Mercurial > hg > early-roguelike
view rogue5/passages.c @ 171:80c060734f51
arogue7: fix messages from detection potions.
Another fix for overwritten messages, this time for potions of monster
detection and magic detection.
I've made the message appear before the display of information, which
may be closer to the originally intended behavior.
author | John "Elwin" Edwards |
---|---|
date | Thu, 02 Jul 2015 16:27:39 -0400 |
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); }