Mercurial > hg > early-roguelike
comparison xrogue/maze.c @ 142:6b5fbd7c3ece
Merge arogue7 and xrogue trees.
author | John "Elwin" Edwards |
---|---|
date | Tue, 12 May 2015 21:39:39 -0400 |
parents | e6179860cb76 |
children | f54901b9c39b |
comparison
equal
deleted
inserted
replaced
132:66b0263af424 | 142:6b5fbd7c3ece |
---|---|
1 /* | |
2 maze.c - functions for dealing with mazes | |
3 | |
4 XRogue: Expeditions into the Dungeons of Doom | |
5 Copyright (C) 1991 Robert Pietkivitch | |
6 All rights reserved. | |
7 | |
8 Based on "Advanced Rogue" | |
9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T | |
10 All rights reserved. | |
11 | |
12 See the file LICENSE.TXT for full copyright and licensing information. | |
13 */ | |
14 | |
15 #include <stdlib.h> | |
16 #include <curses.h> | |
17 #include "rogue.h" | |
18 | |
19 struct cell { | |
20 char y_pos; | |
21 char x_pos; | |
22 }; | |
23 struct b_cellscells { | |
24 char num_pos; /* number of frontier cells next to you */ | |
25 struct cell conn[4]; /* the y,x position of above cell */ | |
26 } b_cells; | |
27 | |
28 static char *maze_frontier, *maze_bits; | |
29 static int maze_lines, maze_cols; | |
30 static char *moffset(), *foffset(); | |
31 static int rmwall(),findcells(),crankout(),draw_maze(); | |
32 | |
33 /* | |
34 * crankout: | |
35 * Does actual drawing of maze to window | |
36 */ | |
37 | |
38 static | |
39 crankout() | |
40 { | |
41 reg int x, y; | |
42 | |
43 for (y = 0; y < lines - 3; y++) { | |
44 move(y + 1, 0); | |
45 for (x = 0; x < cols - 1; x++) { | |
46 if (*moffset(y, x)) { /* here is a wall */ | |
47 if(y==0 || y==lines-4) /* top or bottom line */ | |
48 addch(HORZWALL); | |
49 else if(x==0 || x==cols-2) /* left | right side */ | |
50 addch(VERTWALL); | |
51 else if (y % 2 == 0 && x % 2 == 0) { | |
52 if(*moffset(y, x-1) || *moffset(y, x+1)) | |
53 addch(HORZWALL); | |
54 else | |
55 addch(VERTWALL); | |
56 } | |
57 else if (y % 2 == 0) | |
58 addch(HORZWALL); | |
59 else | |
60 addch(VERTWALL); | |
61 } | |
62 else | |
63 addch(FLOOR); | |
64 } | |
65 } | |
66 } | |
67 | |
68 /* | |
69 * domaze: | |
70 * Draw the maze on this level. | |
71 */ | |
72 | |
73 do_maze() | |
74 { | |
75 reg int least; | |
76 reg struct room *rp; | |
77 reg struct linked_list *item; | |
78 reg struct object *obj; | |
79 int cnt; | |
80 bool treas; | |
81 coord tp; | |
82 | |
83 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { | |
84 rp->r_flags = ISGONE; /* kill all rooms */ | |
85 rp->r_fires = NULL; /* no fires */ | |
86 } | |
87 rp = &rooms[0]; /* point to only room */ | |
88 rp->r_flags = ISDARK; /* mazes always dark */ | |
89 rp->r_pos.x = 0; /* room fills whole screen */ | |
90 rp->r_pos.y = 1; | |
91 rp->r_max.x = cols - 1; | |
92 rp->r_max.y = lines - 3; | |
93 draw_maze(); /* put maze into window */ | |
94 /* | |
95 * add some gold to make it worth looking for | |
96 */ | |
97 item = spec_item(GOLD, NULL, NULL, NULL); | |
98 obj = OBJPTR(item); | |
99 obj->o_count *= (rnd(50) + 50); /* add in one large hunk */ | |
100 attach(lvl_obj, item); | |
101 cnt = 0; | |
102 do { | |
103 rnd_pos(rp, &tp); | |
104 } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 2500); | |
105 mvaddch(tp.y, tp.x, GOLD); | |
106 obj->o_pos = tp; | |
107 /* | |
108 * add in some food to make sure he has enough | |
109 */ | |
110 item = spec_item(FOOD, NULL, NULL, NULL); | |
111 obj = OBJPTR(item); | |
112 attach(lvl_obj, item); | |
113 do { | |
114 rnd_pos(rp, &tp); | |
115 } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 2500); | |
116 mvaddch(tp.y, tp.x, FOOD); | |
117 obj->o_pos = tp; | |
118 | |
119 /* it doesn't mater if it's a treasure maze or a normal maze, | |
120 * more than enough monsters will be genned. | |
121 */ | |
122 least = rnd(11)+5; | |
123 if (least < 6) { | |
124 least = 7; | |
125 treas = FALSE; | |
126 } | |
127 else treas = TRUE; | |
128 genmonsters(least, treas); | |
129 | |
130 /* sometimes they're real angry */ | |
131 if (rnd(100) < 65) { | |
132 /* protect the good charactors */ | |
133 if (player.t_ctype == C_PALADIN || | |
134 player.t_ctype == C_RANGER || player.t_ctype == C_MONK) { | |
135 aggravate(TRUE, FALSE); | |
136 } | |
137 else { | |
138 aggravate(TRUE, TRUE); | |
139 } | |
140 } | |
141 } | |
142 | |
143 /* | |
144 * draw_maze: | |
145 * Generate and draw the maze on the screen | |
146 */ | |
147 | |
148 static | |
149 draw_maze() | |
150 { | |
151 reg int i, j, more; | |
152 reg char *ptr; | |
153 | |
154 maze_lines = (lines - 3) / 2; | |
155 maze_cols = (cols - 1) / 2; | |
156 maze_bits = ALLOC((lines - 3) * (cols - 1)); | |
157 maze_frontier = ALLOC(maze_lines * maze_cols); | |
158 ptr = maze_frontier; | |
159 while (ptr < (maze_frontier + (maze_lines * maze_cols))) | |
160 *ptr++ = TRUE; | |
161 for (i = 0; i < lines - 3; i++) { | |
162 for (j = 0; j < cols - 1; j++) { | |
163 if (i % 2 == 1 && j % 2 == 1) | |
164 *moffset(i, j) = FALSE; /* floor */ | |
165 else | |
166 *moffset(i, j) = TRUE; /* wall */ | |
167 } | |
168 } | |
169 for (i = 0; i < maze_lines; i++) { | |
170 for (j = 0; j < maze_cols; j++) { | |
171 do | |
172 more = findcells(i,j); |