Mercurial > hg > early-roguelike
annotate rogue5/passages.c @ 316:c03d0b87211c
Naming items should not use up a turn.
This was fixed by adding "after = FALSE;" to the relevant cases in
command().
Rogue V4 and V5 are not affected.
author | John "Elwin" Edwards |
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date | Sun, 31 Oct 2021 21:35:53 -0400 |
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rev | line source |
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33
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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 4.22 (Berkeley) 02/05/99 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980-1983, 1985, 1999 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 <stdlib.h> |
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14 #include <curses.h> |
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15 #include "rogue.h" |
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16 |
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17 /* |
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18 * do_passages: |
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19 * Draw all the passages on a level. |
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20 */ |
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21 |
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22 void |
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23 do_passages(void) |
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24 { |
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25 struct rdes *r1, *r2 = NULL; |
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26 int i, j; |
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27 int roomcount; |
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28 struct rdes |
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29 { |
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30 int conn[MAXROOMS]; /* possible to connect to room i? */ |
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31 int isconn[MAXROOMS]; /* connection been made to room i? */ |
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32 int ingraph; /* this room in graph already? */ |
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33 } rdes[MAXROOMS] = { |
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34 { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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35 { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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36 { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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37 { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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38 { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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39 { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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40 { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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41 { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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42 { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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43 }; |
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44 |
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45 /* |
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46 * reinitialize room graph description |
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47 */ |
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48 for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++) |
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49 { |
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50 for (j = 0; j < MAXROOMS; j++) |
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51 r1->isconn[j] = FALSE; |
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52 r1->ingraph = FALSE; |
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53 } |
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54 |
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55 /* |
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56 * starting with one room, connect it to a random adjacent room and |
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57 * then pick a new room to start with. |
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58 */ |
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59 roomcount = 1; |
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60 r1 = &rdes[rnd(MAXROOMS)]; |
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61 r1->ingraph = TRUE; |
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62 do |
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63 { |
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64 /* |
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65 * find a room to connect with |
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66 */ |
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67 j = 0; |
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68 for (i = 0; i < MAXROOMS; i++) |
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69 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0) |
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70 r2 = &rdes[i]; |
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71 /* |
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72 * if no adjacent rooms are outside the graph, pick a new room |
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73 * to look from |
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74 */ |
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75 if (j == 0) |
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76 { |
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77 do |
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78 r1 = &rdes[rnd(MAXROOMS)]; |
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79 until (r1->ingraph); |
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80 } |
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81 /* |
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82 * otherwise, connect new room to the graph, and draw a tunnel |
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83 * to it |
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84 */ |
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85 else |
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86 { |
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87 r2->ingraph = TRUE; |
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88 i = (int)(r1 - rdes); |
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89 j = (int)(r2 - rdes); |
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90 conn(i, j); |
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91 r1->isconn[j] = TRUE; |
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92 r2->isconn[i] = TRUE; |
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93 roomcount++; |
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94 } |
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95 } while (roomcount < MAXROOMS); |
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96 |
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97 /* |
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98 * attempt to add passages to the graph a random number of times so |
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99 * that there isn't always just one unique passage through it. |
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100 */ |
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101 for (roomcount = rnd(5); roomcount > 0; roomcount--) |
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102 { |
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103 r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */ |
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104 /* |
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105 * find an adjacent room not already connected |
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106 */ |