Mercurial > hg > early-roguelike
view arogue7/maze.c @ 246:61283e71037c
Rogue V5: don't limit the high score list to 1 on Windows.
The Visual Studio project file failed to define ALLSCORES, causing the
score file to be limited to one entry per UID. Since the UID is always
set to 42 on Windows, only one entry could ever appear in the list.
author | John "Elwin" Edwards |
---|---|
date | Sun, 15 May 2016 19:04:46 -0400 |
parents | f9ef86cf22b2 |
children | 0250220d8cdd |
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/* * maze.c - functions for dealing with mazes * * Advanced Rogue * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T * 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 "curses.h" #include <stdlib.h> #include "rogue.h" struct cell { char y_pos; char x_pos; }; struct bordercells { char num_pos; /* number of frontier cells next to you */ struct cell conn[4]; /* the y,x position of above cell */ } border_cells; static char *frontier, *bits; static int maze_lines, maze_cols; void draw_maze(void); int findcells(int y, int x); char *foffset(int y, int x); char *moffset(int y, int x); void rmwall(int newy, int newx, int oldy, int oldx); /* * crankout: * Does actual drawing of maze to window */ void crankout(void) { 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('-'); else if(x==0 || x==cols-2) /* left | right side */ addch('|'); else if (y % 2 == 0 && x % 2 == 0) { if(*moffset(y, x-1) || *moffset(y, x+1)) addch('-'); else addch('|'); } else if (y % 2 == 0) addch('-'); else addch('|'); } else addch(FLOOR); } } } /* * domaze: * Draw the maze on this level. */ void do_maze(void) { 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, 0, 0, 0); obj = OBJPTR(item); obj->o_count *= (rnd(5) + 5); /* add in one large hunk */ attach(lvl_obj, item); cnt = 0; do { rnd_pos(rp, &tp); } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 5000); mvaddch(tp.y, tp.x, GOLD); obj->o_pos = tp; /* * add in some food to make sure he has enough */ item = spec_item(FOOD, 0, 0, 0); obj = OBJPTR(item); attach(lvl_obj, item); do { rnd_pos(rp, &tp); } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 5000); mvaddch(tp.y, tp.x, FOOD); obj->o_pos = tp; if (rnd(100) < 40) { /* treasure type maze */ treas = TRUE; least = 10; debug("treasure maze"); } else { /* normal maze level */ least = 5; treas = FALSE; } genmonsters(least, treas); } /* * draw_maze: * Generate and draw the maze on the screen */ void draw_maze(void) { reg int i, j, more; reg char *ptr; maze_lines = (lines - 3) / 2; maze_cols = (cols - 1) / 2; bits = ALLOC((lines - 3) * (cols - 1)); frontier = ALLOC(maze_lines * maze_cols); ptr = frontier; while (ptr < (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(frontier); FREE(bits); } /* * findcells: * Figure out cells to open up */ int findcells(int y, int x) { reg int rtpos, i; *foffset(y, x) = FALSE; border_cells.num_pos = 0; if (y < maze_lines - 1) { /* look below */ if (*foffset(y + 1, x)) { border_cells.conn[border_cells.num_pos].y_pos = y + 1; border_cells.conn[border_cells.num_pos].x_pos = x; border_cells.num_pos += 1; } } if (y > 0) { /* look above */ if (*foffset(y - 1, x)) { border_cells.conn[border_cells.num_pos].y_pos = y - 1; border_cells.conn[border_cells.num_pos].x_pos = x; border_cells.num_pos += 1; } } if (x < maze_cols - 1) { /* look right */ if (*foffset(y, x + 1)) { border_cells.conn[border_cells.num_pos].y_pos = y; border_cells.conn[border_cells.num_pos].x_pos = x + 1; border_cells.num_pos += 1; } } if (x > 0) { /* look left */ if (*foffset(y, x - 1)) { border_cells.conn[border_cells.num_pos].y_pos = y; border_cells.conn[border_cells.num_pos].x_pos = x - 1; border_cells.num_pos += 1; } } if (border_cells.num_pos == 0) /* no neighbors available */ return 0; else { i = rnd(border_cells.num_pos); rtpos = border_cells.num_pos - 1; rmwall(border_cells.conn[i].y_pos, border_cells.conn[i].x_pos, y, x); return rtpos; } } /* * foffset: * Calculate memory address for frontier */ char * foffset(int y, int x) { return (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(int y, int x) { register int start, goal, delta, ycheck, xcheck, 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 '|': case '-': 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 '|': case '-': 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 '|': case '-': 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; switch (winat(ycheck, xcheck)) { case '|': case '-': case WALL: case DOOR: case SECRETDOOR: return(FALSE); } start += delta; } return(TRUE); } /* * moffset: * Calculate memory address for bits */ char * moffset(int y, int x) { return (bits + (y * (cols - 1)) + x); } /* * rmwall: * Removes appropriate walls from the maze */ void rmwall(int newy, int newx, int oldy, int oldx) { reg int xdif,ydif; xdif = newx - oldx; ydif = newy - oldy; *moffset((oldy * 2) + ydif + 1, (oldx * 2) + xdif + 1) = FALSE; findcells(newy, newx); }