
char protofile[20];
s_level *sp = Is_special(&u.uz);
coord mm;
if (*s) {
if (sp && sp->rndlevs)
Snprintf(protofile, sizeof protofile,
"%s-%d", s, rnd((int) sp->rndlevs));
else
Strcpy(protofile, s);
} else if (*(svd.dungeons[u.uz.dnum].proto)) {
if (dunlevs_in_dungeon(&u.uz) > 1) {
if (sp && sp->rndlevs)
Snprintf(protofile, sizeof protofile,
"%s%d-%d", svd.dungeons[u.uz.dnum].proto,
dunlev(&u.uz), rnd((int) sp->rndlevs));
else
Snprintf(protofile, sizeof protofile,
"%s%d", svd.dungeons[u.uz.dnum].proto,
dunlev(&u.uz));
} else if (sp && sp->rndlevs) {
Snprintf(protofile, sizeof protofile,
"%s-%d", svd.dungeons[u.uz.dnum].proto,
rnd((int) sp->rndlevs));
} else
Strcpy(protofile, svd.dungeons[u.uz.dnum].proto);
} else
Strcpy(protofile, "");
/* SPLEVTYPE format is "level-choice,level-choice"... */
if (wizard && *protofile && sp && sp->rndlevs) {
char *ep = getenv("SPLEVTYPE"); /* not nh_getenv */
if (ep) {
/* strrchr always succeeds due to code in prior block */
int len = (int) ((strrchr(protofile, '-') - protofile) + 1);
while (ep && *ep) {
if (!strncmp(ep, protofile, len)) {
int pick = atoi(ep + len);
/* use choice only if valid */
if (pick > 0 && pick <= (int) sp->rndlevs)
Sprintf(protofile + len, "%d", pick);
break;
} else {
ep = strchr(ep, ',');
if (ep)
++ep;
}
}
}
}
if (*protofile) {
check_ransacked(protofile);
Strcat(protofile, LEV_EXT);
gi.in_mk_themerooms = FALSE;
if (load_special(protofile)) {
/* some levels can end up with monsters
on dead mon list, including light source monsters */
dmonsfree();
return; /* no mazification right now */
}
impossible("Couldn't load \"%s\" - making a maze.", protofile);
}
svl.level.flags.is_maze_lev = 1;
svl.level.flags.corrmaze = !rn2(3);
if (!Invocation_lev(&u.uz) && rn2(2)) {
create_maze(-1, -1, !rn2(5));
} else {
create_maze(1, 1, FALSE);
}
if (!svl.level.flags.corrmaze)
wallification(2, 2, gx.x_maze_max, gy.y_maze_max);
mazexy(&mm);
mkstairs(mm.x, mm.y, 1, (struct mkroom *) 0, FALSE); /* up */
if (!Invocation_lev(&u.uz)) {
mazexy(&mm);
mkstairs(mm.x, mm.y, 0, (struct mkroom *) 0, FALSE); /* down */
} else { /* choose "vibrating square" location */
pick_vibrasquare_location();
maketrap(svi.inv_pos.x, svi.inv_pos.y, VIBRATING_SQUARE);
}
/* place branch stair or portal */
place_branch(Is_branchlev(&u.uz), 0, 0);
populate_maze();
}
#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(coordxy x, coordxy y, schar typ)
{
#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];
if (!typ) {
if (svl.level.flags.corrmaze)
typ = CORR;
else
typ = ROOM;
}
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 */
levl[x][y].typ = typ;
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)];
mz_move(x, y, dir);
levl[x][y].typ = typ;
mz_move(x, y, dir);
pos++;
if (pos > CELLS)
panic("Overflow in walkfrom");
mazex[pos] = (char) x;
mazey[pos] = (char) y;
}
}
}
#else /* !MICRO */
void
walkfrom(coordxy x, coordxy y, schar typ)
{
int q, a, dir;
int dirs[4];
if (!typ) {
if (svl.level.flags.corrmaze)
typ = CORR;
else
typ = ROOM;
}
if (!IS_DOOR(levl[x][y].typ)) {
/* might still be on edge of MAP, so don't overwrite */
levl[x][y].typ = typ;
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)];
mz_move(x, y, dir);
levl[x][y].typ = typ;
mz_move(x, y, dir);
walkfrom(x, y, typ);
}
}
#endif /* ?MICRO */
/* find random point in generated corridors,
so we don't create items in moats, bunkers, or walls */
void
mazexy(coord *cc)
{
coordxy x, y;
int allowedtyp = (svl.level.flags.corrmaze ? CORR : ROOM);
int cpt = 0;
do {
/* once upon a time this only considered odd values greater than 2
and less than N (for N=={x,y}_maze_max) because even values were
where maze walls always got placed; when wider maze corridors
were introduced it was changed to 1+rn2(N) which is just an
obscure way to get rnd(N); probably ought to be using 2+rn2(N-1)
to exclude the maze's outer boundary walls; trying and rejecting
those walls will waste some of the 100 random attempts... */
x = rnd(gx.x_maze_max);
y = rnd(gy.y_maze_max);
if (levl[x][y].typ == allowedtyp) {
cc->x = x;
cc->y = y;
return;
}
} while (++cpt < 100);
/* 100 random attempts failed; systematically try every possibility */
for (x = 1; x <= gx.x_maze_max; x++)
for (y = 1; y <= gy.y_maze_max; y++)
if (levl[x][y].typ == allowedtyp) {
cc->x = x;
cc->y = y;
return;
}
/* every spot on the area of map allowed for mazes has been rejected */
panic("mazexy: can't find a place!");
/*NOTREACHED*/
return;
}
void
get_level_extends(
coordxy *left, coordxy *top,
coordxy *right, coordxy *bottom)
{
coordxy x, y;
unsigned typ;
struct rm *lev;
boolean found, nonwall;
coordxy xmin, xmax, ymin, ymax;
found = nonwall = FALSE;
for (xmin = 0; !found && xmin <= COLNO; 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 || !svl.level.flags.is_maze_lev) ? 2 : 1;
if (xmin < 0)
xmin = 0;
found = nonwall = FALSE;
for (xmax = COLNO - 1; !found && xmax >= 0; 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 || !svl.level.flags.is_maze_lev) ? 2 : 1;
if (xmax >= COLNO)
xmax = COLNO - 1;
found = nonwall = FALSE;
for (ymin = 0; !found && ymin <= ROWNO; 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 || !svl.level.flags.is_maze_lev) ? 2 : 1;
found = nonwall = FALSE;
for (ymax = ROWNO - 1; !found && ymax >= 0; 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 || !svl.level.flags.is_maze_lev) ? 2 : 1;
*left = xmin;
*right = xmax;
*top = ymin;
*bottom = ymax;
}
/* 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 special levels
*/
void
bound_digging(void)
{
coordxy x, y;
coordxy xmin, xmax, ymin, ymax;
if (Is_earthlevel(&u.uz))
return; /* everything diggable here */
get_level_extends(&xmin, &ymin, &xmax, &ymax);
for (x = 0; x < COLNO; x++)
for (y = 0; y < ROWNO; y++)
if (IS_STWALL(levl[x][y].typ)
&& (y <= ymin || y >= ymax || x <= xmin || x >= xmax))
levl[x][y].wall_info |= W_NONDIGGABLE;
}
void
mkportal(coordxy x, coordxy y, xint16 todnum, xint16 todlevel)
{
/* a portal "trap" must be matched by a
portal in the destination dungeon/dlevel */
struct trap *ttmp = maketrap(x, y, MAGIC_PORTAL);
if (!ttmp) {
impossible("portal on top of portal?");
return;
}
debugpline4("mkportal: at <%d,%d>, to %s, level %d", x, y,
svd.dungeons[todnum].dname, todlevel);
ttmp->dst.dnum = todnum;
ttmp->dst.dlevel = todlevel;
return;
}
/* augment the Plane of Fire; called from goto_level() when arriving and
moveloop_core() when on the level */
void
fumaroles(void)
{
xint16 n, nmax = rn2(3);
int sizemin = 5;
boolean snd = FALSE, loud = FALSE;
if (Is_firelevel(&u.uz)) {
nmax++;
sizemin += 5;
}
if (svl.level.flags.temperature > 0) {
nmax++;
sizemin += 5;
}
for (n = nmax; n; n--) {
coordxy x = rn1(COLNO - 4, 3);
coordxy y = rn1(ROWNO - 4, 3);
if (levl[x][y].typ == LAVAPOOL) {
NhRegion *r = create_gas_cloud(x, y, rn1(10, sizemin), rn1(10, 5));
clear_heros_fault(r);
snd = TRUE;
if (distu(x, y) < 15)
loud = TRUE;
}
}
if (snd && !Deaf)
Norep("You hear a %swhoosh!", loud ? "loud " : ""); /* Deaf-aware */
}
/*
* 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.
*/
/* bubble movement boundaries */
#define gbxmin (svx.xmin + 1)
#define gbymin (svy.ymin + 1)
#define gbxmax (svx.xmax - 1)
#define gbymax (svy.ymax - 1)
/* the bubble hero is in */
static struct bubble *hero_bubble = NULL;
staticfn void set_wportal(void);
staticfn void mk_bubble(coordxy, coordxy, int);
staticfn void mv_bubble(struct bubble *, coordxy, coordxy, boolean);
/* augment the Planes of Water (for bubbles) and Air (for clouds); called
from goto_level() when arriving and moveloop_core() when on the level */
void
movebubbles(void)
{
static const struct rm water_pos = {
cmap_b_to_glyph(S_water), WATER, 0, 0, 0, 0, 0, 0, 0, 0
}, air_pos = {
cmap_b_to_glyph(S_cloud), AIR, 0, 0, 0, 1, 0, 0, 0, 0
};
static boolean up = FALSE;
struct bubble *b;
struct container *cons;
struct trap *btrap;
coordxy x, y;
int i, j, bcpin = 0;
/* set up the portal the first time bubbles are moved */
if (!gw.wportal)
set_wportal();
vision_recalc(2);
hero_bubble = NULL;
if (Is_waterlevel(&u.uz)) {
/* keep attached ball&chain separate from bubble objects */
if (Punished)
bcpin = unplacebc_and_covet_placebc();
/*
* Pick up everything inside of a bubble then fill all bubble
* locations.
*/
for (b = up ? svb.bbubbles : ge.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;
while ((otmp = svl.level.objects[x][y]) != 0) {
remove_object(otmp);
otmp->ox = otmp->oy = 0;
otmp->nexthere = olist;
olist = otmp;
}
cons = (struct container *) alloc(sizeof *cons);
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);
cons = (struct container *) alloc(sizeof *cons);
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;
mon->mstate |= MON_BUBBLEMOVE;
}
if (!u.uswallow && u_at(x, y)) {
cons = (struct container *) alloc(sizeof *cons);
cons->x = x;
cons->y = y;
cons->what = CONS_HERO;
cons->list = (genericptr_t) 0;
cons->next = b->cons;
b->cons = cons;
hero_bubble = b;
}
if ((btrap = t_at(x, y)) != 0) {
cons = (struct container *) alloc(sizeof *cons);
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)) {
boolean xedge, yedge;
for (x = 1; x <= (COLNO - 1); x++)
for (y = 0; y <= (ROWNO - 1); y++) {
levl[x][y] = air_pos;
recalc_block_point(x, y);
/* all air or all cloud around the perimeter of the Air
level tends to look strange; break up the pattern */
xedge = (boolean) (x < gbxmin || x > gbxmax);
yedge = (boolean) (y < gbymin || y > gbymax);
if (xedge || yedge) {
if (!rn2(xedge ? 3 : 5)) {
levl[x][y].typ = CLOUD;
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 ? svb.bbubbles : ge.ebubbles; b; b = up ? b->next : b->prev) {
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 (Is_waterlevel(&u.uz) && Punished)
lift_covet_and_placebc(bcpin);
gv.vision_full_recalc = 1;
}
/* when moving in water, possibly (1 in 3) alter the intended destination */
void
water_friction(void)
{
coordxy x, y, dx, dy;
boolean eff = FALSE;
if (Swimming && 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(NHFILE *nhfp)
{
struct bubble *b;
if (!svb.bbubbles)
return;
if (update_file(nhfp)) {
int n = 0;
for (b = svb.bbubbles; b; b = b->next)
++n;
Sfo_int(nhfp, &n, "waterlevel-bubble_count");
Sfo_int(nhfp, &svx.xmin, "waterlevel-xmin");
Sfo_int(nhfp, &svy.ymin, "waterlevel-ymin");
Sfo_int(nhfp, &svx.xmax, "waterlevel-xmax");
Sfo_int(nhfp, &svy.ymax, "waterlevel-ymax");
for (b = svb.bbubbles; b; b = b->next) {
Sfo_bubble(nhfp, b, "waterlevel-bubble");
}
}
if (release_data(nhfp))
unsetup_waterlevel();
}
#endif /* !SFCTOOL */
/* restoring air bubbles on Plane of Water or clouds on Plane of Air */
void
restore_waterlevel(NHFILE *nhfp)
{
struct bubble *b = (struct bubble *) 0, *btmp;
int i, n = 0;
#ifdef SFCTOOL
svb.bbubbles = (struct bubble *) 0;
/* set_wportal(); */
#endif
Sfi_int(nhfp, &n, "waterlevel-bubble_count");
Sfi_int(nhfp, &svx.xmin, "waterlevel-xmin");
Sfi_int(nhfp, &svy.ymin, "waterlevel-ymin");
Sfi_int(nhfp, &svx.xmax, "waterlevel-xmax");
Sfi_int(nhfp, &svy.ymax, "waterlevel-ymax");
for (i = 0; i < n; i++) {
btmp = b;
b = (struct bubble *) alloc((unsigned) sizeof *b);
Sfi_bubble(nhfp, b, "waterlevel-bubble");
if (btmp) {
btmp->next = b;
b->prev = btmp;
} else {
svb.bbubbles = b;
b->prev = (struct bubble *) 0;
}
#ifndef SFCTOOL
mv_bubble(b, 0, 0, TRUE);
#endif
}
#ifndef SFCTOOL
ge.ebubbles = b;
if (b) {
b->next = (struct bubble *) 0;
} else {
/* avoid "saving and reloading may fix this" */
program_state.something_worth_saving = 0;
/* during restore, information about what level this is might not
be available so we're wishy-washy about what we describe */
impossible("No %s to restore?",
(Is_waterlevel(&u.uz) || Is_waterlevel(&gu.uz_save))
? "air bubbles"
: (Is_airlevel(&u.uz) || Is_airlevel(&gu.uz_save))
? "clouds"
: "air bubbles or clouds");
program_state.something_worth_saving = 1;
}
#endif
}
#ifndef SFCTOOL
staticfn void
set_wportal(void)
{
/* there better be only one magic portal on water level... */
for (gw.wportal = gf.ftrap; gw.wportal; gw.wportal = gw.wportal->ntrap)
if (gw.wportal->ttyp == MAGIC_PORTAL)
return;
impossible("set_wportal(): no portal!");
}
staticfn void
setup_waterlevel(void)
{
int typ, glyph;
coordxy x, y, xskip, yskip;
if (!Is_waterlevel(&u.uz) && !Is_airlevel(&u.uz))
panic("setup_waterlevel(): [%d:%d] neither 'Water' nor 'Air'",
(int) u.uz.dnum, (int) u.uz.dlevel);
/* ouch, hardcoded... (file scope statics and used in bxmin,bymax,&c) */
svx.xmin = 3;
svy.ymin = 1;
/* use separate statements so that compiler won't complain about min()
comparing two constants; the alternative is to do this in the
preprocessor: #if (20 > ROWNO-1) ymax=ROWNO-1 #else ymax=20 #endif */
svx.xmax = 78;
svx.xmax = min(svx.xmax, (COLNO - 1) - 1);
svy.ymax = 20;
svy.ymax = min(svy.ymax, (ROWNO - 1));
/* entire level is remembered as one glyph and any unspecified portion
should default to level's base element rather than to usual stone */
glyph = cmap_to_glyph(Is_waterlevel(&u.uz) ? S_water : S_air);
typ = Is_waterlevel(&u.uz) ? WATER : AIR;
/* set unspecified terrain (stone) and hero's memory to water or air */
for (x = 1; x <= COLNO - 1; x++)
for (y = 0; y <= ROWNO - 1; y++) {
levl[x][y].glyph = glyph;
if (levl[x][y].typ == STONE)
levl[x][y].typ = typ;
}
/* make bubbles */
if (Is_waterlevel(&u.uz)) {
xskip = 10 + rn2(10);
yskip = 4 + rn2(4);
} else {
xskip = 6 + rn2(4);
yskip = 3 + rn2(3);
}
for (x = gbxmin; x <= gbxmax; x += xskip)
for (y = gbymin; y <= gbymax; y += yskip)
mk_bubble(x, y, rn2(7));
}
staticfn void
unsetup_waterlevel(void)
{
struct bubble *b, *bb;
/* free bubbles */
for (b = svb.bbubbles; b; b = bb) {
bb = b->next;
free((genericptr_t) b);
}
svb.bbubbles = ge.ebubbles = (struct bubble *) 0;
}
staticfn void
mk_bubble(coordxy x, coordxy y, int 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 const 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 },
*const bmask[] = { bm2, bm3, bm4, bm5, bm6, bm7, bm8 };
struct bubble *b;
if (x >= gbxmax || y >= gbymax)
return;
if (n >= SIZE(bmask)) {
impossible("n too large (mk_bubble)");
n = SIZE(bmask) - 1;
}
if (bmask[n][1] > MAX_BMASK) {
panic("bmask size is larger than MAX_BMASK");
}
b = (struct bubble *) alloc(sizeof *b);
if ((x + (int) bmask[n][0] - 1) > gbxmax)
x = gbxmax - bmask[n][0] + 1;
if ((y + (int) bmask[n][1] - 1) > gbymax)
y = gbymax - bmask[n][1] + 1;
b->x = x;
b->y = y;
b->dx = 1 - rn2(3);
b->dy = 1 - rn2(3);
/* y dimension is the length of bitmap data - see bmask above */
(void) memcpy((genericptr_t) b->bm, (genericptr_t) bmask[n],
(bmask[n][1] + 2) * sizeof (b->bm[0]));
b->cons = 0;
if (!svb.bbubbles)
svb.bbubbles = b;
if (ge.ebubbles) {
ge.ebubbles->next = b;
b->prev = ge.ebubbles;
} else
b->prev = (struct bubble *) 0;
b->next = (struct bubble *) 0;
ge.ebubbles = b;
mv_bubble(b, 0, 0, TRUE);
}
/* maybe change the movement direction of the bubble hero is in */
void
maybe_adjust_hero_bubble(void)
{
if (!Is_waterlevel(&u.uz))
return;
if (!u.dx && !u.dy)
return;
if (hero_bubble && !rn2(2)) {
hero_bubble->dx = u.dx;
hero_bubble->dy = u.dy;
}
}
/*
* 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.
*/
staticfn void
mv_bubble(struct bubble *b, coordxy dx, coordxy dy, boolean ini)
{
int i, j, colli = 0;
coordxy x, y;
struct container *cons, *ctemp;
/* 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 <= gbxmin)
colli |= 2;
if (b->y <= gbymin)
colli |= 1;
if ((int) (b->x + b->bm[0] - 1) >= gbxmax)
colli |= 2;
if ((int) (b->y + b->bm[1] - 1) >= gbymax)
colli |= 1;
if (b->x < gbxmin) {
pline("bubble xmin: x = %d, xmin = %d", b->x, gbxmin);
b->x = gbxmin;
}
if (b->y < gbymin) {
pline("bubble ymin: y = %d, ymin = %d", b->y, gbymin);
b->y = gbymin;
}
if ((int) (b->x + b->bm[0] - 1) > gbxmax) {
pline("bubble xmax: x = %d, xmax = %d", b->x + b->bm[0] - 1,
gbxmax);
b->x = gbxmax - b->bm[0] + 1;
}
if ((int) (b->y + b->bm[1] - 1) > gbymax) {
pline("bubble ymax: y = %d, ymax = %d", b->y + b->bm[1] - 1,
gbymax);
b->y = gbymax - b->bm[1] + 1;
}
/* bounce if we're trying to move off the border */
if (b->x == gbxmin && dx < 0)
dx = -dx;
if (b->x + b->bm[0] - 1 == gbxmax && dx > 0)
dx = -dx;
if (b->y == gbymin && dy < 0)
dy = -dy;
if (b->y + b->bm[1] - 1 == gbymax && dy > 0)
dy = -dy;
b->x += dx;
b->y += dy;
}
/* 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);
}
}
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) {
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);
stackobj(olist);
}
break;
}
case CONS_MON: {
struct monst *mon = (struct monst *) cons->list;
/* mnearto() might fail. We can jump right to elemental_clog
from here rather than deal_with_overcrowding() */
if (!mnearto(mon, cons->x, cons->y, TRUE, RLOC_NOMSG))
elemental_clog(mon);
break;
}
case CONS_HERO: {
struct monst *mtmp = m_at(cons->x, cons->y);
int ux0 = u.ux, uy0 = u.uy;
u_on_newpos(cons->x, cons->y);
newsym(ux0, uy0); /* clean up old position */
if (mtmp) {
mnexto(mtmp, RLOC_NOMSG);
}
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;
FALLTHROUGH;
/*FALLTHRU*/
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);
}
}
}
#endif /* !SFCTOOL */
/*mkmaze.c*/