annotate urogue/passages.c @ 264:778938a5c21d

UltraRogue: add location for character files. When using the -n option, UltraRogue will look for character files in a single location, similar to save files. The location is chosen by defining CHRDIR in getplay.c, at least until UltraRogue gets integrated with the build systems.
author John "Elwin" Edwards
date Sun, 19 Feb 2017 19:47:09 -0500
parents c495a4f288c6
children
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1 /*
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2 passages.c - Draw the connecting passages
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3
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4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <stdlib.h>
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20 #include "rogue.h"
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21
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22 #define cmov(xy) move((xy).y, (xy).x)
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23
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24 /*
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25 do_passages()
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26 Draw all the passages on a level.
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27 */
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28
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29 void
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30 do_passages(void)
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31 {
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32 struct rdes *r1, *r2 = NULL;
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33 int i, j;
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34 int roomcount;
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35
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36 static struct rdes rdes[MAXROOMS] =
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37 {
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38 {{ 0, 1, 0, 1, 0, 0, 0, 0, 0},
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39 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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40 {{ 1, 0, 1, 0, 1, 0, 0, 0, 0},
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41 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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42 {{ 0, 1, 0, 0, 0, 1, 0, 0, 0},
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43 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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44 {{ 1, 0, 0, 0, 1, 0, 1, 0, 0},
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45 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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46 {{ 0, 1, 0, 1, 0, 1, 0, 1, 0},
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47 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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48 {{ 0, 0, 1, 0, 1, 0, 0, 0, 1},
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49 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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50 {{ 0, 0, 0, 1, 0, 0, 0, 1, 0},
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51 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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52 {{ 0, 0, 0, 0, 1, 0, 1, 0, 1},
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53 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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54 {{ 0, 0, 0, 0, 0, 1, 0, 1, 0},
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55 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0}
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56 };
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57
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58 /* reinitialize room graph description */
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59
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60 for (r1 = rdes; r1 < &rdes[MAXROOMS]; r1++)
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61 {
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62 for (j = 0; j < MAXROOMS; j++)
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63 r1->isconn[j] = FALSE;
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64
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65 r1->ingraph = FALSE;
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66 }
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67
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68 /*
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69 * starting with one room, connect it to a random adjacent room and
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70 * then pick a new room to start with.
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71 */
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72
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73 roomcount = 1;
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74 r1 = &rdes[rnd(MAXROOMS)];
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75 r1->ingraph = TRUE;
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76
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77 do
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78 {
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79 j = 0;
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80
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81 for (i = 0; i < MAXROOMS; i++)
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82 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
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83 r2 = &rdes[i];
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84
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85 /*
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86 * if no adjacent rooms are outside the graph, pick a new
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87 * room to look from
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88 */
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89
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90 if (j == 0)
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91 do
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92 {
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