Fix a C89/C90 complaint about a declaration following executable code. The rest is formatting (of stuff I saw rather than systematic fixups).
1748 lines
54 KiB
C
1748 lines
54 KiB
C
/* NetHack 3.6 mkmaze.c $NHDT-Date: 1469930897 2016/07/31 02:08:17 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.50 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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#include "sp_lev.h"
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#include "lev.h" /* save & restore info */
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/* from sp_lev.c, for fixup_special() */
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extern lev_region *lregions;
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extern int num_lregions;
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/* for preserving the insect legs when wallifying baalz level */
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static lev_region bughack = { {COLNO, ROWNO, 0, 0}, {COLNO, ROWNO, 0, 0} };
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STATIC_DCL int FDECL(iswall, (int, int));
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STATIC_DCL int FDECL(iswall_or_stone, (int, int));
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STATIC_DCL boolean FDECL(is_solid, (int, int));
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STATIC_DCL int FDECL(extend_spine, (int[3][3], int, int, int));
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STATIC_DCL boolean FDECL(okay, (int, int, int));
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STATIC_DCL void FDECL(maze0xy, (coord *));
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STATIC_DCL boolean FDECL(put_lregion_here, (XCHAR_P, XCHAR_P, XCHAR_P,
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XCHAR_P, XCHAR_P, XCHAR_P,
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XCHAR_P, BOOLEAN_P, d_level *));
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STATIC_DCL void NDECL(baalz_fixup);
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STATIC_DCL void NDECL(setup_waterlevel);
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STATIC_DCL void NDECL(unsetup_waterlevel);
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/* adjust a coordinate one step in the specified direction */
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#define mz_move(X, Y, dir) \
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do { \
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switch (dir) { \
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case 0: --(Y); break; \
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case 1: (X)++; break; \
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case 2: (Y)++; break; \
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case 3: --(X); break; \
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default: panic("mz_move: bad direction %d", dir); \
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} \
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} while (0)
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STATIC_OVL int
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iswall(x, y)
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int x, y;
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{
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int type;
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if (!isok(x, y))
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return 0;
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type = levl[x][y].typ;
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return (IS_WALL(type) || IS_DOOR(type)
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|| type == SDOOR || type == IRONBARS);
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}
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STATIC_OVL int
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iswall_or_stone(x, y)
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int x, y;
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{
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/* out of bounds = stone */
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if (!isok(x, y))
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return 1;
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return (levl[x][y].typ == STONE || iswall(x, y));
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}
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/* return TRUE if out of bounds, wall or rock */
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STATIC_OVL boolean
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is_solid(x, y)
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int x, y;
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{
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return (boolean) (!isok(x, y) || IS_STWALL(levl[x][y].typ));
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}
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/*
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* Return 1 (not TRUE - we're doing bit vectors here) if we want to extend
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* a wall spine in the (dx,dy) direction. Return 0 otherwise.
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*
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* To extend a wall spine in that direction, first there must be a wall there.
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* Then, extend a spine unless the current position is surrounded by walls
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* in the direction given by (dx,dy). E.g. if 'x' is our location, 'W'
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* a wall, '.' a room, 'a' anything (we don't care), and our direction is
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* (0,1) - South or down - then:
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*
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* a a a
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* W x W This would not extend a spine from x down
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* W W W (a corridor of walls is formed).
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*
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* a a a
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* W x W This would extend a spine from x down.
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* . W W
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*/
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STATIC_OVL int
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extend_spine(locale, wall_there, dx, dy)
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int locale[3][3];
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int wall_there, dx, dy;
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{
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int spine, nx, ny;
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nx = 1 + dx;
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ny = 1 + dy;
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if (wall_there) { /* wall in that direction */
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if (dx) {
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if (locale[1][0] && locale[1][2] /* EW are wall/stone */
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&& locale[nx][0] && locale[nx][2]) { /* diag are wall/stone */
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spine = 0;
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} else {
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spine = 1;
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}
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} else { /* dy */
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if (locale[0][1] && locale[2][1] /* NS are wall/stone */
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&& locale[0][ny] && locale[2][ny]) { /* diag are wall/stone */
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spine = 0;
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} else {
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spine = 1;
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}
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}
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} else {
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spine = 0;
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}
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return spine;
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}
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/* Remove walls totally surrounded by stone */
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void
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wall_cleanup(x1, y1, x2, y2)
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int x1, y1, x2, y2;
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{
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uchar type;
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int x, y;
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struct rm *lev;
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/* sanity check on incoming variables */
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if (x1 < 0 || x2 >= COLNO || x1 > x2 || y1 < 0 || y2 >= ROWNO || y1 > y2)
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panic("wall_cleanup: bad bounds (%d,%d) to (%d,%d)", x1, y1, x2, y2);
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/* change walls surrounded by rock to rock. */
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for (x = x1; x <= x2; x++)
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for (y = y1; y <= y2; y++) {
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if (within_bounded_area(x, y,
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bughack.inarea.x1, bughack.inarea.y1,
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bughack.inarea.x2, bughack.inarea.y2))
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continue;
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lev = &levl[x][y];
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type = lev->typ;
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if (IS_WALL(type) && type != DBWALL) {
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if (is_solid(x - 1, y - 1) && is_solid(x - 1, y)
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&& is_solid(x - 1, y + 1) && is_solid(x, y - 1)
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&& is_solid(x, y + 1) && is_solid(x + 1, y - 1)
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&& is_solid(x + 1, y) && is_solid(x + 1, y + 1))
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lev->typ = STONE;
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}
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}
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}
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/* Correct wall types so they extend and connect to each other */
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void
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fix_wall_spines(x1, y1, x2, y2)
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int x1, y1, x2, y2;
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{
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uchar type;
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int x, y;
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struct rm *lev;
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int FDECL((*loc_f), (int, int));
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int bits;
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int locale[3][3]; /* rock or wall status surrounding positions */
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/*
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* Value 0 represents a free-standing wall. It could be anything,
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* so even though this table says VWALL, we actually leave whatever
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* typ was there alone.
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*/
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static xchar spine_array[16] = { VWALL, HWALL, HWALL, HWALL,
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VWALL, TRCORNER, TLCORNER, TDWALL,
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VWALL, BRCORNER, BLCORNER, TUWALL,
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VWALL, TLWALL, TRWALL, CROSSWALL };
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/* sanity check on incoming variables */
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if (x1 < 0 || x2 >= COLNO || x1 > x2 || y1 < 0 || y2 >= ROWNO || y1 > y2)
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panic("wall_extends: bad bounds (%d,%d) to (%d,%d)", x1, y1, x2, y2);
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/* set the correct wall type. */
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for (x = x1; x <= x2; x++)
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for (y = y1; y <= y2; y++) {
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lev = &levl[x][y];
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type = lev->typ;
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if (!(IS_WALL(type) && type != DBWALL))
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continue;
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/* set the locations TRUE if rock or wall or out of bounds */
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loc_f = within_bounded_area(x, y, /* for baalz insect */
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bughack.inarea.x1, bughack.inarea.y1,
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bughack.inarea.x2, bughack.inarea.y2)
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? iswall
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: iswall_or_stone;
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locale[0][0] = (*loc_f)(x - 1, y - 1);
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locale[1][0] = (*loc_f)(x, y - 1);
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locale[2][0] = (*loc_f)(x + 1, y - 1);
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locale[0][1] = (*loc_f)(x - 1, y);
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locale[2][1] = (*loc_f)(x + 1, y);
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locale[0][2] = (*loc_f)(x - 1, y + 1);
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locale[1][2] = (*loc_f)(x, y + 1);
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locale[2][2] = (*loc_f)(x + 1, y + 1);
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/* determine if wall should extend to each direction NSEW */
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bits = (extend_spine(locale, iswall(x, y - 1), 0, -1) << 3)
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| (extend_spine(locale, iswall(x, y + 1), 0, 1) << 2)
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| (extend_spine(locale, iswall(x + 1, y), 1, 0) << 1)
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| extend_spine(locale, iswall(x - 1, y), -1, 0);
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/* don't change typ if wall is free-standing */
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if (bits)
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lev->typ = spine_array[bits];
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}
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}
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void
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wallification(x1, y1, x2, y2)
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int x1, y1, x2, y2;
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{
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wall_cleanup(x1, y1, x2, y2);
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fix_wall_spines(x1, y1, x2, y2);
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}
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STATIC_OVL boolean
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okay(x, y, dir)
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int x, y;
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int dir;
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{
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mz_move(x, y, dir);
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mz_move(x, y, dir);
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if (x < 3 || y < 3 || x > x_maze_max || y > y_maze_max
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|| levl[x][y].typ != STONE)
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return FALSE;
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return TRUE;
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}
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/* find random starting point for maze generation */
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STATIC_OVL void
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maze0xy(cc)
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coord *cc;
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{
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cc->x = 3 + 2 * rn2((x_maze_max >> 1) - 1);
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cc->y = 3 + 2 * rn2((y_maze_max >> 1) - 1);
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return;
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}
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/*
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* Bad if:
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* pos is occupied OR
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* pos is inside restricted region (lx,ly,hx,hy) OR
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* NOT (pos is corridor and a maze level OR pos is a room OR pos is air)
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*/
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boolean
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bad_location(x, y, lx, ly, hx, hy)
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xchar x, y;
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xchar lx, ly, hx, hy;
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{
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return (boolean) (occupied(x, y)
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|| within_bounded_area(x, y, lx, ly, hx, hy)
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|| !((levl[x][y].typ == CORR && level.flags.is_maze_lev)
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|| levl[x][y].typ == ROOM
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|| levl[x][y].typ == AIR));
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}
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/* pick a location in area (lx, ly, hx, hy) but not in (nlx, nly, nhx, nhy)
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and place something (based on rtype) in that region */
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void
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place_lregion(lx, ly, hx, hy, nlx, nly, nhx, nhy, rtype, lev)
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xchar lx, ly, hx, hy;
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xchar nlx, nly, nhx, nhy;
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xchar rtype;
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d_level *lev;
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{
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int trycnt;
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boolean oneshot;
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xchar x, y;
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if (!lx) { /* default to whole level */
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/*
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* if there are rooms and this a branch, let place_branch choose
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* the branch location (to avoid putting branches in corridors).
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*/
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if (rtype == LR_BRANCH && nroom) {
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place_branch(Is_branchlev(&u.uz), 0, 0);
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return;
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}
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lx = 1;
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hx = COLNO - 1;
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ly = 1;
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hy = ROWNO - 1;
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}
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/* first a probabilistic approach */
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oneshot = (lx == hx && ly == hy);
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for (trycnt = 0; trycnt < 200; trycnt++) {
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x = rn1((hx - lx) + 1, lx);
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y = rn1((hy - ly) + 1, ly);
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if (put_lregion_here(x, y, nlx, nly, nhx, nhy, rtype, oneshot, lev))
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return;
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}
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/* then a deterministic one */
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oneshot = TRUE;
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for (x = lx; x <= hx; x++)
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for (y = ly; y <= hy; y++)
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if (put_lregion_here(x, y, nlx, nly, nhx, nhy, rtype, oneshot,
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lev))
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return;
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impossible("Couldn't place lregion type %d!", rtype);
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}
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STATIC_OVL boolean
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put_lregion_here(x, y, nlx, nly, nhx, nhy, rtype, oneshot, lev)
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xchar x, y;
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xchar nlx, nly, nhx, nhy;
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xchar rtype;
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boolean oneshot;
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d_level *lev;
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{
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if (bad_location(x, y, nlx, nly, nhx, nhy)) {
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if (!oneshot) {
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return FALSE; /* caller should try again */
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} else {
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/* Must make do with the only location possible;
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avoid failure due to a misplaced trap.
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It might still fail if there's a dungeon feature here. */
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struct trap *t = t_at(x, y);
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if (t && t->ttyp != MAGIC_PORTAL && t->ttyp != VIBRATING_SQUARE)
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deltrap(t);
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if (bad_location(x, y, nlx, nly, nhx, nhy))
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return FALSE;
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}
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}
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switch (rtype) {
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case LR_TELE:
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case LR_UPTELE:
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case LR_DOWNTELE:
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/* "something" means the player in this case */
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if (MON_AT(x, y)) {
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/* move the monster if no choice, or just try again */
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if (oneshot)
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(void) rloc(m_at(x, y), FALSE);
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else
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return FALSE;
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}
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u_on_newpos(x, y);
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break;
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case LR_PORTAL:
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mkportal(x, y, lev->dnum, lev->dlevel);
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break;
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case LR_DOWNSTAIR:
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case LR_UPSTAIR:
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mkstairs(x, y, (char) rtype, (struct mkroom *) 0);
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break;
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case LR_BRANCH:
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place_branch(Is_branchlev(&u.uz), x, y);
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break;
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}
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return TRUE;
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}
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/* fix up Baalzebub's lair, which depicts a level-sized beetle;
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its legs are walls within solid rock--regular wallification
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classifies them as superfluous and gets rid of them */
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STATIC_OVL void
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baalz_fixup()
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{
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struct monst *mtmp;
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int x, y, lastx, lasty;
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/*
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* baalz level's nondiggable region surrounds the "insect" and rooms.
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* The outermost perimeter of that region is subject to wall cleanup
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* (hence 'x + 1' and 'y + 1' for starting don't-clean column and row,
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* 'lastx - 1' and 'lasty - 1' for ending don't-clean column and row)
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* and the interior is protected against that (in wall_cleanup()).
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*
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* Assumes level.flags.corrmaze is True, otherwise the bug legs will
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* have already been "cleaned" away by general wallification.
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*/
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/* find low and high x for to-be-wallified portion of level */
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y = ROWNO / 2;
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for (lastx = x = 0; x < COLNO; ++x)
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if ((levl[x][y].wall_info & W_NONDIGGABLE) != 0) {
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if (!lastx)
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bughack.inarea.x1 = x + 1;
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lastx = x;
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}
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bughack.inarea.x2 = ((lastx > bughack.inarea.x1) ? lastx : x) - 1;
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/* find low and high y for to-be-wallified portion of level */
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x = bughack.inarea.x1;
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for (lasty = y = 0; y < ROWNO; ++y)
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if ((levl[x][y].wall_info & W_NONDIGGABLE) != 0) {
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if (!lasty)
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bughack.inarea.y1 = y + 1;
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lasty = y;
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}
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bughack.inarea.y2 = ((lasty > bughack.inarea.y1) ? lasty : y) - 1;
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/* two pools mark where special post-wallify fix-ups are needed */
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for (x = bughack.inarea.x1; x <= bughack.inarea.x2; ++x)
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for (y = bughack.inarea.y1; y <= bughack.inarea.y2; ++y)
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if (levl[x][y].typ == POOL) {
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levl[x][y].typ = HWALL;
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if (bughack.delarea.x1 == COLNO)
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bughack.delarea.x1 = x, bughack.delarea.y1 = y;
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else
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bughack.delarea.x2 = x, bughack.delarea.y2 = y;
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} else if (levl[x][y].typ == IRONBARS) {
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/* novelty effect; allowing digging in front of 'eyes' */
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levl[x - 1][y].wall_info &= ~W_NONDIGGABLE;
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if (isok(x - 2, y))
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levl[x - 2][y].wall_info &= ~W_NONDIGGABLE;
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}
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wallification(max(bughack.inarea.x1 - 2, 1),
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max(bughack.inarea.y1 - 2, 0),
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min(bughack.inarea.x2 + 2, COLNO - 1),
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min(bughack.inarea.y2 + 2, ROWNO - 1));
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/* bughack hack for rear-most legs on baalz level; first joint on
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both top and bottom gets a bogus extra connection to room area,
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producing unwanted rectangles; change back to separated legs */
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x = bughack.delarea.x1, y = bughack.delarea.y1;
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if (isok(x, y) && levl[x][y].typ == TLWALL
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&& isok(x, y + 1) && levl[x][y + 1].typ == TUWALL) {
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levl[x][y].typ = BRCORNER;
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levl[x][y + 1].typ = HWALL;
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if ((mtmp = m_at(x, y)) != 0) /* something at temporary pool... */
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(void) rloc(mtmp, FALSE);
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}
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x = bughack.delarea.x2, y = bughack.delarea.y2;
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if (isok(x, y) && levl[x][y].typ == TLWALL
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&& isok(x, y - 1) && levl[x][y - 1].typ == TDWALL) {
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levl[x][y].typ = TRCORNER;
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levl[x][y - 1].typ = HWALL;
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if ((mtmp = m_at(x, y)) != 0) /* something at temporary pool... */
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(void) rloc(mtmp, FALSE);
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}
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/* reset bughack region; set low end to <COLNO,ROWNO> so that
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within_bounded_region() in fix_wall_spines() will fail
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most quickly--on its first test--when loading other levels */
|
|
bughack.inarea.x1 = bughack.delarea.x1 = COLNO;
|
|
bughack.inarea.y1 = bughack.delarea.y1 = ROWNO;
|
|
bughack.inarea.x2 = bughack.delarea.x2 = 0;
|
|
bughack.inarea.y2 = bughack.delarea.y2 = 0;
|
|
}
|
|
|
|
static boolean was_waterlevel; /* ugh... this shouldn't be needed */
|
|
|
|
/* this is special stuff that the level compiler cannot (yet) handle */
|
|
void
|
|
fixup_special()
|
|
{
|
|
lev_region *r = lregions;
|
|
struct d_level lev;
|
|
int x, y;
|
|
struct mkroom *croom;
|
|
boolean added_branch = FALSE;
|
|
|
|
if (was_waterlevel) {
|
|
was_waterlevel = FALSE;
|
|
u.uinwater = 0;
|
|
unsetup_waterlevel();
|
|
}
|
|
if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz)) {
|
|
level.flags.hero_memory = 0;
|
|
was_waterlevel = TRUE;
|
|
/* water level is an odd beast - it has to be set up
|
|
before calling place_lregions etc. */
|
|
setup_waterlevel();
|
|
}
|
|
for (x = 0; x < num_lregions; x++, r++) {
|
|
switch (r->rtype) {
|
|
case LR_BRANCH:
|
|
added_branch = TRUE;
|
|
goto place_it;
|
|
|
|
case LR_PORTAL:
|
|
if (*r->rname.str >= '0' && *r->rname.str <= '9') {
|
|
/* "chutes and ladders" */
|
|
lev = u.uz;
|
|
lev.dlevel = atoi(r->rname.str);
|
|
} else {
|
|
s_level *sp = find_level(r->rname.str);
|
|
lev = sp->dlevel;
|
|
}
|
|
/* fall into... */
|
|
|
|
case LR_UPSTAIR:
|
|
case LR_DOWNSTAIR:
|
|
place_it:
|
|
place_lregion(r->inarea.x1, r->inarea.y1, r->inarea.x2,
|
|
r->inarea.y2, r->delarea.x1, r->delarea.y1,
|
|
r->delarea.x2, r->delarea.y2, r->rtype, &lev);
|
|
break;
|
|
|
|
case LR_TELE:
|
|
case LR_UPTELE:
|
|
case LR_DOWNTELE:
|
|
/* save the region outlines for goto_level() */
|
|
if (r->rtype == LR_TELE || r->rtype == LR_UPTELE) {
|
|
updest.lx = r->inarea.x1;
|
|
updest.ly = r->inarea.y1;
|
|
updest.hx = r->inarea.x2;
|
|
updest.hy = r->inarea.y2;
|
|
updest.nlx = r->delarea.x1;
|
|
updest.nly = r->delarea.y1;
|
|
updest.nhx = r->delarea.x2;
|
|
updest.nhy = r->delarea.y2;
|
|
}
|
|
if (r->rtype == LR_TELE || r->rtype == LR_DOWNTELE) {
|
|
dndest.lx = r->inarea.x1;
|
|
dndest.ly = r->inarea.y1;
|
|
dndest.hx = r->inarea.x2;
|
|
dndest.hy = r->inarea.y2;
|
|
dndest.nlx = r->delarea.x1;
|
|
dndest.nly = r->delarea.y1;
|
|
dndest.nhx = r->delarea.x2;
|
|
dndest.nhy = r->delarea.y2;
|
|
}
|
|
/* place_lregion gets called from goto_level() */
|
|
break;
|
|
}
|
|
|
|
if (r->rname.str)
|
|
free((genericptr_t) r->rname.str), r->rname.str = 0;
|
|
}
|
|
|
|
/* place dungeon branch if not placed above */
|
|
if (!added_branch && Is_branchlev(&u.uz)) {
|
|
place_lregion(0, 0, 0, 0, 0, 0, 0, 0, LR_BRANCH, (d_level *) 0);
|
|
}
|
|
|
|
/* Still need to add some stuff to level file */
|
|
if (Is_medusa_level(&u.uz)) {
|
|
struct obj *otmp;
|
|
int tryct;
|
|
|
|
croom = &rooms[0]; /* only one room on the medusa level */
|
|
for (tryct = rnd(4); tryct; tryct--) {
|
|
x = somex(croom);
|
|
y = somey(croom);
|
|
if (goodpos(x, y, (struct monst *) 0, 0)) {
|
|
otmp = mk_tt_object(STATUE, x, y);
|
|
while (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) {
|
|
while (pm_resistance(&mons[otmp->corpsenm], MR_STONE)
|
|
|| poly_when_stoned(&mons[otmp->corpsenm])) {
|
|
/* set_corpsenm() handles weight too */
|
|
set_corpsenm(otmp, rndmonnum());
|
|
}
|
|
}
|
|
} else if (Is_wiz1_level(&u.uz)) {
|
|
croom = search_special(MORGUE);
|
|
|
|
create_secret_door(croom, W_SOUTH | W_EAST | W_WEST);
|
|
} else if (Is_knox(&u.uz)) {
|
|
/* using an unfilled morgue for rm id */
|
|
croom = search_special(MORGUE);
|
|
/* avoid inappropriate morgue-related messages */
|
|
level.flags.graveyard = level.flags.has_morgue = 0;
|
|
croom->rtype = OROOM; /* perhaps it should be set to VAULT? */
|
|
/* stock the main vault */
|
|
for (x = croom->lx; x <= croom->hx; x++)
|
|
for (y = croom->ly; y <= croom->hy; y++) {
|
|
(void) mkgold((long) rn1(300, 600), x, y);
|
|
if (!rn2(3) && !is_pool(x, y))
|
|
(void) maketrap(x, y, rn2(3) ? LANDMINE : SPIKED_PIT);
|
|
}
|
|
} else if (Role_if(PM_PRIEST) && In_quest(&u.uz)) {
|
|
/* less chance for undead corpses (lured from lower morgues) */
|
|
level.flags.graveyard = 1;
|
|
} else if (Is_stronghold(&u.uz)) {
|
|
level.flags.graveyard = 1;
|
|
} else if (Is_sanctum(&u.uz)) {
|
|
croom = search_special(TEMPLE);
|
|
|
|
create_secret_door(croom, W_ANY);
|
|
} else if (on_level(&u.uz, &orcus_level)) {
|
|
struct monst *mtmp, *mtmp2;
|
|
|
|
/* it's a ghost town, get rid of shopkeepers */
|
|
for (mtmp = fmon; mtmp; mtmp = mtmp2) {
|
|
mtmp2 = mtmp->nmon;
|
|
if (mtmp->isshk)
|
|
mongone(mtmp);
|
|
}
|
|
} else if (on_level(&u.uz, &baalzebub_level)) {
|
|
/* custom wallify the "beetle" potion of the level */
|
|
baalz_fixup();
|
|
}
|
|
|
|
if (lregions)
|
|
free((genericptr_t) lregions), lregions = 0;
|
|
num_lregions = 0;
|
|
}
|
|
|
|
boolean
|
|
maze_inbounds(x, y)
|
|
int x, y;
|
|
{
|
|
return (x >= 2 && y >= 2
|
|
&& x < x_maze_max && y < y_maze_max && isok(x, y));
|
|
}
|
|
|
|
void
|
|
maze_remove_deadends(typ)
|
|
xchar typ;
|
|
{
|
|
char dirok[4];
|
|
int x, y, dir, idx, idx2, dx, dy, dx2, dy2;
|
|
|
|
dirok[0] = 0; /* lint suppression */
|
|
for (x = 2; x < x_maze_max; x++)
|
|
for (y = 2; y < 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(corrwid, wallthick)
|
|
int corrwid;
|
|
int wallthick;
|
|
{
|
|
int x,y;
|
|
coord mm;
|
|
int tmp_xmax = x_maze_max;
|
|
int tmp_ymax = y_maze_max;
|
|
int rdx = 0;
|
|
int rdy = 0;
|
|
int scale;
|
|
|
|
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 = (x_maze_max / scale);
|
|
rdy = (y_maze_max / scale);
|
|
|
|
if (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 */
|
|
x_maze_max = (rdx * 2);
|
|
y_maze_max = (rdy * 2);
|
|
|
|
/* create maze */
|
|
maze0xy(&mm);
|
|
walkfrom((int) mm.x, (int) mm.y, 0);
|
|
|
|
if (!rn2(5))
|
|
maze_remove_deadends((level.flags.corrmaze) ? CORR : ROOM);
|
|
|
|
/* restore bounds */
|
|
x_maze_max = tmp_xmax;
|
|
y_maze_max = tmp_ymax;
|
|
|
|
/* scale maze up if needed */
|
|
if (scale > 2) {
|
|
char tmpmap[COLNO][ROWNO];
|
|
int rx = 1, ry = 1;
|
|
|
|
/* back up the existing smaller maze */
|
|
for (x = 1; x < x_maze_max; x++)
|
|
for (y = 1; y < y_maze_max; y++) {
|
|
tmpmap[x][y] = levl[x][y].typ;
|
|
}
|
|
|
|
/* do the scaling */
|
|
rx = x = 2;
|
|
while (rx < x_maze_max) {
|
|
int mx = (x % 2) ? corrwid
|
|
: ((x == 2 || x == (rdx * 2)) ? 1
|
|
: wallthick);
|
|
ry = y = 2;
|
|
while (ry < y_maze_max) {
|
|
int dx = 0, dy = 0;
|
|
int 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 >= x_maze_max
|
|
|| ry+dy >= y_maze_max)
|
|
break;
|
|
levl[rx + dx][ry + dy].typ = tmpmap[x][y];
|
|
}
|
|
ry += my;
|
|
y++;
|
|
}
|
|
rx += mx;
|
|
x++;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
makemaz(s)
|
|
const char *s;
|
|
{
|
|
int x, y;
|
|
char protofile[20];
|
|
s_level *sp = Is_special(&u.uz);
|
|
coord mm;
|
|
|
|
if (*s) {
|
|
if (sp && sp->rndlevs)
|
|
Sprintf(protofile, "%s-%d", s, rnd((int) sp->rndlevs));
|
|
else
|
|
Strcpy(protofile, s);
|
|
} else if (*(dungeons[u.uz.dnum].proto)) {
|
|
if (dunlevs_in_dungeon(&u.uz) > 1) {
|
|
if (sp && sp->rndlevs)
|
|
Sprintf(protofile, "%s%d-%d", dungeons[u.uz.dnum].proto,
|
|
dunlev(&u.uz), rnd((int) sp->rndlevs));
|
|
else
|
|
Sprintf(protofile, "%s%d", dungeons[u.uz.dnum].proto,
|
|
dunlev(&u.uz));
|
|
} else if (sp && sp->rndlevs) {
|
|
Sprintf(protofile, "%s-%d", dungeons[u.uz.dnum].proto,
|
|
rnd((int) sp->rndlevs));
|
|
} else
|
|
Strcpy(protofile, dungeons[u.uz.dnum].proto);
|
|
|
|
} else
|
|
Strcpy(protofile, "");
|
|
|
|
/* SPLEVTYPE format is "level-choice,level-choice"... */
|
|
if (wizard && *protofile && sp && sp->rndlevs) {
|
|
char *ep = getenv("SPLEVTYPE"); /* not nh_getenv */
|
|
if (ep) {
|
|
/* rindex always succeeds due to code in prior block */
|
|
int len = (int) ((rindex(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 = index(ep, ',');
|
|
if (ep)
|
|
++ep;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (*protofile) {
|
|
Strcat(protofile, LEV_EXT);
|
|
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);
|
|
}
|
|
|
|
level.flags.is_maze_lev = TRUE;
|
|
level.flags.corrmaze = !rn2(3);
|
|
|
|
if (!Invocation_lev(&u.uz) && rn2(2)) {
|
|
int corrscale = rnd(4);
|
|
create_maze(corrscale,rnd(4)-corrscale);
|
|
} else {
|
|
create_maze(1,1);
|
|
}
|
|
|
|
if (!level.flags.corrmaze)
|
|
wallification(2, 2, x_maze_max, y_maze_max);
|
|
|
|
mazexy(&mm);
|
|
mkstairs(mm.x, mm.y, 1, (struct mkroom *) 0); /* up */
|
|
if (!Invocation_lev(&u.uz)) {
|
|
mazexy(&mm);
|
|
mkstairs(mm.x, mm.y, 0, (struct mkroom *) 0); /* down */
|
|
} else { /* choose "vibrating square" location */
|
|
#define x_maze_min 2
|
|
#define y_maze_min 2
|
|
/*
|
|
* Pick a position where the stairs down to Moloch's Sanctum
|
|
* level will ultimately be created. At that time, an area
|
|
* will be altered: walls removed, moat and traps generated,
|
|
* boulders destroyed. The position picked here must ensure
|
|
* that that invocation area won't extend off the map.
|
|
*
|
|
* We actually allow up to 2 squares around the usual edge of
|
|
* the area to get truncated; see mkinvokearea(mklev.c).
|
|
*/
|
|
#define INVPOS_X_MARGIN (6 - 2)
|
|
#define INVPOS_Y_MARGIN (5 - 2)
|
|
#define INVPOS_DISTANCE 11
|
|
int x_range = x_maze_max - x_maze_min - 2 * INVPOS_X_MARGIN - 1,
|
|
y_range = y_maze_max - y_maze_min - 2 * INVPOS_Y_MARGIN - 1;
|
|
|
|
if (x_range <= INVPOS_X_MARGIN || y_range <= INVPOS_Y_MARGIN
|
|
|| (x_range * y_range) <= (INVPOS_DISTANCE * INVPOS_DISTANCE)) {
|
|
debugpline2("inv_pos: maze is too small! (%d x %d)",
|
|
x_maze_max, y_maze_max);
|
|
}
|
|
inv_pos.x = inv_pos.y = 0; /*{occupied() => invocation_pos()}*/
|
|
do {
|
|
x = rn1(x_range, x_maze_min + INVPOS_X_MARGIN + 1);
|
|
y = rn1(y_range, y_maze_min + INVPOS_Y_MARGIN + 1);
|
|
/* we don't want it to be too near the stairs, nor
|
|
to be on a spot that's already in use (wall|trap) */
|
|
} while (x == xupstair || y == yupstair /*(direct line)*/
|
|
|| abs(x - xupstair) == abs(y - yupstair)
|
|
|| distmin(x, y, xupstair, yupstair) <= INVPOS_DISTANCE
|
|
|| !SPACE_POS(levl[x][y].typ) || occupied(x, y));
|
|
inv_pos.x = x;
|
|
inv_pos.y = y;
|
|
maketrap(inv_pos.x, inv_pos.y, VIBRATING_SQUARE);
|
|
#undef INVPOS_X_MARGIN
|
|
#undef INVPOS_Y_MARGIN
|
|
#undef INVPOS_DISTANCE
|
|
#undef x_maze_min
|
|
#undef y_maze_min
|
|
}
|
|
|
|
/* place branch stair or portal */
|
|
place_branch(Is_branchlev(&u.uz), 0, 0);
|
|
|
|
for (x = rn1(8, 11); x; x--) {
|
|
mazexy(&mm);
|
|
(void) mkobj_at(rn2(2) ? GEM_CLASS : 0, mm.x, mm.y, TRUE);
|
|
}
|
|
for (x = rn1(10, 2); x; x--) {
|
|
mazexy(&mm);
|
|
(void) mksobj_at(BOULDER, mm.x, mm.y, TRUE, FALSE);
|
|
}
|
|
for (x = rn2(3); x; x--) {
|
|
mazexy(&mm);
|
|
(void) makemon(&mons[PM_MINOTAUR], mm.x, mm.y, NO_MM_FLAGS);
|
|
}
|
|
for (x = rn1(5, 7); x; x--) {
|
|
mazexy(&mm);
|
|
(void) makemon((struct permonst *) 0, mm.x, mm.y, NO_MM_FLAGS);
|
|
}
|
|
for (x = rn1(6, 7); x; x--) {
|
|
mazexy(&mm);
|
|
(void) mkgold(0L, mm.x, mm.y);
|
|
}
|
|
for (x = rn1(6, 7); x; x--)
|
|
mktrap(0, 1, (struct mkroom *) 0, (coord *) 0);
|
|
}
|
|
|
|
#ifdef MICRO
|
|
/* Make the mazewalk iterative by faking a stack. This is needed to
|
|
* ensure the mazewalk is successful in the limited stack space of
|
|
* the program. This iterative version uses the minimum amount of stack
|
|
* that is totally safe.
|
|
*/
|
|
void
|
|
walkfrom(x, y, typ)
|
|
int x, 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 (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(x, y, typ)
|
|
int x, y;
|
|
schar typ;
|
|
{
|
|
int q, a, dir;
|
|
int dirs[4];
|
|
|
|
if (!typ) {
|
|
if (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(cc)
|
|
coord *cc;
|
|
{
|
|
int cpt = 0;
|
|
|
|
do {
|
|
cc->x = 1 + rn2(x_maze_max);
|
|
cc->y = 1 + rn2(y_maze_max);
|
|
cpt++;
|
|
} while (cpt < 100
|
|
&& levl[cc->x][cc->y].typ
|
|
!= (level.flags.corrmaze ? CORR : ROOM));
|
|
if (cpt >= 100) {
|
|
int x, y;
|
|
|
|
/* last try */
|
|
for (x = 1; x < x_maze_max; x++)
|
|
for (y = 1; y < y_maze_max; y++) {
|
|
cc->x = x;
|
|
cc->y = y;
|
|
if (levl[cc->x][cc->y].typ
|
|
== (level.flags.corrmaze ? CORR : ROOM))
|
|
return;
|
|
}
|
|
panic("mazexy: can't find a place!");
|
|
}
|
|
return;
|
|
}
|
|
|
|
/* 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()
|
|
{
|
|
int x, y;
|
|
unsigned typ;
|
|
struct rm *lev;
|
|
boolean found, nonwall;
|
|
int xmin, xmax, ymin, ymax;
|
|
|
|
if (Is_earthlevel(&u.uz))
|
|
return; /* everything diggable here */
|
|
|
|
found = nonwall = FALSE;
|
|
for (xmin = 0; !found && xmin <= 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 || !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 || !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 || !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 || !level.flags.is_maze_lev) ? 2 : 1;
|
|
|
|
for (x = 0; x < COLNO; x++)
|
|
for (y = 0; y < ROWNO; y++)
|
|
if (y <= ymin || y >= ymax || x <= xmin || x >= xmax) {
|
|
#ifdef DCC30_BUG
|
|
lev = &levl[x][y];
|
|
lev->wall_info |= W_NONDIGGABLE;
|
|
#else
|
|
levl[x][y].wall_info |= W_NONDIGGABLE;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void
|
|
mkportal(x, y, todnum, todlevel)
|
|
xchar x, y, todnum, 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,
|
|
dungeons[todnum].dname, todlevel);
|
|
ttmp->dst.dnum = todnum;
|
|
ttmp->dst.dlevel = todlevel;
|
|
return;
|
|
}
|
|
|
|
void
|
|
fumaroles()
|
|
{
|
|
xchar n;
|
|
boolean snd = FALSE, loud = FALSE;
|
|
|
|
for (n = rn2(3) + 2; n; n--) {
|
|
xchar x = rn1(COLNO - 4, 3);
|
|
xchar y = rn1(ROWNO - 4, 3);
|
|
|
|
if (levl[x][y].typ == LAVAPOOL) {
|
|
NhRegion *r = create_gas_cloud(x, y, 4 + rn2(5), 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 " : "");
|
|
}
|
|
|
|
/*
|
|
* 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.
|
|
*/
|
|
|
|
#define CONS_OBJ 0
|
|
#define CONS_MON 1
|
|
#define CONS_HERO 2
|
|
#define CONS_TRAP 3
|
|
|
|
static struct bubble *bbubbles, *ebubbles;
|
|
|
|
static struct trap *wportal;
|
|
static int xmin, ymin, xmax, ymax; /* level boundaries */
|
|
/* bubble movement boundaries */
|
|
#define bxmin (xmin + 1)
|
|
#define bymin (ymin + 1)
|
|
#define bxmax (xmax - 1)
|
|
#define bymax (ymax - 1)
|
|
|
|
STATIC_DCL void NDECL(set_wportal);
|
|
STATIC_DCL void FDECL(mk_bubble, (int, int, int));
|
|
STATIC_DCL void FDECL(mv_bubble, (struct bubble *, int, int, BOOLEAN_P));
|
|
|
|
void
|
|
movebubbles()
|
|
{
|
|
static boolean up;
|
|
struct bubble *b;
|
|
int x, y, i, j;
|
|
struct trap *btrap;
|
|
static const struct rm water_pos = { cmap_to_glyph(S_water), WATER, 0, 0,
|
|
0, 0, 0, 0, 0, 0 };
|
|
static const struct rm air_pos = { cmap_to_glyph(S_cloud), AIR, 0, 0, 0,
|
|
1, 0, 0, 0, 0 };
|
|
|
|
/* set up the portal the first time bubbles are moved */
|
|
if (!wportal)
|
|
set_wportal();
|
|
|
|
vision_recalc(2);
|
|
|
|
if (Is_waterlevel(&u.uz)) {
|
|
/* keep attached ball&chain separate from bubble objects */
|
|
if (Punished)
|
|
unplacebc();
|
|
|
|
/*
|
|
* Pick up everything inside of a bubble then fill all bubble
|
|
* locations.
|
|
*/
|
|
for (b = up ? bbubbles : ebubbles; b; b = up ? b->next : b->prev) {
|
|
if (b->cons)
|
|
panic("movebubbles: cons != null");
|
|
for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++)
|
|
for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++)
|
|
if (b->bm[j + 2] & (1 << i)) {
|
|
if (!isok(x, y)) {
|
|
impossible("movebubbles: bad pos (%d,%d)", x, y);
|
|
continue;
|
|
}
|
|
|
|
/* pick up objects, monsters, hero, and traps */
|
|
if (OBJ_AT(x, y)) {
|
|
struct obj *olist = (struct obj *) 0, *otmp;
|
|
struct container *cons =
|
|
(struct container *) alloc(
|
|
sizeof(struct container));
|
|
|
|
while ((otmp = level.objects[x][y]) != 0) {
|
|
remove_object(otmp);
|
|
otmp->ox = otmp->oy = 0;
|
|
otmp->nexthere = olist;
|
|
olist = otmp;
|
|
}
|
|
|
|
cons->x = x;
|
|
cons->y = y;
|
|
cons->what = CONS_OBJ;
|
|
cons->list = (genericptr_t) olist;
|
|
cons->next = b->cons;
|
|
b->cons = cons;
|
|
}
|
|
if (MON_AT(x, y)) {
|
|
struct monst *mon = m_at(x, y);
|
|
struct container *cons =
|
|
(struct container *) alloc(
|
|
sizeof(struct container));
|
|
|
|
cons->x = x;
|
|
cons->y = y;
|
|
cons->what = CONS_MON;
|
|
cons->list = (genericptr_t) mon;
|
|
|
|
cons->next = b->cons;
|
|
b->cons = cons;
|
|
|
|
if (mon->wormno)
|
|
remove_worm(mon);
|
|
else
|
|
remove_monster(x, y);
|
|
|
|
newsym(x, y); /* clean up old position */
|
|
mon->mx = mon->my = 0;
|
|
}
|
|
if (!u.uswallow && x == u.ux && y == u.uy) {
|
|
struct container *cons =
|
|
(struct container *) alloc(
|
|
sizeof(struct container));
|
|
|
|
cons->x = x;
|
|
cons->y = y;
|
|
cons->what = CONS_HERO;
|
|
cons->list = (genericptr_t) 0;
|
|
|
|
cons->next = b->cons;
|
|
b->cons = cons;
|
|
}
|
|
if ((btrap = t_at(x, y)) != 0) {
|
|
struct container *cons =
|
|
(struct container *) alloc(
|
|
sizeof(struct container));
|
|
|
|
cons->x = x;
|
|
cons->y = y;
|
|
cons->what = CONS_TRAP;
|
|
cons->list = (genericptr_t) btrap;
|
|
|
|
cons->next = b->cons;
|
|
b->cons = cons;
|
|
}
|
|
|
|
levl[x][y] = water_pos;
|
|
block_point(x, y);
|
|
}
|
|
}
|
|
} else if (Is_airlevel(&u.uz)) {
|
|
for (x = 0; x < COLNO; x++)
|
|
for (y = 0; y < ROWNO; y++) {
|
|
levl[x][y] = air_pos;
|
|
unblock_point(x, y);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Every second time traverse down. This is because otherwise
|
|
* all the junk that changes owners when bubbles overlap
|
|
* would eventually end up in the last bubble in the chain.
|
|
*/
|
|
up = !up;
|
|
for (b = up ? bbubbles : ebubbles; b; b = up ? b->next : b->prev) {
|
|
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)
|
|
placebc();
|
|
vision_full_recalc = 1;
|
|
}
|
|
|
|
/* when moving in water, possibly (1 in 3) alter the intended destination */
|
|
void
|
|
water_friction()
|
|
{
|
|
int 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(fd, mode)
|
|
int fd, mode;
|
|
{
|
|
struct bubble *b;
|
|
|
|
if (!Is_waterlevel(&u.uz) && !Is_airlevel(&u.uz))
|
|
return;
|
|
|
|
if (perform_bwrite(mode)) {
|
|
int n = 0;
|
|
for (b = bbubbles; b; b = b->next)
|
|
++n;
|
|
bwrite(fd, (genericptr_t) &n, sizeof(int));
|
|
bwrite(fd, (genericptr_t) &xmin, sizeof(int));
|
|
bwrite(fd, (genericptr_t) &ymin, sizeof(int));
|
|
bwrite(fd, (genericptr_t) &xmax, sizeof(int));
|
|
bwrite(fd, (genericptr_t) &ymax, sizeof(int));
|
|
for (b = bbubbles; b; b = b->next)
|
|
bwrite(fd, (genericptr_t) b, sizeof(struct bubble));
|
|
}
|
|
if (release_data(mode))
|
|
unsetup_waterlevel();
|
|
}
|
|
|
|
void
|
|
restore_waterlevel(fd)
|
|
int fd;
|
|
{
|
|
struct bubble *b = (struct bubble *) 0, *btmp;
|
|
int i, n;
|
|
|
|
if (!Is_waterlevel(&u.uz) && !Is_airlevel(&u.uz))
|
|
return;
|
|
|
|
set_wportal();
|
|
mread(fd, (genericptr_t) &n, sizeof(int));
|
|
mread(fd, (genericptr_t) &xmin, sizeof(int));
|
|
mread(fd, (genericptr_t) &ymin, sizeof(int));
|
|
mread(fd, (genericptr_t) &xmax, sizeof(int));
|
|
mread(fd, (genericptr_t) &ymax, sizeof(int));
|
|
for (i = 0; i < n; i++) {
|
|
btmp = b;
|
|
b = (struct bubble *) alloc(sizeof(struct bubble));
|
|
mread(fd, (genericptr_t) b, sizeof(struct bubble));
|
|
if (bbubbles) {
|
|
btmp->next = b;
|
|
b->prev = btmp;
|
|
} else {
|
|
bbubbles = b;
|
|
b->prev = (struct bubble *) 0;
|
|
}
|
|
mv_bubble(b, 0, 0, TRUE);
|
|
}
|
|
ebubbles = b;
|
|
b->next = (struct bubble *) 0;
|
|
was_waterlevel = TRUE;
|
|
}
|
|
|
|
const char *
|
|
waterbody_name(x, y)
|
|
xchar x, y;
|
|
{
|
|
struct rm *lev;
|
|
schar ltyp;
|
|
|
|
if (!isok(x, y))
|
|
return "drink"; /* should never happen */
|
|
lev = &levl[x][y];
|
|
ltyp = lev->typ;
|
|
if (ltyp == DRAWBRIDGE_UP)
|
|
ltyp = db_under_typ(lev->drawbridgemask);
|
|
|
|
if (ltyp == LAVAPOOL)
|
|
return hliquid("lava");
|
|
else if (ltyp == ICE)
|
|
return "ice";
|
|
else if (ltyp == POOL)
|
|
return "pool of water";
|
|
else if (ltyp == WATER || Is_waterlevel(&u.uz))
|
|
; /* fall through to default return value */
|
|
else if (Is_juiblex_level(&u.uz))
|
|
return "swamp";
|
|
else if (ltyp == MOAT && !Is_medusa_level(&u.uz))
|
|
return "moat";
|
|
|
|
return hliquid("water");
|
|
}
|
|
|
|
STATIC_OVL void
|
|
set_wportal()
|
|
{
|
|
/* there better be only one magic portal on water level... */
|
|
for (wportal = ftrap; wportal; wportal = wportal->ntrap)
|
|
if (wportal->ttyp == MAGIC_PORTAL)
|
|
return;
|
|
impossible("set_wportal(): no portal!");
|
|
}
|
|
|
|
STATIC_OVL void
|
|
setup_waterlevel()
|
|
{
|
|
int x, y;
|
|
int xskip, yskip;
|
|
int water_glyph = cmap_to_glyph(S_water),
|
|
air_glyph = cmap_to_glyph(S_air);
|
|
|
|
/* ouch, hardcoded... */
|
|
|
|
xmin = 3;
|
|
ymin = 1;
|
|
xmax = 78;
|
|
ymax = 20;
|
|
|
|
/* set hero's memory to water */
|
|
|
|
for (x = xmin; x <= xmax; x++)
|
|
for (y = ymin; y <= ymax; y++)
|
|
levl[x][y].glyph = Is_waterlevel(&u.uz) ? water_glyph : air_glyph;
|
|
|
|
/* 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 = bxmin; x <= bxmax; x += xskip)
|
|
for (y = bymin; y <= bymax; y += yskip)
|
|
mk_bubble(x, y, rn2(7));
|
|
}
|
|
|
|
STATIC_OVL void
|
|
unsetup_waterlevel()
|
|
{
|
|
struct bubble *b, *bb;
|
|
|
|
/* free bubbles */
|
|
|
|
for (b = bbubbles; b; b = bb) {
|
|
bb = b->next;
|
|
free((genericptr_t) b);
|
|
}
|
|
bbubbles = ebubbles = (struct bubble *) 0;
|
|
}
|
|
|
|
STATIC_OVL void
|
|
mk_bubble(x, y, n)
|
|
int x, y, n;
|
|
{
|
|
/*
|
|
* These bit masks make visually pleasing bubbles on a normal aspect
|
|
* 25x80 terminal, which naturally results in them being mathematically
|
|
* anything but symmetric. For this reason they cannot be computed
|
|
* in situ, either. The first two elements tell the dimensions of
|
|
* the bubble's bounding box.
|
|
*/
|
|
static uchar bm2[] = { 2, 1, 0x3 },
|
|
bm3[] = { 3, 2, 0x7, 0x7 },
|
|
bm4[] = { 4, 3, 0x6, 0xf, 0x6 },
|
|
bm5[] = { 5, 3, 0xe, 0x1f, 0xe },
|
|
bm6[] = { 6, 4, 0x1e, 0x3f, 0x3f, 0x1e },
|
|
bm7[] = { 7, 4, 0x3e, 0x7f, 0x7f, 0x3e },
|
|
bm8[] = { 8, 4, 0x7e, 0xff, 0xff, 0x7e },
|
|
*bmask[] = { bm2, bm3, bm4, bm5, bm6, bm7, bm8 };
|
|
struct bubble *b;
|
|
|
|
if (x >= bxmax || y >= bymax)
|
|
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(struct bubble));
|
|
if ((x + (int) bmask[n][0] - 1) > bxmax)
|
|
x = bxmax - bmask[n][0] + 1;
|
|
if ((y + (int) bmask[n][1] - 1) > bymax)
|
|
y = bymax - bmask[n][1] + 1;
|
|
b->x = x;
|
|
b->y = y;
|
|
b->dx = 1 - rn2(3);
|
|
b->dy = 1 - rn2(3);
|
|
/* 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 (!bbubbles)
|
|
bbubbles = b;
|
|
if (ebubbles) {
|
|
ebubbles->next = b;
|
|
b->prev = ebubbles;
|
|
} else
|
|
b->prev = (struct bubble *) 0;
|
|
b->next = (struct bubble *) 0;
|
|
ebubbles = b;
|
|
mv_bubble(b, 0, 0, TRUE);
|
|
}
|
|
|
|
/*
|
|
* The player, the portal and all other objects and monsters
|
|
* float along with their associated bubbles. Bubbles may overlap
|
|
* freely, and the contents may get associated with other bubbles in
|
|
* the process. Bubbles are "sticky", meaning that if the player is
|
|
* in the immediate neighborhood of one, he/she may get sucked inside.
|
|
* This property also makes leaving a bubble slightly difficult.
|
|
*/
|
|
STATIC_OVL void
|
|
mv_bubble(b, dx, dy, ini)
|
|
struct bubble *b;
|
|
int dx, dy;
|
|
boolean ini;
|
|
{
|
|
int x, y, i, j, colli = 0;
|
|
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 <= bxmin)
|
|
colli |= 2;
|
|
if (b->y <= bymin)
|
|
colli |= 1;
|
|
if ((int) (b->x + b->bm[0] - 1) >= bxmax)
|
|
colli |= 2;
|
|
if ((int) (b->y + b->bm[1] - 1) >= bymax)
|
|
colli |= 1;
|
|
|
|
if (b->x < bxmin) {
|
|
pline("bubble xmin: x = %d, xmin = %d", b->x, bxmin);
|
|
b->x = bxmin;
|
|
}
|
|
if (b->y < bymin) {
|
|
pline("bubble ymin: y = %d, ymin = %d", b->y, bymin);
|
|
b->y = bymin;
|
|
}
|
|
if ((int) (b->x + b->bm[0] - 1) > bxmax) {
|
|
pline("bubble xmax: x = %d, xmax = %d", b->x + b->bm[0] - 1,
|
|
bxmax);
|
|
b->x = bxmax - b->bm[0] + 1;
|
|
}
|
|
if ((int) (b->y + b->bm[1] - 1) > bymax) {
|
|
pline("bubble ymax: y = %d, ymax = %d", b->y + b->bm[1] - 1,
|
|
bymax);
|
|
b->y = bymax - b->bm[1] + 1;
|
|
}
|
|
|
|
/* bounce if we're trying to move off the border */
|
|
if (b->x == bxmin && dx < 0)
|
|
dx = -dx;
|
|
if (b->x + b->bm[0] - 1 == bxmax && dx > 0)
|
|
dx = -dx;
|
|
if (b->y == bymin && dy < 0)
|
|
dy = -dy;
|
|
if (b->y + b->bm[1] - 1 == bymax && dy > 0)
|
|
dy = -dy;
|
|
|
|
b->x += dx;
|
|
b->y += dy;
|
|
}
|
|
|
|
/* 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);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case CONS_MON: {
|
|
struct monst *mon = (struct monst *) cons->list;
|
|
(void) mnearto(mon, cons->x, cons->y, TRUE);
|
|
break;
|
|
}
|
|
|
|
case CONS_HERO: {
|
|
int ux0 = u.ux, uy0 = u.uy;
|
|
|
|
/* change u.ux0 and u.uy0? */
|
|
u.ux = cons->x;
|
|
u.uy = cons->y;
|
|
newsym(ux0, uy0); /* clean up old position */
|
|
|
|
if (MON_AT(cons->x, cons->y)) {
|
|
mnexto(m_at(cons->x, cons->y));
|
|
}
|
|
break;
|
|
}
|
|
|
|
case CONS_TRAP: {
|
|
struct trap *btrap = (struct trap *) cons->list;
|
|
btrap->tx = cons->x;
|
|
btrap->ty = cons->y;
|
|
break;
|
|
}
|
|
|
|
default:
|
|
impossible("mv_bubble: unknown bubble contents");
|
|
break;
|
|
}
|
|
free((genericptr_t) cons);
|
|
}
|
|
b->cons = 0;
|
|
}
|
|
|
|
/* boing? */
|
|
switch (colli) {
|
|
case 1:
|
|
b->dy = -b->dy;
|
|
break;
|
|
case 3:
|
|
b->dy = -b->dy; /* fall through */
|
|
case 2:
|
|
b->dx = -b->dx;
|
|
break;
|
|
default:
|
|
/* sometimes alter direction for fun anyway
|
|
(higher probability for stationary bubbles) */
|
|
if (!ini && ((b->dx || b->dy) ? !rn2(20) : !rn2(5))) {
|
|
b->dx = 1 - rn2(3);
|
|
b->dy = 1 - rn2(3);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*mkmaze.c*/
|