diff rogue5/passages.c @ 33:f502bf60e6e4

Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author elwin
date Mon, 24 May 2010 20:10:59 +0000
parents
children
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/rogue5/passages.c	Mon May 24 20:10:59 2010 +0000
@@ -0,0 +1,424 @@
+/*
+ * Draw the connecting passages
+ *
+ * @(#)passages.c	4.22 (Berkeley) 02/05/99
+ *
+ * Rogue: Exploring the Dungeons of Doom
+ * Copyright (C) 1980-1983, 1985, 1999 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 <curses.h>
+#include "rogue.h"
+
+/*
+ * do_passages:
+ *	Draw all the passages on a level.
+ */
+
+void
+do_passages(void)
+{
+    struct rdes *r1, *r2 = NULL;
+    int i, j;
+    int roomcount;
+    struct rdes
+    {
+	int conn[MAXROOMS];		/* possible to connect to room i? */
+	int	isconn[MAXROOMS];	/* connection been made to room i? */
+	int	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 always 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;
+	}
+    }
+    passnum();
+}
+
+/*
+ * 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, turn_distance = 0;
+    int rm;
+    int direc;
+    static coord del, turn_delta;
+    coord curr, 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 */
+	del.x = 0;				/* direction of move */
+	del.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 */
+	    do
+	    {
+		spos.x = rpf->r_pos.x + rnd(rpf->r_max.x - 2) + 1;
+		spos.y = rpf->r_pos.y + rpf->r_max.y - 1;
+	    } while ((rpf->r_flags&ISMAZE) && !(flat(spos.y, spos.x)&F_PASS));
+	if (!(rpt->r_flags & ISGONE))
+	    do
+	    {
+		epos.x = rpt->r_pos.x + rnd(rpt->r_max.x - 2) + 1;
+	    } while ((rpt->r_flags&ISMAZE) && !(flat(epos.y, epos.x)&F_PASS));
+	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 */
+    }
+    else if (direc == 'r')			/* setup for moving right */
+    {
+	rmt = rm + 1;
+	rpt = &rooms[rmt];
+	del.x = 1;
+	del.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))
+	    do
+	    {
+		spos.x = rpf->r_pos.x + rpf->r_max.x - 1;
+		spos.y = rpf->r_pos.y + rnd(rpf->r_max.y - 2) + 1;
+	    } while ((rpf->r_flags&ISMAZE) && !(flat(spos.y, spos.x)&F_PASS));
+	if (!(rpt->r_flags & ISGONE))
+	    do
+	    {
+		epos.y = rpt->r_pos.y + rnd(rpt->r_max.y - 2) + 1;
+	    } while ((rpt->r_flags&ISMAZE) && !(flat(epos.y, epos.x)&F_PASS));
+	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);
+    }
+#ifdef MASTER
+    else
+	debug("error in connection tables");
+#endif
+
+    turn_spot = rnd(distance - 1) + 1;		/* where turn starts */
+
+    /*
+     * 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
+	putpass(&spos);
+    if (!(rpt->r_flags & ISGONE))
+	door(rpt, &epos);
+    else
+	putpass(&epos);
+    /*
+     * Get ready to move...
+     */
+    curr.x = spos.x;
+    curr.y = spos.y;
+    while (distance > 0)
+    {
+	/*
+	 * Move to new position
+	 */
+	curr.x += del.x;
+	curr.y += del.y;
+	/*
+	 * Check if we are at the turn place, if so do the turn
+	 */
+	if (distance == turn_spot)
+	    while (turn_distance--)
+	    {
+		putpass(&curr);
+		curr.x += turn_delta.x;
+		curr.y += turn_delta.y;
+	    }
+	/*
+	 * Continue digging along
+	 */
+	putpass(&curr);
+	distance--;
+    }
+    curr.x += del.x;
+    curr.y += del.y;
+    if (!ce(curr, epos))
+	msg("warning, connectivity problem on this level");
+}
+
+/*
+ * putpass:
+ *	add a passage character or secret passage here
+ */
+
+void
+putpass(const coord *cp)
+{
+    PLACE *pp;
+
+    pp = INDEX(cp->y, cp->x);
+    pp->p_flags |= F_PASS;
+    if (rnd(10) + 1 < level && rnd(40) == 0)
+	pp->p_flags &= ~F_REAL;
+    else
+	pp->p_ch = PASSAGE;
+}
+
+/*
+ * 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, const coord *cp)
+{
+    PLACE *pp;
+
+    rm->r_exit[rm->r_nexits++] = *cp;
+
+    if (rm->r_flags & ISMAZE)
+	return;
+
+    pp = INDEX(cp->y, cp->x);
+    if (rnd(10) + 1 < level && rnd(5) == 0)
+    {
+	if (cp->y == rm->r_pos.y || cp->y == rm->r_pos.y + rm->r_max.y - 1)
+		pp->p_ch = '-';
+	else
+		pp->p_ch = '|';
+	pp->p_flags &= ~F_REAL;
+    }
+    else
+	pp->p_ch = DOOR;
+}
+
+#ifdef MASTER
+/*
+ * add_pass:
+ *	Add the passages to the current window (wizard command)
+ */
+
+void
+add_pass(void)
+{
+    PLACE *pp;
+    int y, x;
+    int ch;
+
+    for (y = 1; y < NUMLINES - 1; y++)
+	for (x = 0; x < NUMCOLS; x++)
+	{
+	    pp = INDEX(y, x);
+	    if ((pp->p_flags & F_PASS) || pp->p_ch == DOOR ||
+		(!(pp->p_flags&F_REAL) && (pp->p_ch == '|' || pp->p_ch == '-')))
+	    {
+		ch = pp->p_ch;
+		if (pp->p_flags & F_PASS)
+		    ch = PASSAGE;
+		pp->p_flags |= F_SEEN;
+		move(y, x);
+		if (pp->p_monst != NULL)
+		    pp->p_monst->t_oldch = pp->p_ch;
+		else if (pp->p_flags & F_REAL)
+		    addch(ch);
+		else
+		{
+		    standout();
+		    addch((pp->p_flags & F_PASS) ? PASSAGE : DOOR);
+		    standend();
+		}
+	    }
+	}
+}
+#endif
+
+/*
+ * passnum:
+ *	Assign a number to each passageway
+ */
+static int pnum;
+static int newpnum;
+
+void
+passnum(void)
+{
+    struct room *rp;
+    int i;
+
+    pnum = 0;
+    newpnum = FALSE;
+    for (rp = passages; rp < &passages[MAXPASS]; rp++)
+	rp->r_nexits = 0;
+    for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
+	for (i = 0; i < rp->r_nexits; i++)
+	{
+	    newpnum++;
+	    numpass(rp->r_exit[i].y, rp->r_exit[i].x);
+	}
+}
+
+/*
+ * numpass:
+ *	Number a passageway square and its brethren
+ */
+
+void
+numpass(int y, int x)
+{
+    int *fp;
+    struct room *rp;
+    int ch;
+
+    if (x >= NUMCOLS || x < 0 || y >= NUMLINES || y <= 0)
+	return;
+    fp = &flat(y, x);
+    if (*fp & F_PNUM)
+	return;
+    if (newpnum)
+    {
+	pnum++;
+	newpnum = FALSE;
+    }
+    /*
+     * check to see if it is a door or secret door, i.e., a new exit,
+     * or a numerable type of place
+     */
+    if ((ch = chat(y, x)) == DOOR ||
+	(!(*fp & F_REAL) && (ch == '|' || ch == '-')))
+    {
+	rp = &passages[pnum];
+	rp->r_exit[rp->r_nexits].y = y;
+	rp->r_exit[rp->r_nexits++].x = x;
+    }
+    else if (!(*fp & F_PASS))
+	return;
+    *fp |= pnum;
+    /*
+     * recurse on the surrounding places
+     */
+    numpass(y + 1, x);
+    numpass(y - 1, x);
+    numpass(y, x + 1);
+    numpass(y, x - 1);
+}