Mercurial > hg > early-roguelike
comparison rogue4/passages.c @ 12:9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
| author | edwarj4 |
|---|---|
| date | Sat, 24 Oct 2009 16:52:52 +0000 |
| parents | |
| children | 1b73a8641b37 |
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| 11:949d558c2162 | 12:9535a08ddc39 |
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| 1 /* | |
| 2 * Draw the connecting passages | |
| 3 * | |
| 4 * @(#)passages.c 4.8 (Berkeley) 1/27/82 | |
| 5 * | |
| 6 * Rogue: Exploring the Dungeons of Doom | |
| 7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman | |
| 8 * All rights reserved. | |
| 9 * | |
| 10 * See the file LICENSE.TXT for full copyright and licensing information. | |
| 11 */ | |
| 12 | |
| 13 #include <curses.h> | |
| 14 #include "rogue.h" | |
| 15 | |
| 16 /* | |
| 17 * do_passages: | |
| 18 * Draw all the passages on a level. | |
| 19 */ | |
| 20 do_passages() | |
| 21 { | |
| 22 register struct rdes *r1, *r2 = NULL; | |
| 23 register int i, j; | |
| 24 register int roomcount; | |
| 25 static struct rdes | |
| 26 { | |
| 27 bool conn[MAXROOMS]; /* possible to connect to room i? */ | |
| 28 bool isconn[MAXROOMS]; /* connection been made to room i? */ | |
| 29 bool ingraph; /* this room in graph already? */ | |
| 30 } rdes[MAXROOMS] = { | |
| 31 { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, | |
| 32 { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, | |
| 33 { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, | |
| 34 { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, | |
| 35 { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, | |
| 36 { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, | |
| 37 { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, | |
| 38 { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, | |
| 39 { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, | |
| 40 }; | |
| 41 | |
| 42 /* | |
| 43 * reinitialize room graph description | |
| 44 */ | |
| 45 for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++) | |
| 46 { | |
| 47 for (j = 0; j < MAXROOMS; j++) | |
| 48 r1->isconn[j] = FALSE; | |
| 49 r1->ingraph = FALSE; | |
| 50 } | |
| 51 | |
| 52 /* | |
| 53 * starting with one room, connect it to a random adjacent room and | |
| 54 * then pick a new room to start with. | |
| 55 */ | |
| 56 roomcount = 1; | |
| 57 r1 = &rdes[rnd(MAXROOMS)]; | |
| 58 r1->ingraph = TRUE; | |
| 59 do | |
| 60 { | |
| 61 /* | |
| 62 * find a room to connect with | |
| 63 */ | |
| 64 j = 0; | |
| 65 for (i = 0; i < MAXROOMS; i++) | |
| 66 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0) | |
| 67 r2 = &rdes[i]; | |
| 68 /* | |
| 69 * if no adjacent rooms are outside the graph, pick a new room | |
| 70 * to look from | |
| 71 */ | |
| 72 if (j == 0) | |
| 73 { | |
| 74 do | |
| 75 r1 = &rdes[rnd(MAXROOMS)]; | |
| 76 until (r1->ingraph); | |
| 77 } | |
| 78 /* | |
| 79 * otherwise, connect new room to the graph, and draw a tunnel | |
| 80 * to it | |
| 81 */ | |
| 82 else | |
| 83 { | |
| 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 always just one unique passage through it. | |
| 97 */ | |
| 98 for (roomcount = rnd(5); roomcount > 0; roomcount--) | |
| 99 { | |
| 100 r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */ | |
| 101 /* | |
| 102 * find an adjacent room not already connected | |
| 103 */ | |
| 104 j = 0; | |
| 105 for (i = 0; i < MAXROOMS; i++) | |
| 106 if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0) | |
| 107 r2 = &rdes[i]; | |
| 108 /* | |
| 109 * if there is one, connect it and look for the next added | |
| 110 * passage | |
| 111 */ | |
| 112 if (j != 0) | |
| 113 { | |
| 114 i = r1 - rdes; | |
| 115 j = r2 - rdes; | |
| 116 conn(i, j); | |
| 117 r1->isconn[j] = TRUE; | |
| 118 r2->isconn[i] = TRUE; | |
| 119 } | |
| 120 } | |
| 121 passnum(); | |
| 122 } | |
| 123 | |
| 124 /* | |
| 125 * conn: | |
| 126 * Draw a corridor from a room in a certain direction. | |
| 127 */ | |
| 128 conn(r1, r2) | |
| 129 int r1, r2; | |
| 130 { | |
| 131 register struct room *rpf, *rpt = NULL; | |
| 132 register char rmt; | |
| 133 register int distance = 0, turn_spot = 0, turn_distance = 0, index; | |
| 134 register int rm; | |
| 135 register char direc; | |
| 136 coord del = {0,0}, curr, turn_delta = {0,0}, spos = {0,0}, epos = {0,0}; | |
| 137 | |
| 138 if (r1 < r2) | |
| 139 { | |
| 140 rm = r1; | |
| 141 if (r1 + 1 == r2) | |
| 142 direc = 'r'; | |
| 143 else | |
| 144 direc = 'd'; | |
| 145 } | |
| 146 else | |
| 147 { | |
| 148 rm = r2; | |
| 149 if (r2 + 1 == r1) | |
| 150 direc = 'r'; | |
| 151 else | |
| 152 direc = 'd'; | |
| 153 } | |
| 154 rpf = &rooms[rm]; | |
| 155 /* | |
| 156 * Set up the movement variables, in two cases: | |
| 157 * first drawing one down. | |
| 158 */ | |
| 159 if (direc == 'd') | |
| 160 { | |
| 161 rmt = rm + 3; /* room # of dest */ | |
| 162 rpt = &rooms[rmt]; /* room pointer of dest */ | |
| 163 del.x = 0; /* direction of move */ | |
| 164 del.y = 1; | |
| 165 spos.x = rpf->r_pos.x; /* start of move */ | |
| 166 spos.y = rpf->r_pos.y; | |
| 167 epos.x = rpt->r_pos.x; /* end of move */ | |
| 168 epos.y = rpt->r_pos.y; | |
| 169 if (!(rpf->r_flags & ISGONE)) /* if not gone pick door pos */ | |
| 170 { | |
| 171 spos.x += rnd(rpf->r_max.x - 2) + 1; | |
| 172 spos.y += rpf->r_max.y - 1; | |
| 173 } | |
| 174 if (!(rpt->r_flags & ISGONE)) | |
| 175 epos.x += rnd(rpt->r_max.x - 2) + 1; | |
| 176 distance = abs(spos.y - epos.y) - 1; /* distance to move */ | |
| 177 turn_delta.y = 0; /* direction to turn */ | |
| 178 turn_delta.x = (spos.x < epos.x ? 1 : -1); | |
| 179 turn_distance = abs(spos.x - epos.x); /* how far to turn */ | |
| 180 turn_spot = rnd(distance-1) + 1; /* where turn starts */ | |
| 181 } | |
| 182 else if (direc == 'r') /* setup for moving right */ | |
| 183 { | |
| 184 rmt = rm + 1; | |
| 185 rpt = &rooms[rmt]; | |
| 186 del.x = 1; | |
| 187 del.y = 0; | |
| 188 spos.x = rpf->r_pos.x; | |
| 189 spos.y = rpf->r_pos.y; | |
| 190 epos.x = rpt->r_pos.x; | |
| 191 epos.y = rpt->r_pos.y; | |
| 192 if (!(rpf->r_flags & ISGONE)) | |
| 193 { | |
| 194 spos.x += rpf->r_max.x-1; | |
| 195 spos.y += rnd(rpf->r_max.y-2)+1; | |
| 196 } | |
| 197 if (!(rpt->r_flags & ISGONE)) | |
| 198 epos.y += rnd(rpt->r_max.y-2)+1; | |
| 199 distance = abs(spos.x - epos.x) - 1; | |
| 200 turn_delta.y = (spos.y < epos.y ? 1 : -1); | |
| 201 turn_delta.x = 0; | |
| 202 turn_distance = abs(spos.y - epos.y); | |
| 203 turn_spot = rnd(distance-1) + 1; | |
| 204 } | |
| 205 #ifdef WIZARD | |
| 206 else | |
| 207 debug("error in connection tables"); | |
| 208 #endif | |
| 209 /* | |
| 210 * Draw in the doors on either side of the passage or just put #'s | |
| 211 * if the rooms are gone. | |
| 212 */ | |
| 213 if (!(rpf->r_flags & ISGONE)) | |
| 214 door(rpf, &spos); | |
| 215 else | |
| 216 { | |
| 217 index = INDEX(spos.y, spos.x); | |
| 218 _level[index] = PASSAGE; | |
| 219 _flags[index] |= F_PASS; | |
| 220 } | |
| 221 if (!(rpt->r_flags & ISGONE)) | |
| 222 door(rpt, &epos); | |
| 223 else | |
| 224 { | |
| 225 index = INDEX(epos.y, epos.x); | |
| 226 _level[index] = PASSAGE; | |
| 227 _flags[index] |= F_PASS; | |
| 228 } | |
| 229 /* | |
| 230 * Get ready to move... | |
| 231 */ | |
| 232 curr.x = spos.x; | |
| 233 curr.y = spos.y; | |
| 234 while (distance) | |
| 235 { | |
| 236 /* | |
| 237 * Move to new position | |
| 238 */ | |
| 239 curr.x += del.x; | |
| 240 curr.y += del.y; | |
| 241 /* | |
| 242 * Check if we are at the turn place, if so do the turn | |
| 243 */ | |
| 244 if (distance == turn_spot) | |
| 245 while (turn_distance--) | |
| 246 { | |
| 247 index = INDEX(curr.y, curr.x); | |
| 248 _level[index] = PASSAGE; | |
| 249 _flags[index] |= F_PASS; | |
| 250 curr.x += turn_delta.x; | |
| 251 curr.y += turn_delta.y; | |
| 252 } | |
| 253 /* | |
| 254 * Continue digging along | |
| 255 */ | |
| 256 index = INDEX(curr.y, curr.x); | |
| 257 _level[index] = PASSAGE; | |
| 258 _flags[index] |= F_PASS; | |
| 259 distance--; | |
| 260 } | |
| 261 curr.x += del.x; | |
| 262 curr.y += del.y; | |
| 263 if (!ce(curr, epos)) | |
| 264 msg("warning, connectivity problem on this level"); | |
| 265 } | |
| 266 | |
| 267 /* | |
| 268 * door: | |
| 269 * Add a door or possibly a secret door. Also enters the door in | |
| 270 * the exits array of the room. | |
| 271 */ | |
| 272 door(rm, cp) | |
| 273 register struct room *rm; | |
| 274 register coord *cp; | |
| 275 { | |
| 276 register int index; | |
| 277 | |
| 278 index = INDEX(cp->y, cp->x); | |
| 279 if (rnd(10) + 1 < level && rnd(5) == 0) | |
| 280 { | |
| 281 _level[index] = (cp->y == rm->r_pos.y || cp->y == rm->r_pos.y + rm->r_max.y - 1) ? '-' : '|'; | |
| 282 _flags[index] &= ~F_REAL; | |
| 283 } | |
| 284 else | |
| 285 _level[index] = DOOR; | |
| 286 rm->r_exit[rm->r_nexits++] = *cp; | |
| 287 } | |
| 288 | |
| 289 #ifdef WIZARD | |
| 290 /* | |
| 291 * add_pass: | |
| 292 * Add the passages to the current window (wizard command) | |
| 293 */ | |
| 294 add_pass() | |
| 295 { | |
| 296 register int y, x, ch; | |
| 297 | |
| 298 for (y = 1; y < LINES - 1; y++) | |
| 299 for (x = 0; x < COLS; x++) | |
| 300 if ((ch = chat(y, x)) == DOOR || ch == PASSAGE) | |
| 301 mvaddch(y, x, ch); | |
| 302 } | |
| 303 #endif | |
| 304 | |
| 305 /* | |
| 306 * passnum: | |
| 307 * Assign a number to each passageway | |
| 308 */ | |
| 309 static int pnum; | |
| 310 static bool newpnum; | |
| 311 | |
| 312 passnum() | |
| 313 { | |
| 314 register struct room *rp; | |
| 315 register int i; | |
| 316 | |
| 317 pnum = 0; | |
| 318 newpnum = FALSE; | |
| 319 for (rp = passages; rp < &passages[MAXPASS]; rp++) | |
| 320 rp->r_nexits = 0; | |
| 321 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) | |
| 322 for (i = 0; i < rp->r_nexits; i++) | |
| 323 { | |
| 324 newpnum++; | |
| 325 numpass(rp->r_exit[i].y, rp->r_exit[i].x); | |
| 326 } | |
| 327 } | |
| 328 | |
| 329 /* | |
| 330 * numpass: | |
| 331 * Number a passageway square and its brethren | |
| 332 */ | |
| 333 numpass(y, x) | |
| 334 register int y, x; | |
| 335 { | |
| 336 register char *fp; | |
| 337 register struct room *rp; | |
| 338 register char ch; | |
| 339 | |
| 340 fp = &flat(y, x); | |
| 341 if (*fp & F_PNUM) | |
| 342 return; | |
| 343 if (newpnum) | |
| 344 { | |
| 345 pnum++; | |
| 346 newpnum = FALSE; | |
| 347 } | |
| 348 /* | |
| 349 * check to see if it is a door or secret door, i.e., a new exit, | |
| 350 * or a numerable type of place | |
| 351 */ | |
| 352 if ((ch = chat(y, x)) == DOOR || (!(*fp & F_REAL) && ch != FLOOR)) | |
| 353 { | |
| 354 rp = &passages[pnum]; | |
| 355 rp->r_exit[rp->r_nexits].y = y; | |
| 356 rp->r_exit[rp->r_nexits++].x = x; | |
| 357 } | |
| 358 else if (!(*fp & F_PASS)) | |
| 359 return; | |
| 360 *fp |= pnum; | |
| 361 /* | |
| 362 * recurse on the surrounding places | |
| 363 */ | |
| 364 numpass(y + 1, x); | |
| 365 numpass(y - 1, x); | |
| 366 numpass(y, x + 1); | |
| 367 numpass(y, x - 1); | |
| 368 } |
