Annotation of early-roguelike/arogue7/passages.c, Revision 1.1.1.1
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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