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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