diff arogue5/passages.c @ 63:0ed67132cf10

Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author elwin
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/passages.c	Thu Aug 09 22:58:48 2012 +0000
@@ -0,0 +1,284 @@
+/*
+ * Draw the connecting passages
+ *
+ * @(#)passages.c	3.4 (Berkeley) 6/15/81
+ *
+ * Advanced Rogue
+ * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
+ * All rights reserved.
+ *
+ * Based on "Rogue: Exploring the Dungeons of Doom"
+ * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
+ * All rights reserved.
+ *
+ * See the file LICENSE.TXT for full copyright and licensing information.
+ */
+
+#include "curses.h"
+#include "rogue.h"
+
+/*
+ * do_passages:
+ *	Draw all the passages on a level.
+ */
+
+do_passages()
+{
+    register struct rdes *r1, *r2 = NULL;
+    register int i, j;
+    register int roomcount;
+    static struct rdes
+    {
+	bool	conn[MAXROOMS];		/* possible to connect to room i? */
+	bool	isconn[MAXROOMS];	/* connection been made to room i? */
+	bool	ingraph;		/* this room in graph already? */
+    } rdes[MAXROOMS] = {
+	{ { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
+	{ { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
+	{ { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
+	{ { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
+	{ { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
+	{ { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
+	{ { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
+	{ { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
+	{ { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
+    };
+
+    /*
+     * reinitialize room graph description
+     */
+    for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++)
+    {
+	for (j = 0; j < MAXROOMS; j++)
+	    r1->isconn[j] = FALSE;
+	r1->ingraph = FALSE;
+    }
+
+    /*
+     * starting with one room, connect it to a random adjacent room and
+     * then pick a new room to start with.
+     */
+    roomcount = 1;
+    r1 = &rdes[rnd(MAXROOMS)];
+    r1->ingraph = TRUE;
+    do
+    {
+	/*
+	 * find a room to connect with
+	 */
+	j = 0;
+	for (i = 0; i < MAXROOMS; i++)
+	    if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
+		r2 = &rdes[i];
+	/*
+	 * if no adjacent rooms are outside the graph, pick a new room
+	 * to look from
+	 */
+	if (j == 0)
+	{
+	    do
+		r1 = &rdes[rnd(MAXROOMS)];
+	    until (r1->ingraph);
+	}
+	/*
+	 * otherwise, connect new room to the graph, and draw a tunnel
+	 * to it
+	 */
+	else
+	{
+	    r2->ingraph = TRUE;
+	    i = (int)(r1 - rdes);
+	    j = (int)(r2 - rdes);
+	    conn(i, j);
+	    r1->isconn[j] = TRUE;
+	    r2->isconn[i] = TRUE;
+	    roomcount++;
+	}
+    } while (roomcount < MAXROOMS);
+
+    /*
+     * attempt to add passages to the graph a random number of times so
+     * that there isn't just one unique passage through it.
+     */
+    for (roomcount = rnd(5); roomcount > 0; roomcount--)
+    {
+	r1 = &rdes[rnd(MAXROOMS)];	/* a random room to look from */
+	/*
+	 * find an adjacent room not already connected
+	 */
+	j = 0;
+	for (i = 0; i < MAXROOMS; i++)
+	    if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0)
+		r2 = &rdes[i];
+	/*
+	 * if there is one, connect it and look for the next added
+	 * passage
+	 */
+	if (j != 0)
+	{
+	    i = (int)(r1 - rdes);
+	    j = (int)(r2 - rdes);
+	    conn(i, j);
+	    r1->isconn[j] = TRUE;
+	    r2->isconn[i] = TRUE;
+	}
+    }
+}
+
+/*
+ * conn:
+ *	Draw a corridor from a room in a certain direction.
+ */
+
+conn(r1, r2)
+int r1, r2;
+{
+    register struct room *rpf, *rpt = NULL;
+    register char rmt;
+    register int distance = 0, turn_spot = 0, turn_distance = 0;
+    register int rm;
+    register char direc;
+    coord delta = { 0, 0 }, curr, turn_delta = { 0, 0 }, spos = { 0, 0 }, epos = { 0, 0 };
+
+    if (r1 < r2)
+    {
+	rm = r1;
+	if (r1 + 1 == r2)
+	    direc = 'r';
+	else
+	    direc = 'd';
+    }
+    else
+    {
+	rm = r2;
+	if (r2 + 1 == r1)
+	    direc = 'r';
+	else
+	    direc = 'd';
+    }
+    rpf = &rooms[rm];
+    /*
+     * Set up the movement variables, in two cases:
+     * first drawing one down.
+     */
+    if (direc == 'd')
+    {
+	rmt = rm + 3;				/* room # of dest */
+	rpt = &rooms[rmt];			/* room pointer of dest */
+	delta.x = 0;				/* direction of move */
+	delta.y = 1;
+	spos.x = rpf->r_pos.x;			/* start of move */
+	spos.y = rpf->r_pos.y;
+	epos.x = rpt->r_pos.x;			/* end of move */
+	epos.y = rpt->r_pos.y;
+	if (!(rpf->r_flags & ISGONE))		/* if not gone pick door pos */
+	{
+	    spos.x += rnd(rpf->r_max.x-2)+1;
+	    spos.y += rpf->r_max.y-1;
+	}
+	if (!(rpt->r_flags & ISGONE))
+	    epos.x += rnd(rpt->r_max.x-2)+1;
+	distance = abs(spos.y - epos.y) - 1;	/* distance to move */
+	turn_delta.y = 0;			/* direction to turn */
+	turn_delta.x = (spos.x < epos.x ? 1 : -1);
+	turn_distance = abs(spos.x - epos.x);	/* how far to turn */
+	turn_spot = rnd(distance-1) + 1;		/* where turn starts */
+    }
+    else if (direc == 'r')			/* setup for moving right */
+    {
+	rmt = rm + 1;
+	rpt = &rooms[rmt];
+	delta.x = 1;
+	delta.y = 0;
+	spos.x = rpf->r_pos.x;
+	spos.y = rpf->r_pos.y;
+	epos.x = rpt->r_pos.x;
+	epos.y = rpt->r_pos.y;
+	if (!(rpf->r_flags & ISGONE))
+	{
+	    spos.x += rpf->r_max.x-1;
+	    spos.y += rnd(rpf->r_max.y-2)+1;
+	}
+	if (!(rpt->r_flags & ISGONE))
+	    epos.y += rnd(rpt->r_max.y-2)+1;
+	distance = abs(spos.x - epos.x) - 1;
+	turn_delta.y = (spos.y < epos.y ? 1 : -1);
+	turn_delta.x = 0;
+	turn_distance = abs(spos.y - epos.y);
+	turn_spot = rnd(distance-1) + 1;
+    }
+    else
+	debug("error in connection tables");
+    /*
+     * Draw in the doors on either side of the passage or just put #'s
+     * if the rooms are gone.
+     */
+    if (!(rpf->r_flags & ISGONE)) door(rpf, &spos);
+    else
+    {
+	cmov(spos);
+	addch('#');
+    }
+    if (!(rpt->r_flags & ISGONE)) door(rpt, &epos);
+    else
+    {
+	cmov(epos);
+	addch('#');
+    }
+    /*
+     * Get ready to move...
+     */
+    curr.x = spos.x;
+    curr.y = spos.y;
+    while(distance)
+    {
+	/*
+	 * Move to new position
+	 */
+	curr.x += delta.x;
+	curr.y += delta.y;
+	/*
+	 * Check if we are at the turn place, if so do the turn
+	 */
+	if (distance == turn_spot && turn_distance > 0)
+	    while(turn_distance--)
+	    {
+		cmov(curr);
+		addch(PASSAGE);
+		curr.x += turn_delta.x;
+		curr.y += turn_delta.y;
+	    }
+	/*
+	 * Continue digging along
+	 */
+	cmov(curr);
+	addch(PASSAGE);
+	distance--;
+    }
+    curr.x += delta.x;
+    curr.y += delta.y;
+    if (!ce(curr, epos))
+	msg("Warning, connectivity problem on this level.");
+}
+
+/*
+ * Add a door or possibly a secret door
+ * also enters the door in the exits array of the room.
+ */
+
+door(rm, cp)
+register struct room *rm;
+register coord *cp;
+{
+    struct linked_list *newroom;
+    coord *exit;
+
+    cmov(*cp);
+    addch( (rnd(10) < level - 1 && rnd(100) < 20 ? SECRETDOOR : DOOR) );
+
+    /* Insert the new room into the linked list of rooms */
+    newroom = new_item(sizeof(coord));
+    exit = DOORPTR(newroom);
+    *exit = *cp;
+    attach(rm->r_exit, newroom);
+}