Mercurial > hg > early-roguelike
view arogue7/passages.c @ 304:e52a8a7ad4c5
Fix many compiler warnings.
There should only be two changes in behavior:
arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly
applied to characters who are not monks instead of monks who are not
empty-handed.
urogue/fight.c: fixed an interaction with the "debug" macro that could
cause the wrong message to be displayed.
author | John "Elwin" Edwards |
---|---|
date | Wed, 14 Apr 2021 18:55:33 -0400 |
parents | f9ef86cf22b2 |
children | 13b482bd9e66 |
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/* * passages.c - Draw the connecting passages * * Advanced Rogue * Copyright (C) 1984, 1985, 1986 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. */ /* * Draw the connecting passages * * @(#)passages.c 3.4 (Berkeley) 6/15/81 */ #include <stdlib.h> #include "curses.h" #include "rogue.h" void conn(int r1, int r2); void door(struct room *rm, coord *cp); /* * do_passages: * Draw all the passages on a level. */ void do_passages(void) { 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. */ void conn(int r1, int r2) { register struct room *rpf, *rpt = NULL; register signed char rmt; register int distance, max_diag, offset, i; register int rm; int turns[3], turn_dist[3]; register char direc; coord delta, curr, turn_delta, 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 */ 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. */ void door(struct room *rm, 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); }