Mercurial > hg > early-roguelike
diff srogue/passages.c @ 36:2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Thu, 25 Nov 2010 12:21:41 +0000 |
parents | |
children | 7f5f5f1ba09c |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/srogue/passages.c Thu Nov 25 12:21:41 2010 +0000 @@ -0,0 +1,281 @@ +/* + * Draw the connecting passages + * + * @(#)passages.c 9.0 (rdk) 7/17/84 + * + * Super-Rogue + * Copyright (C) 1984 Robert D. Kindelberger + * 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 "rogue.h" +#include "rogue.ext" + +/* + * do_passages: + * Draw all the passages on a level. + */ + +do_passages() +{ + reg struct rdes *r1, *r2; + reg int i, j; + reg int roomcount; + static struct rdes { + bool conn[MAXROOMS]; /* possible to connect to room i */ + bool isconn[MAXROOMS]; /* connection was 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]; 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 = r1 - rdes; + j = 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 = r1 - rdes; + j = r2 - rdes; + conn(i, j); + r1->isconn[j] = TRUE; + r2->isconn[i] = TRUE; + } + } +} + +/* + * conn: + * Cconnect two rooms. + */ + +conn(r1, r2) +int r1, r2; +{ + reg struct room *rpf, *rpt; + reg char rmt, direc; + reg int distance, turn_spot, turn_distance, rm; + struct coord curr, turn_delta, spos, epos; + + 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 (!rf_on(rpf,ISGONE)) { /* if not gone pick door pos */ + spos.x += rnd(rpf->r_max.x-2)+1; + spos.y += rpf->r_max.y-1; + } + if (!rf_on(rpt,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 (!rf_on(rpf,ISGONE)) { + spos.x += rpf->r_max.x-1; + spos.y += rnd(rpf->r_max.y-2)+1; + } + if (!rf_on(rpt,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 { + msg("Error in connection tables."); + } + /* + * Draw in the doors on either side of the passage + * or just put #'s if the rooms are gone. Set up + * pointers to the connected room. + */ + rpf->r_ptr[rpf->r_nexits] = rpt; + if (rf_on(rpf,ISGONE)) { + cmov(spos); + addch('#'); /* gone "from" room */ + } + else + door(rpf, &spos); /* add the door */ + rpt->r_ptr[rpt->r_nexits] = rpf; + if (rf_on(rpt,ISGONE)) { + cmov(epos); + addch('#'); /* gone "to" room */ + } + else + door(rpt, &epos); /* add door */ + /* + * Get ready to move... + */ + curr.x = spos.x; + curr.y = spos.y; + while(distance > 0) { + /* + * 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-- > 0) { + 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) +struct room *rm; +struct coord *cp; +{ + cmov(*cp); + addch(rnd(10) < level - 1 && rnd(100) < 20 ? SECRETDOOR : DOOR); + rm->r_exit[rm->r_nexits++] = *cp; +} + + +/* + * add_pass: + * add the passages to the current window (wizard command) + */ +add_pass() +{ + reg int y, x, ch; + + for (y = 1; y < LINES - 3; y++) + for (x = 0; x < COLS; x++) + if ((ch = mvinch(y, x)) == PASSAGE || ch == DOOR || + ch == SECRETDOOR) + mvwaddch(cw, y, x, ch); +}