comparison arogue5/passages.c @ 63:0ed67132cf10

Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author elwin
date Thu, 09 Aug 2012 22:58:48 +0000
parents
children 56e748983fa8
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62:0ef99244acb8 63:0ed67132cf10
1 /*
2 * Draw the connecting passages
3 *
4 * @(#)passages.c 3.4 (Berkeley) 6/15/81
5 *
6 * Advanced Rogue
7 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
8 * All rights reserved.
9 *
10 * Based on "Rogue: Exploring the Dungeons of Doom"
11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
12 * All rights reserved.
13 *
14 * See the file LICENSE.TXT for full copyright and licensing information.
15 */
16
17 #include "curses.h"
18 #include "rogue.h"
19
20 /*
21 * do_passages:
22 * Draw all the passages on a level.
23 */
24
25 do_passages()
26 {
27 register struct rdes *r1, *r2 = NULL;
28 register int i, j;
29 register int roomcount;
30 static struct rdes
31 {
32 bool conn[MAXROOMS]; /* possible to connect to room i? */
33 bool isconn[MAXROOMS]; /* connection been made to room i? */
34 bool ingraph; /* this room in graph already? */
35 } rdes[MAXROOMS] = {
36 { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
37 { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
38 { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
39 { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
40 { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
41 { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
42 { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
43 { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
44 { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
45 };
46
47 /*
48 * reinitialize room graph description
49 */
50 for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++)
51 {
52 for (j = 0; j < MAXROOMS; j++)
53 r1->isconn[j] = FALSE;
54 r1->ingraph = FALSE;
55 }
56
57 /*
58 * starting with one room, connect it to a random adjacent room and
59 * then pick a new room to start with.
60 */
61 roomcount = 1;
62 r1 = &rdes[rnd(MAXROOMS)];
63 r1->ingraph = TRUE;
64 do
65 {
66 /*
67 * find a room to connect with
68 */
69 j = 0;
70 for (i = 0; i < MAXROOMS; i++)
71 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
72 r2 = &rdes[i];
73 /*
74 * if no adjacent rooms are outside the graph, pick a new room
75 * to look from
76 */
77 if (j == 0)
78 {
79 do
80 r1 = &rdes[rnd(MAXROOMS)];
81 until (r1->ingraph);
82 }
83 /*
84 * otherwise, connect new room to the graph, and draw a tunnel
85 * to it
86 */
87 else
88 {
89 r2->ingraph = TRUE;
90 i = (int)(r1 - rdes);
91 j = (int)(r2 - rdes);
92 conn(i, j);
93 r1->isconn[j] = TRUE;
94 r2->isconn[i] = TRUE;
95 roomcount++;
96 }
97 } while (roomcount < MAXROOMS);
98
99 /*
100 * attempt to add passages to the graph a random number of times so
101 * that there isn't just one unique passage through it.
102 */
103 for (roomcount = rnd(5); roomcount > 0; roomcount--)
104 {
105 r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */
106 /*
107 * find an adjacent room not already connected
108 */
109 j = 0;
110 for (i = 0; i < MAXROOMS; i++)
111 if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0)
112 r2 = &rdes[i];
113 /*
114 * if there is one, connect it and look for the next added
115 * passage
116 */
117 if (j != 0)
118 {
119 i = (int)(r1 - rdes);
120 j = (int)(r2 - rdes);
121 conn(i, j);
122 r1->isconn[j] = TRUE;
123 r2->isconn[i] = TRUE;
124 }
125 }
126 }
127
128 /*
129 * conn:
130 * Draw a corridor from a room in a certain direction.
131 */
132
133 conn(r1, r2)
134 int r1, r2;
135 {
136 register struct room *rpf, *rpt = NULL;
137 register char rmt;
138 register int distance = 0, turn_spot = 0, turn_distance = 0;
139 register int rm;
140 register char direc;
141 coord delta = { 0, 0 }, curr, turn_delta = { 0, 0 }, spos = { 0, 0 }, epos = { 0, 0 };
142
143 if (r1 < r2)
144 {
145 rm = r1;
146 if (r1 + 1 == r2)
147 direc = 'r';
148 else
149 direc = 'd';
150 }
151 else
152 {
153 rm = r2;
154 if (r2 + 1 == r1)
155 direc = 'r';
156 else
157 direc = 'd';
158 }
159 rpf = &rooms[rm];
160 /*
161 * Set up the movement variables, in two cases:
162 * first drawing one down.
163 */
164 if (direc == 'd')
165 {
166 rmt = rm + 3; /* room # of dest */
167 rpt = &rooms[rmt]; /* room pointer of dest */
168 delta.x = 0; /* direction of move */
169 delta.y = 1;
170 spos.x = rpf->r_pos.x; /* start of move */
171 spos.y = rpf->r_pos.y;
172 epos.x = rpt->r_pos.x; /* end of move */
173 epos.y = rpt->r_pos.y;
174 if (!(rpf->r_flags & ISGONE)) /* if not gone pick door pos */
175 {
176 spos.x += rnd(rpf->r_max.x-2)+1;
177 spos.y += rpf->r_max.y-1;
178 }
179 if (!(rpt->r_flags & ISGONE))
180 epos.x += rnd(rpt->r_max.x-2)+1;
181 distance = abs(spos.y - epos.y) - 1; /* distance to move */
182 turn_delta.y = 0; /* direction to turn */
183 turn_delta.x = (spos.x < epos.x ? 1 : -1);
184 turn_distance = abs(spos.x - epos.x); /* how far to turn */
185 turn_spot = rnd(distance-1) + 1; /* where turn starts */
186 }
187 else if (direc == 'r') /* setup for moving right */
188 {
189 rmt = rm + 1;
190 rpt = &rooms[rmt];
191 delta.x = 1;
192 delta.y = 0;
193 spos.x = rpf->r_pos.x;
194 spos.y = rpf->r_pos.y;
195 epos.x = rpt->r_pos.x;
196 epos.y = rpt->r_pos.y;
197 if (!(rpf->r_flags & ISGONE))
198 {
199 spos.x += rpf->r_max.x-1;
200 spos.y += rnd(rpf->r_max.y-2)+1;
201 }
202 if (!(rpt->r_flags & ISGONE))
203 epos.y += rnd(rpt->r_max.y-2)+1;
204 distance = abs(spos.x - epos.x) - 1;
205 turn_delta.y = (spos.y < epos.y ? 1 : -1);
206 turn_delta.x = 0;
207 turn_distance = abs(spos.y - epos.y);
208 turn_spot = rnd(distance-1) + 1;
209 }
210 else
211 debug("error in connection tables");
212 /*
213 * Draw in the doors on either side of the passage or just put #'s
214 * if the rooms are gone.
215 */
216 if (!(rpf->r_flags & ISGONE)) door(rpf, &spos);
217 else
218 {
219 cmov(spos);
220 addch('#');
221 }
222 if (!(rpt->r_flags & ISGONE)) door(rpt, &epos);
223 else
224 {
225 cmov(epos);
226 addch('#');
227 }
228 /*
229 * Get ready to move...
230 */
231 curr.x = spos.x;
232 curr.y = spos.y;
233 while(distance)
234 {
235 /*
236 * Move to new position
237 */
238 curr.x += delta.x;
239 curr.y += delta.y;
240 /*
241 * Check if we are at the turn place, if so do the turn
242 */
243 if (distance == turn_spot && turn_distance > 0)
244 while(turn_distance--)
245 {
246 cmov(curr);
247 addch(PASSAGE);
248 curr.x += turn_delta.x;
249 curr.y += turn_delta.y;
250 }
251 /*
252 * Continue digging along
253 */
254 cmov(curr);
255 addch(PASSAGE);
256 distance--;
257 }
258 curr.x += delta.x;
259 curr.y += delta.y;
260 if (!ce(curr, epos))
261 msg("Warning, connectivity problem on this level.");
262 }
263
264 /*
265 * Add a door or possibly a secret door
266 * also enters the door in the exits array of the room.
267 */
268
269 door(rm, cp)
270 register struct room *rm;
271 register coord *cp;
272 {
273 struct linked_list *newroom;
274 coord *exit;
275
276 cmov(*cp);
277 addch( (rnd(10) < level - 1 && rnd(100) < 20 ? SECRETDOOR : DOOR) );
278
279 /* Insert the new room into the linked list of rooms */
280 newroom = new_item(sizeof(coord));
281 exit = DOORPTR(newroom);
282 *exit = *cp;
283 attach(rm->r_exit, newroom);
284 }