Mercurial > hg > early-roguelike
annotate srogue/passages.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 | 2128c7dc8a40 |
children | 7f5f5f1ba09c |
rev | line source |
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36
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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 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include "rogue.h" |
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18 #include "rogue.ext" |
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19 |
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20 /* |
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21 * do_passages: |
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22 * Draw all the passages on a level. |
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23 */ |
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24 |
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25 do_passages() |
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26 { |
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27 reg struct rdes *r1, *r2; |
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28 reg int i, j; |
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29 reg int roomcount; |
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30 static struct rdes { |
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31 bool conn[MAXROOMS]; /* possible to connect to room i */ |
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32 bool isconn[MAXROOMS]; /* connection was made to room i */ |
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33 bool ingraph; /* this room in graph already? */ |
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34 } rdes[MAXROOMS] = { |
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35 {{ 0, 1, 0, 1, 0, 0, 0, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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36 {{ 1, 0, 1, 0, 1, 0, 0, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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37 {{ 0, 1, 0, 0, 0, 1, 0, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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38 {{ 1, 0, 0, 0, 1, 0, 1, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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39 {{ 0, 1, 0, 1, 0, 1, 0, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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40 {{ 0, 0, 1, 0, 1, 0, 0, 0, 1 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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41 {{ 0, 0, 0, 1, 0, 0, 0, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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42 {{ 0, 0, 0, 0, 1, 0, 1, 0, 1 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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43 {{ 0, 0, 0, 0, 0, 1, 0, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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44 }; |
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45 |
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46 /* |
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47 * reinitialize room graph description |
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48 */ |
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49 for (r1 = rdes; r1 < &rdes[MAXROOMS]; r1++) { |
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50 for (j = 0; j < MAXROOMS; j++) |
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51 r1->isconn[j] = FALSE; |
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52 r1->ingraph = FALSE; |
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53 } |
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54 |
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55 /* |
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56 * starting with one room, connect it to a random adjacent room and |
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57 * then pick a new room to start with. |
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58 */ |
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59 roomcount = 1; |
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60 r1 = &rdes[rnd(MAXROOMS)]; |
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61 r1->ingraph = TRUE; |
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62 do { |
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63 /* |
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64 * find a room to connect with |
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65 */ |
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66 j = 0; |
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67 for (i = 0; i < MAXROOMS; i++) |
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68 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0) |
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69 r2 = &rdes[i]; |
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70 /* |
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71 * if no adjacent rooms are outside the graph, pick a new room |
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72 * to look from |
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73 */ |
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74 if (j == 0) { |
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75 do { |
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76 r1 = &rdes[rnd(MAXROOMS)]; |
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77 } until (r1->ingraph); |
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78 } |
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79 /* |
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80 * otherwise, connect new room to the graph, and draw a tunnel |
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81 * to it |
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82 */ |
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83 else { |
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84 r2->ingraph = TRUE; |
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85 i = r1 - rdes; |
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86 j = r2 - rdes; |
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87 conn(i, j); |
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88 r1->isconn[j] = TRUE; |
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89 r2->isconn[i] = TRUE; |
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90 roomcount++; |
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91 } |
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92 } while (roomcount < MAXROOMS); |
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93 |
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94 /* |
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95 * attempt to add passages to the graph a random number of times so |
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96 * that there isn't just one unique passage through it. |
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97 */ |
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98 for (roomcount = rnd(5); roomcount > 0; roomcount--) { |
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99 r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */ |
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100 /* |
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101 * find an adjacent room not already connected |
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102 */ |
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103 j = 0; |
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104 for (i = 0; i < MAXROOMS; i++) |