Mercurial > hg > early-roguelike
annotate rogue4/passages.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 | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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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 4.8 (Berkeley) 1/27/82 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include <curses.h> |
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14 #include "rogue.h" |
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15 |
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16 /* |
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17 * do_passages: |
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18 * Draw all the passages on a level. |
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19 */ |
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20 do_passages() |
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21 { |
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22 register struct rdes *r1, *r2 = NULL; |
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23 register int i, j; |
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24 register int roomcount; |
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25 static struct rdes |
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26 { |
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27 bool conn[MAXROOMS]; /* possible to connect to room i? */ |
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28 bool isconn[MAXROOMS]; /* connection been made to room i? */ |
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29 bool ingraph; /* this room in graph already? */ |
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30 } rdes[MAXROOMS] = { |
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31 { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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32 { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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33 { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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34 { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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35 { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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36 { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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37 { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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38 { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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39 { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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40 }; |
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41 |
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42 /* |
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43 * reinitialize room graph description |
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44 */ |
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45 for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++) |
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46 { |
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47 for (j = 0; j < MAXROOMS; j++) |
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48 r1->isconn[j] = FALSE; |
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49 r1->ingraph = FALSE; |
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50 } |
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51 |
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52 /* |
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53 * starting with one room, connect it to a random adjacent room and |
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54 * then pick a new room to start with. |
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55 */ |
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56 roomcount = 1; |
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57 r1 = &rdes[rnd(MAXROOMS)]; |
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58 r1->ingraph = TRUE; |
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59 do |
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60 { |
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61 /* |
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62 * find a room to connect with |
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63 */ |
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64 j = 0; |
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65 for (i = 0; i < MAXROOMS; i++) |
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66 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0) |
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67 r2 = &rdes[i]; |
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68 /* |
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69 * if no adjacent rooms are outside the graph, pick a new room |
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70 * to look from |
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71 */ |
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72 if (j == 0) |
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73 { |
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74 do |
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75 r1 = &rdes[rnd(MAXROOMS)]; |
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76 until (r1->ingraph); |
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77 } |
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78 /* |
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79 * otherwise, connect new room to the graph, and draw a tunnel |
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80 * to it |
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81 */ |
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82 else |
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83 { |
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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 always 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 { |
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100 r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */ |
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101 /* |
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102 * find an adjacent room not already connected |
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103 */ |
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104 j = 0; |
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105 for (i = 0; i < MAXROOMS; i++) |
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106 if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0) |
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107 r2 = &rdes[i]; |
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108 /* |
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109 * if there is one, connect it and look for the next added |
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110 * passage |
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111 */ |
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112 if (j != 0) |
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113 { |
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114 i = r1 - rdes; |
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115 j = r2 - rdes; |
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116 conn(i, j); |
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117 r1->isconn[j] = TRUE; |
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118 r2->isconn[i] = TRUE; |
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119 } |
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120 } |
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121 passnum(); |
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122 } |
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123 |
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124 /* |
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125 * conn: |
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126 * Draw a corridor from a room in a certain direction. |
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127 */ |
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128 conn(r1, r2) |
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129 int r1, r2; |
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130 { |
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131 register struct room *rpf, *rpt = NULL; |
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132 register char rmt; |
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133 register int distance = 0, turn_spot = 0, turn_distance = 0, index; |
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134 register int rm; |
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135 register char direc; |
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136 coord del = {0,0}, curr, turn_delta = {0,0}, spos = {0,0}, epos = {0,0}; |
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137 |
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138 if (r1 < r2) |
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139 { |
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140 rm = r1; |
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141 if (r1 + 1 == r2) |
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142 direc = 'r'; |
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143 else |
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144 direc = 'd'; |
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145 } |
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146 else |
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147 { |
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148 rm = r2; |
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149 if (r2 + 1 == r1) |
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150 direc = 'r'; |
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151 else |
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152 direc = 'd'; |
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153 } |
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154 rpf = &rooms[rm]; |
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155 /* |
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156 * Set up the movement variables, in two cases: |
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157 * first drawing one down. |
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158 */ |
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159 if (direc == 'd') |
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160 { |
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161 rmt = rm + 3; /* room # of dest */ |
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162 rpt = &rooms[rmt]; /* room pointer of dest */ |
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163 del.x = 0; /* direction of move */ |
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164 del.y = 1; |
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165 spos.x = rpf->r_pos.x; /* start of move */ |
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166 spos.y = rpf->r_pos.y; |
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167 epos.x = rpt->r_pos.x; /* end of move */ |
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168 epos.y = rpt->r_pos.y; |
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169 if (!(rpf->r_flags & ISGONE)) /* if not gone pick door pos */ |
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170 { |
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171 spos.x += rnd(rpf->r_max.x - 2) + 1; |
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172 spos.y += rpf->r_max.y - 1; |
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173 } |
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174 if (!(rpt->r_flags & ISGONE)) |
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175 epos.x += rnd(rpt->r_max.x - 2) + 1; |
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176 distance = abs(spos.y - epos.y) - 1; /* distance to move */ |
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177 turn_delta.y = 0; /* direction to turn */ |
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178 turn_delta.x = (spos.x < epos.x ? 1 : -1); |
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179 turn_distance = abs(spos.x - epos.x); /* how far to turn */ |
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180 turn_spot = rnd(distance-1) + 1; /* where turn starts */ |
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181 } |
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182 else if (direc == 'r') /* setup for moving right */ |
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183 { |
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184 rmt = rm + 1; |
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185 rpt = &rooms[rmt]; |
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186 del.x = 1; |
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187 del.y = 0; |
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188 spos.x = rpf->r_pos.x; |
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189 spos.y = rpf->r_pos.y; |
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190 epos.x = rpt->r_pos.x; |
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191 epos.y = rpt->r_pos.y; |
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192 if (!(rpf->r_flags & ISGONE)) |
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193 { |
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194 spos.x += rpf->r_max.x-1; |
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195 spos.y += rnd(rpf->r_max.y-2)+1; |
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196 } |
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197 if (!(rpt->r_flags & ISGONE)) |
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198 epos.y += rnd(rpt->r_max.y-2)+1; |
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199 distance = abs(spos.x - epos.x) - 1; |
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200 turn_delta.y = (spos.y < epos.y ? 1 : -1); |
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201 turn_delta.x = 0; |
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202 turn_distance = abs(spos.y - epos.y); |
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203 turn_spot = rnd(distance-1) + 1; |
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204 } |
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205 #ifdef WIZARD |
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206 else |
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207 debug("error in connection tables"); |
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208 #endif |
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209 /* |
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210 * Draw in the doors on either side of the passage or just put #'s |
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211 * if the rooms are gone. |
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212 */ |
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213 if (!(rpf->r_flags & ISGONE)) |
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214 door(rpf, &spos); |
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215 else |
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216 { |
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217 index = INDEX(spos.y, spos.x); |
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218 _level[index] = PASSAGE; |
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219 _flags[index] |= F_PASS; |
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220 } |
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221 if (!(rpt->r_flags & ISGONE)) |
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222 door(rpt, &epos); |
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223 else |
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224 { |
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225 index = INDEX(epos.y, epos.x); |
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226 _level[index] = PASSAGE; |
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227 _flags[index] |= F_PASS; |
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228 } |
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229 /* |
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230 * Get ready to move... |
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231 */ |
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232 curr.x = spos.x; |
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233 curr.y = spos.y; |
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234 while (distance) |
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235 { |
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236 /* |
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237 * Move to new position |
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238 */ |
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239 curr.x += del.x; |
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240 curr.y += del.y; |
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241 /* |
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242 * Check if we are at the turn place, if so do the turn |
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243 */ |
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244 if (distance == turn_spot) |
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245 while (turn_distance--) |
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246 { |
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247 index = INDEX(curr.y, curr.x); |
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248 _level[index] = PASSAGE; |
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249 _flags[index] |= F_PASS; |
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250 curr.x += turn_delta.x; |
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251 curr.y += turn_delta.y; |
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252 } |
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253 /* |
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254 * Continue digging along |
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255 */ |
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256 index = INDEX(curr.y, curr.x); |
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257 _level[index] = PASSAGE; |
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258 _flags[index] |= F_PASS; |
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259 distance--; |
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260 } |
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261 curr.x += del.x; |
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262 curr.y += del.y; |
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263 if (!ce(curr, epos)) |
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264 msg("warning, connectivity problem on this level"); |
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265 } |
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266 |
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267 /* |
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268 * door: |
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269 * Add a door or possibly a secret door. Also enters the door in |
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270 * the exits array of the room. |
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271 */ |
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272 door(rm, cp) |
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273 register struct room *rm; |
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274 register coord *cp; |
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275 { |
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276 register int index; |
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277 |
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278 index = INDEX(cp->y, cp->x); |
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279 if (rnd(10) + 1 < level && rnd(5) == 0) |
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280 { |
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281 _level[index] = (cp->y == rm->r_pos.y || cp->y == rm->r_pos.y + rm->r_max.y - 1) ? '-' : '|'; |
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282 _flags[index] &= ~F_REAL; |
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283 } |
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284 else |
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285 _level[index] = DOOR; |
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286 rm->r_exit[rm->r_nexits++] = *cp; |
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287 } |
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288 |
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289 #ifdef WIZARD |
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290 /* |
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291 * add_pass: |
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292 * Add the passages to the current window (wizard command) |
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293 */ |
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294 add_pass() |
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295 { |
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296 register int y, x, ch; |
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297 |
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298 for (y = 1; y < LINES - 1; y++) |
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299 for (x = 0; x < COLS; x++) |
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300 if ((ch = chat(y, x)) == DOOR || ch == PASSAGE) |
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301 mvaddch(y, x, ch); |
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302 } |
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303 #endif |
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304 |
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305 /* |
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306 * passnum: |
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307 * Assign a number to each passageway |
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308 */ |
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309 static int pnum; |
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310 static bool newpnum; |
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311 |
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312 passnum() |
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313 { |
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314 register struct room *rp; |
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315 register int i; |
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316 |
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317 pnum = 0; |
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318 newpnum = FALSE; |
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319 for (rp = passages; rp < &passages[MAXPASS]; rp++) |
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320 rp->r_nexits = 0; |
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321 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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322 for (i = 0; i < rp->r_nexits; i++) |
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323 { |
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324 newpnum++; |
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325 numpass(rp->r_exit[i].y, rp->r_exit[i].x); |
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326 } |
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327 } |
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328 |
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329 /* |
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330 * numpass: |
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331 * Number a passageway square and its brethren |
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332 */ |
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333 numpass(y, x) |
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334 register int y, x; |
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335 { |
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336 register char *fp; |
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337 register struct room *rp; |
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338 register char ch; |
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339 |
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340 fp = &flat(y, x); |
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341 if (*fp & F_PNUM) |
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342 return; |
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343 if (newpnum) |
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344 { |
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345 pnum++; |
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346 newpnum = FALSE; |
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347 } |
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348 /* |
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349 * check to see if it is a door or secret door, i.e., a new exit, |
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350 * or a numerable type of place |
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351 */ |
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352 if ((ch = chat(y, x)) == DOOR || (!(*fp & F_REAL) && ch != FLOOR)) |
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353 { |
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354 rp = &passages[pnum]; |
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355 rp->r_exit[rp->r_nexits].y = y; |
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356 rp->r_exit[rp->r_nexits++].x = x; |
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357 } |
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358 else if (!(*fp & F_PASS)) |
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359 return; |
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360 *fp |= pnum; |
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361 /* |
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362 * recurse on the surrounding places |
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363 */ |
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364 numpass(y + 1, x); |
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365 numpass(y - 1, x); |
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366 numpass(y, x + 1); |
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367 numpass(y, x - 1); |
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368 } |