Mercurial > hg > early-roguelike
annotate xrogue/outside.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 |
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date | Fri, 22 Nov 2019 21:18:27 -0500 |
parents | f54901b9c39b |
children | e52a8a7ad4c5 |
rev | line source |
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133
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1 /* |
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2 outside.c - functions for dealing with the "outside" level |
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3 |
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4 XRogue: Expeditions into the Dungeons of Doom |
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5 Copyright (C) 1991 Robert Pietkivitch |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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10 All rights reserved. |
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11 |
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12 See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 #include <curses.h> |
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16 #include "rogue.h" |
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17 |
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18 char rnd_terrain(void); |
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19 char get_terrain(char one, char two, char three, char four); |
133
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20 |
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21 /* |
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22 * init_terrain: |
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23 * Get the single "outside room" set up correctly |
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24 */ |
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25 |
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26 void |
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27 init_terrain(void) |
133
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28 { |
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29 register struct room *rp; |
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30 |
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31 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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32 rp->r_flags = ISGONE; /* kill all rooms */ |
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33 rp->r_fires = NULL; /* no fires */ |
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34 } |
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35 rp = &rooms[0]; /* point to only room */ |
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36 rp->r_flags = ISDARK; /* outside is always dark */ |
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37 rp->r_pos.x = 0; /* room fills whole screen */ |
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38 rp->r_pos.y = 1; |
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39 rp->r_max.x = cols; |
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40 rp->r_max.y = lines - 3; |
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41 } |
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42 |
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43 void |
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44 do_terrain(int basey, int basex, int deltay, int deltax, bool fresh) |
133
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45 { |
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46 register int cury, curx; /* Current y and x positions */ |
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47 |
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48 /* Lay out the boundary */ |
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49 for (cury=1; cury<lines-2; cury++) { /* Vertical "walls" */ |
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50 mvaddch(cury, 0, VERTWALL); |
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51 mvaddch(cury, cols-1, VERTWALL); |
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52 } |
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53 for (curx=0; curx<cols; curx++) { /* Horizontal "walls" */ |
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54 mvaddch(1, curx, HORZWALL); |
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55 mvaddch(lines-3, curx, HORZWALL); |
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56 } |
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57 |
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58 /* If we are not continuing, let's start out with a line of terrain */ |
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59 if (fresh) { |
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60 char ch; /* Next char to add */ |
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61 |
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62 /* Move to the starting point (should be (1, 0)) */ |
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63 move(basey, basex); |
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64 curx = basex; |
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65 |
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66 /* Start with some random terrain */ |
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67 if (basex == 0) { |
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68 ch = rnd_terrain(); |
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69 addch(ch); |
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70 } |
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71 else ch = mvinch(basey, basex); |
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72 |
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73 curx += deltax; |
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74 |
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75 /* Fill in the rest of the line */ |
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76 while (curx > 0 && curx < cols-1) { |
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77 /* Put in the next piece */ |
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78 ch = get_terrain(ch, '\0', '\0', '\0'); |
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79 mvaddch(basey, curx, ch); |
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80 curx += deltax; |
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81 } |
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82 |
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83 basey++; /* Advance to next line */ |
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84 } |
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85 |
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86 /* Fill in the rest of the lines */ |
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87 cury = basey; |
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88 while (cury > 1 && cury < lines - 3) { |
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89 curx = basex; |
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90 while (curx > 0 && curx < cols-1) { |
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91 register char left, top_left, top, top_right; |
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