Files
nethack/src/mkmaze.c
2015-11-11 21:47:51 +02:00

1509 lines
45 KiB
C

/* NetHack 3.6 mkmaze.c $NHDT-Date: 1446604114 2015/11/04 02:28:34 $ $NHDT-Branch: master $:$NHDT-Revision: 1.39 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include "sp_lev.h"
#include "lev.h" /* save & restore info */
/* from sp_lev.c, for fixup_special() */
extern lev_region *lregions;
extern int num_lregions;
STATIC_DCL boolean FDECL(iswall, (int, int));
STATIC_DCL boolean FDECL(iswall_or_stone, (int, int));
STATIC_DCL boolean FDECL(is_solid, (int, int));
STATIC_DCL int FDECL(extend_spine, (int[3][3], int, int, int));
STATIC_DCL boolean FDECL(okay, (int, int, int));
STATIC_DCL void FDECL(maze0xy, (coord *));
STATIC_DCL boolean
FDECL(put_lregion_here, (XCHAR_P, XCHAR_P, XCHAR_P, XCHAR_P, XCHAR_P, XCHAR_P,
XCHAR_P, BOOLEAN_P, d_level *));
STATIC_DCL void NDECL(fixup_special);
STATIC_DCL void FDECL(move, (int *, int *, int));
STATIC_DCL void NDECL(setup_waterlevel);
STATIC_DCL void NDECL(unsetup_waterlevel);
STATIC_OVL boolean
iswall(x, y)
int x, y;
{
register int type;
if (!isok(x, y))
return FALSE;
type = levl[x][y].typ;
return (boolean) (IS_WALL(type) || IS_DOOR(type)
|| type == SDOOR || type == IRONBARS);
}
STATIC_OVL boolean
iswall_or_stone(x, y)
int x, y;
{
register int type;
/* out of bounds = stone */
if (!isok(x, y))
return TRUE;
type = levl[x][y].typ;
return (boolean) (type == STONE
|| IS_WALL(type) || IS_DOOR(type)
|| type == SDOOR || type == IRONBARS);
}
/* return TRUE if out of bounds, wall or rock */
STATIC_OVL boolean
is_solid(x, y)
int x, y;
{
return (boolean) (!isok(x, y) || IS_STWALL(levl[x][y].typ));
}
/*
* 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_OVL int
extend_spine(locale, wall_there, dx, dy)
int locale[3][3];
int wall_there, dx, 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;
}
/*
* Wall cleanup. This function has two purposes: (1) remove walls that
* are totally surrounded by stone - they are redundant. (2) correct
* the types so that they extend and connect to each other.
*/
void
wallification(x1, y1, x2, y2)
int x1, y1, x2, y2;
{
uchar type;
register int x, y;
struct rm *lev;
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 xchar 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("wallification: bad bounds (%d,%d) to (%d,%d)", x1, y1, x2, y2);
/* Step 1: change walls surrounded by rock to rock. */
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) {
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;
}
}
/*
* Step 2: set the correct wall type. We can't combine steps
* 1 and 2 into a single sweep because we depend on knowing if
* the surrounding positions are stone.
*/
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 */
locale[0][0] = iswall_or_stone(x - 1, y - 1);
locale[1][0] = iswall_or_stone(x, y - 1);
locale[2][0] = iswall_or_stone(x + 1, y - 1);
locale[0][1] = iswall_or_stone(x - 1, y);
locale[2][1] = iswall_or_stone(x + 1, y);
locale[0][2] = iswall_or_stone(x - 1, y + 1);
locale[1][2] = iswall_or_stone(x, y + 1);
locale[2][2] = iswall_or_stone(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];
}
}
STATIC_OVL boolean
okay(x, y, dir)
int x, y;
register int dir;
{
move(&x, &y, dir);
move(&x, &y, dir);
if (x < 3 || y < 3 || x > x_maze_max || y > y_maze_max
|| levl[x][y].typ != 0)
return FALSE;
return TRUE;
}
/* find random starting point for maze generation */
STATIC_OVL void
maze0xy(cc)
coord *cc;
{
cc->x = 3 + 2 * rn2((x_maze_max >> 1) - 1);
cc->y = 3 + 2 * rn2((y_maze_max >> 1) - 1);
return;
}
/*
* Bad if:
* pos is occupied OR
* pos is inside restricted region (lx,ly,hx,hy) OR
* NOT (pos is corridor and a maze level OR pos is a room OR pos is air)
*/
boolean
bad_location(x, y, lx, ly, hx, hy)
xchar x, y;
xchar lx, ly, hx, hy;
{
return (boolean) (occupied(x, y)
|| within_bounded_area(x, y, lx, ly, hx, hy)
|| !((levl[x][y].typ == CORR && 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(lx, ly, hx, hy, nlx, nly, nhx, nhy, rtype, lev)
xchar lx, ly, hx, hy;
xchar nlx, nly, nhx, nhy;
xchar rtype;
d_level *lev;
{
int trycnt;
boolean oneshot;
xchar 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 && nroom) {
place_branch(Is_branchlev(&u.uz), 0, 0);
return;
}
lx = 1;
hx = COLNO - 1;
ly = 1;
hy = ROWNO - 1;
}
/* first a probabilistic approach */
oneshot = (lx == hx && ly == hy);
for (trycnt = 0; trycnt < 200; trycnt++) {
x = rn1((hx - lx) + 1, lx);
y = rn1((hy - ly) + 1, ly);
if (put_lregion_here(x, y, nlx, nly, nhx, nhy, rtype, oneshot, lev))
return;
}
/* then a deterministic one */
oneshot = TRUE;
for (x = lx; x <= hx; x++)
for (y = ly; y <= hy; y++)
if (put_lregion_here(x, y, nlx, nly, nhx, nhy, rtype, oneshot,
lev))
return;
impossible("Couldn't place lregion type %d!", rtype);
}
STATIC_OVL boolean
put_lregion_here(x, y, nlx, nly, nhx, nhy, rtype, oneshot, lev)
xchar x, y;
xchar nlx, nly, nhx, nhy;
xchar rtype;
boolean oneshot;
d_level *lev;
{
if (bad_location(x, y, nlx, nly, nhx, nhy)) {
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 && t->ttyp != MAGIC_PORTAL && t->ttyp != VIBRATING_SQUARE)
deltrap(t);
if (bad_location(x, y, nlx, nly, nhx, nhy))
return FALSE;
}
}
switch (rtype) {
case LR_TELE:
case LR_UPTELE:
case LR_DOWNTELE:
/* "something" means the player in this case */
if (MON_AT(x, y)) {
/* move the monster if no choice, or just try again */
if (oneshot)
(void) rloc(m_at(x, y), FALSE);
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);
break;
case LR_BRANCH:
place_branch(Is_branchlev(&u.uz), x, y);
break;
}
return TRUE;
}
static boolean was_waterlevel; /* ugh... this shouldn't be needed */
/* this is special stuff that the level compiler cannot (yet) handle */
STATIC_OVL void
fixup_special()
{
register lev_region *r = lregions;
struct d_level lev;
register 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)) {
register 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);
}
}
if (lregions)
free((genericptr_t) lregions), lregions = 0;
num_lregions = 0;
}
void
makemaz(s)
register 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)) {
fixup_special();
/* 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 (level.flags.corrmaze)
for (x = 2; x < x_maze_max; x++)
for (y = 2; y < y_maze_max; y++)
levl[x][y].typ = STONE;
else
for (x = 2; x <= x_maze_max; x++)
for (y = 2; y <= y_maze_max; y++)
levl[x][y].typ = ((x % 2) && (y % 2)) ? STONE : HWALL;
maze0xy(&mm);
walkfrom((int) mm.x, (int) mm.y, 0);
/* put a boulder at the maze center */
(void) mksobj_at(BOULDER, (int) mm.x, (int) mm.y, TRUE, FALSE);
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)];
move(&x, &y, dir);
levl[x][y].typ = typ;
move(&x, &y, dir);
pos++;
if (pos > CELLS)
panic("Overflow in walkfrom");
mazex[pos] = (char) x;
mazey[pos] = (char) y;
}
}
}
#else
void
walkfrom(x, y, typ)
int x, y;
schar typ;
{
register 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)];
move(&x, &y, dir);
levl[x][y].typ = typ;
move(&x, &y, dir);
walkfrom(x, y, typ);
}
}
#endif /* MICRO */
STATIC_OVL void
move(x, y, dir)
register int *x, *y;
register int dir;
{
switch (dir) {
case 0:
--(*y);
break;
case 1:
(*x)++;
break;
case 2:
(*y)++;
break;
case 3:
--(*x);
break;
default:
panic("move: bad direction");
}
}
/* 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 = 3 + 2 * rn2((x_maze_max >> 1) - 1);
cc->y = 3 + 2 * rn2((y_maze_max >> 1) - 1);
cpt++;
} while (cpt < 100
&& levl[cc->x][cc->y].typ
!= (level.flags.corrmaze ? CORR : ROOM));
if (cpt >= 100) {
register int x, y;
/* last try */
for (x = 0; x < (x_maze_max >> 1) - 1; x++)
for (y = 0; y < (y_maze_max >> 1) - 1; y++) {
cc->x = 3 + 2 * x;
cc->y = 3 + 2 * 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()
{
register int x, y;
register unsigned typ;
register 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.
*/
#ifdef DEBUG
/* to ease the work of debuggers at this stage */
#define register
#endif
#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;
register struct bubble *b;
register 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) {
register 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()
{
register int x, y, dx, dy;
register 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;
{
register 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)
register int fd;
{
register struct bubble *b = (struct bubble *) 0, *btmp;
register int i;
int 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;
{
register 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 "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 "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()
{
register int x, y;
register int xskip, yskip;
register int water_glyph = cmap_to_glyph(S_water);
register int air_glyph = cmap_to_glyph(S_air);
/* ouch, hardcoded... */
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()
{
register 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)
register 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 };
register 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)
register struct bubble *b;
register int dx, dy;
register boolean ini;
{
register 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*/