Mercurial > hg > early-roguelike
diff arogue7/passages.c @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Fri, 08 May 2015 15:24:40 -0400 |
parents | |
children | 1cd604c827a3 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue7/passages.c Fri May 08 15:24:40 2015 -0400 @@ -0,0 +1,366 @@ +/* + * passages.c - Draw the connecting passages + * + * 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. + */ + +/* + * Draw the connecting passages + * + * @(#)passages.c 3.4 (Berkeley) 6/15/81 + */ + +#include "curses.h" +#include "rogue.h" + +/* + * do_passages: + * Draw all the passages on a level. + */ + +do_passages() +{ + register struct rdes *r1, *r2; + 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; + register char rmt; + register int distance, max_diag, offset, i; + register int rm; + int turns[3], turn_dist[3]; + register char direc; + coord delta, 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 (!(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); + offset = abs(spos.x - epos.x); /* how far to turn */ + } + 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; + offset = abs(spos.y - epos.y); + } + 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('#'); + } + + /* How far can we move diagonally? */ + max_diag = min(distance, offset); + + /* + * Decide how many turns we will have. + */ + for (i=0; i<3; i++) turn_dist[i] = 0; /* Init distances */ + if (max_diag > 0) { + int nturns; + + for (i=0, nturns=0; i<3; i++) { + if (rnd(3 - i + nturns) == 0) { + nturns++; + turns[i] = 0; + } + else turns[i] = -1; + } + } + else { + /* Just use a straight line (middle turn) */ + turns[0] = turns[2] = -1; + turns[1] = 0; + } + + /* + * Now decide how long each turn will be (for those selected above). + */ + while (max_diag > 0) { + for (i=0; i<3; i++) { + if (turns[i] >= 0 && max_diag > 0 && rnd(2) == 0) { + turn_dist[i]++; + max_diag--; + } + } + } + + /* + * If we have extra offset space, add it to the straight turn. + */ + if (offset > distance) turn_dist[1] += offset - distance; + + /* + * Decide where we want to make our turns. + * First calculate the offsets, then use those offsets to calculate + * the exact position relative to "distance." + */ + turns[0] = rnd(distance - turn_dist[0] - turn_dist[2]); + turns[2] = rnd(distance - turn_dist[0] - turn_dist[2] - turns[0]); + turns[1] = rnd(distance - turn_dist[0] - turn_dist[2] - + turns[0] - turns[2]); + + turns[0] = distance - turns[0]; + turns[1] = turns[0] - turn_dist[0] - turns[1]; + turns[2] = turns[1] - turns[2]; + + /* + * Get ready to move... + */ + curr.x = spos.x; + curr.y = spos.y; + while (distance > 0) { + /* + * Move to next row/column + */ + curr.x += delta.x; + curr.y += delta.y; + + /* + * Check if we are at a turn place; if so make a turn + */ + for (i=0; i<3; i++) { + if (distance == turns[i] && turn_dist[i] > 0) { + /* + * If this is the start of a straight path, + * we might put in a right-angle turn (33% chance). + */ + if (i == 1 && rnd(3) == 0) { + cmov(curr); + addch(PASSAGE); + } + + /* Now dig the turn */ + while (turn_dist[i]--) { + curr.x += turn_delta.x; + curr.y += turn_delta.y; + cmov(curr); + addch(PASSAGE); + if (i != 1) { /* A diagonal */ + if (--distance > 0) { + curr.x += delta.x; + curr.y += delta.y; + } + } + } + } + } + + if (distance > 0) { + /* + * Dig the passage. + */ + cmov(curr); + addch(PASSAGE); + distance--; + } + } + curr.x += delta.x; + curr.y += delta.y; + if (!ce(curr, epos)) + msg("Warning, connectivity problem (%d, %d) to (%d, %d).", + curr.y, curr.x, epos.y, epos.x); +} + +/* + * 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); +}