view rogue4/passages.c @ 227:696277507a2e

Rogue V4, V5: disable a cheat granting permanent monster detection. In these two games, a potion of monster detection turns on the player's SEEMONST flag. A fuse is set to call turn_see() to turn the flag back off. But the save and restore functions do not recognize turn_see() and fail to set the fuse up again. When restoring, Rogue V4 merely sets the fuse's function to NULL and leaves it burning. When it goes off, a segfault results. Rogue V5 clears all the fuse's fields, and the player retains the ability to see all monsters on the level. The save and restore code can now handle the fuse. The function used is a new wrapper, turn_see_off(), which should lead to less problems with daemons being multiple incompatible types. Also, Rogue V4 and Super-Rogue now properly clear unrecognized daemon and fuse slots when restoring a saved game.
author John "Elwin" Edwards
date Sat, 05 Mar 2016 12:10:20 -0500
parents 1b73a8641b37
children 0250220d8cdd
line wrap: on
line source

/*
 * Draw the connecting passages
 *
 * @(#)passages.c	4.8 (Berkeley) 1/27/82
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980, 1981, 1982 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"

void conn(int r1, int r2);
void door(struct room *rm, coord *cp);
void passnum(void);
void numpass(int y, int x);

/*
 * do_passages:
 *	Draw all the passages on a level.
 */
void
do_passages(void)
{
    register struct rdes *r1, *r2 = NULL;
    register int i, j;
    register 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 = r1 - rdes;
	    j = 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 = r1 - rdes;
	    j = 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)
{
    register struct room *rpf, *rpt = NULL;
    register char rmt;
    register int distance = 0, turn_spot = 0, turn_distance = 0, index;
    register int rm;
    register char direc;
    coord del = {0,0}, curr, turn_delta = {0,0}, spos = {0,0}, epos = {0,0};

    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 */
	{
	    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];
	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))
	{
	    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;
    }
#ifdef WIZARD
    else
	debug("error in connection tables");
#endif
    /*
     * 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
    {
	index = INDEX(spos.y, spos.x);
	_level[index] = PASSAGE;
	_flags[index] |= F_PASS;
    }
    if (!(rpt->r_flags & ISGONE))
	door(rpt, &epos);
    else
    {
	index = INDEX(epos.y, epos.x);
	_level[index] = PASSAGE;
	_flags[index] |= F_PASS;
    }
    /*
     * Get ready to move...
     */
    curr.x = spos.x;
    curr.y = spos.y;
    while (distance)
    {
	/*
	 * 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--)
	    {
		index = INDEX(curr.y, curr.x);
		_level[index] = PASSAGE;
		_flags[index] |= F_PASS;
		curr.x += turn_delta.x;
		curr.y += turn_delta.y;
	    }
	/*
	 * Continue digging along
	 */
	index = INDEX(curr.y, curr.x);
	_level[index] = PASSAGE;
	_flags[index] |= F_PASS;
	distance--;
    }
    curr.x += del.x;
    curr.y += del.y;
    if (!ce(curr, epos))
	msg("warning, connectivity problem on this level");
}

/*
 * 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, coord *cp)
{
    register int index;

    index = INDEX(cp->y, cp->x);
    if (rnd(10) + 1 < level && rnd(5) == 0)
    {
	_level[index] = (cp->y == rm->r_pos.y || cp->y == rm->r_pos.y + rm->r_max.y - 1) ? '-' : '|';
	_flags[index] &= ~F_REAL;
    }
    else
	_level[index] = DOOR;
    rm->r_exit[rm->r_nexits++] = *cp;
}

#ifdef WIZARD
/*
 * add_pass:
 *	Add the passages to the current window (wizard command)
 */
void
add_pass(void)
{
    register int y, x, ch;

    for (y = 1; y < LINES - 1; y++)
	for (x = 0; x < COLS; x++)
	    if ((ch = chat(y, x)) == DOOR || ch == PASSAGE)
		mvaddch(y, x, ch);
}
#endif

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

void
passnum(void)
{
    register struct room *rp;
    register 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)
{
    register char *fp;
    register struct room *rp;
    register char ch;

    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 != FLOOR))
    {
	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);
}