/*
* passages.c - Draw the connecting passages
*
* Advanced Rogue
* Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
* All rights reserved.
*
* Based on "Rogue: Exploring the Dungeons of Doom"
* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
/*
* Draw the connecting passages
*
* @(#)passages.c 3.4 (Berkeley) 6/15/81
*/
#include <stdlib.h>
#include "curses.h"
#include "rogue.h"
void conn(int r1, int r2);
void door(struct room *rm, coord *cp);
/*
* do_passages:
* Draw all the passages on a level.
*/
void
do_passages(void)
{
register struct rdes *r1, *r2 = NULL;
register int i, j;
register int roomcount;
static struct rdes
{
bool conn[MAXROOMS]; /* possible to connect to room i? */
bool isconn[MAXROOMS]; /* connection been made to room i? */
bool ingraph; /* this room in graph already? */
} rdes[MAXROOMS] = {
{ { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{ { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{ { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{ { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{ { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{ { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{ { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{ { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{ { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
};
/*
* reinitialize room graph description
*/
for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++)
{
for (j = 0; j < MAXROOMS; j++)
r1->isconn[j] = FALSE;
r1->ingraph = FALSE;
}
/*
* starting with one room, connect it to a random adjacent room and
* then pick a new room to start with.
*/
roomcount = 1;
r1 = &rdes[rnd(MAXROOMS)];
r1->ingraph = TRUE;
do
{
/*
* find a room to connect with
*/
j = 0;
for (i = 0; i < MAXROOMS; i++)
if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
r2 = &rdes[i];
/*
* if no adjacent rooms are outside the graph, pick a new room
* to look from
*/
if (j == 0)
{
do
r1 = &rdes[rnd(MAXROOMS)];
until (r1->ingraph);
}
/*
* otherwise, connect new room to the graph, and draw a tunnel
* to it
*/
else
{
r2->ingraph = TRUE;
i = (int)(r1 - rdes);
j = (int)(r2 - rdes);
conn(i, j);
r1->isconn[j] = TRUE;
r2->isconn[i] = TRUE;
roomcount++;
}
} while (roomcount < MAXROOMS);
/*
* attempt to add passages to the graph a random number of times so
* that there isn't just one unique passage through it.
*/
for (roomcount = rnd(5); roomcount > 0; roomcount--)
{
r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */
/*
* find an adjacent room not already connected
*/
j = 0;
for (i = 0; i < MAXROOMS; i++)
if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0)
r2 = &rdes[i];
/*
* if there is one, connect it and look for the next added
* passage
*/
if (j != 0)
{
i = (int)(r1 - rdes);
j = (int)(r2 - rdes);
conn(i, j);
r1->isconn[j] = TRUE;
r2->isconn[i] = TRUE;
}
}
}
/*
* conn:
* Draw a corridor from a room in a certain direction.
*/
void
conn(int r1, int r2)
{
register struct room *rpf, *rpt = NULL;
register char rmt;
register int distance, max_diag, offset, i;
register int rm;
int turns[3], turn_dist[3];
register char direc;
coord delta, curr, turn_delta, spos, epos;
if (r1 < r2)
{
rm = r1;
if (r1 + 1 == r2)
direc = 'r';
else
direc = 'd';
}
else
{
rm = r2;
if (r2 + 1 == r1)
direc = 'r';
else
direc = 'd';
}
rpf = &rooms[rm];
/*
* Set up the movement variables, in two cases:
* first drawing one down.
*/
if (direc == 'd')
{
rmt = rm + 3; /* room # of dest */
rpt = &rooms[rmt]; /* room pointer of dest */
delta.x = 0; /* direction of move */
delta.y = 1;
spos.x = rpf->r_pos.x; /* start of move */
spos.y = rpf->r_pos.y;
epos.x = rpt->r_pos.x; /* end of move */
epos.y = rpt->r_pos.y;
if (!(rpf->r_flags & ISGONE)) /* if not gone pick door pos */
{
spos.x += rnd(rpf->r_max.x-2)+1;
spos.y += rpf->r_max.y-1;
}
if (!(rpt->r_flags & ISGONE))
epos.x += rnd(rpt->r_max.x-2)+1;
distance = abs(spos.y - epos.y) - 1; /* distance to move */
turn_delta.y = 0; /* direction to turn */
turn_delta.x = (spos.x < epos.x ? 1 : -1);
offset = abs(spos.x - epos.x); /* how far to turn */
}
else if (direc == 'r') /* setup for moving right */
{
rmt = rm + 1;
rpt = &rooms[rmt];
delta.x = 1;
delta.y = 0;
spos.x = rpf->r_pos.x;
spos.y = rpf->r_pos.y;
epos.x = rpt->r_pos.x;
epos.y = rpt->r_pos.y;
if (!(rpf->r_flags & ISGONE))
{
spos.x += rpf->r_max.x-1;
spos.y += rnd(rpf->r_max.y-2)+1;
}
if (!(rpt->r_flags & ISGONE))
epos.y += rnd(rpt->r_max.y-2)+1;
distance = abs(spos.x - epos.x) - 1;
turn_delta.y = (spos.y < epos.y ? 1 : -1);
turn_delta.x = 0;
offset = abs(spos.y - epos.y);
}
else
debug("error in connection tables");
/*
* Draw in the doors on either side of the passage or just put #'s
* if the rooms are gone.
*/
if (!(rpf->r_flags & ISGONE)) door(rpf, &spos);
else
{
cmov(spos);
addch('#');
}
if (!(rpt->r_flags & ISGONE)) door(rpt, &epos);
else
{
cmov(epos);
addch('#');
}
/* How far can we move diagonally? */
max_diag = min(distance, offset);
/*
* Decide how many turns we will have.
*/
for (i=0; i<3; i++) turn_dist[i] = 0; /* Init distances */
if (max_diag > 0) {
int nturns;
for (i=0, nturns=0; i<3; i++) {
if (rnd(3 - i + nturns) == 0) {
nturns++;
turns[i] = 0;
}
else turns[i] = -1;
}
}
else {
/* Just use a straight line (middle turn) */
turns[0] = turns[2] = -1;
turns[1] = 0;
}
/*
* Now decide how long each turn will be (for those selected above).
*/
while (max_diag > 0) {
for (i=0; i<3; i++) {
if (turns[i] >= 0 && max_diag > 0 && rnd(2) == 0) {
turn_dist[i]++;
max_diag--;
}
}
}
/*
* If we have extra offset space, add it to the straight turn.
*/
if (offset > distance) turn_dist[1] += offset - distance;
/*
* Decide where we want to make our turns.
* First calculate the offsets, then use those offsets to calculate
* the exact position relative to "distance."
*/
turns[0] = rnd(distance - turn_dist[0] - turn_dist[2]);
turns[2] = rnd(distance - turn_dist[0] - turn_dist[2] - turns[0]);
turns[1] = rnd(distance - turn_dist[0] - turn_dist[2] -
turns[0] - turns[2]);
turns[0] = distance - turns[0];
turns[1] = turns[0] - turn_dist[0] - turns[1];
turns[2] = turns[1] - turns[2];
/*
* Get ready to move...
*/
curr.x = spos.x;
curr.y = spos.y;
while (distance > 0) {
/*
* Move to next row/column
*/
curr.x += delta.x;
curr.y += delta.y;
/*
* Check if we are at a turn place; if so make a turn
*/
for (i=0; i<3; i++) {
if (distance == turns[i] && turn_dist[i] > 0) {
/*
* If this is the start of a straight path,
* we might put in a right-angle turn (33% chance).
*/
if (i == 1 && rnd(3) == 0) {
cmov(curr);
addch(PASSAGE);
}
/* Now dig the turn */
while (turn_dist[i]--) {
curr.x += turn_delta.x;
curr.y += turn_delta.y;
cmov(curr);
addch(PASSAGE);
if (i != 1) { /* A diagonal */
if (--distance > 0) {
curr.x += delta.x;
curr.y += delta.y;
}
}
}
}
}
if (distance > 0) {
/*
* Dig the passage.
*/
cmov(curr);
addch(PASSAGE);
distance--;
}
}
curr.x += delta.x;
curr.y += delta.y;
if (!ce(curr, epos))
msg("Warning, connectivity problem (%d, %d) to (%d, %d).",
curr.y, curr.x, epos.y, epos.x);
}
/*
* Add a door or possibly a secret door
* also enters the door in the exits array of the room.
*/
void
door(struct room *rm, coord *cp)
{
struct linked_list *newroom;
coord *exit;
cmov(*cp);
addch((rnd(10) < level - 1 && rnd(100) < 20) ? SECRETDOOR : DOOR);
/* Insert the new room into the linked list of rooms */
newroom = new_item(sizeof(coord));
exit = DOORPTR(newroom);
*exit = *cp;
attach(rm->r_exit, newroom);
}