Mercurial > hg > early-roguelike
view rogue4/passages.c @ 168:82b2a046d151
arogue7: fix inventory display bug again.
Removing the call to msg() in restore() resulted in msgw remaining as
it was when the game was saved. This results in another display glitch
like that fixed by r163. Adding an empty message puts msgw into a
reliable state.
author | John "Elwin" Edwards |
---|---|
date | Tue, 30 Jun 2015 12:00:02 -0400 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
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/* * 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 <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 = 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. */ 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, 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. */ door(rm, cp) register struct room *rm; register 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) */ add_pass() { 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; passnum() { 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 */ numpass(y, x) register int y, 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); }