view rogue5/passages.c @ 122:65f3da34578a

rogue4, arogue5: improve portability. Most changes merely prevent including header files that don't exist. All games now build and run on MinGW, though bugs remain.
author John "Elwin" Edwards
date Wed, 07 May 2014 14:08:38 -0700
parents f502bf60e6e4
children
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/*
 * Draw the connecting passages
 *
 * @(#)passages.c	4.22 (Berkeley) 02/05/99
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980-1983, 1985, 1999 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(void)
{
    struct rdes *r1, *r2 = NULL;
    int i, j;
    int roomcount;
    struct rdes
    {
	int conn[MAXROOMS];		/* possible to connect to room i? */
	int	isconn[MAXROOMS];	/* connection been made to room i? */
	int	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 always 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;
	}
    }
    passnum();
}

/*
 * conn:
 *	Draw a corridor from a room in a certain direction.
 */

void
conn(int r1, int r2)
{
    struct room *rpf, *rpt = NULL;
    int rmt;
    int distance = 0, turn_spot, turn_distance = 0;
    int rm;
    int direc;
    static coord del, turn_delta;
    coord curr, 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 */
	del.x = 0;				/* direction of move */
	del.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 */
	    do
	    {
		spos.x = rpf->r_pos.x + rnd(rpf->r_max.x - 2) + 1;
		spos.y = rpf->r_pos.y + rpf->r_max.y - 1;
	    } while ((rpf->r_flags&ISMAZE) && !(flat(spos.y, spos.x)&F_PASS));
	if (!(rpt->r_flags & ISGONE))
	    do
	    {
		epos.x = rpt->r_pos.x + rnd(rpt->r_max.x - 2) + 1;
	    } while ((rpt->r_flags&ISMAZE) && !(flat(epos.y, epos.x)&F_PASS));
	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 */
    }
    else if (direc == 'r')			/* setup for moving right */
    {
	rmt = rm + 1;
	rpt = &rooms[rmt];
	del.x = 1;
	del.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))
	    do
	    {
		spos.x = rpf->r_pos.x + rpf->r_max.x - 1;
		spos.y = rpf->r_pos.y + rnd(rpf->r_max.y - 2) + 1;
	    } while ((rpf->r_flags&ISMAZE) && !(flat(spos.y, spos.x)&F_PASS));
	if (!(rpt->r_flags & ISGONE))
	    do
	    {
		epos.y = rpt->r_pos.y + rnd(rpt->r_max.y - 2) + 1;
	    } while ((rpt->r_flags&ISMAZE) && !(flat(epos.y, epos.x)&F_PASS));
	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);
    }
#ifdef MASTER
    else
	debug("error in connection tables");
#endif

    turn_spot = rnd(distance - 1) + 1;		/* where turn starts */

    /*
     * 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
	putpass(&spos);
    if (!(rpt->r_flags & ISGONE))
	door(rpt, &epos);
    else
	putpass(&epos);
    /*
     * Get ready to move...
     */
    curr.x = spos.x;
    curr.y = spos.y;
    while (distance > 0)
    {
	/*
	 * Move to new position
	 */
	curr.x += del.x;
	curr.y += del.y;
	/*
	 * Check if we are at the turn place, if so do the turn
	 */
	if (distance == turn_spot)
	    while (turn_distance--)
	    {
		putpass(&curr);
		curr.x += turn_delta.x;
		curr.y += turn_delta.y;
	    }
	/*
	 * Continue digging along
	 */
	putpass(&curr);
	distance--;
    }
    curr.x += del.x;
    curr.y += del.y;
    if (!ce(curr, epos))
	msg("warning, connectivity problem on this level");
}

/*
 * putpass:
 *	add a passage character or secret passage here
 */

void
putpass(const coord *cp)
{
    PLACE *pp;

    pp = INDEX(cp->y, cp->x);
    pp->p_flags |= F_PASS;
    if (rnd(10) + 1 < level && rnd(40) == 0)
	pp->p_flags &= ~F_REAL;
    else
	pp->p_ch = PASSAGE;
}

/*
 * door:
 *	Add a door or possibly a secret door.  Also enters the door in
 *	the exits array of the room.
 */

void
door(struct room *rm, const coord *cp)
{
    PLACE *pp;

    rm->r_exit[rm->r_nexits++] = *cp;

    if (rm->r_flags & ISMAZE)
	return;

    pp = INDEX(cp->y, cp->x);
    if (rnd(10) + 1 < level && rnd(5) == 0)
    {
	if (cp->y == rm->r_pos.y || cp->y == rm->r_pos.y + rm->r_max.y - 1)
		pp->p_ch = '-';
	else
		pp->p_ch = '|';
	pp->p_flags &= ~F_REAL;
    }
    else
	pp->p_ch = DOOR;
}

#ifdef MASTER
/*
 * add_pass:
 *	Add the passages to the current window (wizard command)
 */

void
add_pass(void)
{
    PLACE *pp;
    int y, x;
    int ch;

    for (y = 1; y < NUMLINES - 1; y++)
	for (x = 0; x < NUMCOLS; x++)
	{
	    pp = INDEX(y, x);
	    if ((pp->p_flags & F_PASS) || pp->p_ch == DOOR ||
		(!(pp->p_flags&F_REAL) && (pp->p_ch == '|' || pp->p_ch == '-')))
	    {
		ch = pp->p_ch;
		if (pp->p_flags & F_PASS)
		    ch = PASSAGE;
		pp->p_flags |= F_SEEN;
		move(y, x);
		if (pp->p_monst != NULL)
		    pp->p_monst->t_oldch = pp->p_ch;
		else if (pp->p_flags & F_REAL)
		    addch(ch);
		else
		{
		    standout();
		    addch((pp->p_flags & F_PASS) ? PASSAGE : DOOR);
		    standend();
		}
	    }
	}
}
#endif

/*
 * passnum:
 *	Assign a number to each passageway
 */
static int pnum;
static int newpnum;

void
passnum(void)
{
    struct room *rp;
    int i;

    pnum = 0;
    newpnum = FALSE;
    for (rp = passages; rp < &passages[MAXPASS]; rp++)
	rp->r_nexits = 0;
    for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
	for (i = 0; i < rp->r_nexits; i++)
	{
	    newpnum++;
	    numpass(rp->r_exit[i].y, rp->r_exit[i].x);
	}
}

/*
 * numpass:
 *	Number a passageway square and its brethren
 */

void
numpass(int y, int x)
{
    int *fp;
    struct room *rp;
    int ch;

    if (x >= NUMCOLS || x < 0 || y >= NUMLINES || y <= 0)
	return;
    fp = &flat(y, x);
    if (*fp & F_PNUM)
	return;
    if (newpnum)
    {
	pnum++;
	newpnum = FALSE;
    }
    /*
     * check to see if it is a door or secret door, i.e., a new exit,
     * or a numerable type of place
     */
    if ((ch = chat(y, x)) == DOOR ||
	(!(*fp & F_REAL) && (ch == '|' || ch == '-')))
    {
	rp = &passages[pnum];
	rp->r_exit[rp->r_nexits].y = y;
	rp->r_exit[rp->r_nexits++].x = x;
    }
    else if (!(*fp & F_PASS))
	return;
    *fp |= pnum;
    /*
     * recurse on the surrounding places
     */
    numpass(y + 1, x);
    numpass(y - 1, x);
    numpass(y, x + 1);
    numpass(y, x - 1);
}