view xrogue/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 f54901b9c39b
children e52a8a7ad4c5
line wrap: on
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/*
    passages.c - Draw the connecting passages
    
    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.

    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 <stdlib.h>
#include <curses.h>
#include "rogue.h"

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

/*
 * 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 (i = 0; i < MAXROOMS; i++)
    {
        r1 = &rdes[i];
        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 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;
        }
    }
}

/*
 * 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, max_diag, offset = 0, i;
    register int rm;
    int turns[3], turn_dist[3];
    register char direc;
	coord delta = {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 */
        delta.x = 0;                            /* direction of move */
        delta.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);
        offset = abs(spos.x - epos.x);  /* how far to turn */
    }
    else if (direc == 'r')                      /* setup for moving right */
    {
        rmt = rm + 1;
        rpt = &rooms[rmt];
        delta.x = 1;
        delta.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;
        offset = abs(spos.y - epos.y);
    }
    else
        debug("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('#');
    }

    /* How far can we move diagonally? */
    max_diag = min(distance, offset);

    /*
     * Decide how many turns we will have.
     */
    for (i=0; i<3; i++) turn_dist[i] = 0;       /* Init distances */
    if (max_diag > 0) {
        int nturns;

        for (i=0, nturns=0; i<3; i++) {
            if (rnd(3 - i + nturns) == 0) {
                nturns++;
                turns[i] = 0;
            }
            else turns[i] = -1;
        }
    }
    else {
        /* Just use a straight line (middle turn) */
        turns[0] = turns[2] = -1;
        turns[1] = 0;
    }

    /*
     * Now decide how long each turn will be (for those selected above).
     */
    while (max_diag > 0) {
        for (i=0; i<3; i++) {
            if (turns[i] >= 0 && max_diag > 0 && rnd(2) == 0) {
                turn_dist[i]++;
                max_diag--;
            }
        }
    }
    
    /*
     * If we have extra offset space, add it to the straight turn.
     */
    if (offset > distance) turn_dist[1] += offset - distance;

    /*
     * Decide where we want to make our turns.
     * First calculate the offsets, then use those offsets to calculate
     * the exact position relative to "distance."
     */
    turns[0] = rnd(distance - turn_dist[0] - turn_dist[2]);
    turns[2] = rnd(distance - turn_dist[0] - turn_dist[2] - turns[0]);
    turns[1] = rnd(distance - turn_dist[0] - turn_dist[2] -
                   turns[0] - turns[2]);

    turns[0] = distance - turns[0];
    turns[1] = turns[0] - turn_dist[0] - turns[1];
    turns[2] = turns[1] - turns[2];

    /*
     * Get ready to move...
     */
    curr.x = spos.x;
    curr.y = spos.y;
    while (distance > 0) {
        /*
         * Move to next row/column
         */
        curr.x += delta.x;
        curr.y += delta.y;

        /*
         * Check if we are at a turn place; if so make a turn
         */
        for (i=0; i<3; i++) {
            if (distance == turns[i] && turn_dist[i] > 0) {
                /*
                 * If this is the start of a straight path,
                 * we might put in a right-angle turn (33% chance).
                 */
                if (i == 1 && rnd(3) == 0) {
                    cmov(curr);
                    addch(PASSAGE);
                }

                /* Now dig the turn */
                while (turn_dist[i]--) {
                    curr.x += turn_delta.x;
                    curr.y += turn_delta.y;
                    cmov(curr);
                    addch(PASSAGE);
                    if (i != 1) {       /* A diagonal */
                        if (--distance > 0) {
                            curr.x += delta.x;
                            curr.y += delta.y;
                        }
                    }
                }
            }
        }

        if (distance > 0) {
            /*
             * Dig the passage.
             */
            cmov(curr);
            addch(PASSAGE);
            distance--;
        }
    }
    curr.x += delta.x;
    curr.y += delta.y;
    if (!ce(curr, epos))
        msg("Warning, connectivity problem (%d, %d) to (%d, %d).",
            curr.y, curr.x, epos.y, epos.x);
}

/*
 * 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)
{
    struct linked_list *newroom;
    coord *exit;

    cmov(*cp);

	if (rnd(10) < (level - 1) && rnd(100) < 20)
		addch(SECRETDOOR);
	else
		addch(DOOR);

    /* Insert the new room into the linked list of rooms */
    newroom = new_item(sizeof(coord));
    exit = DOORPTR(newroom);
    *exit = *cp;
    attach(rm->r_exit, newroom);
}