Mercurial > hg > early-roguelike
diff rogue5/passages.c @ 33:f502bf60e6e4
Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Mon, 24 May 2010 20:10:59 +0000 |
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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); +}