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maze.c
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maze.c
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/*********************************************
Pseudo 3D maze game for RVASEC badge hardware.
Author: Stephen M. Cameron <stephenmcameron@gmail.com>
(c) 2019 Stephen M. Cameron
If you're wondering why this program is written
in such a strange way, it's because of the environment
it needs to fit into. This program is meant to run
on a PIC32 in a kind of cooperative multiprogram system
and can't monopolize the CPU for any significant length
of time (though it does have some compatibility bodges that
allow it to run as a native linux program too.) That is
why maze_cb() is just a big switch statement that does
different things based on maze_program_state and why there
are so many global variables. So the weirdness is there
for a reason, and is not how I would normally write a program.
**********************************************/
#ifdef __linux__
#include <stdio.h>
#include <sys/time.h> /* for gettimeofday */
#include <string.h> /* for memset */
#include "linuxcompat.h"
#include "bline.h"
#else
#include "colors.h"
#include "menu.h"
#include "buttons.h"
/* TODO: I shouldn't have to declare these myself. */
#define size_t int
extern char *strcpy(char *dest, const char *src);
extern char *strncpy(char *dest, const char *src, size_t n);
extern void *memset(void *s, int c, size_t n);
extern char *strcat(char *dest, const char *src);
#endif
#include "build_bug_on.h"
#include "xorshift.h"
/* TODO figure out where these should really come from */
#define SCREEN_XDIM 132
#define SCREEN_YDIM 132
/* Program states. Initial state is MAZE_GAME_INIT */
enum maze_program_state_t {
MAZE_GAME_INIT,
MAZE_GAME_START_MENU,
MAZE_LEVEL_INIT,
MAZE_BUILD,
MAZE_PRINT,
MAZE_RENDER,
MAZE_OBJECT_RENDER,
MAZE_RENDER_ENCOUNTER,
MAZE_DRAW_STATS,
MAZE_SCREEN_RENDER,
MAZE_PROCESS_COMMANDS,
MAZE_DRAW_MAP,
MAZE_DRAW_MENU,
MAZE_STATE_GO_DOWN,
MAZE_STATE_GO_UP,
MAZE_STATE_FIGHT,
MAZE_STATE_FLEE,
MAZE_RENDER_COMBAT,
MAZE_COMBAT_MONSTER_MOVE,
MAZE_STATE_PLAYER_DEFEATS_MONSTER,
MAZE_STATE_PLAYER_DIED,
MAZE_CHOOSE_POTION,
MAZE_QUAFF_POTION,
MAZE_CHOOSE_WEAPON,
MAZE_WIELD_WEAPON,
MAZE_CHOOSE_ARMOR,
MAZE_DON_ARMOR,
MAZE_CHOOSE_TAKE_OBJECT,
MAZE_CHOOSE_DROP_OBJECT,
MAZE_TAKE_OBJECT,
MAZE_DROP_OBJECT,
MAZE_WIN_CONDITION,
MAZE_EXIT,
};
static enum maze_program_state_t maze_program_state = MAZE_GAME_INIT;
static int maze_back_wall_distance = 7;
static int maze_object_distance_limit = 0;
static int maze_start = 0;
static int maze_scale = 12;
static int current_drawing_object = 0;
static unsigned int xorshift_state = 0xa5a5a5a5;
static unsigned char combat_mode = 0;
#define TERMINATE_CHANCE 5
#define BRANCH_CHANCE 30
#define OBJECT_CHANCE 20
/* Dimensions of generated maze */
#define XDIM 24 /* Must be divisible by 8 */
#define YDIM 24
#define NLEVELS 3
static unsigned int maze_random_seed[NLEVELS] = { 0 };
static int maze_previous_level = -1;
static int maze_current_level = 0;
static char game_is_won = 0;
static char level_color[] = { YELLOW, CYAN, WHITE };
#define MAZE_PLACE_PLAYER_DO_NOT_MOVE 0
#define MAZE_PLACE_PLAYER_BENEATH_UP_LADDER 1
#define MAZE_PLACE_PLAYER_ABOVE_DOWN_LADDER 2
static int maze_player_initial_placement = MAZE_PLACE_PLAYER_BENEATH_UP_LADDER;
/* Array to hold the maze. Each square of the maze is represented by 1 bit.
* 0 means solid rock, 1 means empty passage.
*/
static unsigned char maze[XDIM >> 3][YDIM] = { { 0 }, };
static unsigned char maze_visited[XDIM >> 3][YDIM] = { { 0 }, };
/*
* Stack structure used when generating maze to remember where we left off.
*/
static struct maze_gen_stack_element {
unsigned char x, y, direction;
} maze_stack[50];
#define MAZE_STACK_EMPTY -1
static short maze_stack_ptr = MAZE_STACK_EMPTY;
static int maze_size = 0;
static int max_maze_stack_depth = 0;
static int generation_iterations = 0;
static struct player_state {
unsigned char x, y, direction;
unsigned char combatx, combaty;
unsigned char hitpoints;
unsigned char weapon;
unsigned char armor;
int gp;
} player, combatant;
struct point {
signed char x, y;
};
static struct potion_descriptor {
char *adjective;
signed char health_impact;
} potion_type[] = {
{ "SMELLY", 0 },
{ "FUNKY", 0 },
{ "MISTY", 0 },
{ "FROTHY", 0 },
{ "FOAMY", 0 },
{ "FULMINATING", 0 },
{ "SMOKING", 0 },
{ "SPARKLING", 0 },
{ "BUBBLING", 0 },
{ "ACRID", 0 },
{ "PUNGENT", 0 },
{ "STINKY", 0 },
{ "AROMATIC", 0 },
{ "GELATINOUS", 0 },
{ "JIGGLY", 0 },
{ "GLOWING", 0 },
{ "LUMINESCENT", 0 },
{ "PEARLESCENT", 0 },
{ "FRUITY", 0 },
};
static struct weapon_descriptor {
char *adjective;
char *name;
unsigned char ranged;
unsigned char shots;
unsigned char damage;
} weapon_type[] = {
{ "ORDINARY", "DAGGER", 0, 0, 3 },
{ "BLACK", "SWORD", 0, 0, 5 },
{ "SHORT", "SWORD", 0, 0, 8 },
{ "BROAD", "SWORD", 0, 0, 10 },
{ "LONG", "SWORD", 0, 0, 10 },
{ "DWARVEN", "SWORD", 0, 0, 12 },
{ "ORCISH", "SWORD", 0, 0, 13 },
{ "GOLDEN", "SWORD", 0, 0, 14 },
{ "ELVISH", "SWORD", 0, 0, 15 },
{ "LOST", "KATANA", 0, 0, 15 },
{ "GREAT", "SWORD", 0, 0, 16 },
{ "COSMIC", "SWORD", 0, 0, 20 },
{ "GLOWING", "SWORD", 0, 0, 22 },
{ "FIRE", "SABER", 0, 0, 25 },
{ "FLAMING", "SCIMITAR", 0, 0, 27 },
{ "ELECTRO", "CUTLASS", 0, 0, 30 },
};
static struct armor_descriptor {
char *adjective;
char *name;
unsigned char protection;
} armor_type[] = {
{ "LEATHER", "ARMOR", 2 },
{ "CHAINMAIL", "ARMOR", 5 },
{ "PLATE", "ARMOR", 8 },
};
union maze_object_type_specific_data {
struct {
unsigned char hitpoints;
unsigned char speed;
} monster;
struct {
unsigned char type; /* index into potion_type[] */
} potion;
struct {
unsigned char type; /* index into armor_type[] */
} armor;
struct {
unsigned char gp;
} treasure;
struct {
unsigned char type; /* index into weapon_type[] */
} weapon;
};
enum maze_object_category {
MAZE_OBJECT_MONSTER,
MAZE_OBJECT_WEAPON,
MAZE_OBJECT_SCROLL,
MAZE_OBJECT_GRENADE,
MAZE_OBJECT_KEY,
MAZE_OBJECT_POTION,
MAZE_OBJECT_ARMOR,
MAZE_OBJECT_TREASURE,
MAZE_OBJECT_DOWN_LADDER,
MAZE_OBJECT_UP_LADDER,
MAZE_OBJECT_CHALICE,
};
struct maze_object_template {
char name[14];
int color;
enum maze_object_category category;
struct point *drawing;
int npoints;
short speed;
unsigned char hitpoints;
unsigned char damage;
};
struct maze_object {
unsigned char x, y;
unsigned char type;
union maze_object_type_specific_data tsd;
};
static struct point scroll_points[] =
#include "scroll_points.h"
static struct point dragon_points[] =
#include "dragon_points.h"
static struct point chest_points[] =
#include "chest_points.h"
static struct point cobra_points[] =
#include "cobra_points.h"
static struct point grenade_points[] =
#include "grenade_points.h"
static struct point orc_points[] =
#include "orc_points.h"
static struct point phantasm_points[] =
#include "phantasm_points.h"
static struct point potion_points[] =
#include "potion_points.h"
static struct point shield_points[] =
#include "shield_points.h"
static struct point sword_points[] =
#include "sword_points.h"
static struct point up_ladder_points[] =
#include "up_ladder_points.h"
static struct point down_ladder_points[] =
#include "down_ladder_points.h"
static struct point player_points[] =
#include "player_points.h"
static struct point bones_points[] =
#include "bones_points.h"
static struct point chalice_points[] =
#include "chalice_points.h"
#define MAZE_NOBJECT_TYPES 13
static int nobject_types = MAZE_NOBJECT_TYPES;
#define MAX_MAZE_OBJECTS 30
#define ARRAYSIZE(x) (sizeof((x)) / sizeof((x)[0]))
static struct maze_object_template maze_object_template[] = {
{ "SCROLL", BLUE, MAZE_OBJECT_SCROLL, scroll_points, ARRAYSIZE(scroll_points), 0, 0, 10 },
{ "DRAGON", GREEN, MAZE_OBJECT_MONSTER, dragon_points, ARRAYSIZE(dragon_points), 8, 40, 20 },
{ "CHEST", YELLOW, MAZE_OBJECT_TREASURE, chest_points, ARRAYSIZE(chest_points), 0, 0, 0 },
{ "COBRA", GREEN, MAZE_OBJECT_MONSTER, cobra_points, ARRAYSIZE(cobra_points), 2, 5, 10 },
{ "HOLY GRENADE", YELLOW, MAZE_OBJECT_GRENADE, grenade_points, ARRAYSIZE(grenade_points), 0, 0, 20 },
{ "SCARY ORC", GREEN, MAZE_OBJECT_MONSTER, orc_points, ARRAYSIZE(orc_points), 4, 15, 15 },
{ "PHANTASM", WHITE, MAZE_OBJECT_MONSTER, phantasm_points, ARRAYSIZE(phantasm_points), 6, 15, 4 },
{ "POTION", RED, MAZE_OBJECT_POTION, potion_points, ARRAYSIZE(potion_points), 0, 0, 30 },
{ "SHIELD", YELLOW, MAZE_OBJECT_ARMOR, shield_points, ARRAYSIZE(shield_points), 0, 0, 5 },
{ "SWORD", YELLOW, MAZE_OBJECT_WEAPON, sword_points, ARRAYSIZE(sword_points), 0, 0, 15 },
#define DOWN_LADDER 10
{ "LADDER", WHITE, MAZE_OBJECT_DOWN_LADDER, down_ladder_points, ARRAYSIZE(down_ladder_points), 0, 0, 0 },
#define UP_LADDER 11
{ "LADDER", WHITE, MAZE_OBJECT_UP_LADDER, up_ladder_points, ARRAYSIZE(down_ladder_points), 0, 0, 0 },
#define CHALICE 12
{ "CHALICE", YELLOW, MAZE_OBJECT_CHALICE, chalice_points, ARRAYSIZE(chalice_points), 0, 0, 0 },
};
struct maze_menu_item {
char text[15];
enum maze_program_state_t next_state;
unsigned char cookie;
};
static struct maze_menu {
char title[15];
char title2[15];
char title3[15];
struct maze_menu_item item[20];
unsigned char nitems;
unsigned char current_item;
unsigned char menu_active;
unsigned char chosen_cookie;
} maze_menu;
static struct maze_object maze_object[MAX_MAZE_OBJECTS];
static int nmaze_objects = 0;
static void maze_menu_clear(void)
{
maze_menu.title[0] = '\0';
maze_menu.title2[0] = '\0';
maze_menu.title3[0] = '\0';
maze_menu.nitems = 0;
maze_menu.current_item = 0;
maze_menu.menu_active = 0;
maze_menu.chosen_cookie = 0;
}
static void maze_menu_add_item(char *text, enum maze_program_state_t next_state, unsigned char cookie)
{
int i;
if (maze_menu.nitems >= ARRAYSIZE(maze_menu.item))
return;
i = maze_menu.nitems;
strncpy(maze_menu.item[i].text, text, sizeof(maze_menu.item[i].text) - 1);
maze_menu.item[i].next_state = next_state;
maze_menu.item[i].cookie = cookie;
maze_menu.nitems++;
}
static int min_maze_size(void)
{
return XDIM * YDIM / 3;
}
/* X and Y offsets for 8 cardinal directions: N, NE, E, SE, S, SW, W, NW */
static const char xoff[] = { 0, 1, 1, 1, 0, -1, -1, -1 };
static const char yoff[] = { -1, -1, 0, 1, 1, 1, 0, -1 };
static void maze_stack_push(unsigned char x, unsigned char y, unsigned char direction)
{
maze_stack_ptr++;
if (maze_stack_ptr > 0 && maze_stack_ptr >= (ARRAYSIZE(maze_stack))) {
/* Oops, we blew our stack. Start over */
#ifdef __linux__
printf("Oops, stack blew... size = %d\n", maze_stack_ptr);
#endif
maze_program_state = MAZE_LEVEL_INIT;
maze_random_seed[maze_current_level] = xorshift(&xorshift_state);
return;
}
if (max_maze_stack_depth < maze_stack_ptr)
max_maze_stack_depth = maze_stack_ptr;
maze_stack[maze_stack_ptr].x = x;
maze_stack[maze_stack_ptr].y = y;
maze_stack[maze_stack_ptr].direction = direction;
}
static void maze_stack_pop(void)
{
maze_stack_ptr--;
}
static void player_init()
{
player.hitpoints = 255;
player.gp = 0;
player.weapon = 255;
player.armor = 255;
}
static void init_maze_objects(void)
{
int i;
if (maze_previous_level == -1) { /* game is just beginning */
nmaze_objects = 0;
memset(maze_object, 0, sizeof(maze_object));
return;
}
/* zero out all objects not in player's possession */
for (i = 0; i < MAX_MAZE_OBJECTS; i++)
if (maze_object[i].x != 255)
memset(&maze_object[i], 0, sizeof(maze_object[i]));
}
/* Initial program state to kick off maze generation */
static void maze_init(void)
{
FbInit();
xorshift_state = maze_random_seed[maze_current_level];
if (xorshift_state == 0)
xorshift_state = 0xa5a5a5a5;
player.x = XDIM / 2;
player.y = YDIM - 2;
player.direction = 0;
max_maze_stack_depth = 0;
memset(maze, 0, sizeof(maze));
memset(maze_visited, 0, sizeof(maze_visited));
maze_stack_ptr = MAZE_STACK_EMPTY;
maze_stack_push(player.x, player.y, player.direction);
maze_program_state = MAZE_BUILD;
maze_size = 0;
init_maze_objects();
combat_mode = 0;
generation_iterations = 0;
}
/* Returns 1 if (x,y) is empty passage, 0 if solid rock */
static unsigned char is_passage(unsigned char x, unsigned char y)
{
return maze[x >> 3][y] & (1 << (x % 8));
}
/* Sets maze square at x,y to 1 (empty passage) */
static void dig_maze_square(unsigned char x, unsigned char y)
{
unsigned char bit = 1 << (x % 8);
x = x >> 3;
maze[x][y] |= bit;
maze_size++;
}
static void mark_maze_square_visited(unsigned char x, unsigned char y)
{
unsigned char bit = 1 << (x % 8);
x = x >> 3;
maze_visited[x][y] |= bit;
}
static int is_visited(unsigned char x, unsigned char y)
{
return maze_visited[x >> 3][y] & (1 << (x % 8));
}
/* Returns 0 if x,y are in bounds of maze dimensions, 1 otherwise */
static int out_of_bounds(int x, int y)
{
if (x < XDIM && y < YDIM && x >= 0 && y >= 0)
return 0;
return 1;
}
static unsigned char normalize_direction(int direction)
{
if (direction < 0)
return (unsigned char) direction + 8;
if (direction > 7)
return (unsigned char) direction - 8;
return direction;
}
static unsigned char left_dir(int direction)
{
return normalize_direction(direction - 2);
}
static unsigned char right_dir(int direction)
{
return normalize_direction(direction + 2);
}
/* Consider whether digx, digy is diggable. */
static int diggable(unsigned char digx, unsigned char digy, unsigned char direction)
{
int i, startdir, enddir;
if (out_of_bounds(digx, digy)) /* not diggable if out of bounds */
return 0;
startdir = left_dir(direction);
enddir = normalize_direction(right_dir(direction) + 1);
i = startdir;
while (i != enddir) {
unsigned char x, y;
x = digx + xoff[i];
y = digy + yoff[i];
if (out_of_bounds(x, y)) /* We do not dig at the edge of the maze */
return 0;
if (is_passage(x, y)) /* do not connect to other passages */
return 0;
i = normalize_direction(i + 1);
}
return 1;
}
/* Rolls the dice and returns 1 chance percent of the time
* e.g. random_chance(80) returns 1 80% of the time, and 0
* 20% of the time
*/
static int random_choice(int chance)
{
return (xorshift(&xorshift_state) % 10000) < 100 * chance;
}
static int object_is_portable(int i)
{
switch(maze_object_template[maze_object[i].type].category) {
case MAZE_OBJECT_WEAPON:
case MAZE_OBJECT_KEY:
case MAZE_OBJECT_POTION:
case MAZE_OBJECT_TREASURE:
case MAZE_OBJECT_ARMOR:
case MAZE_OBJECT_SCROLL:
case MAZE_OBJECT_GRENADE:
case MAZE_OBJECT_CHALICE:
return 1;
default:
return 0;
}
}
static int something_here(int x, int y)
{
int i;
for (i = 0; i < nmaze_objects; i++)
if (maze_object[i].x == x && maze_object[i].y == y)
return 1;
return 0;
}
static void add_ladder(int ladder_type)
{
int i, x, y;
do {
x = xorshift(&xorshift_state) % XDIM;
y = xorshift(&xorshift_state) % YDIM;
} while (!is_passage(x, y) || something_here(x, y));
if (nmaze_objects < MAX_MAZE_OBJECTS - 1) {
i = nmaze_objects;
} else {
for (i = 0; i < MAX_MAZE_OBJECTS; i++) {
if (maze_object[i].x != 255 &&
maze_object[i].type != DOWN_LADDER && maze_object[i].type != UP_LADDER)
break;
}
}
if (i >= MAX_MAZE_OBJECTS) { /* Player somehow has all objects */
/* now what? */
}
maze_object[i].x = x;
maze_object[i].y = y;
maze_object[i].type = ladder_type;
if ((maze_player_initial_placement == MAZE_PLACE_PLAYER_BENEATH_UP_LADDER &&
ladder_type == UP_LADDER) ||
(maze_player_initial_placement == MAZE_PLACE_PLAYER_ABOVE_DOWN_LADDER &&
ladder_type == DOWN_LADDER)) {
player.x = x;
player.y = y;
}
if (i >= nmaze_objects - 1)
nmaze_objects = i + 1;
}
static void add_ladders(int level)
{
if (level < NLEVELS - 1)
add_ladder(DOWN_LADDER);
add_ladder(UP_LADDER);
}
static void add_chalice(int level)
{
int i, x, y;
if (level < NLEVELS - 1) {
#ifdef __linux__
printf("Not adding chalice, level = %d < %d\n", level, NLEVELS - 1);
#endif
return; /* chalice is only on deepest level */
}
do {
x = xorshift(&xorshift_state) % XDIM;
y = xorshift(&xorshift_state) % YDIM;
} while (!is_passage(x, y) || something_here(x, y) || (x == player.x && y == player.y));
if (nmaze_objects < MAX_MAZE_OBJECTS - 1) {
i = nmaze_objects;
} else {
for (i = 0; i < MAX_MAZE_OBJECTS; i++) {
if (maze_object[i].x != 255 &&
maze_object[i].type != DOWN_LADDER && maze_object[i].type != UP_LADDER)
break;
}
}
if (i >= MAX_MAZE_OBJECTS) { /* Player somehow has all objects */
#ifdef __linux__
printf("Didn't add chalice.\n");
#endif
/* now what? */
}
maze_object[i].x = x;
maze_object[i].y = y;
maze_object[i].type = CHALICE;
#ifdef __linux__
printf("Added chalice, object %d at %d, %d, level %d\n", i, x, y, level);
#endif
if (i >= nmaze_objects - 1) {
nmaze_objects = i + 1;
#ifdef __linux__
printf("Added new object for chalice\n");
#endif
}
}
static void add_random_object(int x, int y)
{
int otype, i;
/* Find a free object */
for (i = 0; i < MAX_MAZE_OBJECTS; i++)
if (maze_object[i].x == 0)
break;
if (i >= MAX_MAZE_OBJECTS)
return;
maze_object[i].x = x;
maze_object[i].y = y;
otype = xorshift(&xorshift_state) % (nobject_types - 3); /* minus 3 to exclude ladders and chalice */
maze_object[i].type = otype;
switch(maze_object_template[maze_object[i].type].category) {
case MAZE_OBJECT_MONSTER:
maze_object[i].tsd.monster.hitpoints =
maze_object_template[otype].hitpoints + (xorshift(&xorshift_state) % 5);
maze_object[i].tsd.monster.speed =
maze_object_template[maze_object[i].type].speed;
break;
case MAZE_OBJECT_POTION:
maze_object[i].tsd.potion.type = (xorshift(&xorshift_state) % ARRAYSIZE(potion_type));
break;
case MAZE_OBJECT_ARMOR:
maze_object[i].tsd.armor.type = (xorshift(&xorshift_state) % ARRAYSIZE(armor_type));
break;
case MAZE_OBJECT_TREASURE:
maze_object[i].tsd.treasure.gp = (xorshift(&xorshift_state) % 40);
break;
case MAZE_OBJECT_WEAPON:
maze_object[i].tsd.weapon.type = (xorshift(&xorshift_state) % ARRAYSIZE(weapon_type));
break;
case MAZE_OBJECT_SCROLL:
case MAZE_OBJECT_GRENADE:
default:
break;
}
if (i > nmaze_objects - 1)
nmaze_objects = i + 1;
}
static void print_maze()
{
#ifdef __linux__
int i, j;
for (j = 0; j < YDIM; j++) {
for (i = 0; i < XDIM; i++) {
if (is_passage(i, j))
if (j == player.y && i == player.x)
printf("@");
else
printf(" ");
else
printf("#");
}
printf("\n");
}
printf("maze_size = %d, max stack depth = %d, generation_iterations = %d\n", maze_size, max_maze_stack_depth, generation_iterations);
#endif
maze_program_state = MAZE_RENDER;
}
/* Normally this would be recursive, but instead we use an explicit stack
* to enable this to yield and then restart as needed.
*/
static void generate_maze(void)
{
static int counter = 0;
unsigned char *x, *y, *d;
unsigned char nx, ny;
BUILD_ASSERT((XDIM % 8) == 0); /* This is a build-time assertion that generates no code */
x = &maze_stack[maze_stack_ptr].x;
y = &maze_stack[maze_stack_ptr].y;
d = &maze_stack[maze_stack_ptr].direction;
counter++;
generation_iterations++;
dig_maze_square(*x, *y);
if (random_choice(OBJECT_CHANCE))
add_random_object(*x, *y);
nx = *x + xoff[*d];
ny = *y + yoff[*d];
if (!diggable(nx, ny, *d))
maze_stack_pop();
if (maze_stack_ptr == MAZE_STACK_EMPTY) {
maze_program_state = MAZE_PRINT;
if (maze_size < min_maze_size()) {
#ifdef __linux
printf("maze too small, starting over\n");
#endif
maze_program_state = MAZE_LEVEL_INIT;
maze_random_seed[maze_current_level] = xorshift(&xorshift_state);
} else {
add_ladders(maze_current_level);
add_chalice(maze_current_level);
}
return;
}
*x = nx;
*y = ny;
if (random_choice(TERMINATE_CHANCE)) {
maze_stack_pop();
if (maze_stack_ptr == MAZE_STACK_EMPTY) {
maze_program_state = MAZE_PRINT;
if (maze_size < min_maze_size()) {
#ifdef __linux
printf("maze too small, starting over\n");
#endif
maze_program_state = MAZE_LEVEL_INIT;
maze_random_seed[maze_current_level] = xorshift(&xorshift_state);
} else {
add_ladders(maze_current_level);
add_chalice(maze_current_level);
}
return;
}
}
if (random_choice(BRANCH_CHANCE)) {
int new_dir = random_choice(50) ? right_dir(*d) : left_dir(*d);
if (diggable(xoff[new_dir] + nx, yoff[new_dir] + ny, new_dir))
maze_stack_push(nx, ny, (unsigned char) new_dir);
}
}
static void draw_map()
{
int x, y;
FbClear();
FbColor(GREEN);
for (x = 0; x < XDIM; x++) {
for (y = 0; y < YDIM; y++) {
if (x == player.x && y == player.y) {
FbColor(WHITE);
FbLine(x * 3 - 2, y * 3 - 2, x * 3 + 2, y * 3 - 2);
FbLine(x * 3 - 2, y * 3 - 1, x * 3 + 2, y * 3 - 1);
FbLine(x * 3 - 2, y * 3 - 0, x * 3 + 2, y * 3 - 0);
FbLine(x * 3 - 2, y * 3 + 1, x * 3 + 2, y * 3 + 1);
FbLine(x * 3 - 2, y * 3 + 2, x * 3 + 2, y * 3 + 2);
FbColor(GREEN);
continue;
}
if (is_visited(x, y)) {
FbHorizontalLine(x * 3 - 1, y * 3 - 1, x * 3 + 1, y * 3 - 1);
FbHorizontalLine(x * 3 - 1, y * 3, x * 3 + 1, y * 3);
FbHorizontalLine(x * 3 - 1, y * 3 + 1, x * 3 + 1, y * 3 + 1);
}
}
}
maze_program_state = MAZE_SCREEN_RENDER;
}
/* These integer ratios approximate 0.4, 0.4 * 0.8, 0.4 * 0.8^2, 0.4 * 0.8^3, 0.4 * 0.8^4, ...
* which are used to approximate appropriate perspective scaling (reduction in size as viewing
* distance linearly increases stepwise) while avoiding floating point operations.
*
* The denominator is always 1024.
*/
static const int drawing_scale_numerator[] = { 410, 328, 262, 210, 168, 134, 107, 86 };
static void draw_object(struct point drawing[], int npoints, int scale_index, int color, int x, int y)
{
int i;
int xcenter = x;
int ycenter = y;
int num;
num = drawing_scale_numerator[scale_index];
FbColor(color);
for (i = 0; i < npoints - 1;) {
if (drawing[i].x == -128) {
i++;
continue;
}
if (drawing[i + 1].x == -128) {
i+=2;
continue;
}
FbLine(xcenter + ((drawing[i].x * num) >> 10), ycenter + ((drawing[i].y * num) >> 10),
xcenter + ((drawing[i + 1].x * num) >> 10), ycenter + ((drawing[i + 1].y * num) >> 10));
i++;
}
}
static void draw_left_passage(int start, int scale)
{
FbVerticalLine(start, start, start, SCREEN_YDIM - 1 - start);
FbVerticalLine(start + scale, start + scale, start + scale, SCREEN_YDIM - 1 - (start + scale));
FbHorizontalLine(start, start + scale, start + scale, start + scale);
FbHorizontalLine(start, SCREEN_YDIM - 1 - (start + scale), start + scale, SCREEN_YDIM - 1 - (start + scale));
}
static void draw_right_passage(int start, int scale)
{
FbVerticalLine(SCREEN_XDIM - 1 - start, start, SCREEN_XDIM - 1 - start, SCREEN_YDIM - 1 - start);
FbVerticalLine(SCREEN_XDIM - 1 - start - scale, start + scale, SCREEN_XDIM - 1 - start - scale, SCREEN_YDIM - 1 - start - scale);
FbHorizontalLine(SCREEN_XDIM - 1 - (start + scale), start + scale, SCREEN_XDIM - 1 - start, start + scale);
FbHorizontalLine(SCREEN_XDIM - 1 - (start + scale), SCREEN_YDIM - 1 - (start + scale), SCREEN_XDIM - 1 - start, SCREEN_YDIM - 1 - (start + scale));
}
static void draw_left_wall(int start, int scale)
{
FbLine(start, start, start + scale, start + scale);
FbLine(start, SCREEN_YDIM - 1 - start, start + scale, SCREEN_YDIM - 1 - (start + scale));
}
static void draw_right_wall(int start, int scale)
{
FbLine(SCREEN_XDIM - 1 - start, start, SCREEN_XDIM - 1 - (start + scale), start + scale);
FbLine(SCREEN_XDIM - 1 - start, SCREEN_YDIM - 1 - start, SCREEN_XDIM - 1 - (start + scale), SCREEN_YDIM - 1 - (start + scale));
}
static void draw_forward_wall(int start, int scale)
{
FbVerticalLine(start, start, start, SCREEN_YDIM - 1 - start);
FbVerticalLine(SCREEN_XDIM - 1 - start, start, SCREEN_XDIM - 1 - start, SCREEN_YDIM - 1 - start);
FbHorizontalLine(start, start, SCREEN_XDIM - 1 - start, start);
FbHorizontalLine(start, SCREEN_YDIM - 1 - start, SCREEN_XDIM - 1 - start, SCREEN_YDIM - 1 - start);
}
static char *encounter_text = "x";
static char *encounter_adjective = "";
static char *encounter_name = "";
static unsigned char encounter_object = 255;
/* Returns 1 if traversal of ladder successful.
* Returns 0 if you cannot go that way.
*/
static int go_up_or_down(int direction)
{
int i, ok, ladder_type, placement;
unsigned char has_chalice = 0;
if (direction > 0) {
ladder_type = DOWN_LADDER;
placement = MAZE_PLACE_PLAYER_BENEATH_UP_LADDER;
} else {
ladder_type = UP_LADDER;
placement = MAZE_PLACE_PLAYER_ABOVE_DOWN_LADDER;
}
ok = 0;
/* Check if we are facing a down ladder */
for (i = 0; i < nmaze_objects; i++) {
if (maze_object[i].type == ladder_type &&
maze_object[i].x == player.x && maze_object[i].y == player.y) {
ok = 1;
}
if (maze_object[i].type == CHALICE &&
maze_object[i].x == 255)
has_chalice = 1;
if (ok && has_chalice)
break;
}
if (!ok)
return 0;
if (direction > 0 && maze_current_level >= NLEVELS - 1)
return 0;
else if (direction < 0 && maze_current_level <= 0) {
if (!has_chalice) {
encounter_text = "YOU MUST GET";
encounter_adjective = "THE CHALICE";
encounter_name = "FIRST";
encounter_object = 255;
return 0;
}
}
maze_previous_level = maze_current_level;
maze_current_level += direction;
maze_program_state = MAZE_LEVEL_INIT;
maze_player_initial_placement = placement;
return 1;
}
static int go_up(void)
{
return go_up_or_down(-1);
}
static int go_down(void)
{
return go_up_or_down(1);
}
static int check_for_encounter(unsigned char newx, unsigned char newy)
{
int i, monster;
monster = 0;
encounter_text = "x";
for (i = 0; i < nmaze_objects; i++) {
/* If we are just about to move onto a square where an object is... */
if (maze_object[i].x == newx && maze_object[i].y == newy) {
switch(maze_object_template[maze_object[i].type].category) {
case MAZE_OBJECT_MONSTER:
encounter_text = "YOU ENCOUNTER A";
encounter_adjective = "";
encounter_name = maze_object_template[maze_object[i].type].name;
encounter_object = i;
monster = 1;
break;
case MAZE_OBJECT_WEAPON:
encounter_text = "YOU FOUND A";
encounter_adjective = weapon_type[maze_object[i].tsd.weapon.type].adjective;
encounter_name = weapon_type[maze_object[i].tsd.weapon.type].name;
break;
case MAZE_OBJECT_KEY:
case MAZE_OBJECT_TREASURE:
case MAZE_OBJECT_SCROLL:
case MAZE_OBJECT_GRENADE:
if (!monster) {
encounter_text = "YOU FOUND A";
encounter_adjective = "";
encounter_name = maze_object_template[maze_object[i].type].name;
}
break;
case MAZE_OBJECT_ARMOR:
if (!monster) {
encounter_text = "YOU FOUND A";
encounter_adjective = armor_type[maze_object[i].tsd.armor.type].adjective;
encounter_name = armor_type[maze_object[i].tsd.armor.type].name;
}
break;
case MAZE_OBJECT_POTION:
if (!monster) {
encounter_text = "YOU FOUND A";
encounter_adjective = potion_type[maze_object[i].tsd.potion.type].adjective;
encounter_name = "POTION";
}
break;
case MAZE_OBJECT_DOWN_LADDER:
if (!monster) {
encounter_text = "A LADDER";
encounter_adjective = "";