annotate rogue4/passages.c @ 43:24e6beb9e7aa

Make sure the score list appears in all situations.
author elwin
date Tue, 07 Dec 2010 16:46:07 +0000
parents 9535a08ddc39
children 1b73a8641b37
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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 4.8 (Berkeley) 1/27/82
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include <curses.h>
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14 #include "rogue.h"
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15
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16 /*
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17 * do_passages:
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18 * Draw all the passages on a level.
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19 */
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20 do_passages()
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21 {
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22 register struct rdes *r1, *r2 = NULL;
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23 register int i, j;
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24 register int roomcount;
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25 static struct rdes
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26 {
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27 bool conn[MAXROOMS]; /* possible to connect to room i? */
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28 bool isconn[MAXROOMS]; /* connection been made to room i? */
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29 bool ingraph; /* this room in graph already? */
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30 } rdes[MAXROOMS] = {
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31 { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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32 { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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33 { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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34 { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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35 { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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36 { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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37 { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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38 { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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39 { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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40 };
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41
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42 /*
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43 * reinitialize room graph description
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44 */
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45 for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++)
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46 {
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47 for (j = 0; j < MAXROOMS; j++)
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48 r1->isconn[j] = FALSE;
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49 r1->ingraph = FALSE;
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50 }
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51
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52 /*
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53 * starting with one room, connect it to a random adjacent room and
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54 * then pick a new room to start with.
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55 */
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56 roomcount = 1;
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57 r1 = &rdes[rnd(MAXROOMS)];
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58 r1->ingraph = TRUE;
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59 do
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60 {
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61 /*
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62 * find a room to connect with
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63 */
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64 j = 0;
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65 for (i = 0; i < MAXROOMS; i++)
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66 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
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67 r2 = &rdes[i];
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68 /*
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69 * if no adjacent rooms are outside the graph, pick a new room
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70 * to look from
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71 */
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72 if (j == 0)
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73 {
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74 do
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75 r1 = &rdes[rnd(MAXROOMS)];
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76 until (r1->ingraph);
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77 }
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78 /*
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79 * otherwise, connect new room to the graph, and draw a tunnel
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80 * to it
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81 */
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82 else
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83 {
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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 always 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 {
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100 r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */
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101 /*
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102 * find an adjacent room not already connected
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103 */
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104 j = 0;
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