Mercurial > hg > early-roguelike
annotate arogue7/maze.c @ 201:6fb21004a981
Fix some preprocessor directives.
Include process.h in the right place, and use the correct definition of
PATH_MAX, when compiling on Windows.
author | John "Elwin" Edwards |
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date | Wed, 12 Aug 2015 16:56:19 -0400 |
parents | adfa37e67084 |
children | f9ef86cf22b2 |
rev | line source |
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125
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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 char *moffset(), |
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34 *foffset(); |
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35 |
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36 |
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37 /* |
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38 * crankout: |
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39 * Does actual drawing of maze to window |
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40 */ |
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41 crankout() |
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42 { |
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43 reg int x, y; |
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44 |
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45 for (y = 0; y < lines - 3; y++) { |
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46 move(y + 1, 0); |
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47 for (x = 0; x < cols - 1; x++) { |
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48 if (*moffset(y, x)) { /* here is a wall */ |
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49 if(y==0 || y==lines-4) /* top or bottom line */ |
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50 addch('-'); |
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51 else if(x==0 || x==cols-2) /* left | right side */ |
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52 addch('|'); |
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53 else if (y % 2 == 0 && x % 2 == 0) { |
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54 if(*moffset(y, x-1) || *moffset(y, x+1)) |
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55 addch('-'); |
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56 else |
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57 addch('|'); |
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58 } |
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59 else if (y % 2 == 0) |
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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 |
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65 addch(FLOOR); |
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66 } |
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67 } |
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68 } |
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69 |
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70 /* |
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71 * domaze: |
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72 * Draw the maze on this level. |
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73 */ |
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74 do_maze() |
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75 { |
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76 reg int least; |
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77 reg struct room *rp; |
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78 reg struct linked_list *item; |
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79 reg struct object *obj; |
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80 int cnt; |
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81 bool treas; |
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82 coord tp; |
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83 |
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84 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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85 rp->r_flags = ISGONE; /* kill all rooms */ |
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86 rp->r_fires = NULL; /* no fires */ |
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87 } |
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88 rp = &rooms[0]; /* point to only room */ |
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89 rp->r_flags = ISDARK; /* mazes always dark */ |
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90 rp->r_pos.x = 0; /* room fills whole screen */ |
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91 rp->r_pos.y = 1; |
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92 rp->r_max.x = cols - 1; |
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93 rp->r_max.y = lines - 3; |
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94 draw_maze(); /* put maze into window */ |
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95 /* |
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96 * add some gold to make it worth looking for |
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97 */ |
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98 item = spec_item(GOLD, NULL, NULL, NULL); |
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99 obj = OBJPTR(item); |
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100 obj->o_count *= (rnd(5) + 5); /* add in one large hunk */ |
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101 attach(lvl_obj, item); |
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102 cnt = 0; |
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103 do { |
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104 rnd_pos(rp, &tp); |
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105 } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 5000); |
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106 mvaddch(tp.y, tp.x, GOLD); |
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107 obj->o_pos = tp; |
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108 /* |
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109 * add in some food to make sure he has enough |
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110 */ |
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111 item = spec_item(FOOD, NULL, NULL, NULL); |
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112 obj = OBJPTR(item); |
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113 attach(lvl_obj, item); |
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114 do { |
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115 rnd_pos(rp, &tp); |
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116 } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 5000); |
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117 mvaddch(tp.y, tp.x, FOOD); |
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118 obj->o_pos = tp; |
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119 if (rnd(100) < 40) { /* treasure type maze */ |
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120 treas = TRUE; |
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121 least = 10; |
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122 debug("treasure maze"); |
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123 } |
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124 else { /* normal maze level */ |
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125 least = 5; |
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126 treas = FALSE; |
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127 } |
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128 genmonsters(least, treas); |
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129 } |
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130 |
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131 |
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132 /* |
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133 * draw_maze: |
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134 * Generate and draw the maze on the screen |
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135 */ |
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136 draw_maze() |
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137 { |
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138 reg int i, j, more; |
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139 reg char *ptr; |
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140 |
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141 maze_lines = (lines - 3) / 2; |
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142 maze_cols = (cols - 1) / 2; |
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143 bits = ALLOC((lines - 3) * (cols - 1)); |
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144 frontier = ALLOC(maze_lines * maze_cols); |
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145 ptr = frontier; |
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146 while (ptr < (frontier + (maze_lines * maze_cols))) |
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147 *ptr++ = TRUE; |
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148 for (i = 0; i < lines - 3; i++) { |
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149 for (j = 0; j < cols - 1; j++) { |
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150 if (i % 2 == 1 && j % 2 == 1) |
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151 *moffset(i, j) = FALSE; /* floor */ |
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152 else |
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153 *moffset(i, j) = TRUE; /* wall */ |
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154 } |
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155 } |
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156 for (i = 0; i < maze_lines; i++) { |
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157 for (j = 0; j < maze_cols; j++) { |
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158 do |
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159 more = findcells(i,j); |
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160 while(more != 0); |
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161 } |
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162 } |
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163 crankout(); |
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164 FREE(frontier); |
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165 FREE(bits); |
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166 } |
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167 |
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168 /* |
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169 * findcells: |
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170 * Figure out cells to open up |
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171 */ |
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172 findcells(y,x) |
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173 reg int x, y; |
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174 { |
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175 reg int rtpos, i; |
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176 |
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177 *foffset(y, x) = FALSE; |
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178 border_cells.num_pos = 0; |
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179 if (y < maze_lines - 1) { /* look below */ |
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180 if (*foffset(y + 1, x)) { |
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181 border_cells.conn[border_cells.num_pos].y_pos = y + 1; |
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182 border_cells.conn[border_cells.num_pos].x_pos = x; |
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183 border_cells.num_pos += 1; |
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184 } |
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185 } |
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186 if (y > 0) { /* look above */ |
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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 } |
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194 if (x < maze_cols - 1) { /* look right */ |
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195 if (*foffset(y, x + 1)) { |
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196 border_cells.conn[border_cells.num_pos].y_pos = y; |
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197 border_cells.conn[border_cells.num_pos].x_pos = x + 1; |
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198 border_cells.num_pos += 1; |
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199 } |
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200 } |
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201 if (x > 0) { /* look left */ |
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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 } |
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209 if (border_cells.num_pos == 0) /* no neighbors available */ |
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210 return 0; |
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211 else { |
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212 i = rnd(border_cells.num_pos); |
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213 rtpos = border_cells.num_pos - 1; |
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214 rmwall(border_cells.conn[i].y_pos, border_cells.conn[i].x_pos, y, x); |
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215 return rtpos; |
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216 } |
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217 } |
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218 |
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219 /* |
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220 * foffset: |
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221 * Calculate memory address for frontier |
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222 */ |
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223 char * |
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224 foffset(y, x) |
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225 int y, x; |
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226 { |
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227 |
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228 return (frontier + (y * maze_cols) + x); |
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229 } |
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230 |
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231 |
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232 /* |
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233 * Maze_view: |
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234 * Returns true if the player can see the specified location within |
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235 * the confines of a maze (within one column or row) |
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236 */ |
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237 |
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238 bool |
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239 maze_view(y, x) |
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240 int y, x; |
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241 { |
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242 register int start, goal, delta, ycheck, xcheck, absy, absx, see_radius; |
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243 register bool row; |
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244 |
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245 /* Get the absolute value of y and x differences */ |
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246 absy = hero.y - y; |
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247 absx = hero.x - x; |
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248 if (absy < 0) absy = -absy; |
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249 if (absx < 0) absx = -absx; |
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250 |
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251 /* If we are standing in a wall, we can see a bit more */ |
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252 switch (winat(hero.y, hero.x)) { |
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253 case '|': |
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254 case '-': |
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255 case WALL: |
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256 case SECRETDOOR: |
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257 case DOOR: |
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258 see_radius = 2; |
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259 otherwise: |
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260 see_radius = 1; |
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261 } |
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262 |
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263 /* Must be within one or two rows or columns */ |
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264 if (absy > see_radius && absx > see_radius) return(FALSE); |
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265 |
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266 if (absx > see_radius) { /* Go along row */ |
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267 start = hero.x; |
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268 goal = x; |
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269 ycheck = hero.y; |
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270 row = TRUE; |
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271 } |
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272 else { /* Go along column */ |
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273 start = hero.y; |
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274 goal = y; |
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275 xcheck = hero.x; |
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276 row = FALSE; |
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277 } |
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278 |
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279 if (start <= goal) delta = 1; |
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280 else delta = -1; |
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281 |
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282 /* Start one past where we are standing */ |
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283 if (start != goal) start += delta; |
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284 |
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285 /* If we are in a wall, we want to look in the area outside the wall */ |
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286 if (see_radius > 1) { |
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287 if (row) { |
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288 /* See if above us it okay first */ |
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289 switch (winat(ycheck, start)) { |
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290 case '|': |
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291 case '-': |
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292 case WALL: |
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293 case DOOR: |
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294 case SECRETDOOR: |
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295 /* No good, try one up */ |
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296 if (y > hero.y) ycheck++; |
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297 else ycheck--; |
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298 otherwise: |
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299 see_radius = 1; /* Just look straight over the row */ |
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300 } |
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301 } |
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302 else { |
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303 /* See if above us it okay first */ |
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304 switch (winat(start, xcheck)) { |
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305 case '|': |
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306 case '-': |
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307 case WALL: |
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308 case DOOR: |
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309 case SECRETDOOR: |
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310 /* No good, try one over */ |
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311 if (x > hero.x) xcheck++; |
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312 else xcheck--; |
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313 otherwise: |
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314 see_radius = 1; /* Just look straight up the column */ |
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315 } |
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316 } |
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317 } |
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318 |
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319 /* Check boundary again */ |
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320 if (absy > see_radius && absx > see_radius) return(FALSE); |
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321 |
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322 while (start != goal) { |
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323 if (row) xcheck = start; |
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324 else ycheck = start; |
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325 switch (winat(ycheck, xcheck)) { |
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326 case '|': |
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327 case '-': |
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328 case WALL: |
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329 case DOOR: |
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330 case SECRETDOOR: |
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331 return(FALSE); |
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332 } |
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333 start += delta; |
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334 } |
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335 return(TRUE); |
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336 } |
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337 |
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338 |
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339 /* |
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340 * moffset: |
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341 * Calculate memory address for bits |
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342 */ |
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343 char * |
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344 moffset(y, x) |
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345 int y, x; |
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346 { |
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347 |
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348 return (bits + (y * (cols - 1)) + x); |
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349 } |
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350 |
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351 |
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352 |
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353 |
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diff
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354 /* |
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355 * rmwall: |
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parents:
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356 * Removes appropriate walls from the maze |
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John "Elwin" Edwards
parents:
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|
357 */ |
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358 rmwall(newy, newx, oldy, oldx) |
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359 int newy, newx, oldy, oldx; |
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|
360 { |
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|
361 reg int xdif,ydif; |
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|
362 |
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John "Elwin" Edwards
parents:
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|
363 xdif = newx - oldx; |
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364 ydif = newy - oldy; |
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|
365 |
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parents:
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366 *moffset((oldy * 2) + ydif + 1, (oldx * 2) + xdif + 1) = FALSE; |
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367 findcells(newy, newx); |
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368 } |