annotate xrogue/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
date Fri, 29 May 2015 17:34:04 -0400
parents e6179860cb76
children f54901b9c39b
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1 /*
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2 passages.c - Draw the connecting passages
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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 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <curses.h>
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20 #include "rogue.h"
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21
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22 /*
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23 * do_passages:
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24 * Draw all the passages on a level.
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25 */
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26
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27 do_passages()
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28 {
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29 register struct rdes *r1, *r2 = NULL;
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30 register int i, j;
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31 register int roomcount;
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32 static struct rdes
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33 {
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34 bool conn[MAXROOMS]; /* possible to connect to room i? */
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35 bool isconn[MAXROOMS]; /* connection been made to room i? */
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36 bool ingraph; /* this room in graph already? */
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37 } rdes[MAXROOMS] = {
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38 { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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39 { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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40 { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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41 { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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42 { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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43 { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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44 { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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45 { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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46 { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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47 };
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48
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49 /*
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50 * reinitialize room graph description
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51 */
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52 for (i = 0; i < MAXROOMS; i++)
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53 {
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54 r1 = &rdes[i];
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55 for (j = 0; j < MAXROOMS; j++)
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56 r1->isconn[j] = FALSE;
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57 r1->ingraph = FALSE;
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58 }
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59
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60 /*
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61 * starting with one room, connect it to a random adjacent room and
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62 * then pick a new room to start with.
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63 */
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64 roomcount = 1;
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65 r1 = &rdes[rnd(MAXROOMS)];
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66 r1->ingraph = TRUE;
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67 do
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68 {
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69 /*
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70 * find a room to connect with
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71 */
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72 j = 0;
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73 for (i = 0; i < MAXROOMS; i++)
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74 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
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75 r2 = &rdes[i];
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76 /*
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77 * if no adjacent rooms are outside the graph, pick a new room
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78 * to look from
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79 */
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80 if (j == 0)
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81 {
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82 do
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83 r1 = &rdes[rnd(MAXROOMS)];
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84 until (r1->ingraph);
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85 }
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86 /*
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87 * otherwise, connect new room to the graph, and draw a tunnel
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88 * to it
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89 */
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90 else
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91 {
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