Mercurial > hg > early-roguelike
view rogue5/passages.c @ 88:07c4d4883ef2
rogue3: begin porting to autoconf.
Rogue V3 can now be built with './configure && make'. This is
preliminary: 'make install' does not work yet.
author | John "Elwin" Edwards |
---|---|
date | Sat, 24 Aug 2013 13:36:13 -0700 |
parents | f502bf60e6e4 |
children |
line wrap: on
line source
/* * 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); }