Mercurial > hg > early-roguelike
annotate xrogue/outside.c @ 212:12e070d1a780
rogue3: replace alarm() calls with a portable function.
Calls to alarm() in main.c are replaced with md_start_checkout_timer(),
so the #ifdefs around nonportable code can be confined to mdport.c.
author | John "Elwin" Edwards |
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date | Fri, 22 Jan 2016 19:19:48 -0500 |
parents | e6179860cb76 |
children | f54901b9c39b |
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 extern char rnd_terrain(), get_terrain(); |
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19 |
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20 /* |
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21 * init_terrain: |
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22 * Get the single "outside room" set up correctly |
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23 */ |
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24 |
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25 void |
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26 init_terrain() |
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27 { |
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28 register struct room *rp; |
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29 |
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30 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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31 rp->r_flags = ISGONE; /* kill all rooms */ |
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32 rp->r_fires = NULL; /* no fires */ |
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33 } |
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34 rp = &rooms[0]; /* point to only room */ |
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35 rp->r_flags = ISDARK; /* outside is always dark */ |
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36 rp->r_pos.x = 0; /* room fills whole screen */ |
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37 rp->r_pos.y = 1; |
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38 rp->r_max.x = cols; |
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39 rp->r_max.y = lines - 3; |
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40 } |
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41 |
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42 void |
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43 do_terrain(basey, basex, deltay, deltax, fresh) |
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44 int basey, basex, deltay, deltax; |
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45 bool fresh; |
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46 { |
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47 register int cury, curx; /* Current y and x positions */ |
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48 |
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49 /* Lay out the boundary */ |
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50 for (cury=1; cury<lines-2; cury++) { /* Vertical "walls" */ |
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51 mvaddch(cury, 0, VERTWALL); |
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52 mvaddch(cury, cols-1, VERTWALL); |
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53 } |
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54 for (curx=0; curx<cols; curx++) { /* Horizontal "walls" */ |
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55 mvaddch(1, curx, HORZWALL); |
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56 mvaddch(lines-3, curx, HORZWALL); |
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57 } |
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58 |
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59 /* If we are not continuing, let's start out with a line of terrain */ |
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60 if (fresh) { |
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61 char ch; /* Next char to add */ |
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62 |
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63 /* Move to the starting point (should be (1, 0)) */ |
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64 move(basey, basex); |
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65 curx = basex; |
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66 |
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67 /* Start with some random terrain */ |
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68 if (basex == 0) { |
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69 ch = rnd_terrain(); |
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70 addch(ch); |
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71 } |
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72 else ch = mvinch(basey, basex); |
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73 |
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74 curx += deltax; |
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75 |
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76 /* Fill in the rest of the line */ |
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77 while (curx > 0 && curx < cols-1) { |
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78 /* Put in the next piece */ |
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79 ch = get_terrain(ch, '\0', '\0', '\0'); |
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80 mvaddch(basey, curx, ch); |
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81 curx += deltax; |
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82 } |
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83 |
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84 basey++; /* Advance to next line */ |
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85 } |
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86 |
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87 /* Fill in the rest of the lines */ |
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88 cury = basey; |
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89 while (cury > 1 && cury < lines - 3) { |
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90 curx = basex; |
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91 while (curx > 0 && curx < cols-1) { |
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92 register char left, top_left, top, top_right; |
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