Mercurial > hg > early-roguelike
annotate arogue7/maze.c @ 230:4960be2c8f3e
Rogue V5: prevent error messages from 'make clean'.
Using 'rm -f' will not cause an error if the file to be removed is
already gone.
author | John "Elwin" Edwards |
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date | Sun, 06 Mar 2016 17:03:47 -0500 |
parents | f9ef86cf22b2 |
children | 0250220d8cdd |
rev | line source |
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1 /* |
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2 * maze.c - functions for dealing with mazes |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * Based on "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 * All rights reserved. |
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11 * |
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12 * See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 #include "curses.h" |
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16 #include <stdlib.h> |
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17 #include "rogue.h" |
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18 |
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19 struct cell { |
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20 char y_pos; |
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21 char x_pos; |
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22 }; |
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23 struct bordercells { |
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24 char num_pos; /* number of frontier cells next to you */ |
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25 struct cell conn[4]; /* the y,x position of above cell */ |
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26 } border_cells; |
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27 |
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28 |
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29 static char *frontier, |
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30 *bits; |
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31 static int maze_lines, |
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32 maze_cols; |
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33 |
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34 void draw_maze(void); |
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35 int findcells(int y, int x); |
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36 char *foffset(int y, int x); |
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37 char *moffset(int y, int x); |
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38 void rmwall(int newy, int newx, int oldy, int oldx); |
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39 |
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40 |
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41 /* |
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42 * crankout: |
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43 * Does actual drawing of maze to window |
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44 */ |
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45 void |
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46 crankout(void) |
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47 { |
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48 reg int x, y; |
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49 |
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50 for (y = 0; y < lines - 3; y++) { |
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51 move(y + 1, 0); |
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52 for (x = 0; x < cols - 1; x++) { |
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53 if (*moffset(y, x)) { /* here is a wall */ |
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54 if(y==0 || y==lines-4) /* top or bottom line */ |
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55 addch('-'); |
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56 else if(x==0 || x==cols-2) /* left | right side */ |
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57 addch('|'); |
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58 else if (y % 2 == 0 && x % 2 == 0) { |
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59 if(*moffset(y, x-1) || *moffset(y, x+1)) |
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60 addch('-'); |
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61 else |
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62 addch('|'); |
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63 } |
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64 else if (y % 2 == 0) |
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65 addch('-'); |
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66 else |
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67 addch('|'); |
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68 } |
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69 else |
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70 addch(FLOOR); |
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71 } |
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72 } |
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73 } |
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74 |
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75 /* |
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76 * domaze: |
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77 * Draw the maze on this level. |
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78 */ |
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79 void |
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80 do_maze(void) |
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81 { |
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82 reg int least; |
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83 reg struct room *rp; |
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84 reg struct linked_list *item; |
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85 reg struct object *obj; |
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86 int cnt; |
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87 bool treas; |
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88 coord tp; |
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89 |
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90 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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91 rp->r_flags = ISGONE; /* kill all rooms */ |
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92 rp->r_fires = NULL; /* no fires */ |
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93 } |
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94 rp = &rooms[0]; /* point to only room */ |
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95 rp->r_flags = ISDARK; /* mazes always dark */ |
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96 rp->r_pos.x = 0; /* room fills whole screen */ |
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97 rp->r_pos.y = 1; |
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98 rp->r_max.x = cols - 1; |
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99 rp->r_max.y = lines - 3; |
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100 draw_maze(); /* put maze into window */ |
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101 /* |
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102 * add some gold to make it worth looking for |
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103 */ |
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104 item = spec_item(GOLD, 0, 0, 0); |
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105 obj = OBJPTR(item); |
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106 obj->o_count *= (rnd(5) + 5); /* add in one large hunk */ |
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107 attach(lvl_obj, item); |
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108 cnt = 0; |
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109 do { |
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110 rnd_pos(rp, &tp); |
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111 } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 5000); |
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112 mvaddch(tp.y, tp.x, GOLD); |
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113 obj->o_pos = tp; |
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114 /* |
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115 * add in some food to make sure he has enough |
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116 */ |
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117 item = spec_item(FOOD, 0, 0, 0); |
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118 obj = OBJPTR(item); |
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119 attach(lvl_obj, item); |
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120 do { |
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121 rnd_pos(rp, &tp); |
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122 } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 5000); |
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123 mvaddch(tp.y, tp.x, FOOD); |
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124 obj->o_pos = tp; |
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125 if (rnd(100) < 40) { /* treasure type maze */ |
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126 treas = TRUE; |
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127 least = 10; |
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128 debug("treasure maze"); |
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129 } |
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130 else { /* normal maze level */ |
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131 least = 5; |
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132 treas = FALSE; |
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133 } |
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134 genmonsters(least, treas); |
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135 } |
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136 |
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137 |
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138 /* |
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139 * draw_maze: |
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140 * Generate and draw the maze on the screen |
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141 */ |
219
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142 void |
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143 draw_maze(void) |
125
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144 { |
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145 reg int i, j, more; |
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146 reg char *ptr; |
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147 |
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148 maze_lines = (lines - 3) / 2; |
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149 maze_cols = (cols - 1) / 2; |
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150 bits = ALLOC((lines - 3) * (cols - 1)); |
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151 frontier = ALLOC(maze_lines * maze_cols); |
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152 ptr = frontier; |
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153 while (ptr < (frontier + (maze_lines * maze_cols))) |
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154 *ptr++ = TRUE; |
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155 for (i = 0; i < lines - 3; i++) { |
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156 for (j = 0; j < cols - 1; j++) { |
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157 if (i % 2 == 1 && j % 2 == 1) |
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158 *moffset(i, j) = FALSE; /* floor */ |
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159 else |
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160 *moffset(i, j) = TRUE; /* wall */ |
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161 } |
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162 } |
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163 for (i = 0; i < maze_lines; i++) { |
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164 for (j = 0; j < maze_cols; j++) { |
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165 do |
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166 more = findcells(i,j); |
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167 while(more != 0); |
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168 } |
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169 } |
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170 crankout(); |
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171 FREE(frontier); |
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172 FREE(bits); |
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173 } |
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174 |
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175 /* |
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176 * findcells: |
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177 * Figure out cells to open up |
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178 */ |
219
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179 int |
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180 findcells(int y, int x) |
125
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181 { |
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182 reg int rtpos, i; |
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183 |
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184 *foffset(y, x) = FALSE; |
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185 border_cells.num_pos = 0; |
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186 if (y < maze_lines - 1) { /* look below */ |
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187 if (*foffset(y + 1, x)) { |
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188 border_cells.conn[border_cells.num_pos].y_pos = y + 1; |
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189 border_cells.conn[border_cells.num_pos].x_pos = x; |
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190 border_cells.num_pos += 1; |
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191 } |
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192 } |
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193 if (y > 0) { /* look above */ |
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194 if (*foffset(y - 1, x)) { |
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195 border_cells.conn[border_cells.num_pos].y_pos = y - 1; |
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196 border_cells.conn[border_cells.num_pos].x_pos = x; |
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197 border_cells.num_pos += 1; |
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198 |
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199 } |
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200 } |
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201 if (x < maze_cols - 1) { /* look right */ |
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202 if (*foffset(y, x + 1)) { |
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203 border_cells.conn[border_cells.num_pos].y_pos = y; |
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204 border_cells.conn[border_cells.num_pos].x_pos = x + 1; |
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205 border_cells.num_pos += 1; |
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206 } |
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207 } |
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208 if (x > 0) { /* look left */ |
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209 if (*foffset(y, x - 1)) { |
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210 border_cells.conn[border_cells.num_pos].y_pos = y; |
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211 border_cells.conn[border_cells.num_pos].x_pos = x - 1; |
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212 border_cells.num_pos += 1; |
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213 |
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214 } |
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215 } |
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216 if (border_cells.num_pos == 0) /* no neighbors available */ |
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217 return 0; |
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218 else { |
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219 i = rnd(border_cells.num_pos); |
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220 rtpos = border_cells.num_pos - 1; |
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221 rmwall(border_cells.conn[i].y_pos, border_cells.conn[i].x_pos, y, x); |
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222 return rtpos; |
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223 } |
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224 } |
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225 |
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226 /* |
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227 * foffset: |
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228 * Calculate memory address for frontier |
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229 */ |
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230 char * |
219
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231 foffset(int y, int x) |
125
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232 { |
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233 |
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234 return (frontier + (y * maze_cols) + x); |
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235 } |
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236 |
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237 |
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238 /* |
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239 * Maze_view: |
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240 * Returns true if the player can see the specified location within |
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241 * the confines of a maze (within one column or row) |
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242 */ |
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243 |
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244 bool |
219
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245 maze_view(int y, int x) |
125
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246 { |
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247 register int start, goal, delta, ycheck, xcheck, absy, absx, see_radius; |
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248 register bool row; |
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249 |
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250 /* Get the absolute value of y and x differences */ |
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251 absy = hero.y - y; |
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252 absx = hero.x - x; |
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253 if (absy < 0) absy = -absy; |
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254 if (absx < 0) absx = -absx; |
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255 |
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256 /* If we are standing in a wall, we can see a bit more */ |
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257 switch (winat(hero.y, hero.x)) { |
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258 case '|': |
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259 case '-': |
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260 case WALL: |
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261 case SECRETDOOR: |
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262 case DOOR: |
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263 see_radius = 2; |
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264 otherwise: |
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265 see_radius = 1; |
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266 } |
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267 |
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268 /* Must be within one or two rows or columns */ |
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269 if (absy > see_radius && absx > see_radius) return(FALSE); |
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270 |
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271 if (absx > see_radius) { /* Go along row */ |
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272 start = hero.x; |
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273 goal = x; |
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274 ycheck = hero.y; |
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275 row = TRUE; |
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276 } |
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277 else { /* Go along column */ |
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278 start = hero.y; |
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279 goal = y; |
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280 xcheck = hero.x; |
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281 row = FALSE; |
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282 } |
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283 |
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284 if (start <= goal) delta = 1; |
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285 else delta = -1; |
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286 |
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287 /* Start one past where we are standing */ |
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288 if (start != goal) start += delta; |
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289 |
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290 /* If we are in a wall, we want to look in the area outside the wall */ |
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291 if (see_radius > 1) { |
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292 if (row) { |
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293 /* See if above us it okay first */ |
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294 switch (winat(ycheck, start)) { |
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295 case '|': |
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296 case '-': |
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297 case WALL: |
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298 case DOOR: |
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299 case SECRETDOOR: |
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300 /* No good, try one up */ |
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301 if (y > hero.y) ycheck++; |
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302 else ycheck--; |
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303 otherwise: |
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304 see_radius = 1; /* Just look straight over the row */ |
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305 } |
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306 } |
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307 else { |
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308 /* See if above us it okay first */ |
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309 switch (winat(start, xcheck)) { |
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310 case '|': |
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311 case '-': |
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312 case WALL: |
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313 case DOOR: |
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314 case SECRETDOOR: |
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315 /* No good, try one over */ |
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316 if (x > hero.x) xcheck++; |
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317 else xcheck--; |
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318 otherwise: |
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319 see_radius = 1; /* Just look straight up the column */ |
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320 } |
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321 } |
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322 } |
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323 |
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324 /* Check boundary again */ |
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325 if (absy > see_radius && absx > see_radius) return(FALSE); |
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326 |
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327 while (start != goal) { |
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328 if (row) xcheck = start; |
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329 else ycheck = start; |
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330 switch (winat(ycheck, xcheck)) { |
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331 case '|': |
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332 case '-': |
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333 case WALL: |
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334 case DOOR: |
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335 case SECRETDOOR: |
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336 return(FALSE); |
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337 } |
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338 start += delta; |
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339 } |
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340 return(TRUE); |
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341 } |
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342 |
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343 |
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344 /* |
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345 * moffset: |
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346 * Calculate memory address for bits |
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347 */ |
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348 char * |
219
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125
diff
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349 moffset(int y, int x) |
125
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350 { |
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351 |
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352 return (bits + (y * (cols - 1)) + x); |
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353 } |
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354 |
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John "Elwin" Edwards
parents:
diff
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|
355 |
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parents:
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|
356 |
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|
357 |
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358 /* |
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359 * rmwall: |
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360 * Removes appropriate walls from the maze |
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|
361 */ |
219
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125
diff
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|
362 void |
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125
diff
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363 rmwall(int newy, int newx, int oldy, int oldx) |
125
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364 { |
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|
365 reg int xdif,ydif; |
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|
366 |
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|
367 xdif = newx - oldx; |
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368 ydif = newy - oldy; |
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369 |
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parents:
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370 *moffset((oldy * 2) + ydif + 1, (oldx * 2) + xdif + 1) = FALSE; |
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371 findcells(newy, newx); |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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372 } |