Mercurial > hg > early-roguelike
annotate urogue/passages.c @ 256:c495a4f288c6
Import UltraRogue from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Tue, 31 Jan 2017 19:56:04 -0500 |
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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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93 r1 = &rdes[rnd(MAXROOMS)]; |
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94 } |
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95 while (!r1->ingraph); |
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96 |
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97 /* |
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98 * otherwise, connect new room to the graph, and draw a |
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99 * tunnel to it |
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100 */ |
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101 else |
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102 { |
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103 r2->ingraph = TRUE; |
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104 i = (int)(r1 - rdes); |
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105 j = (int)(r2 - rdes); |
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106 conn(i, j); |
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107 r1->isconn[j] = TRUE; |
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108 r2->isconn[i] = TRUE; |
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109 roomcount++; |
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110 } |
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111 } |
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112 while (roomcount < MAXROOMS); |
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113 |
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114 /* |
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115 * attempt to add passages to the graph a random number of times so |
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116 * that there isn't just one unique passage through it. |
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117 */ |
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118 |
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119 for (roomcount = rnd(5); roomcount > 0; roomcount--) |
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120 { |
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121 r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */ |
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122 |
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123 /* |
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124 * find an adjacent room not already connected |
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125 */ |
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126 |
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127 j = 0; |
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128 for (i = 0; i < MAXROOMS; i++) |
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129 if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0) |
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130 r2 = &rdes[i]; |
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131 |
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132 /* |
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133 * if there is one, connect it and look for the next added |
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134 * passage |
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135 */ |
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136 |
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137 if (j != 0) |
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138 { |
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139 i = (int)(r1 - rdes); |
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140 j = (int)(r2 - rdes); |
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141 conn(i, j); |
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142 r1->isconn[j] = TRUE; |
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143 r2->isconn[i] = TRUE; |
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144 } |
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145 } |
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146 } |
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147 |
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148 /* |
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149 conn() |
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150 Draw a corridor from a room in a certain direction. |
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151 */ |
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152 |
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153 void |
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154 conn(int r1, int r2) |
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155 { |
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156 struct room *rpf, *rpt = NULL; |
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157 int rmt; |
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158 int distance = 0, turn_spot = 0, turn_distance = 0; |
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159 int rm; |
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160 char direc; |
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161 coord delt = {0,0}, curr, turn_delta = {0,0}, spos = {0,0}, epos = {0,0}; |
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162 |
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163 if (r1 < r2) |
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164 { |
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165 rm = r1; |
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166 |
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167 if (r1 + 1 == r2) |
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168 direc = 'r'; |
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169 else |
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170 direc = 'd'; |
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171 } |
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172 else |
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173 { |
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174 rm = r2; |
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175 |
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176 if (r2 + 1 == r1) |
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177 direc = 'r'; |
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178 else |
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179 direc = 'd'; |
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180 } |
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181 |
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182 rpf = &rooms[rm]; |
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183 |
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184 /* |
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185 * Set up the movement variables, in two cases: first drawing one |
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186 * down. |
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187 */ |
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188 |
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189 if (direc == 'd') |
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190 { |
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191 rmt = rm + 3; /* room # of dest */ |
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192 rpt = &rooms[rmt]; /* room pointer of dest */ |
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193 delt.x = 0; /* direction of move */ |
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194 delt.y = 1; |
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195 spos.x = rpf->r_pos.x; /* start of move */ |
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196 spos.y = rpf->r_pos.y; |
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197 epos.x = rpt->r_pos.x; /* end of move */ |
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198 epos.y = rpt->r_pos.y; |
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199 |
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200 if (!(rpf->r_flags & ISGONE)) /* if not gone pick door pos */ |
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201 { |
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202 spos.x += rnd(rpf->r_max.x - 2) + 1; |
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203 spos.y += rpf->r_max.y - 1; |
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204 } |
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205 |
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206 if (!(rpt->r_flags & ISGONE)) |
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207 epos.x += rnd(rpt->r_max.x - 2) + 1; |
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208 |
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209 distance = abs(spos.y - epos.y) - 1; /* distance to move */ |
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210 turn_delta.y = 0; /* direction to turn */ |
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211 turn_delta.x = (spos.x < epos.x ? 1 : -1); |
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212 turn_distance = abs(spos.x - epos.x); /* how far to turn */ |
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213 turn_spot = rnd(distance - 1) + 1; /* where turn starts */ |
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214 } |
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215 else if (direc == 'r') /* setup for moving right */ |
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216 { |
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217 rmt = rm + 1; |
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218 rpt = &rooms[rmt]; |
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219 delt.x = 1; |
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220 delt.y = 0; |
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221 spos.x = rpf->r_pos.x; |
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222 spos.y = rpf->r_pos.y; |
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223 epos.x = rpt->r_pos.x; |
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224 epos.y = rpt->r_pos.y; |
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225 |
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226 if (!(rpf->r_flags & ISGONE)) |
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227 { |
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228 spos.x += rpf->r_max.x - 1; |
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229 spos.y += rnd(rpf->r_max.y - 2) + 1; |
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230 } |
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231 |
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232 if (!(rpt->r_flags & ISGONE)) |
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233 epos.y += rnd(rpt->r_max.y - 2) + 1; |
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234 |
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235 distance = abs(spos.x - epos.x) - 1; |
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236 turn_delta.y = (spos.y < epos.y ? 1 : -1); |
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237 turn_delta.x = 0; |
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238 turn_distance = abs(spos.y - epos.y); |
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239 turn_spot = rnd(distance - 1) + 1; |
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240 } |
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241 else |
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242 debug("Error in connection tables."); |
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243 |
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244 /* |
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245 * Draw in the doors on either side of the passage or just put #'s if |
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246 * the rooms are gone. |
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247 */ |
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248 |
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249 if (!(rpf->r_flags & ISGONE)) |
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250 door(rpf, &spos); |
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251 else |
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252 { |
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253 cmov(spos); |
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254 addch('#'); |
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255 } |
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256 |
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257 if (!(rpt->r_flags & ISGONE)) |
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258 door(rpt, &epos); |
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259 else |
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260 { |
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261 cmov(epos); |
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262 addch('#'); |
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263 } |
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264 |
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265 /* Get ready to move... */ |
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266 |
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267 curr.x = spos.x; |
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268 curr.y = spos.y; |
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269 |
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270 while (distance) |
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271 { |
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272 /* Move to new position */ |
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273 |
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274 curr.x += delt.x; |
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275 curr.y += delt.y; |
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276 |
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277 /* Check if we are at the turn place, if so do the turn */ |
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278 |
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279 if (distance == turn_spot && turn_distance > 0) |
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280 while (turn_distance--) |
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281 { |
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282 cmov(curr); |
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283 addch(PASSAGE); |
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284 curr.x += turn_delta.x; |
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285 curr.y += turn_delta.y; |
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286 } |
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287 |
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288 /* Continue digging along */ |
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289 |
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290 cmov(curr); |
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291 addch(PASSAGE); |
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292 distance--; |
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293 } |
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294 |
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295 curr.x += delt.x; |
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296 curr.y += delt.y; |
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297 |
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298 if (!ce(curr, epos)) |
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299 msg("Warning, connectivity problem on this level."); |
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300 } |
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301 |
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302 /* |
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303 door() |
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304 Add a door or possibly a secret door also enters the door in the exits |
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305 array of the room. |
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306 */ |
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307 |
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308 void |
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309 door(struct room *rm, coord *cp) |
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310 { |
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311 char a_door; |
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312 |
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313 cmov(*cp); |
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314 |
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315 a_door = (rnd(10)<level - 1 && rnd(100) < 20) ? SECRETDOOR : DOOR; |
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316 |
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317 addch(a_door); |
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318 |
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319 rm->r_exit[rm->r_nexits++] = *cp; |
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320 } |