Mercurial > hg > early-roguelike
view srogue/passages.c @ 155:1af259ac4ed2
arogue7, xrogue: fix save/restore of alchemy jugs.
state.c now saves the fuse that refills alchemy jugs, using the method
of numbering objects previously applied to Advanced Rogue 5. Alchemy
jugs that are empty when the game is saved will continue to function
after it is restored.
Savefile compatibility should not be affected.
author | John "Elwin" Edwards |
---|---|
date | Fri, 29 May 2015 17:34:04 -0400 |
parents | 2128c7dc8a40 |
children | 7f5f5f1ba09c |
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/* * Draw the connecting passages * * @(#)passages.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * 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 "rogue.h" #include "rogue.ext" /* * do_passages: * Draw all the passages on a level. */ do_passages() { reg struct rdes *r1, *r2; reg int i, j; reg int roomcount; static struct rdes { bool conn[MAXROOMS]; /* possible to connect to room i */ bool isconn[MAXROOMS]; /* connection was made to room i */ bool 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]; 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 = r1 - rdes; j = 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 = r1 - rdes; j = r2 - rdes; conn(i, j); r1->isconn[j] = TRUE; r2->isconn[i] = TRUE; } } } /* * conn: * Cconnect two rooms. */ conn(r1, r2) int r1, r2; { reg struct room *rpf, *rpt; reg char rmt, direc; reg int distance, turn_spot, turn_distance, rm; struct coord curr, turn_delta, 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 */ delta.x = 0; /* direction of move */ delta.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 (!rf_on(rpf,ISGONE)) { /* if not gone pick door pos */ spos.x += rnd(rpf->r_max.x-2)+1; spos.y += rpf->r_max.y-1; } if (!rf_on(rpt,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]; delta.x = 1; delta.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 (!rf_on(rpf,ISGONE)) { spos.x += rpf->r_max.x-1; spos.y += rnd(rpf->r_max.y-2)+1; } if (!rf_on(rpt,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 { msg("Error in connection tables."); } /* * Draw in the doors on either side of the passage * or just put #'s if the rooms are gone. Set up * pointers to the connected room. */ rpf->r_ptr[rpf->r_nexits] = rpt; if (rf_on(rpf,ISGONE)) { cmov(spos); addch('#'); /* gone "from" room */ } else door(rpf, &spos); /* add the door */ rpt->r_ptr[rpt->r_nexits] = rpf; if (rf_on(rpt,ISGONE)) { cmov(epos); addch('#'); /* gone "to" room */ } else door(rpt, &epos); /* add door */ /* * Get ready to move... */ curr.x = spos.x; curr.y = spos.y; while(distance > 0) { /* * Move to new position */ curr.x += delta.x; curr.y += delta.y; /* * Check if we are at the turn place, if so do the turn */ if (distance == turn_spot && turn_distance > 0) { while(turn_distance-- > 0) { cmov(curr); addch(PASSAGE); curr.x += turn_delta.x; curr.y += turn_delta.y; } } /* * Continue digging along */ cmov(curr); addch(PASSAGE); distance--; } curr.x += delta.x; curr.y += delta.y; if (!ce(curr, epos)) { msg("Warning, connectivity problem on this level."); } } /* * Add a door or possibly a secret door * also enters the door in the exits array of the room. */ door(rm, cp) struct room *rm; struct coord *cp; { cmov(*cp); addch(rnd(10) < level - 1 && rnd(100) < 20 ? SECRETDOOR : DOOR); rm->r_exit[rm->r_nexits++] = *cp; } /* * add_pass: * add the passages to the current window (wizard command) */ add_pass() { reg int y, x, ch; for (y = 1; y < LINES - 3; y++) for (x = 0; x < COLS; x++) if ((ch = mvinch(y, x)) == PASSAGE || ch == DOOR || ch == SECRETDOOR) mvwaddch(cw, y, x, ch); }