view arogue7/maze.c @ 296:000b1c5b8d63

UltraRogue: fix inventory collision after save and restore. Inventory letters are based on "identifiers" stored in objects' o_ident field. Identifiers are allocated by get_ident(), which keeps a list of objects that have them, to avoid giving the same identifier to multiple objects. The list is not stored in the savefile, so after restore, get_ident() was not aware of existing identifiers. This resulted in picked-up objects having the same inventory letters as objects restored from the file. The restore code now adds all objects with identifiers to the list.
author John "Elwin" Edwards
date Mon, 15 Jan 2018 20:20:35 -0500
parents f9ef86cf22b2
children 0250220d8cdd
line wrap: on
line source

/*
 * 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;

void draw_maze(void);
int findcells(int y, int x);
char *foffset(int y, int x);
char *moffset(int y, int x);
void rmwall(int newy, int newx, int oldy, int oldx);


/*
 * crankout:
 *	Does actual drawing of maze to window
 */
void
crankout(void)
{
	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.
 */
void
do_maze(void)
{
	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, 0, 0, 0);
	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, 0, 0, 0);
	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
 */
void
draw_maze(void)
{
	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 
 */
int
findcells(int y, int x)
{
	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(int y, int 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(int y, int 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(int y, int x)
{

	return (bits + (y * (cols - 1)) + x);
}




/*
 * rmwall:
 *	Removes appropriate walls from the maze
 */
void
rmwall(int newy, int newx, int oldy, int oldx)
{
	reg int xdif,ydif;
	
	xdif = newx - oldx;
	ydif = newy - oldy;

	*moffset((oldy * 2) + ydif + 1, (oldx * 2) + xdif + 1) = FALSE;
	findcells(newy, newx);
}