Mercurial > hg > early-roguelike
view rogue3/passages.c @ 115:1cf517d5d2a8
arogue5: make alchemy jugs survive a save and restore.
Alchemy jugs are refilled by the alchemy() fuse, which takes a pointer
to the jug object as an argument. When written to a save file and read
back out, the pointer is unlikely to point anywhere useful.
Instead, rs_write_daemons() now stores an index into the player's pack
or the list of objects on the floor. rs_read_daemons() uses this
number to locate the object when restoring.
This change should not cause any new issues with old savefiles, but it
is unable to make a broken alchemy jug work again.
author | John "Elwin" Edwards |
---|---|
date | Fri, 28 Mar 2014 15:51:43 -0700 |
parents | 527e2150eaf0 |
children | d9e44e18eeec |
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/* * Draw the connecting passages * * @(#)passages.c 3.4 (Berkeley) 6/15/81 * * 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 <stdlib.h> #include "curses.h" #include "rogue.h" /* * do_passages: * Draw all the passages on a level. */ void do_passages() { struct rdes *r1, *r2; int i, j; int roomcount; static struct rdes { bool conn[MAXROOMS]; /* possible to connect to room i? */ bool isconn[MAXROOMS]; /* connection been 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-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 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; } } } /* * conn: * Draw a corridor from a room in a certain direction. */ void conn(int r1, int r2) { struct room *rpf, *rpt; int rmt; int distance, turn_spot, turn_distance; int rm; int direc; coord pdelta, 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 */ pdelta.x = 0; /* direction of move */ pdelta.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 */ { spos.x += rnd(rpf->r_max.x-2)+1; spos.y += rpf->r_max.y-1; } if (!(rpt->r_flags & 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]; pdelta.x = 1; pdelta.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)) { spos.x += rpf->r_max.x-1; spos.y += rnd(rpf->r_max.y-2)+1; } if (!(rpt->r_flags & 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 fatal("error in connection tables"); /* * 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 { cmov(spos); addch('#'); } if (!(rpt->r_flags & ISGONE)) door(rpt, &epos); else { cmov(epos); addch('#'); } /* * Get ready to move... */ curr.x = spos.x; curr.y = spos.y; while(distance) { /* * Move to new position */ curr.x += pdelta.x; curr.y += pdelta.y; /* * Check if we are at the turn place, if so do the turn */ if (distance == turn_spot && turn_distance > 0) while(turn_distance--) { cmov(curr); addch(PASSAGE); curr.x += turn_delta.x; curr.y += turn_delta.y; } /* * Continue digging along */ cmov(curr); addch(PASSAGE); distance--; } curr.x += pdelta.x; curr.y += pdelta.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. */ void door(struct room *rm, 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) */ void add_pass() { int y, x, ch; for (y = 1; y < LINES - 2; y++) for (x = 0; x < COLS; x++) if ((ch=mvinch(y, x)) == PASSAGE || ch == DOOR || ch == SECRETDOOR) mvwaddch(cw, y, x, ch); }