Annotation of researchv10no/games/rogue/passages.c, revision 1.1

1.1     ! root        1: /*
        !             2:  * Draw the connecting passages
        !             3:  *
        !             4:  * @(#)passages.c      3.4 (Berkeley) 6/15/81
        !             5:  */
        !             6: 
        !             7: #include <curses.h>
        !             8: #include "rogue.h"
        !             9: 
        !            10: /*
        !            11:  * do_passages:
        !            12:  *     Draw all the passages on a level.
        !            13:  */
        !            14: 
        !            15: do_passages()
        !            16: {
        !            17:     register struct rdes *r1, *r2;
        !            18:     register int i, j;
        !            19:     register int roomcount;
        !            20:     static struct rdes
        !            21:     {
        !            22:        bool    conn[MAXROOMS];         /* possible to connect to room i? */
        !            23:        bool    isconn[MAXROOMS];       /* connection been made to room i? */
        !            24:        bool    ingraph;                /* this room in graph already? */
        !            25:     } rdes[MAXROOMS] = {
        !            26:        { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
        !            27:        { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
        !            28:        { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
        !            29:        { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
        !            30:        { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
        !            31:        { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
        !            32:        { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
        !            33:        { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
        !            34:        { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
        !            35:     };
        !            36: 
        !            37:     /*
        !            38:      * reinitialize room graph description
        !            39:      */
        !            40:     for (r1 = rdes; r1 < &rdes[MAXROOMS]; r1++)
        !            41:     {
        !            42:        for (j = 0; j < MAXROOMS; j++)
        !            43:            r1->isconn[j] = FALSE;
        !            44:        r1->ingraph = FALSE;
        !            45:     }
        !            46: 
        !            47:     /*
        !            48:      * starting with one room, connect it to a random adjacent room and
        !            49:      * then pick a new room to start with.
        !            50:      */
        !            51:     roomcount = 1;
        !            52:     r1 = &rdes[rnd(MAXROOMS)];
        !            53:     r1->ingraph = TRUE;
        !            54:     do
        !            55:     {
        !            56:        /*
        !            57:         * find a room to connect with
        !            58:         */
        !            59:        j = 0;
        !            60:        for (i = 0; i < MAXROOMS; i++)
        !            61:            if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
        !            62:                r2 = &rdes[i];
        !            63:        /*
        !            64:         * if no adjacent rooms are outside the graph, pick a new room
        !            65:         * to look from
        !            66:         */
        !            67:        if (j == 0)
        !            68:        {
        !            69:            do
        !            70:                r1 = &rdes[rnd(MAXROOMS)];
        !            71:            until (r1->ingraph);
        !            72:        }
        !            73:        /*
        !            74:         * otherwise, connect new room to the graph, and draw a tunnel
        !            75:         * to it
        !            76:         */
        !            77:        else
        !            78:        {
        !            79:            r2->ingraph = TRUE;
        !            80:            i = r1 - rdes;
        !            81:            j = r2 - rdes;
        !            82:            conn(i, j);
        !            83:            r1->isconn[j] = TRUE;
        !            84:            r2->isconn[i] = TRUE;
        !            85:            roomcount++;
        !            86:        }
        !            87:     } while (roomcount < MAXROOMS);
        !            88: 
        !            89:     /*
        !            90:      * attempt to add passages to the graph a random number of times so
        !            91:      * that there isn't just one unique passage through it.
        !            92:      */
        !            93:     for (roomcount = rnd(5); roomcount > 0; roomcount--)
        !            94:     {
        !            95:        r1 = &rdes[rnd(MAXROOMS)];      /* a random room to look from */
        !            96:        /*
        !            97:         * find an adjacent room not already connected
        !            98:         */
        !            99:        j = 0;
        !           100:        for (i = 0; i < MAXROOMS; i++)
        !           101:            if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0)
        !           102:                r2 = &rdes[i];
        !           103:        /*
        !           104:         * if there is one, connect it and look for the next added
        !           105:         * passage
        !           106:         */
        !           107:        if (j != 0)
        !           108:        {
        !           109:            i = r1 - rdes;
        !           110:            j = r2 - rdes;
        !           111:            conn(i, j);
        !           112:            r1->isconn[j] = TRUE;
        !           113:            r2->isconn[i] = TRUE;
        !           114:        }
        !           115:     }
        !           116: }
        !           117: 
        !           118: /*
        !           119:  * conn:
        !           120:  *     Draw a corridor from a room in a certain direction.
        !           121:  */
        !           122: 
        !           123: conn(r1, r2)
        !           124: int r1, r2;
        !           125: {
        !           126:     register struct room *rpf, *rpt;
        !           127:     register char rmt;
        !           128:     register int distance, turn_spot, turn_distance;
        !           129:     register int rm;
        !           130:     register char direc;
        !           131:     coord delta, curr, turn_delta, spos, epos;
        !           132: 
        !           133:     if (r1 < r2)
        !           134:     {
        !           135:        rm = r1;
        !           136:        if (r1 + 1 == r2)
        !           137:            direc = 'r';
        !           138:        else
        !           139:            direc = 'd';
        !           140:     }
        !           141:     else
        !           142:     {
        !           143:        rm = r2;
        !           144:        if (r2 + 1 == r1)
        !           145:            direc = 'r';
        !           146:        else
        !           147:            direc = 'd';
        !           148:     }
        !           149:     rpf = &rooms[rm];
        !           150:     /*
        !           151:      * Set up the movement variables, in two cases:
        !           152:      * first drawing one down.
        !           153:      */
        !           154:     if (direc == 'd')
        !           155:     {
        !           156:        rmt = rm + 3;                           /* room # of dest */
        !           157:        rpt = &rooms[rmt];                      /* room pointer of dest */
        !           158:        delta.x = 0;                            /* direction of move */
        !           159:        delta.y = 1;
        !           160:        spos.x = rpf->r_pos.x;                  /* start of move */
        !           161:        spos.y = rpf->r_pos.y;
        !           162:        epos.x = rpt->r_pos.x;                  /* end of move */
        !           163:        epos.y = rpt->r_pos.y;
        !           164:        if (!(rpf->r_flags & ISGONE))           /* if not gone pick door pos */
        !           165:        {
        !           166:            spos.x += rnd(rpf->r_max.x-2)+1;
        !           167:            spos.y += rpf->r_max.y-1;
        !           168:        }
        !           169:        if (!(rpt->r_flags & ISGONE))
        !           170:            epos.x += rnd(rpt->r_max.x-2)+1;
        !           171:        distance = abs(spos.y - epos.y) - 1;    /* distance to move */
        !           172:        turn_delta.y = 0;                       /* direction to turn */
        !           173:        turn_delta.x = (spos.x < epos.x ? 1 : -1);
        !           174:        turn_distance = abs(spos.x - epos.x);   /* how far to turn */
        !           175:        turn_spot = rnd(distance-1) + 1;                /* where turn starts */
        !           176:     }
        !           177:     else if (direc == 'r')                     /* setup for moving right */
        !           178:     {
        !           179:        rmt = rm + 1;
        !           180:        rpt = &rooms[rmt];
        !           181:        delta.x = 1;
        !           182:        delta.y = 0;
        !           183:        spos.x = rpf->r_pos.x;
        !           184:        spos.y = rpf->r_pos.y;
        !           185:        epos.x = rpt->r_pos.x;
        !           186:        epos.y = rpt->r_pos.y;
        !           187:        if (!(rpf->r_flags & ISGONE))
        !           188:        {
        !           189:            spos.x += rpf->r_max.x-1;
        !           190:            spos.y += rnd(rpf->r_max.y-2)+1;
        !           191:        }
        !           192:        if (!(rpt->r_flags & ISGONE))
        !           193:            epos.y += rnd(rpt->r_max.y-2)+1;
        !           194:        distance = abs(spos.x - epos.x) - 1;
        !           195:        turn_delta.y = (spos.y < epos.y ? 1 : -1);
        !           196:        turn_delta.x = 0;
        !           197:        turn_distance = abs(spos.y - epos.y);
        !           198:        turn_spot = rnd(distance-1) + 1;
        !           199:     }
        !           200:     else
        !           201:        debug("error in connection tables");
        !           202:     /*
        !           203:      * Draw in the doors on either side of the passage or just put #'s
        !           204:      * if the rooms are gone.
        !           205:      */
        !           206:     if (!(rpf->r_flags & ISGONE)) door(rpf, &spos);
        !           207:     else
        !           208:     {
        !           209:        cmov(spos);
        !           210:        addch('#');
        !           211:     }
        !           212:     if (!(rpt->r_flags & ISGONE)) door(rpt, &epos);
        !           213:     else
        !           214:     {
        !           215:        cmov(epos);
        !           216:        addch('#');
        !           217:     }
        !           218:     /*
        !           219:      * Get ready to move...
        !           220:      */
        !           221:     curr.x = spos.x;
        !           222:     curr.y = spos.y;
        !           223:     while(distance)
        !           224:     {
        !           225:        /*
        !           226:         * Move to new position
        !           227:         */
        !           228:        curr.x += delta.x;
        !           229:        curr.y += delta.y;
        !           230:        /*
        !           231:         * Check if we are at the turn place, if so do the turn
        !           232:         */
        !           233:        if (distance == turn_spot && turn_distance > 0)
        !           234:            while(turn_distance--)
        !           235:            {
        !           236:                cmov(curr);
        !           237:                addch(PASSAGE);
        !           238:                curr.x += turn_delta.x;
        !           239:                curr.y += turn_delta.y;
        !           240:            }
        !           241:        /*
        !           242:         * Continue digging along
        !           243:         */
        !           244:        cmov(curr);
        !           245:        addch(PASSAGE);
        !           246:        distance--;
        !           247:     }
        !           248:     curr.x += delta.x;
        !           249:     curr.y += delta.y;
        !           250:     if (!ce(curr, epos))
        !           251:        msg("Warning, connectivity problem on this level.");
        !           252: }
        !           253: 
        !           254: /*
        !           255:  * Add a door or possibly a secret door
        !           256:  * also enters the door in the exits array of the room.
        !           257:  */
        !           258: 
        !           259: door(rm, cp)
        !           260: register struct room *rm;
        !           261: register coord *cp;
        !           262: {
        !           263:     cmov(*cp);
        !           264:     addch(rnd(10) < level - 1 && rnd(100) < 20 ? SECRETDOOR : DOOR);
        !           265:     rm->r_exit[rm->r_nexits++] = *cp;
        !           266: }
        !           267: /*
        !           268:  * add_pass:
        !           269:  *     add the passages to the current window (wizard command)
        !           270:  */
        !           271: 
        !           272: add_pass()
        !           273: {
        !           274:     register int y, x, ch;
        !           275: 
        !           276:     for (y = 1; y < LINES - 2; y++)
        !           277:        for (x = 0; x < COLS; x++)
        !           278:            if ((ch=mvinch(y, x)) == PASSAGE || ch == DOOR || ch == SECRETDOOR)
        !           279:                mvwaddch(cw, y, x, ch);
        !           280: }

unix.superglobalmegacorp.com

This archive runs on limited infrastructure. Preserving old code on modern bandwidth. Automated agents are requested to crawl responsibly.