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Annotation of early-roguelike/rogue5/passages.c, Revision 1.1

1.1     ! rubenllo    1: /*
        !             2:  * Draw the connecting passages
        !             3:  *
        !             4:  * @(#)passages.c      4.22 (Berkeley) 02/05/99
        !             5:  *
        !             6:  * Rogue: Exploring the Dungeons of Doom
        !             7:  * Copyright (C) 1980-1983, 1985, 1999 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(void)
        !            24: {
        !            25:     struct rdes *r1, *r2 = NULL;
        !            26:     int i, j;
        !            27:     int roomcount;
        !            28:     struct rdes
        !            29:     {
        !            30:        int conn[MAXROOMS];             /* possible to connect to room i? */
        !            31:        int     isconn[MAXROOMS];       /* connection been made to room i? */
        !            32:        int     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 always 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:     passnum();
        !           125: }
        !           126:
        !           127: /*
        !           128:  * conn:
        !           129:  *     Draw a corridor from a room in a certain direction.
        !           130:  */
        !           131:
        !           132: void
        !           133: conn(int r1, int r2)
        !           134: {
        !           135:     struct room *rpf, *rpt = NULL;
        !           136:     int rmt;
        !           137:     int distance = 0, turn_spot, turn_distance = 0;
        !           138:     int rm;
        !           139:     int direc;
        !           140:     static coord del, turn_delta;
        !           141:     coord curr, spos, epos;
        !           142:
        !           143:     if (r1 < r2)
        !           144:     {
        !           145:        rm = r1;
        !           146:        if (r1 + 1 == r2)
        !           147:            direc = 'r';
        !           148:        else
        !           149:            direc = 'd';
        !           150:     }
        !           151:     else
        !           152:     {
        !           153:        rm = r2;
        !           154:        if (r2 + 1 == r1)
        !           155:            direc = 'r';
        !           156:        else
        !           157:            direc = 'd';
        !           158:     }
        !           159:     rpf = &rooms[rm];
        !           160:     /*
        !           161:      * Set up the movement variables, in two cases:
        !           162:      * first drawing one down.
        !           163:      */
        !           164:     if (direc == 'd')
        !           165:     {
        !           166:        rmt = rm + 3;                           /* room # of dest */
        !           167:        rpt = &rooms[rmt];                      /* room pointer of dest */
        !           168:        del.x = 0;                              /* direction of move */
        !           169:        del.y = 1;
        !           170:        spos.x = rpf->r_pos.x;                  /* start of move */
        !           171:        spos.y = rpf->r_pos.y;
        !           172:        epos.x = rpt->r_pos.x;                  /* end of move */
        !           173:        epos.y = rpt->r_pos.y;
        !           174:        if (!(rpf->r_flags & ISGONE))           /* if not gone pick door pos */
        !           175:            do
        !           176:            {
        !           177:                spos.x = rpf->r_pos.x + rnd(rpf->r_max.x - 2) + 1;
        !           178:                spos.y = rpf->r_pos.y + rpf->r_max.y - 1;
        !           179:            } while ((rpf->r_flags&ISMAZE) && !(flat(spos.y, spos.x)&F_PASS));
        !           180:        if (!(rpt->r_flags & ISGONE))
        !           181:            do
        !           182:            {
        !           183:                epos.x = rpt->r_pos.x + rnd(rpt->r_max.x - 2) + 1;
        !           184:            } while ((rpt->r_flags&ISMAZE) && !(flat(epos.y, epos.x)&F_PASS));
        !           185:        distance = abs(spos.y - epos.y) - 1;    /* distance to move */
        !           186:        turn_delta.y = 0;                       /* direction to turn */
        !           187:        turn_delta.x = (spos.x < epos.x ? 1 : -1);
        !           188:        turn_distance = abs(spos.x - epos.x);   /* how far to turn */
        !           189:     }
        !           190:     else if (direc == 'r')                     /* setup for moving right */
        !           191:     {
        !           192:        rmt = rm + 1;
        !           193:        rpt = &rooms[rmt];
        !           194:        del.x = 1;
        !           195:        del.y = 0;
        !           196:        spos.x = rpf->r_pos.x;
        !           197:        spos.y = rpf->r_pos.y;
        !           198:        epos.x = rpt->r_pos.x;
        !           199:        epos.y = rpt->r_pos.y;
        !           200:        if (!(rpf->r_flags & ISGONE))
        !           201:            do
        !           202:            {
        !           203:                spos.x = rpf->r_pos.x + rpf->r_max.x - 1;
        !           204:                spos.y = rpf->r_pos.y + rnd(rpf->r_max.y - 2) + 1;
        !           205:            } while ((rpf->r_flags&ISMAZE) && !(flat(spos.y, spos.x)&F_PASS));
        !           206:        if (!(rpt->r_flags & ISGONE))
        !           207:            do
        !           208:            {
        !           209:                epos.y = rpt->r_pos.y + rnd(rpt->r_max.y - 2) + 1;
        !           210:            } while ((rpt->r_flags&ISMAZE) && !(flat(epos.y, epos.x)&F_PASS));
        !           211:        distance = abs(spos.x - epos.x) - 1;
        !           212:        turn_delta.y = (spos.y < epos.y ? 1 : -1);
        !           213:        turn_delta.x = 0;
        !           214:        turn_distance = abs(spos.y - epos.y);
        !           215:     }
        !           216: #ifdef MASTER
        !           217:     else
        !           218:        debug("error in connection tables");
        !           219: #endif
        !           220:
        !           221:     turn_spot = rnd(distance - 1) + 1;         /* where turn starts */
        !           222:
        !           223:     /*
        !           224:      * Draw in the doors on either side of the passage or just put #'s
        !           225:      * if the rooms are gone.
        !           226:      */
        !           227:     if (!(rpf->r_flags & ISGONE))
        !           228:        door(rpf, &spos);
        !           229:     else
        !           230:        putpass(&spos);
        !           231:     if (!(rpt->r_flags & ISGONE))
        !           232:        door(rpt, &epos);
        !           233:     else
        !           234:        putpass(&epos);
        !           235:     /*
        !           236:      * Get ready to move...
        !           237:      */
        !           238:     curr.x = spos.x;
        !           239:     curr.y = spos.y;
        !           240:     while (distance > 0)
        !           241:     {
        !           242:        /*
        !           243:         * Move to new position
        !           244:         */
        !           245:        curr.x += del.x;
        !           246:        curr.y += del.y;
        !           247:        /*
        !           248:         * Check if we are at the turn place, if so do the turn
        !           249:         */
        !           250:        if (distance == turn_spot)
        !           251:            while (turn_distance--)
        !           252:            {
        !           253:                putpass(&curr);
        !           254:                curr.x += turn_delta.x;
        !           255:                curr.y += turn_delta.y;
        !           256:            }
        !           257:        /*
        !           258:         * Continue digging along
        !           259:         */
        !           260:        putpass(&curr);
        !           261:        distance--;
        !           262:     }
        !           263:     curr.x += del.x;
        !           264:     curr.y += del.y;
        !           265:     if (!ce(curr, epos))
        !           266:        msg("warning, connectivity problem on this level");
        !           267: }
        !           268:
        !           269: /*
        !           270:  * putpass:
        !           271:  *     add a passage character or secret passage here
        !           272:  */
        !           273:
        !           274: void
        !           275: putpass(const coord *cp)
        !           276: {
        !           277:     PLACE *pp;
        !           278:
        !           279:     pp = INDEX(cp->y, cp->x);
        !           280:     pp->p_flags |= F_PASS;
        !           281:     if (rnd(10) + 1 < level && rnd(40) == 0)
        !           282:        pp->p_flags &= ~F_REAL;
        !           283:     else
        !           284:        pp->p_ch = PASSAGE;
        !           285: }
        !           286:
        !           287: /*
        !           288:  * door:
        !           289:  *     Add a door or possibly a secret door.  Also enters the door in
        !           290:  *     the exits array of the room.
        !           291:  */
        !           292:
        !           293: void
        !           294: door(struct room *rm, const coord *cp)
        !           295: {
        !           296:     PLACE *pp;
        !           297:
        !           298:     rm->r_exit[rm->r_nexits++] = *cp;
        !           299:
        !           300:     if (rm->r_flags & ISMAZE)
        !           301:        return;
        !           302:
        !           303:     pp = INDEX(cp->y, cp->x);
        !           304:     if (rnd(10) + 1 < level && rnd(5) == 0)
        !           305:     {
        !           306:        if (cp->y == rm->r_pos.y || cp->y == rm->r_pos.y + rm->r_max.y - 1)
        !           307:                pp->p_ch = '-';
        !           308:        else
        !           309:                pp->p_ch = '|';
        !           310:        pp->p_flags &= ~F_REAL;
        !           311:     }
        !           312:     else
        !           313:        pp->p_ch = DOOR;
        !           314: }
        !           315:
        !           316: #ifdef MASTER
        !           317: /*
        !           318:  * add_pass:
        !           319:  *     Add the passages to the current window (wizard command)
        !           320:  */
        !           321:
        !           322: void
        !           323: add_pass(void)
        !           324: {
        !           325:     PLACE *pp;
        !           326:     int y, x;
        !           327:     int ch;
        !           328:
        !           329:     for (y = 1; y < NUMLINES - 1; y++)
        !           330:        for (x = 0; x < NUMCOLS; x++)
        !           331:        {
        !           332:            pp = INDEX(y, x);
        !           333:            if ((pp->p_flags & F_PASS) || pp->p_ch == DOOR ||
        !           334:                (!(pp->p_flags&F_REAL) && (pp->p_ch == '|' || pp->p_ch == '-')))
        !           335:            {
        !           336:                ch = pp->p_ch;
        !           337:                if (pp->p_flags & F_PASS)
        !           338:                    ch = PASSAGE;
        !           339:                pp->p_flags |= F_SEEN;
        !           340:                move(y, x);
        !           341:                if (pp->p_monst != NULL)
        !           342:                    pp->p_monst->t_oldch = pp->p_ch;
        !           343:                else if (pp->p_flags & F_REAL)
        !           344:                    addch(ch);
        !           345:                else
        !           346:                {
        !           347:                    standout();
        !           348:                    addch((pp->p_flags & F_PASS) ? PASSAGE : DOOR);
        !           349:                    standend();
        !           350:                }
        !           351:            }
        !           352:        }
        !           353: }
        !           354: #endif
        !           355:
        !           356: /*
        !           357:  * passnum:
        !           358:  *     Assign a number to each passageway
        !           359:  */
        !           360: static int pnum;
        !           361: static int newpnum;
        !           362:
        !           363: void
        !           364: passnum(void)
        !           365: {
        !           366:     struct room *rp;
        !           367:     int i;
        !           368:
        !           369:     pnum = 0;
        !           370:     newpnum = FALSE;
        !           371:     for (rp = passages; rp < &passages[MAXPASS]; rp++)
        !           372:        rp->r_nexits = 0;
        !           373:     for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
        !           374:        for (i = 0; i < rp->r_nexits; i++)
        !           375:        {
        !           376:            newpnum++;
        !           377:            numpass(rp->r_exit[i].y, rp->r_exit[i].x);
        !           378:        }
        !           379: }
        !           380:
        !           381: /*
        !           382:  * numpass:
        !           383:  *     Number a passageway square and its brethren
        !           384:  */
        !           385:
        !           386: void
        !           387: numpass(int y, int x)
        !           388: {
        !           389:     int *fp;
        !           390:     struct room *rp;
        !           391:     int ch;
        !           392:
        !           393:     if (x >= NUMCOLS || x < 0 || y >= NUMLINES || y <= 0)
        !           394:        return;
        !           395:     fp = &flat(y, x);
        !           396:     if (*fp & F_PNUM)
        !           397:        return;
        !           398:     if (newpnum)
        !           399:     {
        !           400:        pnum++;
        !           401:        newpnum = FALSE;
        !           402:     }
        !           403:     /*
        !           404:      * check to see if it is a door or secret door, i.e., a new exit,
        !           405:      * or a numerable type of place
        !           406:      */
        !           407:     if ((ch = chat(y, x)) == DOOR ||
        !           408:        (!(*fp & F_REAL) && (ch == '|' || ch == '-')))
        !           409:     {
        !           410:        rp = &passages[pnum];
        !           411:        rp->r_exit[rp->r_nexits].y = y;
        !           412:        rp->r_exit[rp->r_nexits++].x = x;
        !           413:     }
        !           414:     else if (!(*fp & F_PASS))
        !           415:        return;
        !           416:     *fp |= pnum;
        !           417:     /*
        !           418:      * recurse on the surrounding places
        !           419:      */
        !           420:     numpass(y + 1, x);
        !           421:     numpass(y - 1, x);
        !           422:     numpass(y, x + 1);
        !           423:     numpass(y, x - 1);
        !           424: }

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