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passages.c
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passages.c
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/*
* Draw the connecting passages
*
* @(#)passages.c 9.0 (rdk) 7/17/84
*
* Super-Rogue
* Copyright (C) 1984 Robert D. Kindelberger
* All rights reserved.
*
* Based on "Rogue: Exploring the Dungeons of Doom"
* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include "rogue.h"
#include "rogue.ext"
/*
* do_passages:
* Draw all the passages on a level.
*/
do_passages()
{
reg struct rdes *r1, *r2;
reg int i, j;
reg int roomcount;
static struct rdes {
bool conn[MAXROOMS]; /* possible to connect to room i */
bool isconn[MAXROOMS]; /* connection was made to room i */
bool ingraph; /* this room in graph already? */
} rdes[MAXROOMS] = {
{{ 0, 1, 0, 1, 0, 0, 0, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{{ 1, 0, 1, 0, 1, 0, 0, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{{ 0, 1, 0, 0, 0, 1, 0, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{{ 1, 0, 0, 0, 1, 0, 1, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{{ 0, 1, 0, 1, 0, 1, 0, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{{ 0, 0, 1, 0, 1, 0, 0, 0, 1 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{{ 0, 0, 0, 1, 0, 0, 0, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{{ 0, 0, 0, 0, 1, 0, 1, 0, 1 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
{{ 0, 0, 0, 0, 0, 1, 0, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
};
/*
* reinitialize room graph description
*/
for (r1 = rdes; r1 < &rdes[MAXROOMS]; r1++) {
for (j = 0; j < MAXROOMS; j++)
r1->isconn[j] = FALSE;
r1->ingraph = FALSE;
}
/*
* starting with one room, connect it to a random adjacent room and
* then pick a new room to start with.
*/
roomcount = 1;
r1 = &rdes[rnd(MAXROOMS)];
r1->ingraph = TRUE;
do {
/*
* find a room to connect with
*/
j = 0;
for (i = 0; i < MAXROOMS; i++)
if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
r2 = &rdes[i];
/*
* if no adjacent rooms are outside the graph, pick a new room
* to look from
*/
if (j == 0) {
do {
r1 = &rdes[rnd(MAXROOMS)];
} until (r1->ingraph);
}
/*
* otherwise, connect new room to the graph, and draw a tunnel
* to it
*/
else {
r2->ingraph = TRUE;
i = r1 - rdes;
j = r2 - rdes;
conn(i, j);
r1->isconn[j] = TRUE;
r2->isconn[i] = TRUE;
roomcount++;
}
} while (roomcount < MAXROOMS);
/*
* attempt to add passages to the graph a random number of times so
* that there isn't just one unique passage through it.
*/
for (roomcount = rnd(5); roomcount > 0; roomcount--) {
r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */
/*
* find an adjacent room not already connected
*/
j = 0;
for (i = 0; i < MAXROOMS; i++)
if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0)
r2 = &rdes[i];
/*
* if there is one, connect it and look for the next added
* passage
*/
if (j != 0) {
i = r1 - rdes;
j = r2 - rdes;
conn(i, j);
r1->isconn[j] = TRUE;
r2->isconn[i] = TRUE;
}
}
}
/*
* conn:
* Cconnect two rooms.
*/
conn(r1, r2)
int r1, r2;
{
reg struct room *rpf, *rpt;
reg char rmt, direc;
reg int distance, turn_spot, turn_distance, rm;
struct coord curr, turn_delta, spos, epos;
if (r1 < r2) {
rm = r1;
if (r1 + 1 == r2)
direc = 'r';
else
direc = 'd';
}
else {
rm = r2;
if (r2 + 1 == r1)
direc = 'r';
else
direc = 'd';
}
rpf = &rooms[rm];
/*
* Set up the movement variables, in two cases:
* first drawing one down.
*/
if (direc == 'd') {
rmt = rm + 3; /* room # of dest */
rpt = &rooms[rmt]; /* room pointer of dest */
delta.x = 0; /* direction of move */
delta.y = 1;
spos.x = rpf->r_pos.x; /* start of move */
spos.y = rpf->r_pos.y;
epos.x = rpt->r_pos.x; /* end of move */
epos.y = rpt->r_pos.y;
if (!rf_on(rpf,ISGONE)) { /* if not gone pick door pos */
spos.x += rnd(rpf->r_max.x-2)+1;
spos.y += rpf->r_max.y-1;
}
if (!rf_on(rpt,ISGONE))
epos.x += rnd(rpt->r_max.x-2)+1;
distance = abs(spos.y - epos.y) - 1; /* distance to move */
turn_delta.y = 0; /* direction to turn */
turn_delta.x = (spos.x < epos.x ? 1 : -1);
turn_distance = abs(spos.x - epos.x); /* how far to turn */
turn_spot = rnd(distance-1) + 1; /* where turn starts */
}
else if (direc == 'r') { /* setup for moving right */
rmt = rm + 1;
rpt = &rooms[rmt];
delta.x = 1;
delta.y = 0;
spos.x = rpf->r_pos.x;
spos.y = rpf->r_pos.y;
epos.x = rpt->r_pos.x;
epos.y = rpt->r_pos.y;
if (!rf_on(rpf,ISGONE)) {
spos.x += rpf->r_max.x-1;
spos.y += rnd(rpf->r_max.y-2)+1;
}
if (!rf_on(rpt,ISGONE))
epos.y += rnd(rpt->r_max.y-2)+1;
distance = abs(spos.x - epos.x) - 1;
turn_delta.y = (spos.y < epos.y ? 1 : -1);
turn_delta.x = 0;
turn_distance = abs(spos.y - epos.y);
turn_spot = rnd(distance-1) + 1;
}
else {
msg("Error in connection tables.");
}
/*
* Draw in the doors on either side of the passage
* or just put #'s if the rooms are gone. Set up
* pointers to the connected room.
*/
rpf->r_ptr[rpf->r_nexits] = rpt;
if (rf_on(rpf,ISGONE)) {
cmov(spos);
addch('#'); /* gone "from" room */
}
else
door(rpf, &spos); /* add the door */
rpt->r_ptr[rpt->r_nexits] = rpf;
if (rf_on(rpt,ISGONE)) {
cmov(epos);
addch('#'); /* gone "to" room */
}
else
door(rpt, &epos); /* add door */
/*
* Get ready to move...
*/
curr.x = spos.x;
curr.y = spos.y;
while(distance > 0) {
/*
* Move to new position
*/
curr.x += delta.x;
curr.y += delta.y;
/*
* Check if we are at the turn place, if so do the turn
*/
if (distance == turn_spot && turn_distance > 0) {
while(turn_distance-- > 0) {
cmov(curr);
addch(PASSAGE);
curr.x += turn_delta.x;
curr.y += turn_delta.y;
}
}
/*
* Continue digging along
*/
cmov(curr);
addch(PASSAGE);
distance--;
}
curr.x += delta.x;
curr.y += delta.y;
if (!ce(curr, epos)) {
msg("Warning, connectivity problem on this level.");
}
}
/*
* Add a door or possibly a secret door
* also enters the door in the exits array of the room.
*/
door(rm, cp)
struct room *rm;
struct coord *cp;
{
cmov(*cp);
addch(rnd(10) < level - 1 && rnd(100) < 20 ? SECRETDOOR : DOOR);
rm->r_exit[rm->r_nexits++] = *cp;
}
/*
* add_pass:
* add the passages to the current window (wizard command)
*/
add_pass()
{
reg int y, x, ch;
for (y = 1; y < LINES - 3; y++)
for (x = 0; x < COLS; x++)
if ((ch = mvinch(y, x)) == PASSAGE || ch == DOOR ||
ch == SECRETDOOR)
mvwaddch(cw, y, x, ch);
}