comparison srogue/passages.c @ 36:2128c7dc8a40

Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
author elwin
date Thu, 25 Nov 2010 12:21:41 +0000
parents
children 7f5f5f1ba09c
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35:05018c63a721 36:2128c7dc8a40
1 /*
2 * Draw the connecting passages
3 *
4 * @(#)passages.c 9.0 (rdk) 7/17/84
5 *
6 * Super-Rogue
7 * Copyright (C) 1984 Robert D. Kindelberger
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 "rogue.h"
18 #include "rogue.ext"
19
20 /*
21 * do_passages:
22 * Draw all the passages on a level.
23 */
24
25 do_passages()
26 {
27 reg struct rdes *r1, *r2;
28 reg int i, j;
29 reg int roomcount;
30 static struct rdes {
31 bool conn[MAXROOMS]; /* possible to connect to room i */
32 bool isconn[MAXROOMS]; /* connection was made to room i */
33 bool ingraph; /* this room in graph already? */
34 } rdes[MAXROOMS] = {
35 {{ 0, 1, 0, 1, 0, 0, 0, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
36 {{ 1, 0, 1, 0, 1, 0, 0, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
37 {{ 0, 1, 0, 0, 0, 1, 0, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
38 {{ 1, 0, 0, 0, 1, 0, 1, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
39 {{ 0, 1, 0, 1, 0, 1, 0, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
40 {{ 0, 0, 1, 0, 1, 0, 0, 0, 1 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
41 {{ 0, 0, 0, 1, 0, 0, 0, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
42 {{ 0, 0, 0, 0, 1, 0, 1, 0, 1 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
43 {{ 0, 0, 0, 0, 0, 1, 0, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
44 };
45
46 /*
47 * reinitialize room graph description
48 */
49 for (r1 = rdes; r1 < &rdes[MAXROOMS]; r1++) {
50 for (j = 0; j < MAXROOMS; j++)
51 r1->isconn[j] = FALSE;
52 r1->ingraph = FALSE;
53 }
54
55 /*
56 * starting with one room, connect it to a random adjacent room and
57 * then pick a new room to start with.
58 */
59 roomcount = 1;
60 r1 = &rdes[rnd(MAXROOMS)];
61 r1->ingraph = TRUE;
62 do {
63 /*
64 * find a room to connect with
65 */
66 j = 0;
67 for (i = 0; i < MAXROOMS; i++)
68 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
69 r2 = &rdes[i];
70 /*
71 * if no adjacent rooms are outside the graph, pick a new room
72 * to look from
73 */
74 if (j == 0) {
75 do {
76 r1 = &rdes[rnd(MAXROOMS)];
77 } until (r1->ingraph);
78 }
79 /*
80 * otherwise, connect new room to the graph, and draw a tunnel
81 * to it
82 */
83 else {
84 r2->ingraph = TRUE;
85 i = r1 - rdes;
86 j = r2 - rdes;
87 conn(i, j);
88 r1->isconn[j] = TRUE;
89 r2->isconn[i] = TRUE;
90 roomcount++;
91 }
92 } while (roomcount < MAXROOMS);
93
94 /*
95 * attempt to add passages to the graph a random number of times so
96 * that there isn't just one unique passage through it.
97 */
98 for (roomcount = rnd(5); roomcount > 0; roomcount--) {
99 r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */
100 /*
101 * find an adjacent room not already connected
102 */
103 j = 0;
104 for (i = 0; i < MAXROOMS; i++)
105 if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0)
106 r2 = &rdes[i];
107 /*
108 * if there is one, connect it and look for the next added
109 * passage
110 */
111 if (j != 0) {
112 i = r1 - rdes;
113 j = r2 - rdes;
114 conn(i, j);
115 r1->isconn[j] = TRUE;
116 r2->isconn[i] = TRUE;
117 }
118 }
119 }
120
121 /*
122 * conn:
123 * Cconnect two rooms.
124 */
125
126 conn(r1, r2)
127 int r1, r2;
128 {
129 reg struct room *rpf, *rpt;
130 reg char rmt, direc;
131 reg int distance, turn_spot, turn_distance, rm;
132 struct coord curr, turn_delta, spos, epos;
133
134 if (r1 < r2) {
135 rm = r1;
136 if (r1 + 1 == r2)
137 direc = 'r';
138 else
139 direc = 'd';
140 }
141 else {
142 rm = r2;
143 if (r2 + 1 == r1)
144 direc = 'r';
145 else
146 direc = 'd';
147 }
148 rpf = &rooms[rm];
149 /*
150 * Set up the movement variables, in two cases:
151 * first drawing one down.
152 */
153 if (direc == 'd') {
154 rmt = rm + 3; /* room # of dest */
155 rpt = &rooms[rmt]; /* room pointer of dest */
156 delta.x = 0; /* direction of move */
157 delta.y = 1;
158 spos.x = rpf->r_pos.x; /* start of move */
159 spos.y = rpf->r_pos.y;
160 epos.x = rpt->r_pos.x; /* end of move */
161 epos.y = rpt->r_pos.y;
162 if (!rf_on(rpf,ISGONE)) { /* if not gone pick door pos */
163 spos.x += rnd(rpf->r_max.x-2)+1;
164 spos.y += rpf->r_max.y-1;
165 }
166 if (!rf_on(rpt,ISGONE))
167 epos.x += rnd(rpt->r_max.x-2)+1;
168 distance = abs(spos.y - epos.y) - 1; /* distance to move */
169 turn_delta.y = 0; /* direction to turn */
170 turn_delta.x = (spos.x < epos.x ? 1 : -1);
171 turn_distance = abs(spos.x - epos.x); /* how far to turn */
172 turn_spot = rnd(distance-1) + 1; /* where turn starts */
173 }
174 else if (direc == 'r') { /* setup for moving right */
175 rmt = rm + 1;
176 rpt = &rooms[rmt];
177 delta.x = 1;
178 delta.y = 0;
179 spos.x = rpf->r_pos.x;
180 spos.y = rpf->r_pos.y;
181 epos.x = rpt->r_pos.x;
182 epos.y = rpt->r_pos.y;
183 if (!rf_on(rpf,ISGONE)) {
184 spos.x += rpf->r_max.x-1;
185 spos.y += rnd(rpf->r_max.y-2)+1;
186 }
187 if (!rf_on(rpt,ISGONE))
188 epos.y += rnd(rpt->r_max.y-2)+1;
189 distance = abs(spos.x - epos.x) - 1;
190 turn_delta.y = (spos.y < epos.y ? 1 : -1);
191 turn_delta.x = 0;
192 turn_distance = abs(spos.y - epos.y);
193 turn_spot = rnd(distance-1) + 1;
194 }
195 else {
196 msg("Error in connection tables.");
197 }
198 /*
199 * Draw in the doors on either side of the passage
200 * or just put #'s if the rooms are gone. Set up
201 * pointers to the connected room.
202 */
203 rpf->r_ptr[rpf->r_nexits] = rpt;
204 if (rf_on(rpf,ISGONE)) {
205 cmov(spos);
206 addch('#'); /* gone "from" room */
207 }
208 else
209 door(rpf, &spos); /* add the door */
210 rpt->r_ptr[rpt->r_nexits] = rpf;
211 if (rf_on(rpt,ISGONE)) {
212 cmov(epos);
213 addch('#'); /* gone "to" room */
214 }
215 else
216 door(rpt, &epos); /* add door */
217 /*
218 * Get ready to move...
219 */
220 curr.x = spos.x;
221 curr.y = spos.y;
222 while(distance > 0) {
223 /*
224 * Move to new position
225 */
226 curr.x += delta.x;
227 curr.y += delta.y;
228 /*
229 * Check if we are at the turn place, if so do the turn
230 */
231 if (distance == turn_spot && turn_distance > 0) {
232 while(turn_distance-- > 0) {
233 cmov(curr);
234 addch(PASSAGE);
235 curr.x += turn_delta.x;
236 curr.y += turn_delta.y;
237 }
238 }
239 /*
240 * Continue digging along
241 */
242 cmov(curr);
243 addch(PASSAGE);
244 distance--;
245 }
246 curr.x += delta.x;
247 curr.y += delta.y;
248 if (!ce(curr, epos)) {
249 msg("Warning, connectivity problem on this level.");
250 }
251 }
252
253 /*
254 * Add a door or possibly a secret door
255 * also enters the door in the exits array of the room.
256 */
257
258 door(rm, cp)
259 struct room *rm;
260 struct coord *cp;
261 {
262 cmov(*cp);
263 addch(rnd(10) < level - 1 && rnd(100) < 20 ? SECRETDOOR : DOOR);
264 rm->r_exit[rm->r_nexits++] = *cp;
265 }
266
267
268 /*
269 * add_pass:
270 * add the passages to the current window (wizard command)
271 */
272 add_pass()
273 {
274 reg int y, x, ch;
275
276 for (y = 1; y < LINES - 3; y++)
277 for (x = 0; x < COLS; x++)
278 if ((ch = mvinch(y, x)) == PASSAGE || ch == DOOR ||
279 ch == SECRETDOOR)
280 mvwaddch(cw, y, x, ch);
281 }