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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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