view rogue3/passages.c @ 112:ee250e3646fd

Don't truncate player name in savefile name or log message. The player name is stored in whoami[], which is length 80 in most games (1024 in rogue5). Only the first 10 chars were used to create file_name, because that buffer is the same length. Increasing the size of file_name to 256 permits using all of whoami. The name is also no longer truncated to 20 chars when writing the log. All games should now be able to handle 79-character names without collisions. Anything more would break save compatibility.
author John "Elwin" Edwards
date Sun, 23 Mar 2014 21:27:14 -0700
parents 527e2150eaf0
children d9e44e18eeec
line wrap: on
line source

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

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

void
do_passages()
{
    struct rdes *r1, *r2;
    int i, j;
    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)
{
    struct room *rpf, *rpt;
    int rmt;
    int distance, turn_spot, turn_distance;
    int rm;
    int direc;
    coord pdelta, 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 */
	pdelta.x = 0;				/* direction of move */
	pdelta.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];
	pdelta.x = 1;
	pdelta.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
	fatal("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 += pdelta.x;
	curr.y += pdelta.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 += pdelta.x;
    curr.y += pdelta.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.
 */

void
door(struct room *rm, coord *cp)
{
    cmov(*cp);
    addch( (rnd(10) < level - 1 && rnd(100) < 20 ? SECRETDOOR : DOOR) );
    rm->r_exit[rm->r_nexits++] = *cp;
}

/*
 * add_pass:
 *	add the passages to the current window (wizard command)
 */

void
add_pass()
{
    int y, x, ch;

    for (y = 1; y < LINES - 2; y++)
	for (x = 0; x < COLS; x++)
	    if ((ch=mvinch(y, x)) == PASSAGE || ch == DOOR || ch == SECRETDOOR)
		mvwaddch(cw, y, x, ch);
}