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Annotation of early-roguelike/rogue4/passages.c, Revision 1.1

1.1     ! rubenllo    1: /*
        !             2:  * Draw the connecting passages
        !             3:  *
        !             4:  * @(#)passages.c      4.8 (Berkeley) 1/27/82
        !             5:  *
        !             6:  * Rogue: Exploring the Dungeons of Doom
        !             7:  * Copyright (C) 1980, 1981, 1982 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: void conn(int r1, int r2);
        !            18: void door(struct room *rm, coord *cp);
        !            19: void passnum(void);
        !            20: void numpass(int y, int x);
        !            21:
        !            22: /*
        !            23:  * do_passages:
        !            24:  *     Draw all the passages on a level.
        !            25:  */
        !            26: void
        !            27: do_passages(void)
        !            28: {
        !            29:     register struct rdes *r1, *r2 = NULL;
        !            30:     register int i, j;
        !            31:     register int roomcount;
        !            32:     static struct rdes
        !            33:     {
        !            34:        bool    conn[MAXROOMS];         /* possible to connect to room i? */
        !            35:        bool    isconn[MAXROOMS];       /* connection been made to room i? */
        !            36:        bool    ingraph;                /* this room in graph already? */
        !            37:     } rdes[MAXROOMS] = {
        !            38:        { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
        !            39:        { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
        !            40:        { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
        !            41:        { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
        !            42:        { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
        !            43:        { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
        !            44:        { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
        !            45:        { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
        !            46:        { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
        !            47:     };
        !            48:
        !            49:     /*
        !            50:      * reinitialize room graph description
        !            51:      */
        !            52:     for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++)
        !            53:     {
        !            54:        for (j = 0; j < MAXROOMS; j++)
        !            55:            r1->isconn[j] = FALSE;
        !            56:        r1->ingraph = FALSE;
        !            57:     }
        !            58:
        !            59:     /*
        !            60:      * starting with one room, connect it to a random adjacent room and
        !            61:      * then pick a new room to start with.
        !            62:      */
        !            63:     roomcount = 1;
        !            64:     r1 = &rdes[rnd(MAXROOMS)];
        !            65:     r1->ingraph = TRUE;
        !            66:     do
        !            67:     {
        !            68:        /*
        !            69:         * find a room to connect with
        !            70:         */
        !            71:        j = 0;
        !            72:        for (i = 0; i < MAXROOMS; i++)
        !            73:            if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
        !            74:                r2 = &rdes[i];
        !            75:        /*
        !            76:         * if no adjacent rooms are outside the graph, pick a new room
        !            77:         * to look from
        !            78:         */
        !            79:        if (j == 0)
        !            80:        {
        !            81:            do
        !            82:                r1 = &rdes[rnd(MAXROOMS)];
        !            83:            until (r1->ingraph);
        !            84:        }
        !            85:        /*
        !            86:         * otherwise, connect new room to the graph, and draw a tunnel
        !            87:         * to it
        !            88:         */
        !            89:        else
        !            90:        {
        !            91:            r2->ingraph = TRUE;
        !            92:            i = r1 - rdes;
        !            93:            j = r2 - rdes;
        !            94:            conn(i, j);
        !            95:            r1->isconn[j] = TRUE;
        !            96:            r2->isconn[i] = TRUE;
        !            97:            roomcount++;
        !            98:        }
        !            99:     } while (roomcount < MAXROOMS);
        !           100:
        !           101:     /*
        !           102:      * attempt to add passages to the graph a random number of times so
        !           103:      * that there isn't always just one unique passage through it.
        !           104:      */
        !           105:     for (roomcount = rnd(5); roomcount > 0; roomcount--)
        !           106:     {
        !           107:        r1 = &rdes[rnd(MAXROOMS)];      /* a random room to look from */
        !           108:        /*
        !           109:         * find an adjacent room not already connected
        !           110:         */
        !           111:        j = 0;
        !           112:        for (i = 0; i < MAXROOMS; i++)
        !           113:            if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0)
        !           114:                r2 = &rdes[i];
        !           115:        /*
        !           116:         * if there is one, connect it and look for the next added
        !           117:         * passage
        !           118:         */
        !           119:        if (j != 0)
        !           120:        {
        !           121:            i = r1 - rdes;
        !           122:            j = r2 - rdes;
        !           123:            conn(i, j);
        !           124:            r1->isconn[j] = TRUE;
        !           125:            r2->isconn[i] = TRUE;
        !           126:        }
        !           127:     }
        !           128:     passnum();
        !           129: }
        !           130:
        !           131: /*
        !           132:  * conn:
        !           133:  *     Draw a corridor from a room in a certain direction.
        !           134:  */
        !           135: void
        !           136: conn(int r1, int r2)
        !           137: {
        !           138:     register struct room *rpf, *rpt = NULL;
        !           139:     unsigned char rmt;
        !           140:     register int distance = 0, turn_spot = 0, turn_distance = 0, index;
        !           141:     register int rm;
        !           142:     register char direc;
        !           143:     coord del = {0,0}, curr, turn_delta = {0,0}, spos = {0,0}, epos = {0,0};
        !           144:
        !           145:     if (r1 < r2)
        !           146:     {
        !           147:        rm = r1;
        !           148:        if (r1 + 1 == r2)
        !           149:            direc = 'r';
        !           150:        else
        !           151:            direc = 'd';
        !           152:     }
        !           153:     else
        !           154:     {
        !           155:        rm = r2;
        !           156:        if (r2 + 1 == r1)
        !           157:            direc = 'r';
        !           158:        else
        !           159:            direc = 'd';
        !           160:     }
        !           161:     rpf = &rooms[rm];
        !           162:     /*
        !           163:      * Set up the movement variables, in two cases:
        !           164:      * first drawing one down.
        !           165:      */
        !           166:     if (direc == 'd')
        !           167:     {
        !           168:        rmt = rm + 3;                           /* room # of dest */
        !           169:        rpt = &rooms[rmt];                      /* room pointer of dest */
        !           170:        del.x = 0;                              /* direction of move */
        !           171:        del.y = 1;
        !           172:        spos.x = rpf->r_pos.x;                  /* start of move */
        !           173:        spos.y = rpf->r_pos.y;
        !           174:        epos.x = rpt->r_pos.x;                  /* end of move */
        !           175:        epos.y = rpt->r_pos.y;
        !           176:        if (!(rpf->r_flags & ISGONE))           /* if not gone pick door pos */
        !           177:        {
        !           178:            spos.x += rnd(rpf->r_max.x - 2) + 1;
        !           179:            spos.y += rpf->r_max.y - 1;
        !           180:        }
        !           181:        if (!(rpt->r_flags & ISGONE))
        !           182:            epos.x += rnd(rpt->r_max.x - 2) + 1;
        !           183:        distance = abs(spos.y - epos.y) - 1;    /* distance to move */
        !           184:        turn_delta.y = 0;                       /* direction to turn */
        !           185:        turn_delta.x = (spos.x < epos.x ? 1 : -1);
        !           186:        turn_distance = abs(spos.x - epos.x);   /* how far to turn */
        !           187:        turn_spot = rnd(distance-1) + 1;                /* where turn starts */
        !           188:     }
        !           189:     else if (direc == 'r')                     /* setup for moving right */
        !           190:     {
        !           191:        rmt = rm + 1;
        !           192:        rpt = &rooms[rmt];
        !           193:        del.x = 1;
        !           194:        del.y = 0;
        !           195:        spos.x = rpf->r_pos.x;
        !           196:        spos.y = rpf->r_pos.y;
        !           197:        epos.x = rpt->r_pos.x;
        !           198:        epos.y = rpt->r_pos.y;
        !           199:        if (!(rpf->r_flags & ISGONE))
        !           200:        {
        !           201:            spos.x += rpf->r_max.x-1;
        !           202:            spos.y += rnd(rpf->r_max.y-2)+1;
        !           203:        }
        !           204:        if (!(rpt->r_flags & ISGONE))
        !           205:            epos.y += rnd(rpt->r_max.y-2)+1;
        !           206:        distance = abs(spos.x - epos.x) - 1;
        !           207:        turn_delta.y = (spos.y < epos.y ? 1 : -1);
        !           208:        turn_delta.x = 0;
        !           209:        turn_distance = abs(spos.y - epos.y);
        !           210:        turn_spot = rnd(distance-1) + 1;
        !           211:     }
        !           212: #ifdef WIZARD
        !           213:     else
        !           214:        debug("error in connection tables");
        !           215: #endif
        !           216:     /*
        !           217:      * Draw in the doors on either side of the passage or just put #'s
        !           218:      * if the rooms are gone.
        !           219:      */
        !           220:     if (!(rpf->r_flags & ISGONE))
        !           221:        door(rpf, &spos);
        !           222:     else
        !           223:     {
        !           224:        index = INDEX(spos.y, spos.x);
        !           225:        _level[index] = PASSAGE;
        !           226:        _flags[index] |= F_PASS;
        !           227:     }
        !           228:     if (!(rpt->r_flags & ISGONE))
        !           229:        door(rpt, &epos);
        !           230:     else
        !           231:     {
        !           232:        index = INDEX(epos.y, epos.x);
        !           233:        _level[index] = PASSAGE;
        !           234:        _flags[index] |= F_PASS;
        !           235:     }
        !           236:     /*
        !           237:      * Get ready to move...
        !           238:      */
        !           239:     curr.x = spos.x;
        !           240:     curr.y = spos.y;
        !           241:     while (distance)
        !           242:     {
        !           243:        /*
        !           244:         * Move to new position
        !           245:         */
        !           246:        curr.x += del.x;
        !           247:        curr.y += del.y;
        !           248:        /*
        !           249:         * Check if we are at the turn place, if so do the turn
        !           250:         */
        !           251:        if (distance == turn_spot)
        !           252:            while (turn_distance--)
        !           253:            {
        !           254:                index = INDEX(curr.y, curr.x);
        !           255:                _level[index] = PASSAGE;
        !           256:                _flags[index] |= F_PASS;
        !           257:                curr.x += turn_delta.x;
        !           258:                curr.y += turn_delta.y;
        !           259:            }
        !           260:        /*
        !           261:         * Continue digging along
        !           262:         */
        !           263:        index = INDEX(curr.y, curr.x);
        !           264:        _level[index] = PASSAGE;
        !           265:        _flags[index] |= F_PASS;
        !           266:        distance--;
        !           267:     }
        !           268:     curr.x += del.x;
        !           269:     curr.y += del.y;
        !           270:     if (!ce(curr, epos))
        !           271:        msg("warning, connectivity problem on this level");
        !           272: }
        !           273:
        !           274: /*
        !           275:  * door:
        !           276:  *     Add a door or possibly a secret door.  Also enters the door in
        !           277:  *     the exits array of the room.
        !           278:  */
        !           279: void
        !           280: door(struct room *rm, coord *cp)
        !           281: {
        !           282:     register int index;
        !           283:
        !           284:     index = INDEX(cp->y, cp->x);
        !           285:     if (rnd(10) + 1 < level && rnd(5) == 0)
        !           286:     {
        !           287:        _level[index] = (cp->y == rm->r_pos.y || cp->y == rm->r_pos.y + rm->r_max.y - 1) ? '-' : '|';
        !           288:        _flags[index] &= ~F_REAL;
        !           289:     }
        !           290:     else
        !           291:        _level[index] = DOOR;
        !           292:     rm->r_exit[rm->r_nexits++] = *cp;
        !           293: }
        !           294:
        !           295: #ifdef WIZARD
        !           296: /*
        !           297:  * add_pass:
        !           298:  *     Add the passages to the current window (wizard command)
        !           299:  */
        !           300: void
        !           301: add_pass(void)
        !           302: {
        !           303:     register int y, x, ch;
        !           304:
        !           305:     for (y = 1; y < LINES - 1; y++)
        !           306:        for (x = 0; x < COLS; x++)
        !           307:            if ((ch = chat(y, x)) == DOOR || ch == PASSAGE)
        !           308:                mvaddch(y, x, ch);
        !           309: }
        !           310: #endif
        !           311:
        !           312: /*
        !           313:  * passnum:
        !           314:  *     Assign a number to each passageway
        !           315:  */
        !           316: static int pnum;
        !           317: static bool newpnum;
        !           318:
        !           319: void
        !           320: passnum(void)
        !           321: {
        !           322:     register struct room *rp;
        !           323:     register int i;
        !           324:
        !           325:     pnum = 0;
        !           326:     newpnum = FALSE;
        !           327:     for (rp = passages; rp < &passages[MAXPASS]; rp++)
        !           328:        rp->r_nexits = 0;
        !           329:     for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
        !           330:        for (i = 0; i < rp->r_nexits; i++)
        !           331:        {
        !           332:            newpnum++;
        !           333:            numpass(rp->r_exit[i].y, rp->r_exit[i].x);
        !           334:        }
        !           335: }
        !           336:
        !           337: /*
        !           338:  * numpass:
        !           339:  *     Number a passageway square and its brethren
        !           340:  */
        !           341: void
        !           342: numpass(int y, int x)
        !           343: {
        !           344:     register char *fp;
        !           345:     register struct room *rp;
        !           346:     register char ch;
        !           347:
        !           348:     fp = &flat(y, x);
        !           349:     if (*fp & F_PNUM)
        !           350:        return;
        !           351:     if (newpnum)
        !           352:     {
        !           353:        pnum++;
        !           354:        newpnum = FALSE;
        !           355:     }
        !           356:     /*
        !           357:      * check to see if it is a door or secret door, i.e., a new exit,
        !           358:      * or a numerable type of place
        !           359:      */
        !           360:     if ((ch = chat(y, x)) == DOOR || (!(*fp & F_REAL) && ch != FLOOR))
        !           361:     {
        !           362:        rp = &passages[pnum];
        !           363:        rp->r_exit[rp->r_nexits].y = y;
        !           364:        rp->r_exit[rp->r_nexits++].x = x;
        !           365:     }
        !           366:     else if (!(*fp & F_PASS))
        !           367:        return;
        !           368:     *fp |= pnum;
        !           369:     /*
        !           370:      * recurse on the surrounding places
        !           371:      */
        !           372:     numpass(y + 1, x);
        !           373:     numpass(y - 1, x);
        !           374:     numpass(y, x + 1);
        !           375:     numpass(y, x - 1);
        !           376: }

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