333 lines
7 KiB
C
333 lines
7 KiB
C
/*
|
|
maze.c - functions for dealing with armor
|
|
|
|
UltraRogue: The Ultimate Adventure in the Dungeons of Doom
|
|
Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
|
|
All rights reserved.
|
|
|
|
Based on "Advanced Rogue"
|
|
Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka
|
|
All rights reserved.
|
|
|
|
See the file LICENSE.TXT for full copyright and licensing information.
|
|
*/
|
|
|
|
#include <stdlib.h>
|
|
#include "rogue.h"
|
|
|
|
static char *frontier;
|
|
static char *bits;
|
|
static int urlines;
|
|
static int urcols;
|
|
|
|
/*
|
|
domaze()
|
|
Draw the maze on this level.
|
|
*/
|
|
|
|
void
|
|
do_maze(void)
|
|
{
|
|
int i, least;
|
|
struct room *rp;
|
|
struct linked_list *item;
|
|
struct object *obj;
|
|
struct thing *mp;
|
|
int treas;
|
|
coord tp;
|
|
|
|
for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
|
|
{
|
|
rp->r_nexits = 0; /* no exits */
|
|
rp->r_flags = ISGONE; /* kill all rooms */
|
|
rp->r_fires = 0; /* no fires */
|
|
}
|
|
|
|
rp = &rooms[0]; /* point to only room */
|
|
rp->r_flags = ISDARK; /* mazes always dark */
|
|
rp->r_pos.x = 0; /* room fills whole screen */
|
|
rp->r_pos.y = 1;
|
|
rp->r_max.x = COLS - 1;
|
|
rp->r_max.y = LINES - 3;
|
|
draw_maze(); /* put maze into window */
|
|
|
|
/* add some gold to make it worth looking for */
|
|
|
|
item = spec_item(GOLD, 0, 0, 0);
|
|
obj = OBJPTR(item);
|
|
obj->o_count *= (rnd(10) + 5); /* add in one large hunk */
|
|
|
|
do
|
|
{
|
|
rnd_pos(rp, &tp);
|
|
}
|
|
while( mvwinch(stdscr, tp.y, tp.x) != FLOOR);
|
|
|
|
obj->o_pos = tp;
|
|
add_obj(item, tp.y, tp.x);
|
|
|
|
/* add in some food to make sure he has enough */
|
|
|
|
item = spec_item(FOOD, 0, 0, 0);
|
|
obj = OBJPTR(item);
|
|
|
|
do
|
|
{
|
|
rnd_pos(rp, &tp);
|
|
}
|
|
while( mvwinch(stdscr, tp.y, tp.x) != FLOOR);
|
|
|
|
obj->o_pos = tp;
|
|
add_obj(item, tp.y, tp.x);
|
|
|
|
if (rnd(100) < 5) /* 5% for treasure maze level */
|
|
{
|
|
treas = TRUE;
|
|
least = 20;
|
|
debug("Treasure maze.");
|
|
}
|
|
else /* normal maze level */
|
|
{
|
|
least = 1;
|
|
treas = FALSE;
|
|
}
|
|
|
|
for (i = 0; i < level + least; i++)
|
|
{
|
|
if (!treas && rnd(100) < 50) /* put in some little buggers */
|
|
continue;
|
|
|
|
/* Put the monster in */
|
|
|
|
item = new_item(sizeof *mp);
|
|
|
|
mp = THINGPTR(item);
|
|
|
|
do
|
|
{
|
|
rnd_pos(rp, &tp);
|
|
}
|
|
while(mvwinch(stdscr, tp.y, tp.x) != FLOOR);
|
|
|
|
new_monster(item, randmonster(NOWANDER, NOGRAB), &tp, NOMAXSTATS);
|
|
|
|
/* See if we want to give it a treasure to carry around. */
|
|
|
|
if (rnd(100) < monsters[mp->t_index].m_carry)
|
|
attach(mp->t_pack, new_thing());
|
|
|
|
/* If it carries gold, give it some */
|
|
|
|
if (on(*mp, CARRYGOLD))
|
|
{
|
|
item = spec_item(GOLD, 0, 0, 0);
|
|
obj = OBJPTR(item);
|
|
obj->o_count = GOLDCALC + GOLDCALC + GOLDCALC;
|
|
obj->o_pos = mp->t_pos;
|
|
attach(mp->t_pack, item);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
/*
|
|
draw_maze()
|
|
Generate and draw the maze on the screen
|
|
*/
|
|
|
|
void
|
|
draw_maze(void)
|
|
{
|
|
int i, j, more;
|
|
char *ptr;
|
|
|
|
urlines = (LINES - 3) / 2;
|
|
urcols = (COLS - 1) / 2;
|
|
|
|
bits = ur_alloc((unsigned int) ((LINES - 3) * (COLS - 1)));
|
|
frontier = ur_alloc((unsigned int) (urlines * urcols));
|
|
ptr = frontier;
|
|
|
|
while (ptr < (frontier + (urlines * urcols)))
|
|
*ptr++ = TRUE;
|
|
|
|
for (i = 0; i < LINES - 3; i++)
|
|
{
|
|
for (j = 0; j < COLS - 1; j++)
|
|
{
|
|
if (i % 2 == 1 && j % 2 == 1)
|
|
*moffset(i, j) = FALSE; /* floor */
|
|
else
|
|
*moffset(i, j) = TRUE; /* wall */
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < urlines; i++)
|
|
{
|
|
for (j = 0; j < urcols; j++)
|
|
{
|
|
do
|
|
more = findcells(i, j);
|
|
while (more != 0);
|
|
}
|
|
}
|
|
|
|
crankout();
|
|
ur_free(frontier);
|
|
ur_free(bits);
|
|
}
|
|
|
|
/*
|
|
moffset()
|
|
Calculate memory address for bits
|
|
*/
|
|
|
|
char *
|
|
moffset(int y, int x)
|
|
{
|
|
return (bits + (y * (COLS - 1)) + x);
|
|
}
|
|
|
|
/*
|
|
foffset()
|
|
Calculate memory address for frontier
|
|
*/
|
|
|
|
char *
|
|
foffset(int y, int x)
|
|
{
|
|
return (frontier + (y * urcols) + x);
|
|
}
|
|
|
|
/*
|
|
findcells()
|
|
Figure out cells to open up
|
|
*/
|
|
|
|
int
|
|
findcells(int y, int x)
|
|
{
|
|
int rtpos, i;
|
|
|
|
struct
|
|
{
|
|
int num_pos; /* number of frontier cells next to you */
|
|
|
|
struct
|
|
{
|
|
int y_pos;
|
|
int x_pos;
|
|
} conn[4]; /* the y,x position of above cell */
|
|
} mborder;
|
|
|
|
*foffset(y, x) = FALSE;
|
|
mborder.num_pos = 0;
|
|
|
|
if (y < urlines - 1) { /* look below */
|
|
if (*foffset(y + 1, x))
|
|
{
|
|
mborder.conn[mborder.num_pos].y_pos = y + 1;
|
|
mborder.conn[mborder.num_pos].x_pos = x;
|
|
mborder.num_pos += 1;
|
|
}
|
|
}
|
|
|
|
if (y > 0) /* look above */
|
|
{
|
|
if (*foffset(y - 1, x))
|
|
{
|
|
mborder.conn[mborder.num_pos].y_pos = y - 1;
|
|
mborder.conn[mborder.num_pos].x_pos = x;
|
|
mborder.num_pos += 1;
|
|
}
|
|
}
|
|
|
|
if (x < urcols - 1) /* look right */
|
|
{
|
|
if (*foffset(y, x + 1))
|
|
{
|
|
mborder.conn[mborder.num_pos].y_pos = y;
|
|
mborder.conn[mborder.num_pos].x_pos = x + 1;
|
|
mborder.num_pos += 1;
|
|
}
|
|
}
|
|
|
|
if (x > 0) /* look left */
|
|
{
|
|
if (*foffset(y, x - 1))
|
|
{
|
|
mborder.conn[mborder.num_pos].y_pos = y;
|
|
mborder.conn[mborder.num_pos].x_pos = x - 1;
|
|
mborder.num_pos += 1;
|
|
}
|
|
}
|
|
|
|
if (mborder.num_pos == 0)/* no neighbors available */
|
|
return(0);
|
|
else
|
|
{
|
|
i = rnd(mborder.num_pos);
|
|
rtpos = mborder.num_pos - 1;
|
|
rmwall(mborder.conn[i].y_pos, mborder.conn[i].x_pos, y, x);
|
|
return(rtpos);
|
|
}
|
|
}
|
|
|
|
/*
|
|
rmwall()
|
|
Removes appropriate walls from the maze
|
|
*/
|
|
|
|
void
|
|
rmwall(int newy, int newx, int oldy, int oldx)
|
|
{
|
|
int xdif, ydif;
|
|
|
|
xdif = newx - oldx;
|
|
ydif = newy - oldy;
|
|
|
|
*moffset((oldy * 2) + ydif + 1, (oldx * 2) + xdif + 1) = FALSE;
|
|
|
|
findcells(newy, newx);
|
|
}
|
|
|
|
|
|
/*
|
|
crankout()
|
|
Does actual drawing of maze to window
|
|
*/
|
|
|
|
void
|
|
crankout(void)
|
|
{
|
|
int x, y;
|
|
|
|
for (y = 0; y < LINES - 3; y++)
|
|
{
|
|
move(y + 1, 0);
|
|
|
|
for (x = 0; x < COLS - 1; x++)
|
|
{
|
|
if (*moffset(y, x)) /* here is a wall */
|
|
{
|
|
if (y == 0 || y == LINES - 4) /* top or bottom line */
|
|
addch('-');
|
|
else if (x == 0 || x == COLS - 2) /* left | right side */
|
|
addch('|');
|
|
else if (y % 2 == 0 && x % 2 == 0)
|
|
{
|
|
if (*moffset(y, x - 1) || *moffset(y, x + 1))
|
|
addch('-');
|
|
else
|
|
addch('|');
|
|
}
|
|
else if (y % 2 == 0)
|
|
addch('-');
|
|
else
|
|
addch('|');
|
|
}
|
|
else
|
|
addch(FLOOR);
|
|
}
|
|
}
|
|
}
|