annotate arogue5/outside.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
date Fri, 29 May 2015 17:34:04 -0400
parents 0ed67132cf10
children 56e748983fa8
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63
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1 /*
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2 * functions for dealing with the "outside" level
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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 * See the file LICENSE.TXT for full copyright and licensing information.
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9 */
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10
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11 #include "curses.h"
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12 #include "rogue.h"
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13
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14 extern char rnd_terrain(), get_terrain();
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15
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16 /*
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17 * init_terrain:
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18 * Get the single "outside room" set up correctly
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19 */
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20
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21 void
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22 init_terrain()
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23 {
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24 register struct room *rp;
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25
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26 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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27 rp->r_flags = ISGONE; /* kill all rooms */
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28 rp->r_fires = NULL; /* no fires */
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29 }
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30 rp = &rooms[0]; /* point to only room */
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31 rp->r_flags = ISDARK; /* outside is always dark */
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32 rp->r_pos.x = 0; /* room fills whole screen */
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33 rp->r_pos.y = 1;
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34 rp->r_max.x = COLS;
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35 rp->r_max.y = LINES - 3;
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36 }
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37
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38
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39
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40 void
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41 do_terrain(basey, basex, deltay, deltax, fresh)
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42 int basey, basex, deltay, deltax;
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43 bool fresh;
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44 {
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45 register cury, curx; /* Current y and x positions */
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46
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47 /* Lay out the boundary */
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48 for (cury=1; cury<LINES-2; cury++) { /* Vertical "walls" */
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49 mvaddch(cury, 0, '|');
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50 mvaddch(cury, COLS-1, '|');
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51 }
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52 for (curx=0; curx<COLS; curx++) { /* Horizontal "walls" */
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53 mvaddch(1, curx, '-');
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54 mvaddch(LINES-3, curx, '-');
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55 }
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56
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57 /* If we are not continuing, let's start out with a line of terrain */
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58 if (fresh) {
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59 char ch; /* Next char to add */
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60
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61 /* Move to the starting point (should be (1, 0)) */
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62 move(basey, basex);
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63 curx = basex;
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64
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65 /* Start with some random terrain */
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66 if (basex == 0) {
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67 ch = rnd_terrain();
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68 addch(ch);
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69 }
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70 else ch = CCHAR( mvinch(basey, basex) );
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71
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72 curx += deltax;
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73
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74 /* Fill in the rest of the line */
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75 while (curx > 0 && curx < COLS-1) {
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76 /* Put in the next piece */
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77 ch = get_terrain(ch, '\0', '\0', '\0');
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78 mvaddch(basey, curx, ch);
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79 curx += deltax;
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80 }
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81
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82 basey++; /* Advance to next line */
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83 }
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84
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85 /* Fill in the rest of the lines */
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86 cury = basey;
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87 while (cury > 1 && cury < LINES - 3) {
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88 curx = basex;
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89 while (curx > 0 && curx < COLS-1) {
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90 register char left, top_left, top, top_right;
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91 register int left_pos, top_pos;
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92
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93 /* Get the surrounding terrain */
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94 left_pos = curx - deltax;
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95 top_pos = cury - deltay;
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96
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97 left = CCHAR( mvinch(cury, left_pos) );
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98 top_left = CCHAR( mvinch(top_pos, left_pos) );
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99 top = CCHAR( mvinch(top_pos, curx) );
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100 top_right = CCHAR( mvinch(top_pos, curx + deltax) );
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101
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102 /* Put the piece of terrain on the map */
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103 mvaddch(cury, curx, get_terrain(left, top_left, top, top_right));
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104