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Annotation of early-roguelike/rogue5/passages.c, Revision 1.1.1.1

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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