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Annotation of early-roguelike/rogue3/passages.c, Revision 1.1.1.1

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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