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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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