Files
nethack/src/mkmaze.c

2043 lines
66 KiB
C

/* NetHack 3.7 mkmaze.c $NHDT-Date: 1704830842 2024/01/09 20:07:22 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.158 $ */
/* 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"
static int iswall(coordxy, coordxy);
static int iswall_or_stone(coordxy, coordxy);
static boolean is_solid(coordxy, coordxy);
static int extend_spine(int[3][3], int, int, int);
static void wall_cleanup(coordxy, coordxy, coordxy, coordxy);
static boolean okay(coordxy, coordxy, coordxy);
static void maze0xy(coord *);
static boolean put_lregion_here(coordxy, coordxy, coordxy, coordxy, coordxy,
coordxy, xint16, boolean, d_level *);
static void baalz_fixup(void);
static void setup_waterlevel(void);
static void unsetup_waterlevel(void);
static void check_ransacked(const char *);
static void migr_booty_item(int, const char *);
static void migrate_orc(struct monst *, unsigned long);
static void shiny_orc_stuff(struct monst *);
static void stolen_booty(void);
static boolean maze_inbounds(coordxy, coordxy);
static void maze_remove_deadends(xint16);
static void populate_maze(void);
static boolean is_exclusion_zone(xint16, coordxy, coordxy);
/* 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)
static 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 == SDOOR || type == IRONBARS);
}
static 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 */
static 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) {
if (CAN_OVERWRITE_TERRAIN(levl[x][y].typ)) {
schar oldtyp = levl[x][y].typ;
boolean was_ice = (levl[x][y].typ == ICE);
levl[x][y].typ = newtyp;
/* TODO?
* if oldtyp used flags or horizontal differently from
* from the way newtyp will use them, clear them.
*/
if (IS_LAVA(newtyp))
levl[x][y].lit = 1;
if (was_ice && newtyp != ICE)
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
*/
static 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 */
static 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);
}
static 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 */
static 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;
}
static boolean
is_exclusion_zone(xint16 type, coordxy x, coordxy y)
{
struct exclusion_zone *ez = ge.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
&& gl.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 && gn.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;
}
/* 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);
}
static 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 */
static 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)) {
gl.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;
}
/*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) {
gu.updest.lx = r->inarea.x1;
gu.updest.ly = r->inarea.y1;
gu.updest.hx = r->inarea.x2;
gu.updest.hy = r->inarea.y2;
gu.updest.nlx = r->delarea.x1;
gu.updest.nly = r->delarea.y1;
gu.updest.nhx = r->delarea.x2;
gu.updest.nhy = r->delarea.y2;
}
if (r->rtype == LR_TELE || r->rtype == LR_DOWNTELE) {
gd.dndest.lx = r->inarea.x1;
gd.dndest.ly = r->inarea.y1;
gd.dndest.hx = r->inarea.x2;
gd.dndest.hy = r->inarea.y2;
gd.dndest.nlx = r->delarea.x1;
gd.dndest.nly = r->delarea.y1;
gd.dndest.nhx = r->delarea.x2;
gd.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 = &gr.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) */
gl.level.flags.graveyard = 1;
} else if (Is_stronghold(&u.uz)) {
gl.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 */
gl.level.flags.has_town = 1;
if (gl.lregions)
free((genericptr_t) gl.lregions), gl.lregions = 0;
gn.num_lregions = 0;
}
static 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" };
static 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)
+ (gd.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);
}
static 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);
}
}
static 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);
}
}
}
static 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 = rn2((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;
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
static 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));
}
static 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 (gl.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((gl.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) {
dx = dy = 0;
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("gi.inv_pos: maze is too small! (%d x %d)",
gx.x_maze_max, gy.y_maze_max);
}
gi.inv_pos.x = gi.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)));
gi.inv_pos.x = x;
gi.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 */
static 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 (*(gd.dungeons[u.uz.dnum].proto)) {
if (dunlevs_in_dungeon(&u.uz) > 1) {
if (sp && sp->rndlevs)
Snprintf(protofile, sizeof protofile,
"%s%d-%d", gd.dungeons[u.uz.dnum].proto,
dunlev(&u.uz), rnd((int) sp->rndlevs));
else
Snprintf(protofile, sizeof protofile,
"%s%d", gd.dungeons[u.uz.dnum].proto,
dunlev(&u.uz));
} else if (sp && sp->rndlevs) {
Snprintf(protofile, sizeof protofile,
"%s-%d", gd.dungeons[u.uz.dnum].proto,
rnd((int) sp->rndlevs));
} else
Strcpy(protofile, gd.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);
}
gl.level.flags.is_maze_lev = 1;
gl.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 (!gl.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(gi.inv_pos.x, gi.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 (gl.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 (gl.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 = (gl.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 = (coordxy) x;
cc->y = (coordxy) 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 = (coordxy) x;
cc->y = (coordxy) 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 || !gl.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 || !gl.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 || !gl.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 || !gl.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 (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,
gd.dungeons[todnum].dname, todlevel);
ttmp->dst.dnum = todnum;
ttmp->dst.dlevel = todlevel;
return;
}
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 (gl.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 (gx.xmin + 1)
#define gbymin (gy.ymin + 1)
#define gbxmax (gx.xmax - 1)
#define gbymax (gy.ymax - 1)
static void set_wportal(void);
static void mk_bubble(coordxy, coordxy, int);
static void mv_bubble(struct bubble *, coordxy, coordxy, boolean);
void
movebubbles(void)
{
static const struct rm water_pos = { cmap_b_to_glyph(S_water), WATER, 0,
0, 0, 0, 0, 0, 0, 0 };
static const struct rm 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);
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 ? gb.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 = gl.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;
}
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;
unblock_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 ? gb.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 (!gb.bbubbles)
return;
if (perform_bwrite(nhfp)) {
int n = 0;
for (b = gb.bbubbles; b; b = b->next)
++n;
if (nhfp->structlevel) {
bwrite(nhfp->fd, (genericptr_t) &n, sizeof(int));
bwrite(nhfp->fd, (genericptr_t) &gx.xmin, sizeof(int));
bwrite(nhfp->fd, (genericptr_t) &gy.ymin, sizeof(int));
bwrite(nhfp->fd, (genericptr_t) &gx.xmax, sizeof(int));
bwrite(nhfp->fd, (genericptr_t) &gy.ymax, sizeof(int));
}
for (b = gb.bbubbles; b; b = b->next) {
if (nhfp->structlevel)
bwrite(nhfp->fd, (genericptr_t) b, sizeof(struct bubble));
}
}
if (release_data(nhfp))
unsetup_waterlevel();
}
/* 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;
gb.bbubbles = (struct bubble *) 0;
set_wportal();
if (nhfp->structlevel) {
mread(nhfp->fd,(genericptr_t) &n, sizeof (int));
mread(nhfp->fd,(genericptr_t) &gx.xmin, sizeof (int));
mread(nhfp->fd,(genericptr_t) &gy.ymin, sizeof (int));
mread(nhfp->fd,(genericptr_t) &gx.xmax, sizeof (int));
mread(nhfp->fd,(genericptr_t) &gy.ymax, sizeof (int));
}
for (i = 0; i < n; i++) {
btmp = b;
b = (struct bubble *) alloc((unsigned) sizeof *b);
if (nhfp->structlevel)
mread(nhfp->fd, (genericptr_t) b, (unsigned) sizeof *b);
if (btmp) {
btmp->next = b;
b->prev = btmp;
} else {
gb.bbubbles = b;
b->prev = (struct bubble *) 0;
}
mv_bubble(b, 0, 0, TRUE);
}
ge.ebubbles = b;
if (b) {
b->next = (struct bubble *) 0;
} else {
/* avoid "saving and reloading may fix this" */
gp.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");
gp.program_state.something_worth_saving = 1;
}
}
static 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!");
}
static 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) */
gx.xmin = 3;
gy.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 */
gx.xmax = 78;
gx.xmax = min(gx.xmax, (COLNO - 1) - 1);
gy.ymax = 20;
gy.ymax = min(gy.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));
}
static void
unsetup_waterlevel(void)
{
struct bubble *b, *bb;
/* free bubbles */
for (b = gb.bbubbles; b; b = bb) {
bb = b->next;
free((genericptr_t) b);
}
gb.bbubbles = ge.ebubbles = (struct bubble *) 0;
}
static 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 (!gb.bbubbles)
gb.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);
}
/*
* The player, the portal and all other objects and monsters
* float along with their associated bubbles. Bubbles may overlap
* freely, and the contents may get associated with other bubbles in
* the process. Bubbles are "sticky", meaning that if the player is
* in the immediate neighborhood of one, he/she may get sucked inside.
* This property also makes leaving a bubble slightly difficult.
*/
static void
mv_bubble(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;
/*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);
}
}
}
/*mkmaze.c*/