view xrogue/maze.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 e6179860cb76
children f54901b9c39b
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/*
    maze.c  -  functions for dealing with mazes
    
    XRogue: Expeditions into the Dungeons of Doom
    Copyright (C) 1991 Robert Pietkivitch
    All rights reserved.
    
    Based on "Advanced Rogue"
    Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
    All rights reserved.

    See the file LICENSE.TXT for full copyright and licensing information.
*/

#include <stdlib.h>
#include <curses.h>
#include "rogue.h"

struct cell {
        char y_pos;
        char x_pos;
};
struct b_cellscells {
        char num_pos;           /* number of frontier cells next to you */
        struct cell conn[4];    /* the y,x position of above cell */
} b_cells;

static char     *maze_frontier, *maze_bits;
static int      maze_lines, maze_cols;
static char     *moffset(), *foffset();
static int      rmwall(),findcells(),crankout(),draw_maze();

/*
 * crankout:
 *      Does actual drawing of maze to window
 */

static
crankout()
{
    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(HORZWALL);
                else if(x==0 || x==cols-2) /* left | right side */
                    addch(VERTWALL);
                else if (y % 2 == 0 && x % 2 == 0) {
                    if(*moffset(y, x-1) || *moffset(y, x+1))
                        addch(HORZWALL);
                    else
                        addch(VERTWALL);
                }
                else if (y % 2 == 0)
                    addch(HORZWALL);
                else
                    addch(VERTWALL);
            }
            else
                addch(FLOOR);
        }
    }
}

/*
 * domaze:
 *      Draw the maze on this level.
 */

do_maze()
{
        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, NULL, NULL, NULL);
        obj = OBJPTR(item);
        obj->o_count *= (rnd(50) + 50);         /* add in one large hunk */
        attach(lvl_obj, item);
        cnt = 0;
        do {
            rnd_pos(rp, &tp);
        } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 2500);
        mvaddch(tp.y, tp.x, GOLD);
        obj->o_pos = tp;
        /*
         * add in some food to make sure he has enough
         */
        item = spec_item(FOOD, NULL, NULL, NULL);
        obj = OBJPTR(item);
        attach(lvl_obj, item);
        do {
            rnd_pos(rp, &tp);
        } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 2500);
        mvaddch(tp.y, tp.x, FOOD);
        obj->o_pos = tp;

        /* it doesn't mater if it's a treasure maze or a normal maze,
         * more than enough monsters will be genned. 
         */
        least = rnd(11)+5;
        if (least < 6) {
        least = 7;
        treas = FALSE;
    }
    else treas = TRUE;
        genmonsters(least, treas);

        /* sometimes they're real angry */
        if (rnd(100) < 65) {
            /* protect the good charactors */
            if (player.t_ctype == C_PALADIN ||
                player.t_ctype == C_RANGER  || player.t_ctype == C_MONK) {
                aggravate(TRUE, FALSE);
            }
            else {
                aggravate(TRUE, TRUE);
            }
        }
}

/*
 * draw_maze:
 *      Generate and draw the maze on the screen
 */

static
draw_maze()
{
        reg int i, j, more;
        reg char *ptr;

        maze_lines = (lines - 3) / 2;
        maze_cols = (cols - 1) / 2;
        maze_bits = ALLOC((lines - 3) * (cols - 1));
        maze_frontier = ALLOC(maze_lines * maze_cols);
        ptr = maze_frontier;
        while (ptr < (maze_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(maze_frontier);
        FREE(maze_bits);
}

/*
 * findcells:
 *      Figure out cells to open up 
 */

static findcells(y,x)
reg int x, y;
{
        reg int rtpos, i;

        *foffset(y, x) = FALSE;
        b_cells.num_pos = 0;
        if (y < maze_lines - 1) {                               /* look below */
                if (*foffset(y + 1, x)) {
                        b_cells.conn[b_cells.num_pos].y_pos = y + 1;
                        b_cells.conn[b_cells.num_pos].x_pos = x;
                        b_cells.num_pos += 1;
                }
        }
        if (y > 0) {                                    /* look above */
                if (*foffset(y - 1, x)) {
                        b_cells.conn[b_cells.num_pos].y_pos = y - 1;
                        b_cells.conn[b_cells.num_pos].x_pos = x;
                        b_cells.num_pos += 1;

                }
        }
        if (x < maze_cols - 1) {                                /* look right */
                if (*foffset(y, x + 1)) {
                        b_cells.conn[b_cells.num_pos].y_pos = y;
                        b_cells.conn[b_cells.num_pos].x_pos = x + 1;
                        b_cells.num_pos += 1;
                }
        }
        if (x > 0) {                                    /* look left */
                if (*foffset(y, x - 1)) {
                        b_cells.conn[b_cells.num_pos].y_pos = y;
                        b_cells.conn[b_cells.num_pos].x_pos = x - 1;
                        b_cells.num_pos += 1;

                }
        }
        if (b_cells.num_pos == 0)               /* no neighbors available */
                return 0;
        else {
                i = rnd(b_cells.num_pos);
                rtpos = b_cells.num_pos - 1;
                rmwall(b_cells.conn[i].y_pos, b_cells.conn[i].x_pos, y, x);
                return rtpos;
        }
}

/*
 * foffset:
 *      Calculate memory address for frontier
 */

static char *
foffset(y, x)
int y, x;
{

        return (maze_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(y, x)
int y, x;
{
    register int start, goal, delta, ycheck = 0, xcheck = 0, 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 VERTWALL:
        case HORZWALL:
        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 VERTWALL:
                case HORZWALL:
                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 VERTWALL:
                case HORZWALL:
                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;

        if (xcheck < 0 || ycheck < 0)
            return FALSE;
        switch (winat(ycheck, xcheck)) {
            case VERTWALL:
            case HORZWALL:
            case WALL:
            case DOOR:
            case SECRETDOOR:
                return(FALSE);
        }
        start += delta;
    }
    return(TRUE);
}


/*
 * moffset:
 *      Calculate memory address for bits
 */

static char *
moffset(y, x)
int y, x;
{
    return (maze_bits + (y * (cols - 1)) + x);
}

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

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