Mercurial > hg > early-roguelike
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); }