Mercurial > hg > early-roguelike
annotate arogue7/maze.c @ 164:49af2fd0bb0c
Move some autotools files to where configure can find them.
rogue5 uses config.guess and config.sub to find the canonical system
names. The configure script expects them to be in the same directory
as install-sh. So they have been relocated to the top level.
This is a quick and dirty fix. The eventual plan is to relocate them
to /dev/null.
I also suspect they should be used to set HOST, not TARGET. Rogue is
not a cross-compiler.
author | John "Elwin" Edwards |
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date | Tue, 16 Jun 2015 11:44:49 -0400 |
parents | adfa37e67084 |
children | f9ef86cf22b2 |
rev | line source |
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125
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1 /* |
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2 * maze.c - functions for dealing with mazes |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985, 1986 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 "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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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 "curses.h" |
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16 #include <stdlib.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 struct bordercells { |
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24 char num_pos; /* number of frontier cells next to you */ |
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25 struct cell conn[4]; /* the y,x position of above cell */ |
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26 } border_cells; |
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27 |
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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(5) + 5); /* 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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107 obj->o_pos = tp; |
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108 /* |
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109 * add in some food to make sure he has enough |
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110 */ |
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111 item = spec_item(FOOD, NULL, NULL, NULL); |
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112 obj = OBJPTR(item); |
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113 attach(lvl_obj, item); |
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114 do { |
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115 rnd_pos(rp, &tp); |
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116 } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 5000); |
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117 mvaddch(tp.y, tp.x, FOOD); |
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118 obj->o_pos = tp; |
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119 if (rnd(100) < 40) { /* treasure type maze */ |
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120 treas = TRUE; |
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121 least = 10; |
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122 debug("treasure maze"); |
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123 } |
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124 else { /* normal maze level */ |
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125 least = 5; |
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126 treas = FALSE; |
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127 } |
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128 genmonsters(least, treas); |
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129 } |
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130 |
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131 |
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132 /* |
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133 * draw_maze: |
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134 * Generate and draw the maze on the screen |
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135 */ |
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136 draw_maze() |
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137 { |
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138 reg int i, j, more; |
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139 reg char *ptr; |
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140 |
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141 maze_lines = (lines - 3) / 2; |
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142 maze_cols = (cols - 1) / 2; |
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143 bits = ALLOC((lines - 3) * (cols - 1)); |
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144 frontier = ALLOC(maze_lines * maze_cols); |
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145 ptr = frontier; |
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146 while (ptr < (frontier + (maze_lines * maze_cols))) |
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147 *ptr++ = TRUE; |
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148 for (i = 0; i < lines - 3; i++) { |
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149 for (j = 0; j < cols - 1; j++) { |
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150 if (i % 2 == 1 && j % 2 == 1) |
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151 *moffset(i, j) = FALSE; /* floor */ |
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152 else |
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153 *moffset(i, j) = TRUE; /* wall */ |
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154 } |
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155 } |
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156 for (i = 0; i < maze_lines; i++) { |
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157 for (j = 0; j < maze_cols; j++) { |
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158 do |
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159 more = findcells(i,j); |
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160 while(more != 0); |
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161 } |
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162 } |
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163 crankout(); |
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164 FREE(frontier); |
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165 FREE(bits); |
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166 } |
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167 |
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168 /* |
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169 * findcells: |
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170 * Figure out cells to open up |
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171 */ |
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172 findcells(y,x) |
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173 reg int x, y; |
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174 { |
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175 reg int rtpos, i; |
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176 |
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177 *foffset(y, x) = FALSE; |
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178 border_cells.num_pos = 0; |
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179 if (y < maze_lines - 1) { /* look below */ |
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180 if (*foffset(y + 1, x)) { |
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181 border_cells.conn[border_cells.num_pos].y_pos = y + 1; |
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182 border_cells.conn[border_cells.num_pos].x_pos = x; |
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183 border_cells.num_pos += 1; |
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184 } |
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185 } |
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186 if (y > 0) { /* look above */ |
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187 if (*foffset(y - 1, x)) { |
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188 border_cells.conn[border_cells.num_pos].y_pos = y - 1; |
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189 border_cells.conn[border_cells.num_pos].x_pos = x; |
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190 border_cells.num_pos += 1; |
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191 |
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192 } |
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193 } |
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194 if (x < maze_cols - 1) { /* look right */ |
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195 if (*foffset(y, x + 1)) { |
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196 border_cells.conn[border_cells.num_pos].y_pos = y; |
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197 border_cells.conn[border_cells.num_pos].x_pos = x + 1; |
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198 border_cells.num_pos += 1; |
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199 } |
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200 } |
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201 if (x > 0) { /* look left */ |
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202 if (*foffset(y, x - 1)) { |
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203 border_cells.conn[border_cells.num_pos].y_pos = y; |
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204 border_cells.conn[border_cells.num_pos].x_pos = x - 1; |
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205 border_cells.num_pos += 1; |
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206 |
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207 } |
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208 } |
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209 if (border_cells.num_pos == 0) /* no neighbors available */ |
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210 return 0; |
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211 else { |
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212 i = rnd(border_cells.num_pos); |
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213 rtpos = border_cells.num_pos - 1; |
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214 rmwall(border_cells.conn[i].y_pos, border_cells.conn[i].x_pos, y, x); |
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215 return rtpos; |
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216 } |
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217 } |
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218 |
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219 /* |
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220 * foffset: |
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221 * Calculate memory address for frontier |
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222 */ |
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223 char * |
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224 foffset(y, x) |
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225 int y, x; |
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226 { |
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227 |
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228 return (frontier + (y * maze_cols) + x); |
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229 } |
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230 |
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231 |
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232 /* |
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233 * Maze_view: |
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234 * Returns true if the player can see the specified location within |
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235 * the confines of a maze (within one column or row) |
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236 */ |
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237 |
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238 bool |
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239 maze_view(y, x) |
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240 int y, x; |
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241 { |
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242 register int start, goal, delta, ycheck, xcheck, absy, absx, see_radius; |
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243 register bool row; |
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244 |
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245 /* Get the absolute value of y and x differences */ |
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246 absy = hero.y - y; |
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247 absx = hero.x - x; |
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248 if (absy < 0) absy = -absy; |
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249 if (absx < 0) absx = -absx; |
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250 |
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251 /* If we are standing in a wall, we can see a bit more */ |
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252 switch (winat(hero.y, hero.x)) { |
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253 case '|': |
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254 case '-': |
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255 case WALL: |
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256 case SECRETDOOR: |
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257 case DOOR: |
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258 see_radius = 2; |
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259 otherwise: |
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260 see_radius = 1; |
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261 } |
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262 |
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263 /* Must be within one or two rows or columns */ |
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264 if (absy > see_radius && absx > see_radius) return(FALSE); |
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265 |
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266 if (absx > see_radius) { /* Go along row */ |
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267 start = hero.x; |
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268 goal = x; |
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269 ycheck = hero.y; |
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270 row = TRUE; |
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271 } |
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272 else { /* Go along column */ |
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273 start = hero.y; |
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274 goal = y; |
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275 xcheck = hero.x; |
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276 row = FALSE; |
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277 } |
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278 |
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279 if (start <= goal) delta = 1; |
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280 else delta = -1; |
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281 |
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282 /* Start one past where we are standing */ |
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283 if (start != goal) start += delta; |
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284 |
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285 /* If we are in a wall, we want to look in the area outside the wall */ |
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286 if (see_radius > 1) { |
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287 if (row) { |
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288 /* See if above us it okay first */ |
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289 switch (winat(ycheck, start)) { |
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290 case '|': |
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291 case '-': |
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292 case WALL: |
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293 case DOOR: |
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294 case SECRETDOOR: |
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diff
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295 /* No good, try one up */ |
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296 if (y > hero.y) ycheck++; |
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297 else ycheck--; |
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298 otherwise: |
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299 see_radius = 1; /* Just look straight over the row */ |
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300 } |
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301 } |
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302 else { |
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303 /* See if above us it okay first */ |
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304 switch (winat(start, xcheck)) { |
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305 case '|': |
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306 case '-': |
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307 case WALL: |
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diff
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308 case DOOR: |
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309 case SECRETDOOR: |
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310 /* No good, try one over */ |
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311 if (x > hero.x) xcheck++; |
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312 else xcheck--; |
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313 otherwise: |
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314 see_radius = 1; /* Just look straight up the column */ |
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315 } |
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316 } |
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317 } |
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318 |
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319 /* Check boundary again */ |
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320 if (absy > see_radius && absx > see_radius) return(FALSE); |
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321 |
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322 while (start != goal) { |
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323 if (row) xcheck = start; |
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324 else ycheck = start; |
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325 switch (winat(ycheck, xcheck)) { |
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326 case '|': |
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327 case '-': |
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328 case WALL: |
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329 case DOOR: |
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330 case SECRETDOOR: |
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331 return(FALSE); |
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332 } |
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333 start += delta; |
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334 } |
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335 return(TRUE); |
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|
336 } |
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337 |
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|
338 |
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339 /* |
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340 * moffset: |
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341 * Calculate memory address for bits |
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342 */ |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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343 char * |
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John "Elwin" Edwards
parents:
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344 moffset(y, x) |
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345 int y, x; |
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346 { |
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John "Elwin" Edwards
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|
347 |
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348 return (bits + (y * (cols - 1)) + x); |
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349 } |
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350 |
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John "Elwin" Edwards
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diff
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351 |
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John "Elwin" Edwards
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352 |
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John "Elwin" Edwards
parents:
diff
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|
353 |
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John "Elwin" Edwards
parents:
diff
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354 /* |
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John "Elwin" Edwards
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355 * rmwall: |
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John "Elwin" Edwards
parents:
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356 * Removes appropriate walls from the maze |
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John "Elwin" Edwards
parents:
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|
357 */ |
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John "Elwin" Edwards
parents:
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|
358 rmwall(newy, newx, oldy, oldx) |
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359 int newy, newx, oldy, oldx; |
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John "Elwin" Edwards
parents:
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|
360 { |
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John "Elwin" Edwards
parents:
diff
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|
361 reg int xdif,ydif; |
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John "Elwin" Edwards
parents:
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|
362 |
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John "Elwin" Edwards
parents:
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|
363 xdif = newx - oldx; |
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parents:
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364 ydif = newy - oldy; |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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parents:
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|
365 |
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parents:
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366 *moffset((oldy * 2) + ydif + 1, (oldx * 2) + xdif + 1) = FALSE; |
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John "Elwin" Edwards
parents:
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|
367 findcells(newy, newx); |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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368 } |