Mercurial > hg > early-roguelike
annotate srogue/passages.c @ 152:0c775afe0072
arogue7, xrogue: fix command repetition.
In both games, command() loops and calls the action function twice for
each command: once to schedule it by setting player.t_action and
player.t_no_move, and again, to actually do it, once player.t_no_move
has been reduced to 0. Each loop decremented count, so repeated
commands were only repeated half the number of times the player typed.
count is now decremented only when ch has been set to the repeated
command.
author | John "Elwin" Edwards |
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date | Thu, 28 May 2015 11:08:03 -0400 |
parents | 2128c7dc8a40 |
children | 7f5f5f1ba09c |
rev | line source |
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36
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1 /* |
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2 * Draw the connecting passages |
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3 * |
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4 * @(#)passages.c 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include "rogue.h" |
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18 #include "rogue.ext" |
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19 |
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20 /* |
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21 * do_passages: |
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22 * Draw all the passages on a level. |
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23 */ |
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24 |
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25 do_passages() |
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26 { |
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27 reg struct rdes *r1, *r2; |
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28 reg int i, j; |
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29 reg int roomcount; |
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30 static struct rdes { |
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31 bool conn[MAXROOMS]; /* possible to connect to room i */ |
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32 bool isconn[MAXROOMS]; /* connection was made to room i */ |
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33 bool ingraph; /* this room in graph already? */ |
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34 } rdes[MAXROOMS] = { |
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35 {{ 0, 1, 0, 1, 0, 0, 0, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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36 {{ 1, 0, 1, 0, 1, 0, 0, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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37 {{ 0, 1, 0, 0, 0, 1, 0, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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38 {{ 1, 0, 0, 0, 1, 0, 1, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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39 {{ 0, 1, 0, 1, 0, 1, 0, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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40 {{ 0, 0, 1, 0, 1, 0, 0, 0, 1 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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41 {{ 0, 0, 0, 1, 0, 0, 0, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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42 {{ 0, 0, 0, 0, 1, 0, 1, 0, 1 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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43 {{ 0, 0, 0, 0, 0, 1, 0, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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44 }; |
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45 |
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46 /* |
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47 * reinitialize room graph description |
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48 */ |
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49 for (r1 = rdes; r1 < &rdes[MAXROOMS]; r1++) { |
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50 for (j = 0; j < MAXROOMS; j++) |
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51 r1->isconn[j] = FALSE; |
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52 r1->ingraph = FALSE; |
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53 } |
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54 |
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55 /* |
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56 * starting with one room, connect it to a random adjacent room and |
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57 * then pick a new room to start with. |
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58 */ |
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59 roomcount = 1; |
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60 r1 = &rdes[rnd(MAXROOMS)]; |
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61 r1->ingraph = TRUE; |
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62 do { |
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63 /* |
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64 * find a room to connect with |
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65 */ |
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66 j = 0; |
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67 for (i = 0; i < MAXROOMS; i++) |
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68 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0) |
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69 r2 = &rdes[i]; |
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70 /* |
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71 * if no adjacent rooms are outside the graph, pick a new room |
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72 * to look from |
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73 */ |
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74 if (j == 0) { |
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75 do { |
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76 r1 = &rdes[rnd(MAXROOMS)]; |
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77 } until (r1->ingraph); |
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78 } |
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79 /* |
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80 * otherwise, connect new room to the graph, and draw a tunnel |
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81 * to it |
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82 */ |
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83 else { |
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84 r2->ingraph = TRUE; |
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85 i = r1 - rdes; |
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86 j = r2 - rdes; |
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87 conn(i, j); |
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88 r1->isconn[j] = TRUE; |
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89 r2->isconn[i] = TRUE; |
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90 roomcount++; |
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91 } |
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92 } while (roomcount < MAXROOMS); |
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93 |
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94 /* |
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95 * attempt to add passages to the graph a random number of times so |
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96 * that there isn't just one unique passage through it. |
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97 */ |
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98 for (roomcount = rnd(5); roomcount > 0; roomcount--) { |
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99 r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */ |
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100 /* |
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101 * find an adjacent room not already connected |
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102 */ |
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103 j = 0; |
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104 for (i = 0; i < MAXROOMS; i++) |
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