Annotation of early-roguelike/arogue7/passages.c, Revision 1.1
1.1 ! rubenllo 1: /*
! 2: * passages.c - Draw the connecting passages
! 3: *
! 4: * Advanced Rogue
! 5: * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
! 6: * All rights reserved.
! 7: *
! 8: * Based on "Rogue: Exploring the Dungeons of Doom"
! 9: * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
! 10: * All rights reserved.
! 11: *
! 12: * See the file LICENSE.TXT for full copyright and licensing information.
! 13: */
! 14:
! 15: /*
! 16: * Draw the connecting passages
! 17: *
! 18: * @(#)passages.c 3.4 (Berkeley) 6/15/81
! 19: */
! 20:
! 21: #include <stdlib.h>
! 22: #include "curses.h"
! 23: #include "rogue.h"
! 24:
! 25: void conn(int r1, int r2);
! 26: void door(struct room *rm, coord *cp);
! 27:
! 28: /*
! 29: * do_passages:
! 30: * Draw all the passages on a level.
! 31: */
! 32:
! 33: void
! 34: do_passages(void)
! 35: {
! 36: register struct rdes *r1, *r2 = NULL;
! 37: register int i, j;
! 38: register int roomcount;
! 39: static struct rdes
! 40: {
! 41: bool conn[MAXROOMS]; /* possible to connect to room i? */
! 42: bool isconn[MAXROOMS]; /* connection been made to room i? */
! 43: bool ingraph; /* this room in graph already? */
! 44: } rdes[MAXROOMS] = {
! 45: { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 46: { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 47: { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 48: { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 49: { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 50: { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 51: { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 52: { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 53: { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 54: };
! 55:
! 56: /*
! 57: * reinitialize room graph description
! 58: */
! 59: for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++)
! 60: {
! 61: for (j = 0; j < MAXROOMS; j++)
! 62: r1->isconn[j] = FALSE;
! 63: r1->ingraph = FALSE;
! 64: }
! 65:
! 66: /*
! 67: * starting with one room, connect it to a random adjacent room and
! 68: * then pick a new room to start with.
! 69: */
! 70: roomcount = 1;
! 71: r1 = &rdes[rnd(MAXROOMS)];
! 72: r1->ingraph = TRUE;
! 73: do
! 74: {
! 75: /*
! 76: * find a room to connect with
! 77: */
! 78: j = 0;
! 79: for (i = 0; i < MAXROOMS; i++)
! 80: if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
! 81: r2 = &rdes[i];
! 82: /*
! 83: * if no adjacent rooms are outside the graph, pick a new room
! 84: * to look from
! 85: */
! 86: if (j == 0)
! 87: {
! 88: do
! 89: r1 = &rdes[rnd(MAXROOMS)];
! 90: until (r1->ingraph);
! 91: }
! 92: /*
! 93: * otherwise, connect new room to the graph, and draw a tunnel
! 94: * to it
! 95: */
! 96: else
! 97: {
! 98: r2->ingraph = TRUE;
! 99: i = (int)(r1 - rdes);
! 100: j = (int)(r2 - rdes);
! 101: conn(i, j);
! 102: r1->isconn[j] = TRUE;
! 103: r2->isconn[i] = TRUE;
! 104: roomcount++;
! 105: }
! 106: } while (roomcount < MAXROOMS);
! 107:
! 108: /*
! 109: * attempt to add passages to the graph a random number of times so
! 110: * that there isn't just one unique passage through it.
! 111: */
! 112: for (roomcount = rnd(5); roomcount > 0; roomcount--)
! 113: {
! 114: r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */
! 115: /*
! 116: * find an adjacent room not already connected
! 117: */
! 118: j = 0;
! 119: for (i = 0; i < MAXROOMS; i++)
! 120: if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0)
! 121: r2 = &rdes[i];
! 122: /*
! 123: * if there is one, connect it and look for the next added
! 124: * passage
! 125: */
! 126: if (j != 0)
! 127: {
! 128: i = (int)(r1 - rdes);
! 129: j = (int)(r2 - rdes);
! 130: conn(i, j);
! 131: r1->isconn[j] = TRUE;
! 132: r2->isconn[i] = TRUE;
! 133: }
! 134: }
! 135: }
! 136:
! 137: /*
! 138: * conn:
! 139: * Draw a corridor from a room in a certain direction.
! 140: */
! 141:
! 142: void
! 143: conn(int r1, int r2)
! 144: {
! 145: register struct room *rpf, *rpt = NULL;
! 146: register char rmt;
! 147: register int distance, max_diag, offset, i;
! 148: register int rm;
! 149: int turns[3], turn_dist[3];
! 150: register char direc;
! 151: coord delta, curr, turn_delta, spos, epos;
! 152:
! 153: if (r1 < r2)
! 154: {
! 155: rm = r1;
! 156: if (r1 + 1 == r2)
! 157: direc = 'r';
! 158: else
! 159: direc = 'd';
! 160: }
! 161: else
! 162: {
! 163: rm = r2;
! 164: if (r2 + 1 == r1)
! 165: direc = 'r';
! 166: else
! 167: direc = 'd';
! 168: }
! 169: rpf = &rooms[rm];
! 170: /*
! 171: * Set up the movement variables, in two cases:
! 172: * first drawing one down.
! 173: */
! 174: if (direc == 'd')
! 175: {
! 176: rmt = rm + 3; /* room # of dest */
! 177: rpt = &rooms[rmt]; /* room pointer of dest */
! 178: delta.x = 0; /* direction of move */
! 179: delta.y = 1;
! 180: spos.x = rpf->r_pos.x; /* start of move */
! 181: spos.y = rpf->r_pos.y;
! 182: epos.x = rpt->r_pos.x; /* end of move */
! 183: epos.y = rpt->r_pos.y;
! 184: if (!(rpf->r_flags & ISGONE)) /* if not gone pick door pos */
! 185: {
! 186: spos.x += rnd(rpf->r_max.x-2)+1;
! 187: spos.y += rpf->r_max.y-1;
! 188: }
! 189: if (!(rpt->r_flags & ISGONE))
! 190: epos.x += rnd(rpt->r_max.x-2)+1;
! 191: distance = abs(spos.y - epos.y) - 1; /* distance to move */
! 192: turn_delta.y = 0; /* direction to turn */
! 193: turn_delta.x = (spos.x < epos.x ? 1 : -1);
! 194: offset = abs(spos.x - epos.x); /* how far to turn */
! 195: }
! 196: else if (direc == 'r') /* setup for moving right */
! 197: {
! 198: rmt = rm + 1;
! 199: rpt = &rooms[rmt];
! 200: delta.x = 1;
! 201: delta.y = 0;
! 202: spos.x = rpf->r_pos.x;
! 203: spos.y = rpf->r_pos.y;
! 204: epos.x = rpt->r_pos.x;
! 205: epos.y = rpt->r_pos.y;
! 206: if (!(rpf->r_flags & ISGONE))
! 207: {
! 208: spos.x += rpf->r_max.x-1;
! 209: spos.y += rnd(rpf->r_max.y-2)+1;
! 210: }
! 211: if (!(rpt->r_flags & ISGONE))
! 212: epos.y += rnd(rpt->r_max.y-2)+1;
! 213: distance = abs(spos.x - epos.x) - 1;
! 214: turn_delta.y = (spos.y < epos.y ? 1 : -1);
! 215: turn_delta.x = 0;
! 216: offset = abs(spos.y - epos.y);
! 217: }
! 218: else
! 219: debug("error in connection tables");
! 220:
! 221: /*
! 222: * Draw in the doors on either side of the passage or just put #'s
! 223: * if the rooms are gone.
! 224: */
! 225: if (!(rpf->r_flags & ISGONE)) door(rpf, &spos);
! 226: else
! 227: {
! 228: cmov(spos);
! 229: addch('#');
! 230: }
! 231: if (!(rpt->r_flags & ISGONE)) door(rpt, &epos);
! 232: else
! 233: {
! 234: cmov(epos);
! 235: addch('#');
! 236: }
! 237:
! 238: /* How far can we move diagonally? */
! 239: max_diag = min(distance, offset);
! 240:
! 241: /*
! 242: * Decide how many turns we will have.
! 243: */
! 244: for (i=0; i<3; i++) turn_dist[i] = 0; /* Init distances */
! 245: if (max_diag > 0) {
! 246: int nturns;
! 247:
! 248: for (i=0, nturns=0; i<3; i++) {
! 249: if (rnd(3 - i + nturns) == 0) {
! 250: nturns++;
! 251: turns[i] = 0;
! 252: }
! 253: else turns[i] = -1;
! 254: }
! 255: }
! 256: else {
! 257: /* Just use a straight line (middle turn) */
! 258: turns[0] = turns[2] = -1;
! 259: turns[1] = 0;
! 260: }
! 261:
! 262: /*
! 263: * Now decide how long each turn will be (for those selected above).
! 264: */
! 265: while (max_diag > 0) {
! 266: for (i=0; i<3; i++) {
! 267: if (turns[i] >= 0 && max_diag > 0 && rnd(2) == 0) {
! 268: turn_dist[i]++;
! 269: max_diag--;
! 270: }
! 271: }
! 272: }
! 273:
! 274: /*
! 275: * If we have extra offset space, add it to the straight turn.
! 276: */
! 277: if (offset > distance) turn_dist[1] += offset - distance;
! 278:
! 279: /*
! 280: * Decide where we want to make our turns.
! 281: * First calculate the offsets, then use those offsets to calculate
! 282: * the exact position relative to "distance."
! 283: */
! 284: turns[0] = rnd(distance - turn_dist[0] - turn_dist[2]);
! 285: turns[2] = rnd(distance - turn_dist[0] - turn_dist[2] - turns[0]);
! 286: turns[1] = rnd(distance - turn_dist[0] - turn_dist[2] -
! 287: turns[0] - turns[2]);
! 288:
! 289: turns[0] = distance - turns[0];
! 290: turns[1] = turns[0] - turn_dist[0] - turns[1];
! 291: turns[2] = turns[1] - turns[2];
! 292:
! 293: /*
! 294: * Get ready to move...
! 295: */
! 296: curr.x = spos.x;
! 297: curr.y = spos.y;
! 298: while (distance > 0) {
! 299: /*
! 300: * Move to next row/column
! 301: */
! 302: curr.x += delta.x;
! 303: curr.y += delta.y;
! 304:
! 305: /*
! 306: * Check if we are at a turn place; if so make a turn
! 307: */
! 308: for (i=0; i<3; i++) {
! 309: if (distance == turns[i] && turn_dist[i] > 0) {
! 310: /*
! 311: * If this is the start of a straight path,
! 312: * we might put in a right-angle turn (33% chance).
! 313: */
! 314: if (i == 1 && rnd(3) == 0) {
! 315: cmov(curr);
! 316: addch(PASSAGE);
! 317: }
! 318:
! 319: /* Now dig the turn */
! 320: while (turn_dist[i]--) {
! 321: curr.x += turn_delta.x;
! 322: curr.y += turn_delta.y;
! 323: cmov(curr);
! 324: addch(PASSAGE);
! 325: if (i != 1) { /* A diagonal */
! 326: if (--distance > 0) {
! 327: curr.x += delta.x;
! 328: curr.y += delta.y;
! 329: }
! 330: }
! 331: }
! 332: }
! 333: }
! 334:
! 335: if (distance > 0) {
! 336: /*
! 337: * Dig the passage.
! 338: */
! 339: cmov(curr);
! 340: addch(PASSAGE);
! 341: distance--;
! 342: }
! 343: }
! 344: curr.x += delta.x;
! 345: curr.y += delta.y;
! 346: if (!ce(curr, epos))
! 347: msg("Warning, connectivity problem (%d, %d) to (%d, %d).",
! 348: curr.y, curr.x, epos.y, epos.x);
! 349: }
! 350:
! 351: /*
! 352: * Add a door or possibly a secret door
! 353: * also enters the door in the exits array of the room.
! 354: */
! 355:
! 356: void
! 357: door(struct room *rm, coord *cp)
! 358: {
! 359: struct linked_list *newroom;
! 360: coord *exit;
! 361:
! 362: cmov(*cp);
! 363: addch((rnd(10) < level - 1 && rnd(100) < 20) ? SECRETDOOR : DOOR);
! 364:
! 365: /* Insert the new room into the linked list of rooms */
! 366: newroom = new_item(sizeof(coord));
! 367: exit = DOORPTR(newroom);
! 368: *exit = *cp;
! 369: attach(rm->r_exit, newroom);
! 370: }
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