Annotation of early-roguelike/rogue3/passages.c, Revision 1.1
1.1 ! rubenllo 1: /*
! 2: * Draw the connecting passages
! 3: *
! 4: * @(#)passages.c 3.4 (Berkeley) 6/15/81
! 5: *
! 6: * Rogue: Exploring the Dungeons of Doom
! 7: * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
! 8: * All rights reserved.
! 9: *
! 10: * See the file LICENSE.TXT for full copyright and licensing information.
! 11: */
! 12:
! 13: #include <stdlib.h>
! 14: #include "curses.h"
! 15: #include "rogue.h"
! 16:
! 17: /*
! 18: * do_passages:
! 19: * Draw all the passages on a level.
! 20: */
! 21:
! 22: void
! 23: do_passages()
! 24: {
! 25: struct rdes *r1, *r2 = NULL;
! 26: int i, j;
! 27: int roomcount;
! 28: static struct rdes
! 29: {
! 30: bool conn[MAXROOMS]; /* possible to connect to room i? */
! 31: bool isconn[MAXROOMS]; /* connection been made to room i? */
! 32: bool ingraph; /* this room in graph already? */
! 33: } rdes[MAXROOMS] = {
! 34: { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 35: { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 36: { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 37: { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 38: { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 39: { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 40: { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 41: { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 42: { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 43: };
! 44:
! 45: /*
! 46: * reinitialize room graph description
! 47: */
! 48: for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++)
! 49: {
! 50: for (j = 0; j < MAXROOMS; j++)
! 51: r1->isconn[j] = FALSE;
! 52: r1->ingraph = FALSE;
! 53: }
! 54:
! 55: /*
! 56: * starting with one room, connect it to a random adjacent room and
! 57: * then pick a new room to start with.
! 58: */
! 59: roomcount = 1;
! 60: r1 = &rdes[rnd(MAXROOMS)];
! 61: r1->ingraph = TRUE;
! 62: do
! 63: {
! 64: /*
! 65: * find a room to connect with
! 66: */
! 67: j = 0;
! 68: for (i = 0; i < MAXROOMS; i++)
! 69: if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
! 70: r2 = &rdes[i];
! 71: /*
! 72: * if no adjacent rooms are outside the graph, pick a new room
! 73: * to look from
! 74: */
! 75: if (j == 0)
! 76: {
! 77: do
! 78: r1 = &rdes[rnd(MAXROOMS)];
! 79: until (r1->ingraph);
! 80: }
! 81: /*
! 82: * otherwise, connect new room to the graph, and draw a tunnel
! 83: * to it
! 84: */
! 85: else
! 86: {
! 87: r2->ingraph = TRUE;
! 88: i = (int)(r1 - rdes);
! 89: j = (int)(r2 - rdes);
! 90: conn(i, j);
! 91: r1->isconn[j] = TRUE;
! 92: r2->isconn[i] = TRUE;
! 93: roomcount++;
! 94: }
! 95: } while (roomcount < MAXROOMS);
! 96:
! 97: /*
! 98: * attempt to add passages to the graph a random number of times so
! 99: * that there isn't just one unique passage through it.
! 100: */
! 101: for (roomcount = rnd(5); roomcount > 0; roomcount--)
! 102: {
! 103: r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */
! 104: /*
! 105: * find an adjacent room not already connected
! 106: */
! 107: j = 0;
! 108: for (i = 0; i < MAXROOMS; i++)
! 109: if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0)
! 110: r2 = &rdes[i];
! 111: /*
! 112: * if there is one, connect it and look for the next added
! 113: * passage
! 114: */
! 115: if (j != 0)
! 116: {
! 117: i = (int)(r1 - rdes);
! 118: j = (int)(r2 - rdes);
! 119: conn(i, j);
! 120: r1->isconn[j] = TRUE;
! 121: r2->isconn[i] = TRUE;
! 122: }
! 123: }
! 124: }
! 125:
! 126: /*
! 127: * conn:
! 128: * Draw a corridor from a room in a certain direction.
! 129: */
! 130:
! 131: void
! 132: conn(int r1, int r2)
! 133: {
! 134: struct room *rpf, *rpt = NULL;
! 135: int rmt;
! 136: int distance, turn_spot, turn_distance;
! 137: int rm;
! 138: int direc;
! 139: coord pdelta, curr, turn_delta, spos, epos;
! 140:
! 141: if (r1 < r2)
! 142: {
! 143: rm = r1;
! 144: if (r1 + 1 == r2)
! 145: direc = 'r';
! 146: else
! 147: direc = 'd';
! 148: }
! 149: else
! 150: {
! 151: rm = r2;
! 152: if (r2 + 1 == r1)
! 153: direc = 'r';
! 154: else
! 155: direc = 'd';
! 156: }
! 157: rpf = &rooms[rm];
! 158: /*
! 159: * Set up the movement variables, in two cases:
! 160: * first drawing one down.
! 161: */
! 162: if (direc == 'd')
! 163: {
! 164: rmt = rm + 3; /* room # of dest */
! 165: rpt = &rooms[rmt]; /* room pointer of dest */
! 166: pdelta.x = 0; /* direction of move */
! 167: pdelta.y = 1;
! 168: spos.x = rpf->r_pos.x; /* start of move */
! 169: spos.y = rpf->r_pos.y;
! 170: epos.x = rpt->r_pos.x; /* end of move */
! 171: epos.y = rpt->r_pos.y;
! 172: if (!(rpf->r_flags & ISGONE)) /* if not gone pick door pos */
! 173: {
! 174: spos.x += rnd(rpf->r_max.x-2)+1;
! 175: spos.y += rpf->r_max.y-1;
! 176: }
! 177: if (!(rpt->r_flags & ISGONE))
! 178: epos.x += rnd(rpt->r_max.x-2)+1;
! 179: distance = abs(spos.y - epos.y) - 1; /* distance to move */
! 180: turn_delta.y = 0; /* direction to turn */
! 181: turn_delta.x = (spos.x < epos.x ? 1 : -1);
! 182: turn_distance = abs(spos.x - epos.x); /* how far to turn */
! 183: turn_spot = rnd(distance-1) + 1; /* where turn starts */
! 184: }
! 185: else if (direc == 'r') /* setup for moving right */
! 186: {
! 187: rmt = rm + 1;
! 188: rpt = &rooms[rmt];
! 189: pdelta.x = 1;
! 190: pdelta.y = 0;
! 191: spos.x = rpf->r_pos.x;
! 192: spos.y = rpf->r_pos.y;
! 193: epos.x = rpt->r_pos.x;
! 194: epos.y = rpt->r_pos.y;
! 195: if (!(rpf->r_flags & ISGONE))
! 196: {
! 197: spos.x += rpf->r_max.x-1;
! 198: spos.y += rnd(rpf->r_max.y-2)+1;
! 199: }
! 200: if (!(rpt->r_flags & ISGONE))
! 201: epos.y += rnd(rpt->r_max.y-2)+1;
! 202: distance = abs(spos.x - epos.x) - 1;
! 203: turn_delta.y = (spos.y < epos.y ? 1 : -1);
! 204: turn_delta.x = 0;
! 205: turn_distance = abs(spos.y - epos.y);
! 206: turn_spot = rnd(distance-1) + 1;
! 207: }
! 208: else
! 209: fatal("error in connection tables");
! 210: /*
! 211: * Draw in the doors on either side of the passage or just put #'s
! 212: * if the rooms are gone.
! 213: */
! 214: if (!(rpf->r_flags & ISGONE)) door(rpf, &spos);
! 215: else
! 216: {
! 217: cmov(spos);
! 218: addch('#');
! 219: }
! 220: if (!(rpt->r_flags & ISGONE)) door(rpt, &epos);
! 221: else
! 222: {
! 223: cmov(epos);
! 224: addch('#');
! 225: }
! 226: /*
! 227: * Get ready to move...
! 228: */
! 229: curr.x = spos.x;
! 230: curr.y = spos.y;
! 231: while(distance)
! 232: {
! 233: /*
! 234: * Move to new position
! 235: */
! 236: curr.x += pdelta.x;
! 237: curr.y += pdelta.y;
! 238: /*
! 239: * Check if we are at the turn place, if so do the turn
! 240: */
! 241: if (distance == turn_spot && turn_distance > 0)
! 242: while(turn_distance--)
! 243: {
! 244: cmov(curr);
! 245: addch(PASSAGE);
! 246: curr.x += turn_delta.x;
! 247: curr.y += turn_delta.y;
! 248: }
! 249: /*
! 250: * Continue digging along
! 251: */
! 252: cmov(curr);
! 253: addch(PASSAGE);
! 254: distance--;
! 255: }
! 256: curr.x += pdelta.x;
! 257: curr.y += pdelta.y;
! 258: if (!ce(curr, epos))
! 259: msg("Warning, connectivity problem on this level.");
! 260: }
! 261:
! 262: /*
! 263: * Add a door or possibly a secret door
! 264: * also enters the door in the exits array of the room.
! 265: */
! 266:
! 267: void
! 268: door(struct room *rm, coord *cp)
! 269: {
! 270: cmov(*cp);
! 271: addch( (rnd(10) < level - 1 && rnd(100) < 20 ? SECRETDOOR : DOOR) );
! 272: rm->r_exit[rm->r_nexits++] = *cp;
! 273: }
! 274:
! 275: /*
! 276: * add_pass:
! 277: * add the passages to the current window (wizard command)
! 278: */
! 279:
! 280: void
! 281: add_pass()
! 282: {
! 283: int y, x, ch;
! 284:
! 285: for (y = 1; y < LINES - 2; y++)
! 286: for (x = 0; x < COLS; x++)
! 287: if ((ch=mvinch(y, x)) == PASSAGE || ch == DOOR || ch == SECRETDOOR)
! 288: mvwaddch(cw, y, x, ch);
! 289: }
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