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mkmaze.c
200 lines (189 loc) · 4.31 KB
/
mkmaze.c
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/* SCCS Id: @(#)mkmaze.c 2.1 87/10/18
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
#include "hack.h"
#include "mkroom.h" /* not really used */
extern struct monst *makemon();
extern struct permonst pm_wizard;
extern struct obj *mkobj_at();
struct permonst hell_hound =
{ "hell hound", 'd', 12, 14, 2, 20, 3, 6, 0 };
makemaz()
{
int x,y;
register zx,zy;
coord mm;
boolean al = (dlevel >= 30 && !flags.made_amulet);
for(x = 2; x < COLNO-1; x++)
for(y = 2; y < ROWNO-1; y++)
levl[x][y].typ = (x%2 && y%2) ? 0 : HWALL;
#ifndef RPH
if(al) {
#else /* make decoy wizard levels */
if((dlevel == u.wiz_level) ||
(!rn2(3) && (dlevel > u.medusa_level+1))) {
#endif
register struct monst *mtmp;
zx = 2*(COLNO/4) - 1;
zy = 2*(ROWNO/4) - 1;
for(x = zx-2; x < zx+4; x++) for(y = zy-2; y <= zy+2; y++) {
levl[x][y].typ =
(y == zy-2 || y == zy+2 || x == zx-2 || x == zx+3) ? POOL :
(y == zy-1 || y == zy+1 || x == zx-1 || x == zx+2) ? HWALL:
ROOM;
}
#ifdef RPH
if (dlevel == u.wiz_level) {
#endif
(void) mkobj_at(AMULET_SYM, zx, zy);
flags.made_amulet = 1;
walkfrom(zx+4, zy);
if(mtmp = makemon(&hell_hound, zx, zy))
mtmp->msleep = 1;
if(mtmp = makemon(PM_WIZARD, zx+1, zy)) {
mtmp->msleep = 1;
flags.no_of_wizards = 1;
}
#ifdef RPH
} else {
struct obj *ot;
/* make a cheap plastic imitation */
if (ot = mkobj_at(AMULET_SYM, zx, zy))
ot-> spe = -1;
walkfrom(zx+4,zy);
if (mtmp = makemon(&hell_hound, zx, zy))
mtmp->msleep = 1;
mkmon_at ('&', zx+1,zy);
}
#endif
} else {
mazexy(&mm);
zx = mm.x;
zy = mm.y;
walkfrom(zx,zy);
#ifdef RPH
if (!rn2(10) || (dlevel == u.medusa_level + 1))
#endif
(void) mksobj_at(WAN_WISHING, zx, zy);
(void) mkobj_at(ROCK_SYM, zx, zy); /* put a rock on top of it */
}
for(x = 2; x < COLNO-1; x++)
for(y = 2; y < ROWNO-1; y++) {
switch(levl[x][y].typ) {
case HWALL:
levl[x][y].scrsym = HWALL_SYM;
break;
case ROOM:
levl[x][y].scrsym = ROOM_SYM;
break;
}
}
for(x = rn1(8,11); x; x--) {
mazexy(&mm);
(void) mkobj_at(rn2(2) ? GEM_SYM : 0, mm.x, mm.y);
}
for(x = rn1(10,2); x; x--) {
mazexy(&mm);
(void) mkobj_at(ROCK_SYM, mm.x, mm.y);
}
mazexy(&mm);
(void) makemon(PM_MINOTAUR, mm.x, mm.y);
for(x = rn1(5,7); x; x--) {
mazexy(&mm);
(void) makemon((struct permonst *) 0, mm.x, mm.y);
}
for(x = rn1(6,7); x; x--) {
mazexy(&mm);
mkgold(0L,mm.x,mm.y);
}
for(x = rn1(6,7); x; x--)
mktrap(0,1,(struct mkroom *) 0);
mazexy(&mm);
levl[(xupstair = mm.x)][(yupstair = mm.y)].scrsym = UP_SYM;
levl[xupstair][yupstair].typ = STAIRS;
xdnstair = ydnstair = 0;
}
#ifdef DGK
/* 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 mimumum amount of stack
* that is totally safe.
*/
walkfrom(x,y)
int x,y;
{
#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];
pos = 1;
mazex[pos] = (char) x;
mazey[pos] = (char) y;
while (pos) {
x = (int) mazex[pos];
y = (int) mazey[pos];
levl[x][y].typ = ROOM;
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 = ROOM;
move(&x, &y, dir);
pos++;
if (pos > CELLS)
panic("Overflow in walkfrom");
mazex[pos] = (char) x;
mazey[pos] = (char) y;
}
}
}
#else
walkfrom(x,y) int x,y; {
register int q,a,dir;
int dirs[4];
levl[x][y].typ = ROOM;
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 = ROOM;
move(&x,&y,dir);
walkfrom(x,y);
}
}
#endif /* DGK /**/
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;
}
}
okay(x,y,dir)
int x,y;
register int dir;
{
move(&x,&y,dir);
move(&x,&y,dir);
if(x<3 || y<3 || x>COLNO-3 || y>ROWNO-3 || levl[x][y].typ != 0)
return(0);
else
return(1);
}
mazexy(cc)
coord *cc;
{
cc->x = 3 + 2*rn2(COLNO/2 - 2);
cc->y = 3 + 2*rn2(ROWNO/2 - 2);
return(0);
}