Mercurial > hg > early-roguelike
view xrogue/maze.c @ 198:7795b0938921
Advanced Rogue 5: replace calls to unlink() with md_unlink().
author | John "Elwin" Edwards |
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date | Tue, 11 Aug 2015 16:12:09 -0400 |
parents | e6179860cb76 |
children | f54901b9c39b |
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/* maze.c - functions for dealing with mazes 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. See the file LICENSE.TXT for full copyright and licensing information. */ #include <stdlib.h> #include <curses.h> #include "rogue.h" struct cell { char y_pos; char x_pos; }; struct b_cellscells { char num_pos; /* number of frontier cells next to you */ struct cell conn[4]; /* the y,x position of above cell */ } b_cells; static char *maze_frontier, *maze_bits; static int maze_lines, maze_cols; static char *moffset(), *foffset(); static int rmwall(),findcells(),crankout(),draw_maze(); /* * crankout: * Does actual drawing of maze to window */ static crankout() { 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(HORZWALL); else if(x==0 || x==cols-2) /* left | right side */ addch(VERTWALL); else if (y % 2 == 0 && x % 2 == 0) { if(*moffset(y, x-1) || *moffset(y, x+1)) addch(HORZWALL); else addch(VERTWALL); } else if (y % 2 == 0) addch(HORZWALL); else addch(VERTWALL); } else addch(FLOOR); } } } /* * domaze: * Draw the maze on this level. */ do_maze() { 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, NULL, NULL, NULL); obj = OBJPTR(item); obj->o_count *= (rnd(50) + 50); /* add in one large hunk */ attach(lvl_obj, item); cnt = 0; do { rnd_pos(rp, &tp); } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 2500); mvaddch(tp.y, tp.x, GOLD); obj->o_pos = tp; /* * add in some food to make sure he has enough */ item = spec_item(FOOD, NULL, NULL, NULL); obj = OBJPTR(item); attach(lvl_obj, item); do { rnd_pos(rp, &tp); } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 2500); mvaddch(tp.y, tp.x, FOOD); obj->o_pos = tp; /* it doesn't mater if it's a treasure maze or a normal maze, * more than enough monsters will be genned. */ least = rnd(11)+5; if (least < 6) { least = 7; treas = FALSE; } else treas = TRUE; genmonsters(least, treas); /* sometimes they're real angry */ if (rnd(100) < 65) { /* protect the good charactors */ if (player.t_ctype == C_PALADIN || player.t_ctype == C_RANGER || player.t_ctype == C_MONK) { aggravate(TRUE, FALSE); } else { aggravate(TRUE, TRUE); } } } /* * draw_maze: * Generate and draw the maze on the screen */ static draw_maze() { reg int i, j, more; reg char *ptr; maze_lines = (lines - 3) / 2; maze_cols = (cols - 1) / 2; maze_bits = ALLOC((lines - 3) * (cols - 1)); maze_frontier = ALLOC(maze_lines * maze_cols); ptr = maze_frontier; while (ptr < (maze_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(maze_frontier); FREE(maze_bits); } /* * findcells: * Figure out cells to open up */ static findcells(y,x) reg int x, y; { reg int rtpos, i; *foffset(y, x) = FALSE; b_cells.num_pos = 0; if (y < maze_lines - 1) { /* look below */ if (*foffset(y + 1, x)) { b_cells.conn[b_cells.num_pos].y_pos = y + 1; b_cells.conn[b_cells.num_pos].x_pos = x; b_cells.num_pos += 1; } } if (y > 0) { /* look above */ if (*foffset(y - 1, x)) { b_cells.conn[b_cells.num_pos].y_pos = y - 1; b_cells.conn[b_cells.num_pos].x_pos = x; b_cells.num_pos += 1; } } if (x < maze_cols - 1) { /* look right */ if (*foffset(y, x + 1)) { b_cells.conn[b_cells.num_pos].y_pos = y; b_cells.conn[b_cells.num_pos].x_pos = x + 1; b_cells.num_pos += 1; } } if (x > 0) { /* look left */ if (*foffset(y, x - 1)) { b_cells.conn[b_cells.num_pos].y_pos = y; b_cells.conn[b_cells.num_pos].x_pos = x - 1; b_cells.num_pos += 1; } } if (b_cells.num_pos == 0) /* no neighbors available */ return 0; else { i = rnd(b_cells.num_pos); rtpos = b_cells.num_pos - 1; rmwall(b_cells.conn[i].y_pos, b_cells.conn[i].x_pos, y, x); return rtpos; } } /* * foffset: * Calculate memory address for frontier */ static char * foffset(y, x) int y, x; { return (maze_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(y, x) int y, x; { register int start, goal, delta, ycheck = 0, xcheck = 0, 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 VERTWALL: case HORZWALL: 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 VERTWALL: case HORZWALL: 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 VERTWALL: case HORZWALL: 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; if (xcheck < 0 || ycheck < 0) return FALSE; switch (winat(ycheck, xcheck)) { case VERTWALL: case HORZWALL: case WALL: case DOOR: case SECRETDOOR: return(FALSE); } start += delta; } return(TRUE); } /* * moffset: * Calculate memory address for bits */ static char * moffset(y, x) int y, x; { return (maze_bits + (y * (cols - 1)) + x); } /* * rmwall: * Removes appropriate walls from the maze */ static rmwall(newy, newx, oldy, oldx) int newy, newx, oldy, oldx; { reg int xdif,ydif; xdif = newx - oldx; ydif = newy - oldy; *moffset((oldy * 2) + ydif + 1, (oldx * 2) + xdif + 1) = FALSE; findcells(newy, newx); }