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Annotation of early-roguelike/arogue5/passages.c, Revision 1.1.1.1

1.1       rubenllo    1: /*
                      2:  * Draw the connecting passages
                      3:  *
                      4:  * @(#)passages.c      3.4 (Berkeley) 6/15/81
                      5:  *
                      6:  * Advanced Rogue
                      7:  * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
                      8:  * All rights reserved.
                      9:  *
                     10:  * Based on "Rogue: Exploring the Dungeons of Doom"
                     11:  * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
                     12:  * All rights reserved.
                     13:  *
                     14:  * See the file LICENSE.TXT for full copyright and licensing information.
                     15:  */
                     16:
                     17: #include <stdlib.h>
                     18: #include "curses.h"
                     19: #include "rogue.h"
                     20:
                     21: void conn(int r1, int r2);
                     22: void door(struct room *rm, coord *cp);
                     23:
                     24: /*
                     25:  * do_passages:
                     26:  *     Draw all the passages on a level.
                     27:  */
                     28:
                     29: void
                     30: do_passages(void)
                     31: {
                     32:     register struct rdes *r1, *r2 = NULL;
                     33:     register int i, j;
                     34:     register int roomcount;
                     35:     static struct rdes
                     36:     {
                     37:        bool    conn[MAXROOMS];         /* possible to connect to room i? */
                     38:        bool    isconn[MAXROOMS];       /* connection been made to room i? */
                     39:        bool    ingraph;                /* this room in graph already? */
                     40:     } rdes[MAXROOMS] = {
                     41:        { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
                     42:        { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
                     43:        { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
                     44:        { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
                     45:        { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
                     46:        { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
                     47:        { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
                     48:        { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
                     49:        { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
                     50:     };
                     51:
                     52:     /*
                     53:      * reinitialize room graph description
                     54:      */
                     55:     for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++)
                     56:     {
                     57:        for (j = 0; j < MAXROOMS; j++)
                     58:            r1->isconn[j] = FALSE;
                     59:        r1->ingraph = FALSE;
                     60:     }
                     61:
                     62:     /*
                     63:      * starting with one room, connect it to a random adjacent room and
                     64:      * then pick a new room to start with.
                     65:      */
                     66:     roomcount = 1;
                     67:     r1 = &rdes[rnd(MAXROOMS)];
                     68:     r1->ingraph = TRUE;
                     69:     do
                     70:     {
                     71:        /*
                     72:         * find a room to connect with
                     73:         */
                     74:        j = 0;
                     75:        for (i = 0; i < MAXROOMS; i++)
                     76:            if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
                     77:                r2 = &rdes[i];
                     78:        /*
                     79:         * if no adjacent rooms are outside the graph, pick a new room
                     80:         * to look from
                     81:         */
                     82:        if (j == 0)
                     83:        {
                     84:            do
                     85:                r1 = &rdes[rnd(MAXROOMS)];
                     86:            until (r1->ingraph);
                     87:        }
                     88:        /*
                     89:         * otherwise, connect new room to the graph, and draw a tunnel
                     90:         * to it
                     91:         */
                     92:        else
                     93:        {
                     94:            r2->ingraph = TRUE;
                     95:            i = (int)(r1 - rdes);
                     96:            j = (int)(r2 - rdes);
                     97:            conn(i, j);
                     98:            r1->isconn[j] = TRUE;
                     99:            r2->isconn[i] = TRUE;
                    100:            roomcount++;
                    101:        }
                    102:     } while (roomcount < MAXROOMS);
                    103:
                    104:     /*
                    105:      * attempt to add passages to the graph a random number of times so
                    106:      * that there isn't just one unique passage through it.
                    107:      */
                    108:     for (roomcount = rnd(5); roomcount > 0; roomcount--)
                    109:     {
                    110:        r1 = &rdes[rnd(MAXROOMS)];      /* a random room to look from */
                    111:        /*
                    112:         * find an adjacent room not already connected
                    113:         */
                    114:        j = 0;
                    115:        for (i = 0; i < MAXROOMS; i++)
                    116:            if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0)
                    117:                r2 = &rdes[i];
                    118:        /*
                    119:         * if there is one, connect it and look for the next added
                    120:         * passage
                    121:         */
                    122:        if (j != 0)
                    123:        {
                    124:            i = (int)(r1 - rdes);
                    125:            j = (int)(r2 - rdes);
                    126:            conn(i, j);
                    127:            r1->isconn[j] = TRUE;
                    128:            r2->isconn[i] = TRUE;
                    129:        }
                    130:     }
                    131: }
                    132:
                    133: /*
                    134:  * conn:
                    135:  *     Draw a corridor from a room in a certain direction.
                    136:  */
                    137:
                    138: void
                    139: conn(int r1, int r2)
                    140: {
                    141:     register struct room *rpf, *rpt = NULL;
                    142:     register char rmt;
                    143:     register int distance = 0, turn_spot = 0, turn_distance = 0;
                    144:     register int rm;
                    145:     register char direc;
                    146:     coord delta = { 0, 0 }, curr, turn_delta = { 0, 0 }, spos = { 0, 0 }, epos = { 0, 0 };
                    147:
                    148:     if (r1 < r2)
                    149:     {
                    150:        rm = r1;
                    151:        if (r1 + 1 == r2)
                    152:            direc = 'r';
                    153:        else
                    154:            direc = 'd';
                    155:     }
                    156:     else
                    157:     {
                    158:        rm = r2;
                    159:        if (r2 + 1 == r1)
                    160:            direc = 'r';
                    161:        else
                    162:            direc = 'd';
                    163:     }
                    164:     rpf = &rooms[rm];
                    165:     /*
                    166:      * Set up the movement variables, in two cases:
                    167:      * first drawing one down.
                    168:      */
                    169:     if (direc == 'd')
                    170:     {
                    171:        rmt = rm + 3;                           /* room # of dest */
                    172:        rpt = &rooms[rmt];                      /* room pointer of dest */
                    173:        delta.x = 0;                            /* direction of move */
                    174:        delta.y = 1;
                    175:        spos.x = rpf->r_pos.x;                  /* start of move */
                    176:        spos.y = rpf->r_pos.y;
                    177:        epos.x = rpt->r_pos.x;                  /* end of move */
                    178:        epos.y = rpt->r_pos.y;
                    179:        if (!(rpf->r_flags & ISGONE))           /* if not gone pick door pos */
                    180:        {
                    181:            spos.x += rnd(rpf->r_max.x-2)+1;
                    182:            spos.y += rpf->r_max.y-1;
                    183:        }
                    184:        if (!(rpt->r_flags & ISGONE))
                    185:            epos.x += rnd(rpt->r_max.x-2)+1;
                    186:        distance = abs(spos.y - epos.y) - 1;    /* distance to move */
                    187:        turn_delta.y = 0;                       /* direction to turn */
                    188:        turn_delta.x = (spos.x < epos.x ? 1 : -1);
                    189:        turn_distance = abs(spos.x - epos.x);   /* how far to turn */
                    190:        turn_spot = rnd(distance-1) + 1;                /* where turn starts */
                    191:     }
                    192:     else if (direc == 'r')                     /* setup for moving right */
                    193:     {
                    194:        rmt = rm + 1;
                    195:        rpt = &rooms[rmt];
                    196:        delta.x = 1;
                    197:        delta.y = 0;
                    198:        spos.x = rpf->r_pos.x;
                    199:        spos.y = rpf->r_pos.y;
                    200:        epos.x = rpt->r_pos.x;
                    201:        epos.y = rpt->r_pos.y;
                    202:        if (!(rpf->r_flags & ISGONE))
                    203:        {
                    204:            spos.x += rpf->r_max.x-1;
                    205:            spos.y += rnd(rpf->r_max.y-2)+1;
                    206:        }
                    207:        if (!(rpt->r_flags & ISGONE))
                    208:            epos.y += rnd(rpt->r_max.y-2)+1;
                    209:        distance = abs(spos.x - epos.x) - 1;
                    210:        turn_delta.y = (spos.y < epos.y ? 1 : -1);
                    211:        turn_delta.x = 0;
                    212:        turn_distance = abs(spos.y - epos.y);
                    213:        turn_spot = rnd(distance-1) + 1;
                    214:     }
                    215:     else
                    216:        debug("error in connection tables");
                    217:     /*
                    218:      * Draw in the doors on either side of the passage or just put #'s
                    219:      * if the rooms are gone.
                    220:      */
                    221:     if (!(rpf->r_flags & ISGONE)) door(rpf, &spos);
                    222:     else
                    223:     {
                    224:        cmov(spos);
                    225:        addch('#');
                    226:     }
                    227:     if (!(rpt->r_flags & ISGONE)) door(rpt, &epos);
                    228:     else
                    229:     {
                    230:        cmov(epos);
                    231:        addch('#');
                    232:     }
                    233:     /*
                    234:      * Get ready to move...
                    235:      */
                    236:     curr.x = spos.x;
                    237:     curr.y = spos.y;
                    238:     while(distance)
                    239:     {
                    240:        /*
                    241:         * Move to new position
                    242:         */
                    243:        curr.x += delta.x;
                    244:        curr.y += delta.y;
                    245:        /*
                    246:         * Check if we are at the turn place, if so do the turn
                    247:         */
                    248:        if (distance == turn_spot && turn_distance > 0)
                    249:            while(turn_distance--)
                    250:            {
                    251:                cmov(curr);
                    252:                addch(PASSAGE);
                    253:                curr.x += turn_delta.x;
                    254:                curr.y += turn_delta.y;
                    255:            }
                    256:        /*
                    257:         * Continue digging along
                    258:         */
                    259:        cmov(curr);
                    260:        addch(PASSAGE);
                    261:        distance--;
                    262:     }
                    263:     curr.x += delta.x;
                    264:     curr.y += delta.y;
                    265:     if (!ce(curr, epos))
                    266:        msg("Warning, connectivity problem on this level.");
                    267: }
                    268:
                    269: /*
                    270:  * Add a door or possibly a secret door
                    271:  * also enters the door in the exits array of the room.
                    272:  */
                    273:
                    274: void
                    275: door(struct room *rm, coord *cp)
                    276: {
                    277:     struct linked_list *newroom;
                    278:     coord *exit;
                    279:
                    280:     cmov(*cp);
                    281:     addch( (rnd(10) < level - 1 && rnd(100) < 20 ? SECRETDOOR : DOOR) );
                    282:
                    283:     /* Insert the new room into the linked list of rooms */
                    284:     newroom = new_item(sizeof(coord));
                    285:     exit = DOORPTR(newroom);
                    286:     *exit = *cp;
                    287:     attach(rm->r_exit, newroom);
                    288: }

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