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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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