Annotation of early-roguelike/xrogue/passages.c, Revision 1.1
1.1 ! rubenllo 1: /*
! 2: passages.c - Draw the connecting passages
! 3:
! 4: XRogue: Expeditions into the Dungeons of Doom
! 5: Copyright (C) 1991 Robert Pietkivitch
! 6: All rights reserved.
! 7:
! 8: Based on "Advanced Rogue"
! 9: Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
! 10: All rights reserved.
! 11:
! 12: Based on "Rogue: Exploring the Dungeons of Doom"
! 13: Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
! 14: All rights reserved.
! 15:
! 16: See the file LICENSE.TXT for full copyright and licensing information.
! 17: */
! 18:
! 19: #include <stdlib.h>
! 20: #include <curses.h>
! 21: #include "rogue.h"
! 22:
! 23: void conn(int r1, int r2);
! 24: void door(struct room *rm, coord *cp);
! 25:
! 26: /*
! 27: * do_passages:
! 28: * Draw all the passages on a level.
! 29: */
! 30:
! 31: void
! 32: do_passages(void)
! 33: {
! 34: register struct rdes *r1, *r2 = NULL;
! 35: register int i, j;
! 36: register int roomcount;
! 37: static struct rdes
! 38: {
! 39: bool conn[MAXROOMS]; /* possible to connect to room i? */
! 40: bool isconn[MAXROOMS]; /* connection been made to room i? */
! 41: bool ingraph; /* this room in graph already? */
! 42: } rdes[MAXROOMS] = {
! 43: { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 44: { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 45: { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 46: { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 47: { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 48: { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 49: { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 50: { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 51: { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
! 52: };
! 53:
! 54: /*
! 55: * reinitialize room graph description
! 56: */
! 57: for (i = 0; i < MAXROOMS; i++)
! 58: {
! 59: r1 = &rdes[i];
! 60: for (j = 0; j < MAXROOMS; j++)
! 61: r1->isconn[j] = FALSE;
! 62: r1->ingraph = FALSE;
! 63: }
! 64:
! 65: /*
! 66: * starting with one room, connect it to a random adjacent room and
! 67: * then pick a new room to start with.
! 68: */
! 69: roomcount = 1;
! 70: r1 = &rdes[rnd(MAXROOMS)];
! 71: r1->ingraph = TRUE;
! 72: do
! 73: {
! 74: /*
! 75: * find a room to connect with
! 76: */
! 77: j = 0;
! 78: for (i = 0; i < MAXROOMS; i++)
! 79: if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
! 80: r2 = &rdes[i];
! 81: /*
! 82: * if no adjacent rooms are outside the graph, pick a new room
! 83: * to look from
! 84: */
! 85: if (j == 0)
! 86: {
! 87: do
! 88: r1 = &rdes[rnd(MAXROOMS)];
! 89: until (r1->ingraph);
! 90: }
! 91: /*
! 92: * otherwise, connect new room to the graph, and draw a tunnel
! 93: * to it
! 94: */
! 95: else
! 96: {
! 97: r2->ingraph = TRUE;
! 98: i = r1 - rdes;
! 99: j = r2 - rdes;
! 100: conn(i, j);
! 101: r1->isconn[j] = TRUE;
! 102: r2->isconn[i] = TRUE;
! 103: roomcount++;
! 104: }
! 105: } while (roomcount < MAXROOMS);
! 106:
! 107: /*
! 108: * attempt to add passages to the graph a random number of times so
! 109: * that there isn't just one unique passage through it.
! 110: */
! 111: for (roomcount = rnd(5); roomcount > 0; roomcount--)
! 112: {
! 113: r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */
! 114: /*
! 115: * find an adjacent room not already connected
! 116: */
! 117: j = 0;
! 118: for (i = 0; i < MAXROOMS; i++)
! 119: if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0)
! 120: r2 = &rdes[i];
! 121: /*
! 122: * if there is one, connect it and look for the next added
! 123: * passage
! 124: */
! 125: if (j != 0)
! 126: {
! 127: i = r1 - rdes;
! 128: j = r2 - rdes;
! 129: conn(i, j);
! 130: r1->isconn[j] = TRUE;
! 131: r2->isconn[i] = TRUE;
! 132: }
! 133: }
! 134: }
! 135:
! 136: /*
! 137: * conn:
! 138: * Draw a corridor from a room in a certain direction.
! 139: */
! 140:
! 141: void
! 142: conn(int r1, int r2)
! 143: {
! 144: register struct room *rpf, *rpt = NULL;
! 145: register char rmt;
! 146: register int distance = 0, max_diag, offset = 0, i;
! 147: register int rm;
! 148: int turns[3], turn_dist[3];
! 149: register char direc;
! 150: coord delta = {0, 0}, curr, turn_delta = {0,0}, spos = {0,0}, epos = {0,0};
! 151:
! 152: if (r1 < r2)
! 153: {
! 154: rm = r1;
! 155: if (r1 + 1 == r2)
! 156: direc = 'r';
! 157: else
! 158: direc = 'd';
! 159: }
! 160: else
! 161: {
! 162: rm = r2;
! 163: if (r2 + 1 == r1)
! 164: direc = 'r';
! 165: else
! 166: direc = 'd';
! 167: }
! 168: rpf = &rooms[rm];
! 169: /*
! 170: * Set up the movement variables, in two cases:
! 171: * first drawing one down.
! 172: */
! 173: if (direc == 'd')
! 174: {
! 175: rmt = rm + 3; /* room # of dest */
! 176: rpt = &rooms[rmt]; /* room pointer of dest */
! 177: delta.x = 0; /* direction of move */
! 178: delta.y = 1;
! 179: spos.x = rpf->r_pos.x; /* start of move */
! 180: spos.y = rpf->r_pos.y;
! 181: epos.x = rpt->r_pos.x; /* end of move */
! 182: epos.y = rpt->r_pos.y;
! 183: if (!(rpf->r_flags & ISGONE)) /* if not gone pick door pos */
! 184: {
! 185: spos.x += rnd(rpf->r_max.x-2)+1;
! 186: spos.y += rpf->r_max.y-1;
! 187: }
! 188: if (!(rpt->r_flags & ISGONE))
! 189: epos.x += rnd(rpt->r_max.x-2)+1;
! 190: distance = abs(spos.y - epos.y) - 1; /* distance to move */
! 191: turn_delta.y = 0; /* direction to turn */
! 192: turn_delta.x = (spos.x < epos.x ? 1 : -1);
! 193: offset = abs(spos.x - epos.x); /* how far to turn */
! 194: }
! 195: else if (direc == 'r') /* setup for moving right */
! 196: {
! 197: rmt = rm + 1;
! 198: rpt = &rooms[rmt];
! 199: delta.x = 1;
! 200: delta.y = 0;
! 201: spos.x = rpf->r_pos.x;
! 202: spos.y = rpf->r_pos.y;
! 203: epos.x = rpt->r_pos.x;
! 204: epos.y = rpt->r_pos.y;
! 205: if (!(rpf->r_flags & ISGONE))
! 206: {
! 207: spos.x += rpf->r_max.x-1;
! 208: spos.y += rnd(rpf->r_max.y-2)+1;
! 209: }
! 210: if (!(rpt->r_flags & ISGONE))
! 211: epos.y += rnd(rpt->r_max.y-2)+1;
! 212: distance = abs(spos.x - epos.x) - 1;
! 213: turn_delta.y = (spos.y < epos.y ? 1 : -1);
! 214: turn_delta.x = 0;
! 215: offset = abs(spos.y - epos.y);
! 216: }
! 217: else
! 218: debug("error in connection tables");
! 219:
! 220: /*
! 221: * Draw in the doors on either side of the passage or just put #'s
! 222: * if the rooms are gone.
! 223: */
! 224: if (!(rpf->r_flags & ISGONE)) door(rpf, &spos);
! 225: else
! 226: {
! 227: cmov(spos);
! 228: addch('#');
! 229: }
! 230: if (!(rpt->r_flags & ISGONE)) door(rpt, &epos);
! 231: else
! 232: {
! 233: cmov(epos);
! 234: addch('#');
! 235: }
! 236:
! 237: /* How far can we move diagonally? */
! 238: max_diag = min(distance, offset);
! 239:
! 240: /*
! 241: * Decide how many turns we will have.
! 242: */
! 243: for (i=0; i<3; i++) turn_dist[i] = 0; /* Init distances */
! 244: if (max_diag > 0) {
! 245: int nturns;
! 246:
! 247: for (i=0, nturns=0; i<3; i++) {
! 248: if (rnd(3 - i + nturns) == 0) {
! 249: nturns++;
! 250: turns[i] = 0;
! 251: }
! 252: else turns[i] = -1;
! 253: }
! 254: }
! 255: else {
! 256: /* Just use a straight line (middle turn) */
! 257: turns[0] = turns[2] = -1;
! 258: turns[1] = 0;
! 259: }
! 260:
! 261: /*
! 262: * Now decide how long each turn will be (for those selected above).
! 263: */
! 264: while (max_diag > 0) {
! 265: for (i=0; i<3; i++) {
! 266: if (turns[i] >= 0 && max_diag > 0 && rnd(2) == 0) {
! 267: turn_dist[i]++;
! 268: max_diag--;
! 269: }
! 270: }
! 271: }
! 272:
! 273: /*
! 274: * If we have extra offset space, add it to the straight turn.
! 275: */
! 276: if (offset > distance) turn_dist[1] += offset - distance;
! 277:
! 278: /*
! 279: * Decide where we want to make our turns.
! 280: * First calculate the offsets, then use those offsets to calculate
! 281: * the exact position relative to "distance."
! 282: */
! 283: turns[0] = rnd(distance - turn_dist[0] - turn_dist[2]);
! 284: turns[2] = rnd(distance - turn_dist[0] - turn_dist[2] - turns[0]);
! 285: turns[1] = rnd(distance - turn_dist[0] - turn_dist[2] -
! 286: turns[0] - turns[2]);
! 287:
! 288: turns[0] = distance - turns[0];
! 289: turns[1] = turns[0] - turn_dist[0] - turns[1];
! 290: turns[2] = turns[1] - turns[2];
! 291:
! 292: /*
! 293: * Get ready to move...
! 294: */
! 295: curr.x = spos.x;
! 296: curr.y = spos.y;
! 297: while (distance > 0) {
! 298: /*
! 299: * Move to next row/column
! 300: */
! 301: curr.x += delta.x;
! 302: curr.y += delta.y;
! 303:
! 304: /*
! 305: * Check if we are at a turn place; if so make a turn
! 306: */
! 307: for (i=0; i<3; i++) {
! 308: if (distance == turns[i] && turn_dist[i] > 0) {
! 309: /*
! 310: * If this is the start of a straight path,
! 311: * we might put in a right-angle turn (33% chance).
! 312: */
! 313: if (i == 1 && rnd(3) == 0) {
! 314: cmov(curr);
! 315: addch(PASSAGE);
! 316: }
! 317:
! 318: /* Now dig the turn */
! 319: while (turn_dist[i]--) {
! 320: curr.x += turn_delta.x;
! 321: curr.y += turn_delta.y;
! 322: cmov(curr);
! 323: addch(PASSAGE);
! 324: if (i != 1) { /* A diagonal */
! 325: if (--distance > 0) {
! 326: curr.x += delta.x;
! 327: curr.y += delta.y;
! 328: }
! 329: }
! 330: }
! 331: }
! 332: }
! 333:
! 334: if (distance > 0) {
! 335: /*
! 336: * Dig the passage.
! 337: */
! 338: cmov(curr);
! 339: addch(PASSAGE);
! 340: distance--;
! 341: }
! 342: }
! 343: curr.x += delta.x;
! 344: curr.y += delta.y;
! 345: if (!ce(curr, epos))
! 346: msg("Warning, connectivity problem (%d, %d) to (%d, %d).",
! 347: curr.y, curr.x, epos.y, epos.x);
! 348: }
! 349:
! 350: /*
! 351: * Add a door or possibly a secret door
! 352: * also enters the door in the exits array of the room.
! 353: */
! 354:
! 355: void
! 356: door(struct room *rm, coord *cp)
! 357: {
! 358: struct linked_list *newroom;
! 359: coord *exit;
! 360:
! 361: cmov(*cp);
! 362:
! 363: if (rnd(10) < (level - 1) && rnd(100) < 20)
! 364: addch(SECRETDOOR);
! 365: else
! 366: addch(DOOR);
! 367:
! 368: /* Insert the new room into the linked list of rooms */
! 369: newroom = new_item(sizeof(coord));
! 370: exit = DOORPTR(newroom);
! 371: *exit = *cp;
! 372: attach(rm->r_exit, newroom);
! 373: }
! 374:
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