Mercurial > hg > early-roguelike
diff urogue/passages.c @ 256:c495a4f288c6
Import UltraRogue from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Tue, 31 Jan 2017 19:56:04 -0500 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/urogue/passages.c Tue Jan 31 19:56:04 2017 -0500 @@ -0,0 +1,320 @@ +/* + passages.c - Draw the connecting passages + + UltraRogue: The Ultimate Adventure in the Dungeons of Doom + Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong + All rights reserved. + + Based on "Advanced Rogue" + Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka + 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 <stdlib.h> +#include "rogue.h" + +#define cmov(xy) move((xy).y, (xy).x) + +/* + do_passages() + Draw all the passages on a level. +*/ + +void +do_passages(void) +{ + struct rdes *r1, *r2 = NULL; + int i, j; + int roomcount; + + static struct rdes 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 + { + 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)]; + } + while (!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. +*/ + +void +conn(int r1, int r2) +{ + struct room *rpf, *rpt = NULL; + int rmt; + int distance = 0, turn_spot = 0, turn_distance = 0; + int rm; + char direc; + coord delt = {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 */ + delt.x = 0; /* direction of move */ + delt.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]; + delt.x = 1; + delt.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 += delt.x; + curr.y += delt.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 += delt.x; + curr.y += delt.y; + + if (!ce(curr, epos)) + msg("Warning, connectivity problem on this level."); +} + +/* + door() + Add a door or possibly a secret door also enters the door in the exits + array of the room. +*/ + +void +door(struct room *rm, coord *cp) +{ + char a_door; + + cmov(*cp); + + a_door = (rnd(10)<level - 1 && rnd(100) < 20) ? SECRETDOOR : DOOR; + + addch(a_door); + + rm->r_exit[rm->r_nexits++] = *cp; +}