annotate rogue4/passages.c @ 300:0250220d8cdd

Fix an assortment of compiler warnings. A few potential bugs were removed in the process. Much code cleanup remains to be done.
author John "Elwin" Edwards
date Fri, 22 Nov 2019 21:18:27 -0500
parents 1b73a8641b37
children 3900f3cfe07d
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1 /*
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2 * Draw the connecting passages
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3 *
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4 * @(#)passages.c 4.8 (Berkeley) 1/27/82
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include <stdlib.h>
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14 #include <curses.h>
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15 #include "rogue.h"
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16
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17 void conn(int r1, int r2);
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18 void door(struct room *rm, coord *cp);
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19 void passnum(void);
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20 void numpass(int y, int x);
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21
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22 /*
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23 * do_passages:
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24 * Draw all the passages on a level.
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25 */
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26 void
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27 do_passages(void)
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28 {
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29 register struct rdes *r1, *r2 = NULL;
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30 register int i, j;
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31 register int roomcount;
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32 static struct rdes
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33 {
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34 bool conn[MAXROOMS]; /* possible to connect to room i? */
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35 bool isconn[MAXROOMS]; /* connection been made to room i? */
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36 bool ingraph; /* this room in graph already? */
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37 } rdes[MAXROOMS] = {
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38 { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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39 { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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40 { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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41 { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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42 { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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43 { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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44 { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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45 { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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46 { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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47 };
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48
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49 /*
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50 * reinitialize room graph description
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51 */
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52 for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++)
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53 {
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54 for (j = 0; j < MAXROOMS; j++)
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55 r1->isconn[j] = FALSE;
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56 r1->ingraph = FALSE;
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57 }
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58
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59 /*
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60 * starting with one room, connect it to a random adjacent room and
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61 * then pick a new room to start with.
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62 */
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63 roomcount = 1;
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64 r1 = &rdes[rnd(MAXROOMS)];
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65 r1->ingraph = TRUE;
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66 do
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67 {
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68 /*
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69 * find a room to connect with
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70 */
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71 j = 0;
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72 for (i = 0; i < MAXROOMS; i++)
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73 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
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74 r2 = &rdes[i];
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75 /*
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76 * if no adjacent rooms are outside the graph, pick a new room
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77 * to look from
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78 */
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79 if (j == 0)
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80 {
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81 do
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82 r1 = &rdes[rnd(MAXROOMS)];
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83 until (r1->ingraph);
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84 }
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85 /*
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86 * otherwise, connect new room to the graph, and draw a tunnel
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87 * to it
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88 */
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89 else
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90 {
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91 r2->ingraph = TRUE;
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92 i = r1 - rdes;
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93 j = r2 - rdes;
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94 conn(i, j);
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95 r1->isconn[j] = TRUE;
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96 r2->isconn[i] = TRUE;
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97 roomcount++;
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98 }
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99 } while (roomcount < MAXROOMS);
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100
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101 /*
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102 * attempt to add passages to the graph a random number of times so