057afceb86
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
137 lines
2.9 KiB
C
137 lines
2.9 KiB
C
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* hack.mkmaze.c - version 1.0.2 */
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#include "hack.h"
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#include "def.mkroom.h" /* not really used */
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extern struct monst *makemon();
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extern struct permonst pm_wizard;
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extern struct obj *mkobj_at();
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extern coord mazexy();
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struct permonst hell_hound =
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{ "hell hound", 'd', 12, 14, 2, 3, 6, 0 };
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makemaz()
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{
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int x,y;
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register zx,zy;
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coord mm;
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boolean al = (dlevel >= 30 && !flags.made_amulet);
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for(x = 2; x < COLNO-1; x++)
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for(y = 2; y < ROWNO-1; y++)
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levl[x][y].typ = (x%2 && y%2) ? 0 : HWALL;
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if(al) {
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register struct monst *mtmp;
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zx = 2*(COLNO/4) - 1;
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zy = 2*(ROWNO/4) - 1;
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for(x = zx-2; x < zx+4; x++) for(y = zy-2; y <= zy+2; y++) {
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levl[x][y].typ =
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(y == zy-2 || y == zy+2 || x == zx-2 || x == zx+3) ? POOL :
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(y == zy-1 || y == zy+1 || x == zx-1 || x == zx+2) ? HWALL:
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ROOM;
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}
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(void) mkobj_at(AMULET_SYM, zx, zy);
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flags.made_amulet = 1;
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walkfrom(zx+4, zy);
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if(mtmp = makemon(&hell_hound, zx, zy))
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mtmp->msleep = 1;
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if(mtmp = makemon(PM_WIZARD, zx+1, zy)) {
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mtmp->msleep = 1;
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flags.no_of_wizards = 1;
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}
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} else {
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mm = mazexy();
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zx = mm.x;
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zy = mm.y;
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walkfrom(zx,zy);
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(void) mksobj_at(WAN_WISHING, zx, zy);
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(void) mkobj_at(ROCK_SYM, zx, zy); /* put a rock on top of it */
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}
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for(x = 2; x < COLNO-1; x++)
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for(y = 2; y < ROWNO-1; y++) {
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switch(levl[x][y].typ) {
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case HWALL:
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levl[x][y].scrsym = '-';
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break;
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case ROOM:
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levl[x][y].scrsym = '.';
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break;
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}
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}
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for(x = rn1(8,11); x; x--) {
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mm = mazexy();
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(void) mkobj_at(rn2(2) ? GEM_SYM : 0, mm.x, mm.y);
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}
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for(x = rn1(10,2); x; x--) {
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mm = mazexy();
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(void) mkobj_at(ROCK_SYM, mm.x, mm.y);
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}
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mm = mazexy();
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(void) makemon(PM_MINOTAUR, mm.x, mm.y);
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for(x = rn1(5,7); x; x--) {
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mm = mazexy();
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(void) makemon((struct permonst *) 0, mm.x, mm.y);
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}
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for(x = rn1(6,7); x; x--) {
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mm = mazexy();
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mkgold(0L,mm.x,mm.y);
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}
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for(x = rn1(6,7); x; x--)
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mktrap(0,1,(struct mkroom *) 0);
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mm = mazexy();
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levl[(xupstair = mm.x)][(yupstair = mm.y)].scrsym = '<';
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levl[xupstair][yupstair].typ = STAIRS;
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xdnstair = ydnstair = 0;
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}
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walkfrom(x,y) int x,y; {
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register int q,a,dir;
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int dirs[4];
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levl[x][y].typ = ROOM;
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while(1) {
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q = 0;
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for(a = 0; a < 4; a++)
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if(okay(x,y,a)) dirs[q++]= a;
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if(!q) return;
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dir = dirs[rn2(q)];
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move(&x,&y,dir);
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levl[x][y].typ = ROOM;
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move(&x,&y,dir);
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walkfrom(x,y);
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}
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}
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move(x,y,dir)
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register int *x, *y;
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register int dir;
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{
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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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}
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}
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okay(x,y,dir)
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int x,y;
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register int dir;
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{
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move(&x,&y,dir);
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move(&x,&y,dir);
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if(x<3 || y<3 || x>COLNO-3 || y>ROWNO-3 || levl[x][y].typ != 0)
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return(0);
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else
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return(1);
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}
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coord
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mazexy(){
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coord mm;
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mm.x = 3 + 2*rn2(COLNO/2 - 2);
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mm.y = 3 + 2*rn2(ROWNO/2 - 2);
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return mm;
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}
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