Mercurial > hg > early-roguelike
annotate arogue5/maze.c @ 155:1af259ac4ed2
arogue7, xrogue: fix save/restore of alchemy jugs.
state.c now saves the fuse that refills alchemy jugs, using the method
of numbering objects previously applied to Advanced Rogue 5. Alchemy
jugs that are empty when the game is saved will continue to function
after it is restored.
Savefile compatibility should not be affected.
author | John "Elwin" Edwards |
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date | Fri, 29 May 2015 17:34:04 -0400 |
parents | 0ed67132cf10 |
children | 56e748983fa8 |
rev | line source |
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63
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1 /* |
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2 * maze |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * Based on "Super-Rogue" |
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9 * Copyright (C) 1984 Robert D. Kindelberger |
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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 <stdlib.h> |
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16 #include "curses.h" |
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17 #include "rogue.h" |
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18 |
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19 struct cell { |
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20 char y_pos; |
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21 char x_pos; |
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22 }; |
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23 |
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24 struct bordercells { |
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25 char num_pos; /* number of frontier cells next to you */ |
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26 struct cell conn[4]; /* the y,x position of above cell */ |
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27 } border_cells; |
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28 |
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29 static char *frontier, |
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30 *bits; |
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31 static int maze_lines, |
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32 maze_cols; |
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33 char *moffset(), |
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34 *foffset(); |
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35 |
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36 |
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37 /* |
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38 * crankout: |
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39 * Does actual drawing of maze to window |
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40 */ |
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41 crankout() |
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42 { |
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43 reg int x, y; |
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44 |
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45 for (y = 0; y < LINES - 3; y++) { |
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46 move(y + 1, 0); |
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47 for (x = 0; x < COLS - 1; x++) { |
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48 if (*moffset(y, x)) { /* here is a wall */ |
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49 if(y==0 || y==LINES-4) /* top or bottom line */ |
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50 addch('-'); |
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51 else if(x==0 || x==COLS-2) /* left | right side */ |
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52 addch('|'); |
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53 else if (y % 2 == 0 && x % 2 == 0) { |
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54 if(*moffset(y, x-1) || *moffset(y, x+1)) |
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55 addch('-'); |
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56 else |
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57 addch('|'); |
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58 } |
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59 else if (y % 2 == 0) |
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60 addch('-'); |
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61 else |
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62 addch('|'); |
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63 } |
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64 else |
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65 addch(FLOOR); |
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66 } |
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67 } |
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68 } |
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69 |
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70 /* |
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71 * domaze: |
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72 * Draw the maze on this level. |
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73 */ |
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74 do_maze() |
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75 { |
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76 reg int least; |
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77 reg struct room *rp; |
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78 reg struct linked_list *item; |
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79 reg struct object *obj; |
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80 int cnt; |
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81 bool treas; |
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82 coord tp; |
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83 |
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84 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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85 rp->r_flags = ISGONE; /* kill all rooms */ |
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86 rp->r_fires = NULL; /* no fires */ |
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87 } |
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88 rp = &rooms[0]; /* point to only room */ |
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89 rp->r_flags = ISDARK; /* mazes always dark */ |
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90 rp->r_pos.x = 0; /* room fills whole screen */ |
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91 rp->r_pos.y = 1; |
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92 rp->r_max.x = COLS - 1; |
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93 rp->r_max.y = LINES - 3; |
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94 draw_maze(); /* put maze into window */ |
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95 /* |
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96 * add some gold to make it worth looking for |
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97 */ |
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98 item = spec_item(GOLD, NULL, NULL, NULL); |
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99 obj = OBJPTR(item); |
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100 obj->o_count *= (rnd(10) + 1); /* add in one large hunk */ |
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101 attach(lvl_obj, item); |
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102 cnt = 0; |
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103 do { |
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104 rnd_pos(rp, &tp); |
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105 } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 5000); |
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106 mvaddch(tp.y, tp.x, GOLD); |
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