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;