Mercurial > hg > early-roguelike
view xrogue/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 | e6179860cb76 |
children | f54901b9c39b |
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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 <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 (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. */ conn(r1, r2) int r1, 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. */ door(rm, cp) register struct room *rm; register 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); }