diff arogue7/maze.c @ 125:adfa37e67084

Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Fri, 08 May 2015 15:24:40 -0400
parents
children f9ef86cf22b2
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/arogue7/maze.c	Fri May 08 15:24:40 2015 -0400
@@ -0,0 +1,368 @@
+/*
+ * maze.c  -  functions for dealing with mazes
+ *
+ * Advanced Rogue
+ * Copyright (C) 1984, 1985, 1986 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 <stdlib.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(5) + 5);		/* 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) < 40) {			/* treasure type maze */
+		treas = TRUE;
+		least = 10;
+		debug("treasure maze");
+	}
+	else {					/* normal maze level */
+		least = 5;
+		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, xcheck, absy, absx, see_radius;
+    register bool row;
+
+    /* 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 (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);
+}