comparison rogue5/passages.c @ 33:f502bf60e6e4

Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author elwin
date Mon, 24 May 2010 20:10:59 +0000
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32:2dcd75e6a736 33:f502bf60e6e4
1 /*
2 * Draw the connecting passages
3 *
4 * @(#)passages.c 4.22 (Berkeley) 02/05/99
5 *
6 * Rogue: Exploring the Dungeons of Doom
7 * Copyright (C) 1980-1983, 1985, 1999 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 <stdlib.h>
14 #include <curses.h>
15 #include "rogue.h"
16
17 /*
18 * do_passages:
19 * Draw all the passages on a level.
20 */
21
22 void
23 do_passages(void)
24 {
25 struct rdes *r1, *r2 = NULL;
26 int i, j;
27 int roomcount;
28 struct rdes
29 {
30 int conn[MAXROOMS]; /* possible to connect to room i? */
31 int isconn[MAXROOMS]; /* connection been made to room i? */
32 int ingraph; /* this room in graph already? */
33 } rdes[MAXROOMS] = {
34 { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
35 { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
36 { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
37 { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
38 { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
39 { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
40 { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
41 { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
42 { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
43 };
44
45 /*
46 * reinitialize room graph description
47 */
48 for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++)
49 {
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 /*
65 * find a room to connect with
66 */
67 j = 0;
68 for (i = 0; i < MAXROOMS; i++)
69 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
70 r2 = &rdes[i];
71 /*
72 * if no adjacent rooms are outside the graph, pick a new room
73 * to look from
74 */
75 if (j == 0)
76 {
77 do
78 r1 = &rdes[rnd(MAXROOMS)];
79 until (r1->ingraph);
80 }
81 /*
82 * otherwise, connect new room to the graph, and draw a tunnel
83 * to it
84 */
85 else
86 {
87 r2->ingraph = TRUE;
88 i = (int)(r1 - rdes);
89 j = (int)(r2 - rdes);
90 conn(i, j);
91 r1->isconn[j] = TRUE;
92 r2->isconn[i] = TRUE;
93 roomcount++;
94 }
95 } while (roomcount < MAXROOMS);
96
97 /*
98 * attempt to add passages to the graph a random number of times so
99 * that there isn't always just one unique passage through it.
100 */
101 for (roomcount = rnd(5); roomcount > 0; roomcount--)
102 {
103 r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */
104 /*
105 * find an adjacent room not already connected
106 */
107 j = 0;
108 for (i = 0; i < MAXROOMS; i++)
109 if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0)
110 r2 = &rdes[i];
111 /*
112 * if there is one, connect it and look for the next added
113 * passage
114 */
115 if (j != 0)
116 {
117 i = (int)(r1 - rdes);
118 j = (int)(r2 - rdes);
119 conn(i, j);
120 r1->isconn[j] = TRUE;
121 r2->isconn[i] = TRUE;
122 }
123 }
124 passnum();
125 }
126
127 /*
128 * conn:
129 * Draw a corridor from a room in a certain direction.
130 */
131
132 void
133 conn(int r1, int r2)
134 {
135 struct room *rpf, *rpt = NULL;
136 int rmt;
137 int distance = 0, turn_spot, turn_distance = 0;
138 int rm;
139 int direc;
140 static coord del, turn_delta;
141 coord curr, spos, epos;
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 del.x = 0; /* direction of move */
169 del.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 do
176 {
177 spos.x = rpf->r_pos.x + rnd(rpf->r_max.x - 2) + 1;
178 spos.y = rpf->r_pos.y + rpf->r_max.y - 1;
179 } while ((rpf->r_flags&ISMAZE) && !(flat(spos.y, spos.x)&F_PASS));
180 if (!(rpt->r_flags & ISGONE))
181 do
182 {
183 epos.x = rpt->r_pos.x + rnd(rpt->r_max.x - 2) + 1;
184 } while ((rpt->r_flags&ISMAZE) && !(flat(epos.y, epos.x)&F_PASS));
185 distance = abs(spos.y - epos.y) - 1; /* distance to move */
186 turn_delta.y = 0; /* direction to turn */
187 turn_delta.x = (spos.x < epos.x ? 1 : -1);
188 turn_distance = abs(spos.x - epos.x); /* how far to turn */
189 }
190 else if (direc == 'r') /* setup for moving right */
191 {
192 rmt = rm + 1;
193 rpt = &rooms[rmt];
194 del.x = 1;
195 del.y = 0;
196 spos.x = rpf->r_pos.x;
197 spos.y = rpf->r_pos.y;
198 epos.x = rpt->r_pos.x;
199 epos.y = rpt->r_pos.y;
200 if (!(rpf->r_flags & ISGONE))
201 do
202 {
203 spos.x = rpf->r_pos.x + rpf->r_max.x - 1;
204 spos.y = rpf->r_pos.y + rnd(rpf->r_max.y - 2) + 1;
205 } while ((rpf->r_flags&ISMAZE) && !(flat(spos.y, spos.x)&F_PASS));
206 if (!(rpt->r_flags & ISGONE))
207 do
208 {
209 epos.y = rpt->r_pos.y + rnd(rpt->r_max.y - 2) + 1;
210 } while ((rpt->r_flags&ISMAZE) && !(flat(epos.y, epos.x)&F_PASS));
211 distance = abs(spos.x - epos.x) - 1;
212 turn_delta.y = (spos.y < epos.y ? 1 : -1);
213 turn_delta.x = 0;
214 turn_distance = abs(spos.y - epos.y);
215 }
216 #ifdef MASTER
217 else
218 debug("error in connection tables");
219 #endif
220
221 turn_spot = rnd(distance - 1) + 1; /* where turn starts */
222
223 /*
224 * Draw in the doors on either side of the passage or just put #'s
225 * if the rooms are gone.
226 */
227 if (!(rpf->r_flags & ISGONE))
228 door(rpf, &spos);
229 else
230 putpass(&spos);
231 if (!(rpt->r_flags & ISGONE))
232 door(rpt, &epos);
233 else
234 putpass(&epos);
235 /*
236 * Get ready to move...
237 */
238 curr.x = spos.x;
239 curr.y = spos.y;
240 while (distance > 0)
241 {
242 /*
243 * Move to new position
244 */
245 curr.x += del.x;
246 curr.y += del.y;
247 /*
248 * Check if we are at the turn place, if so do the turn
249 */
250 if (distance == turn_spot)
251 while (turn_distance--)
252 {
253 putpass(&curr);
254 curr.x += turn_delta.x;
255 curr.y += turn_delta.y;
256 }
257 /*
258 * Continue digging along
259 */
260 putpass(&curr);
261 distance--;
262 }
263 curr.x += del.x;
264 curr.y += del.y;
265 if (!ce(curr, epos))
266 msg("warning, connectivity problem on this level");
267 }
268
269 /*
270 * putpass:
271 * add a passage character or secret passage here
272 */
273
274 void
275 putpass(const coord *cp)
276 {
277 PLACE *pp;
278
279 pp = INDEX(cp->y, cp->x);
280 pp->p_flags |= F_PASS;
281 if (rnd(10) + 1 < level && rnd(40) == 0)
282 pp->p_flags &= ~F_REAL;
283 else
284 pp->p_ch = PASSAGE;
285 }
286
287 /*
288 * door:
289 * Add a door or possibly a secret door. Also enters the door in
290 * the exits array of the room.
291 */
292
293 void
294 door(struct room *rm, const coord *cp)
295 {
296 PLACE *pp;
297
298 rm->r_exit[rm->r_nexits++] = *cp;
299
300 if (rm->r_flags & ISMAZE)
301 return;
302
303 pp = INDEX(cp->y, cp->x);
304 if (rnd(10) + 1 < level && rnd(5) == 0)
305 {
306 if (cp->y == rm->r_pos.y || cp->y == rm->r_pos.y + rm->r_max.y - 1)
307 pp->p_ch = '-';
308 else
309 pp->p_ch = '|';
310 pp->p_flags &= ~F_REAL;
311 }
312 else
313 pp->p_ch = DOOR;
314 }
315
316 #ifdef MASTER
317 /*
318 * add_pass:
319 * Add the passages to the current window (wizard command)
320 */
321
322 void
323 add_pass(void)
324 {
325 PLACE *pp;
326 int y, x;
327 int ch;
328
329 for (y = 1; y < NUMLINES - 1; y++)
330 for (x = 0; x < NUMCOLS; x++)
331 {
332 pp = INDEX(y, x);
333 if ((pp->p_flags & F_PASS) || pp->p_ch == DOOR ||
334 (!(pp->p_flags&F_REAL) && (pp->p_ch == '|' || pp->p_ch == '-')))
335 {
336 ch = pp->p_ch;
337 if (pp->p_flags & F_PASS)
338 ch = PASSAGE;
339 pp->p_flags |= F_SEEN;
340 move(y, x);
341 if (pp->p_monst != NULL)
342 pp->p_monst->t_oldch = pp->p_ch;
343 else if (pp->p_flags & F_REAL)
344 addch(ch);
345 else
346 {
347 standout();
348 addch((pp->p_flags & F_PASS) ? PASSAGE : DOOR);
349 standend();
350 }
351 }
352 }
353 }
354 #endif
355
356 /*
357 * passnum:
358 * Assign a number to each passageway
359 */
360 static int pnum;
361 static int newpnum;
362
363 void
364 passnum(void)
365 {
366 struct room *rp;
367 int i;
368
369 pnum = 0;
370 newpnum = FALSE;
371 for (rp = passages; rp < &passages[MAXPASS]; rp++)
372 rp->r_nexits = 0;
373 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
374 for (i = 0; i < rp->r_nexits; i++)
375 {
376 newpnum++;
377 numpass(rp->r_exit[i].y, rp->r_exit[i].x);
378 }
379 }
380
381 /*
382 * numpass:
383 * Number a passageway square and its brethren
384 */
385
386 void
387 numpass(int y, int x)
388 {
389 int *fp;
390 struct room *rp;
391 int ch;
392
393 if (x >= NUMCOLS || x < 0 || y >= NUMLINES || y <= 0)
394 return;
395 fp = &flat(y, x);
396 if (*fp & F_PNUM)
397 return;
398 if (newpnum)
399 {
400 pnum++;
401 newpnum = FALSE;
402 }
403 /*
404 * check to see if it is a door or secret door, i.e., a new exit,
405 * or a numerable type of place
406 */
407 if ((ch = chat(y, x)) == DOOR ||
408 (!(*fp & F_REAL) && (ch == '|' || ch == '-')))
409 {
410 rp = &passages[pnum];
411 rp->r_exit[rp->r_nexits].y = y;
412 rp->r_exit[rp->r_nexits++].x = x;
413 }
414 else if (!(*fp & F_PASS))
415 return;
416 *fp |= pnum;
417 /*
418 * recurse on the surrounding places
419 */
420 numpass(y + 1, x);
421 numpass(y - 1, x);
422 numpass(y, x + 1);
423 numpass(y, x - 1);
424 }