Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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370
xrogue/passages.c
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370
xrogue/passages.c
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/*
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passages.c - Draw the connecting passages
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XRogue: Expeditions into the Dungeons of Doom
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Copyright (C) 1991 Robert Pietkivitch
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All rights reserved.
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Based on "Advanced Rogue"
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Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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All rights reserved.
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Based on "Rogue: Exploring the Dungeons of Doom"
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Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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All rights reserved.
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See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include <curses.h>
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#include "rogue.h"
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/*
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* do_passages:
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* Draw all the passages on a level.
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*/
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do_passages()
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{
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register struct rdes *r1, *r2 = NULL;
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register int i, j;
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register int roomcount;
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static struct rdes
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{
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bool conn[MAXROOMS]; /* possible to connect to room i? */
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bool isconn[MAXROOMS]; /* connection been made to room i? */
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bool ingraph; /* this room in graph already? */
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} rdes[MAXROOMS] = {
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{ { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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};
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/*
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* reinitialize room graph description
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*/
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for (i = 0; i < MAXROOMS; i++)
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{
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r1 = &rdes[i];
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for (j = 0; j < MAXROOMS; j++)
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r1->isconn[j] = FALSE;
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r1->ingraph = FALSE;
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}
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/*
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* starting with one room, connect it to a random adjacent room and
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* then pick a new room to start with.
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*/
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roomcount = 1;
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r1 = &rdes[rnd(MAXROOMS)];
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r1->ingraph = TRUE;
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do
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{
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/*
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* find a room to connect with
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*/
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j = 0;
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for (i = 0; i < MAXROOMS; i++)
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if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
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r2 = &rdes[i];
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/*
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* if no adjacent rooms are outside the graph, pick a new room
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* to look from
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*/
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if (j == 0)
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{
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do
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r1 = &rdes[rnd(MAXROOMS)];
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until (r1->ingraph);
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}
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/*
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* otherwise, connect new room to the graph, and draw a tunnel
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* to it
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*/
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else
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{
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r2->ingraph = TRUE;
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i = r1 - rdes;
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j = r2 - rdes;
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conn(i, j);
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r1->isconn[j] = TRUE;
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r2->isconn[i] = TRUE;
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roomcount++;
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}
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} while (roomcount < MAXROOMS);
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/*
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* attempt to add passages to the graph a random number of times so
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* that there isn't just one unique passage through it.
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*/
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for (roomcount = rnd(5); roomcount > 0; roomcount--)
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{
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r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */
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/*
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* find an adjacent room not already connected
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*/
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j = 0;
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for (i = 0; i < MAXROOMS; i++)
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if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0)
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r2 = &rdes[i];
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/*
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* if there is one, connect it and look for the next added
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* passage
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*/
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if (j != 0)
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{
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i = r1 - rdes;
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j = r2 - rdes;
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conn(i, j);
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r1->isconn[j] = TRUE;
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r2->isconn[i] = TRUE;
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}
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}
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}
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/*
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* conn:
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* Draw a corridor from a room in a certain direction.
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*/
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conn(r1, r2)
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int r1, r2;
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{
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register struct room *rpf, *rpt = NULL;
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register char rmt;
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register int distance = 0, max_diag, offset = 0, i;
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register int rm;
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int turns[3], turn_dist[3];
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register char direc;
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coord delta = {0, 0}, curr, turn_delta = {0,0}, spos = {0,0}, epos = {0,0};
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if (r1 < r2)
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{
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rm = r1;
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if (r1 + 1 == r2)
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direc = 'r';
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else
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direc = 'd';
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}
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else
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{
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rm = r2;
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if (r2 + 1 == r1)
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direc = 'r';
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else
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direc = 'd';
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}
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rpf = &rooms[rm];
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/*
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* Set up the movement variables, in two cases:
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* first drawing one down.
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*/
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if (direc == 'd')
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{
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rmt = rm + 3; /* room # of dest */
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rpt = &rooms[rmt]; /* room pointer of dest */
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delta.x = 0; /* direction of move */
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delta.y = 1;
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spos.x = rpf->r_pos.x; /* start of move */
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spos.y = rpf->r_pos.y;
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epos.x = rpt->r_pos.x; /* end of move */
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epos.y = rpt->r_pos.y;
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if (!(rpf->r_flags & ISGONE)) /* if not gone pick door pos */
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{
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spos.x += rnd(rpf->r_max.x-2)+1;
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spos.y += rpf->r_max.y-1;
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}
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if (!(rpt->r_flags & ISGONE))
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epos.x += rnd(rpt->r_max.x-2)+1;
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distance = abs(spos.y - epos.y) - 1; /* distance to move */
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turn_delta.y = 0; /* direction to turn */
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turn_delta.x = (spos.x < epos.x ? 1 : -1);
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offset = abs(spos.x - epos.x); /* how far to turn */
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}
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else if (direc == 'r') /* setup for moving right */
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{
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rmt = rm + 1;
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rpt = &rooms[rmt];
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delta.x = 1;
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delta.y = 0;
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spos.x = rpf->r_pos.x;
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spos.y = rpf->r_pos.y;
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epos.x = rpt->r_pos.x;
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epos.y = rpt->r_pos.y;
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if (!(rpf->r_flags & ISGONE))
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{
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spos.x += rpf->r_max.x-1;
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spos.y += rnd(rpf->r_max.y-2)+1;
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}
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if (!(rpt->r_flags & ISGONE))
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epos.y += rnd(rpt->r_max.y-2)+1;
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distance = abs(spos.x - epos.x) - 1;
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turn_delta.y = (spos.y < epos.y ? 1 : -1);
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turn_delta.x = 0;
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offset = abs(spos.y - epos.y);
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}
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else
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debug("error in connection tables");
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/*
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* Draw in the doors on either side of the passage or just put #'s
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* if the rooms are gone.
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*/
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if (!(rpf->r_flags & ISGONE)) door(rpf, &spos);
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else
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{
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cmov(spos);
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addch('#');
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}
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if (!(rpt->r_flags & ISGONE)) door(rpt, &epos);
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else
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{
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cmov(epos);
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addch('#');
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}
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/* How far can we move diagonally? */
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max_diag = min(distance, offset);
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/*
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* Decide how many turns we will have.
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*/
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for (i=0; i<3; i++) turn_dist[i] = 0; /* Init distances */
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if (max_diag > 0) {
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int nturns;
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for (i=0, nturns=0; i<3; i++) {
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if (rnd(3 - i + nturns) == 0) {
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nturns++;
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turns[i] = 0;
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}
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else turns[i] = -1;
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}
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}
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else {
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/* Just use a straight line (middle turn) */
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turns[0] = turns[2] = -1;
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turns[1] = 0;
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}
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/*
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* Now decide how long each turn will be (for those selected above).
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*/
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while (max_diag > 0) {
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for (i=0; i<3; i++) {
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if (turns[i] >= 0 && max_diag > 0 && rnd(2) == 0) {
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turn_dist[i]++;
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max_diag--;
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}
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}
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}
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/*
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* If we have extra offset space, add it to the straight turn.
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*/
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if (offset > distance) turn_dist[1] += offset - distance;
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/*
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* Decide where we want to make our turns.
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* First calculate the offsets, then use those offsets to calculate
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* the exact position relative to "distance."
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*/
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turns[0] = rnd(distance - turn_dist[0] - turn_dist[2]);
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turns[2] = rnd(distance - turn_dist[0] - turn_dist[2] - turns[0]);
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turns[1] = rnd(distance - turn_dist[0] - turn_dist[2] -
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turns[0] - turns[2]);
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turns[0] = distance - turns[0];
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turns[1] = turns[0] - turn_dist[0] - turns[1];
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turns[2] = turns[1] - turns[2];
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/*
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* Get ready to move...
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*/
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curr.x = spos.x;
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curr.y = spos.y;
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while (distance > 0) {
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/*
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* Move to next row/column
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*/
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curr.x += delta.x;
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curr.y += delta.y;
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/*
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* Check if we are at a turn place; if so make a turn
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*/
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for (i=0; i<3; i++) {
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if (distance == turns[i] && turn_dist[i] > 0) {
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/*
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* If this is the start of a straight path,
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* we might put in a right-angle turn (33% chance).
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*/
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if (i == 1 && rnd(3) == 0) {
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cmov(curr);
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addch(PASSAGE);
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}
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/* Now dig the turn */
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while (turn_dist[i]--) {
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curr.x += turn_delta.x;
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curr.y += turn_delta.y;
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cmov(curr);
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addch(PASSAGE);
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if (i != 1) { /* A diagonal */
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if (--distance > 0) {
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curr.x += delta.x;
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curr.y += delta.y;
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}
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}
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}
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}
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}
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if (distance > 0) {
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/*
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* Dig the passage.
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*/
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cmov(curr);
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addch(PASSAGE);
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distance--;
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}
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}
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curr.x += delta.x;
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curr.y += delta.y;
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if (!ce(curr, epos))
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msg("Warning, connectivity problem (%d, %d) to (%d, %d).",
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curr.y, curr.x, epos.y, epos.x);
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}
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/*
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* Add a door or possibly a secret door
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* also enters the door in the exits array of the room.
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*/
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door(rm, cp)
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register struct room *rm;
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register coord *cp;
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{
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struct linked_list *newroom;
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coord *exit;
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cmov(*cp);
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if (rnd(10) < (level - 1) && rnd(100) < 20)
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addch(SECRETDOOR);
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else
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addch(DOOR);
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/* Insert the new room into the linked list of rooms */
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newroom = new_item(sizeof(coord));
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exit = DOORPTR(newroom);
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*exit = *cp;
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attach(rm->r_exit, newroom);
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}
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