view arogue5/passages.c @ 111:7f8f43943b1f

Fix some terribly depressing corruption during restore. In rogue5/state.c, rs_read_daemons() zeroes out the argument and delay if the daemon slot is empty. Unfortunately that code ended up on the wrong side of the brace that closes the for loop, so instead of running after each daemon, it got run once after the loop exited, when the index was of course out of bounds. This tended to manifest, when compiled with -O2, by overwriting hw and setting it to NULL. When inventory() next ran, hw would be passed to wgetch(), which returns ERR when it gets a NULL argument. This made md_readchar() think something was wrong and autosave the game. Upon investigation, rogue3 was found to commit the same mistake. rogue4 and srogue don't zero the data. arogue5 already does it properly. Someday I am going to run all this through Valgrind. Someday when I am a kinder person who will not be driven to invoke hordes of trolls and centaurs upon the original authors.
author John "Elwin" Edwards
date Wed, 08 Jan 2014 16:44:16 -0500
parents 0ed67132cf10
children 56e748983fa8
line wrap: on
line source

/*
 * Draw the connecting passages
 *
 * @(#)passages.c	3.4 (Berkeley) 6/15/81
 *
 * 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 "curses.h"
#include "rogue.h"

/*
 * do_passages:
 *	Draw all the passages on a level.
 */

do_passages()
{
    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 = (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 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;
	}
    }
}

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

conn(r1, r2)
int r1, r2;
{
    register struct room *rpf, *rpt = NULL;
    register char rmt;
    register int distance = 0, turn_spot = 0, turn_distance = 0;
    register int rm;
    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);
	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];
	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;
	turn_distance = abs(spos.y - epos.y);
	turn_spot = rnd(distance-1) + 1;
    }
    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('#');
    }
    /*
     * Get ready to move...
     */
    curr.x = spos.x;
    curr.y = spos.y;
    while(distance)
    {
	/*
	 * Move to new position
	 */
	curr.x += delta.x;
	curr.y += delta.y;
	/*
	 * Check if we are at the turn place, if so do the turn
	 */
	if (distance == turn_spot && turn_distance > 0)
	    while(turn_distance--)
	    {
		cmov(curr);
		addch(PASSAGE);
		curr.x += turn_delta.x;
		curr.y += turn_delta.y;
	    }
	/*
	 * Continue digging along
	 */
	cmov(curr);
	addch(PASSAGE);
	distance--;
    }
    curr.x += delta.x;
    curr.y += delta.y;
    if (!ce(curr, epos))
	msg("Warning, connectivity problem on this level.");
}

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

door(rm, cp)
register struct room *rm;
register coord *cp;
{
    struct linked_list *newroom;
    coord *exit;

    cmov(*cp);
    addch( (rnd(10) < level - 1 && rnd(100) < 20 ? SECRETDOOR : 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);
}