Mercurial > hg > early-roguelike
diff arogue5/maze.c @ 63:0ed67132cf10
Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Thu, 09 Aug 2012 22:58:48 +0000 |
parents | |
children | 56e748983fa8 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue5/maze.c Thu Aug 09 22:58:48 2012 +0000 @@ -0,0 +1,369 @@ +/* + * maze + * + * Advanced Rogue + * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T + * All rights reserved. + * + * Based on "Super-Rogue" + * Copyright (C) 1984 Robert D. Kindelberger + * All rights reserved. + * + * See the file LICENSE.TXT for full copyright and licensing information. + */ + +#include <stdlib.h> +#include "curses.h" +#include "rogue.h" + +struct cell { + char y_pos; + char x_pos; +}; + +struct bordercells { + char num_pos; /* number of frontier cells next to you */ + struct cell conn[4]; /* the y,x position of above cell */ +} border_cells; + +static char *frontier, + *bits; +static int maze_lines, + maze_cols; +char *moffset(), + *foffset(); + + +/* + * crankout: + * Does actual drawing of maze to window + */ +crankout() +{ + reg int x, y; + + for (y = 0; y < LINES - 3; y++) { + move(y + 1, 0); + for (x = 0; x < COLS - 1; x++) { + if (*moffset(y, x)) { /* here is a wall */ + if(y==0 || y==LINES-4) /* top or bottom line */ + addch('-'); + else if(x==0 || x==COLS-2) /* left | right side */ + addch('|'); + else if (y % 2 == 0 && x % 2 == 0) { + if(*moffset(y, x-1) || *moffset(y, x+1)) + addch('-'); + else + addch('|'); + } + else if (y % 2 == 0) + addch('-'); + else + addch('|'); + } + else + addch(FLOOR); + } + } +} + +/* + * domaze: + * Draw the maze on this level. + */ +do_maze() +{ + reg int least; + reg struct room *rp; + reg struct linked_list *item; + reg struct object *obj; + int cnt; + bool treas; + coord tp; + + for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { + rp->r_flags = ISGONE; /* kill all rooms */ + rp->r_fires = NULL; /* no fires */ + } + rp = &rooms[0]; /* point to only room */ + rp->r_flags = ISDARK; /* mazes always dark */ + rp->r_pos.x = 0; /* room fills whole screen */ + rp->r_pos.y = 1; + rp->r_max.x = COLS - 1; + rp->r_max.y = LINES - 3; + draw_maze(); /* put maze into window */ + /* + * add some gold to make it worth looking for + */ + item = spec_item(GOLD, NULL, NULL, NULL); + obj = OBJPTR(item); + obj->o_count *= (rnd(10) + 1); /* add in one large hunk */ + attach(lvl_obj, item); + cnt = 0; + do { + rnd_pos(rp, &tp); + } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 5000); + mvaddch(tp.y, tp.x, GOLD); + obj->o_pos = tp; + /* + * add in some food to make sure he has enough + */ + item = spec_item(FOOD, NULL, NULL, NULL); + obj = OBJPTR(item); + attach(lvl_obj, item); + do { + rnd_pos(rp, &tp); + } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 5000); + mvaddch(tp.y, tp.x, FOOD); + obj->o_pos = tp; + if (rnd(100) < 10) { /* 10% for treasure maze */ + treas = TRUE; + least = 6; + debug("treasure maze"); + } + else { /* normal maze level */ + least = 1; + treas = FALSE; + } + genmonsters(least, treas); +} + + +/* + * draw_maze: + * Generate and draw the maze on the screen + */ +draw_maze() +{ + reg int i, j, more; + reg char *ptr; + + maze_lines = (LINES - 3) / 2; + maze_cols = (COLS - 1) / 2; + bits = ALLOC((LINES - 3) * (COLS - 1)); + frontier = ALLOC(maze_lines * maze_cols); + ptr = frontier; + while (ptr < (frontier + (maze_lines * maze_cols))) + *ptr++ = TRUE; + for (i = 0; i < LINES - 3; i++) { + for (j = 0; j < COLS - 1; j++) { + if (i % 2 == 1 && j % 2 == 1) + *moffset(i, j) = FALSE; /* floor */ + else + *moffset(i, j) = TRUE; /* wall */ + } + } + for (i = 0; i < maze_lines; i++) { + for (j = 0; j < maze_cols; j++) { + do + more = findcells(i,j); + while(more != 0); + } + } + crankout(); + FREE(frontier); + FREE(bits); +} + +/* + * findcells: + * Figure out cells to open up + */ +findcells(y,x) +reg int x, y; +{ + reg int rtpos, i; + + *foffset(y, x) = FALSE; + border_cells.num_pos = 0; + if (y < maze_lines - 1) { /* look below */ + if (*foffset(y + 1, x)) { + border_cells.conn[border_cells.num_pos].y_pos = y + 1; + border_cells.conn[border_cells.num_pos].x_pos = x; + border_cells.num_pos += 1; + } + } + if (y > 0) { /* look above */ + if (*foffset(y - 1, x)) { + border_cells.conn[border_cells.num_pos].y_pos = y - 1; + border_cells.conn[border_cells.num_pos].x_pos = x; + border_cells.num_pos += 1; + + } + } + if (x < maze_cols - 1) { /* look right */ + if (*foffset(y, x + 1)) { + border_cells.conn[border_cells.num_pos].y_pos = y; + border_cells.conn[border_cells.num_pos].x_pos = x + 1; + border_cells.num_pos += 1; + } + } + if (x > 0) { /* look left */ + if (*foffset(y, x - 1)) { + border_cells.conn[border_cells.num_pos].y_pos = y; + border_cells.conn[border_cells.num_pos].x_pos = x - 1; + border_cells.num_pos += 1; + + } + } + if (border_cells.num_pos == 0) /* no neighbors available */ + return 0; + else { + i = rnd(border_cells.num_pos); + rtpos = border_cells.num_pos - 1; + rmwall(border_cells.conn[i].y_pos, border_cells.conn[i].x_pos, y, x); + return rtpos; + } +} + +/* + * foffset: + * Calculate memory address for frontier + */ +char * +foffset(y, x) +int y, x; +{ + + return (frontier + (y * maze_cols) + x); +} + + +/* + * Maze_view: + * Returns true if the player can see the specified location within + * the confines of a maze (within one column or row) + */ + +bool +maze_view(y, x) +int y, x; +{ + register int start, goal, delta, ycheck = 0, xcheck = 0, absy, absx, see_radius; + register bool row; + char ch; /* What we are standing on (or near) */ + + /* Get the absolute value of y and x differences */ + absy = hero.y - y; + absx = hero.x - x; + if (absy < 0) absy = -absy; + if (absx < 0) absx = -absx; + + /* If we are standing in a wall, we can see a bit more */ + switch (ch = CCHAR( winat(hero.y, hero.x) )) { + case '|': + case '-': + case WALL: + case SECRETDOOR: + case DOOR: + see_radius = 2; + otherwise: + see_radius = 1; + } + + /* Must be within one or two rows or columns */ + if (absy > see_radius && absx > see_radius) return(FALSE); + + if (absx > see_radius) { /* Go along row */ + start = hero.x; + goal = x; + ycheck = hero.y; + row = TRUE; + } + else { /* Go along column */ + start = hero.y; + goal = y; + xcheck = hero.x; + row = FALSE; + } + + if (start <= goal) delta = 1; + else delta = -1; + + /* Start one past where we are standing */ + if (start != goal) start += delta; + + /* If we are in a wall, we want to look in the area outside the wall */ + if (see_radius > 1) { + if (row) { + /* See if above us it okay first */ + switch (winat(ycheck, start)) { + case '|': + case '-': + case WALL: + case DOOR: + case SECRETDOOR: + /* No good, try one up */ + if (y > hero.y) ycheck++; + else ycheck--; + otherwise: + see_radius = 1; /* Just look straight over the row */ + } + } + else { + /* See if above us it okay first */ + switch (winat(start, xcheck)) { + case '|': + case '-': + case WALL: + case DOOR: + case SECRETDOOR: + /* No good, try one over */ + if (x > hero.x) xcheck++; + else xcheck--; + otherwise: + see_radius = 1; /* Just look straight up the column */ + } + } + } + + /* Check boundary again */ + if (absy > see_radius && absx > see_radius) return(FALSE); + + while (start != goal) { + if (row) xcheck = start; + else ycheck = start; + switch (winat(ycheck, xcheck)) { + case '|': + case '-': + case WALL: + case DOOR: + case SECRETDOOR: + return(FALSE); + } + start += delta; + } + return(TRUE); +} + + +/* + * moffset: + * Calculate memory address for bits + */ +char * +moffset(y, x) +int y, x; +{ + + return (bits + (y * (COLS - 1)) + x); +} + + + + +/* + * rmwall: + * Removes appropriate walls from the maze + */ +rmwall(newy, newx, oldy, oldx) +int newy, newx, oldy, oldx; +{ + reg int xdif,ydif; + + xdif = newx - oldx; + ydif = newy - oldy; + + *moffset((oldy * 2) + ydif + 1, (oldx * 2) + xdif + 1) = FALSE; + findcells(newy, newx); +}