Mercurial > hg > early-roguelike
annotate arogue7/rooms.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 |
---|---|
date | Tue, 16 Jun 2015 11:44:49 -0400 |
parents | b786053d2f37 |
children | f9ef86cf22b2 |
rev | line source |
---|---|
125
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1 /* |
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2 * rooms.c - Draw the nine rooms on the screen |
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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 /* |
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16 * Draw the nine rooms on the screen |
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17 * |
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18 */ |
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19 |
126 | 20 #include <stdlib.h> |
125
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21 #include "curses.h" |
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22 #include "rogue.h" |
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23 |
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24 do_rooms() |
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25 { |
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26 register int i; |
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27 register struct room *rp; |
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28 register struct linked_list *item; |
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29 register struct thing *tp; |
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30 int left_out; |
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31 int num_monsters; |
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32 int which_monster; |
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33 int j; |
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34 coord top; |
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35 coord bsze; |
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36 coord mp; |
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37 coord *np; |
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38 |
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39 /* |
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40 * bsze is the maximum room size |
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41 */ |
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42 bsze.x = cols/3; |
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43 bsze.y = (lines-2)/3; |
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44 /* |
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45 * Clear things for a new level |
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46 */ |
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47 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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48 rp->r_flags = 0; |
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49 rp->r_fires = NULL; |
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50 } |
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51 /* |
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52 * Put the gone rooms, if any, on the level |
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53 */ |
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54 left_out = rnd(4); |
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55 for (i = 0; i < left_out; i++) |
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56 rooms[rnd_room()].r_flags |= ISGONE; |
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57 /* |
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58 * dig and populate all the rooms on the level |
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59 */ |
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60 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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61 { |
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62 bool has_gold=FALSE; |
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63 |
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64 /* |
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65 * Find upper left corner of box that this room goes in |
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66 */ |
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67 top.x = (i%3)*bsze.x; |
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68 top.y = i/3*bsze.y + 1; |
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69 if (rp->r_flags & ISGONE) |
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70 { |
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71 /* |
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72 * Place a gone room. Make certain that there is a blank line |
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73 * for passage drawing. |
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74 */ |
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75 do |
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76 { |
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77 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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78 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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79 rp->r_max.x = -cols; |
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80 rp->r_max.x = -lines; |
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81 } until(rp->r_pos.y > 0 && rp->r_pos.y < lines-2); |
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82 continue; |
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83 } |
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84 if (rnd(10) < level-1) |
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85 rp->r_flags |= ISDARK; |
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86 /* |
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87 * Find a place and size for a random room |
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88 */ |
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89 do |
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90 { |
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91 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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92 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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93 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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94 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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95 } until (rp->r_pos.y != 0); |
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96 |
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97 /* Draw the room */ |
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98 draw_room(rp); |
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99 |
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100 /* |
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101 * Put the gold in |
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102 */ |
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103 if (rnd(100) < 50 && level >= cur_max) |
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104 { |
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105 register struct linked_list *item; |
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106 register struct object *cur; |
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107 coord tp; |
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108 |
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109 has_gold = TRUE; /* This room has gold in it */ |
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110 |
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111 item = spec_item(GOLD, NULL, NULL, NULL); |
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112 cur = OBJPTR(item); |
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113 |
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114 /* Put the gold into the level list of items */ |
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115 attach(lvl_obj, item); |
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116 |
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117 /* Put it somewhere */ |
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118 rnd_pos(rp, &tp); |
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119 mvaddch(tp.y, tp.x, GOLD); |
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120 cur->o_pos = tp; |
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121 if (roomin(&tp) != rp) { |
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122 endwin(); |
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123 abort(); |
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124 } |
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125 } |
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126 |
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127 /* |
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128 * Put the monster in |
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129 */ |
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130 if (rnd(100) < (has_gold ? 80 : 25) + vlevel/2) |
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131 { |
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132 do |
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133 { |
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134 rnd_pos(rp, &mp); |
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135 } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR); |
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136 which_monster = randmonster(FALSE, FALSE); |
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137 num_monsters = 1; |
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138 /* |
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139 * see if we should make a whole bunch |
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140 */ |
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141 for (j=0; j<MAXFLAGS; j++) { |
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142 if (monsters[which_monster].m_flags[j] == AREMANY) |
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143 num_monsters = roll(3,3); |
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144 } |
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145 for (j=0; j<num_monsters; j++) { |
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146 if ((np = fallpos(&mp, FALSE, 2)) != NULL && |
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147 mvwinch(stdscr, np->y, np->x) == FLOOR) { |
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148 item = new_item(sizeof *tp); |
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149 tp = THINGPTR(item); |
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150 new_monster(item, which_monster, np, FALSE); |
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151 /* |
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152 * See if we want to give it a treasure to |
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153 * carry around. |
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154 */ |
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155 carry_obj(tp, monsters[tp->t_index].m_carry); |
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156 tp->t_no_move = movement(tp); |
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157 |
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158 /* |
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159 * If it has a fire, mark it |
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160 */ |
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161 if (on(*tp, HASFIRE)) { |
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162 register struct linked_list *fire_item; |
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163 |
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164 fire_item = creat_item(); |
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165 ldata(fire_item) = (char *) tp; |
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166 attach(rp->r_fires, fire_item); |
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167 rp->r_flags |= HASFIRE; |
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168 } |
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169 } |
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170 } |
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171 } |
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172 } |
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173 } |
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174 |
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175 /* |
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176 * Given a room pointer and a pointer to a door, supposedly in that room, |
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177 * return the coordinates of the entrance to the doorway. |
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178 */ |
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179 |
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180 coord * |
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181 doorway(rp, door) |
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182 register struct room *rp; |
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183 register coord *door; |
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184 { |
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185 register int misses = 0; |
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186 static coord answer; |
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187 |
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188 /* Do we have decent parameters? */ |
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189 if (rp == NULL || door == NULL) return(NULL); |
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190 |
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191 /* Initialize the answer to be the door, then calculate the offset */ |
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192 answer = *door; |
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193 |
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194 /* Calculate the x-offset */ |
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195 if (door->x == rp->r_pos.x) answer.x++; |
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196 else if (door->x == rp->r_pos.x + rp->r_max.x - 1) answer.x--; |
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197 else misses++; |
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198 |
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199 /* Calculate the y-offset */ |
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200 if (door->y == rp->r_pos.y) answer.y++; |
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201 else if (door->y == rp->r_pos.y + rp->r_max.y - 1) answer.y--; |
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202 else misses++; |
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203 |
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204 if (misses <= 1) return(&answer); |
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205 else return(NULL); |
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206 } |
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207 |
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208 /* |
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209 * Draw a box around a room |
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210 */ |
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211 |
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212 draw_room(rp) |
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213 register struct room *rp; |
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214 { |
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215 register int j, k; |
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216 |
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217 move(rp->r_pos.y, rp->r_pos.x+1); |
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218 vert(rp->r_max.y-2); /* Draw left side */ |
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219 move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x); |
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220 horiz(rp->r_max.x); /* Draw bottom */ |
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221 move(rp->r_pos.y, rp->r_pos.x); |
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222 horiz(rp->r_max.x); /* Draw top */ |
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223 vert(rp->r_max.y-2); /* Draw right side */ |
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224 /* |
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225 * Put the floor down |
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226 */ |
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227 for (j = 1; j < rp->r_max.y-1; j++) |
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228 { |
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229 move(rp->r_pos.y + j, rp->r_pos.x+1); |
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230 for (k = 1; k < rp->r_max.x-1; k++) |
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231 addch(FLOOR); |
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232 } |
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233 } |
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234 |
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235 /* |
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236 * horiz: |
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237 * draw a horizontal line |
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238 */ |
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239 |
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240 horiz(cnt) |
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241 register int cnt; |
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242 { |
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243 while (cnt--) |
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244 addch('-'); |
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245 } |
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246 |
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247 /* |
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248 * rnd_pos: |
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249 * pick a random spot in a room |
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250 */ |
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251 |
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252 rnd_pos(rp, cp) |
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253 register struct room *rp; |
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254 register coord *cp; |
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255 { |
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256 cp->x = rp->r_pos.x + rnd(rp->r_max.x-2) + 1; |
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257 cp->y = rp->r_pos.y + rnd(rp->r_max.y-2) + 1; |
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258 } |
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259 |
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260 |
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261 |
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262 /* |
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263 * roomin: |
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264 * Find what room some coordinates are in. NULL means they aren't |
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265 * in any room. |
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266 */ |
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267 |
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268 struct room * |
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269 roomin(cp) |
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270 register coord *cp; |
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271 { |
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272 register struct room *rp; |
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273 |
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274 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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275 if (inroom(rp, cp)) |
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276 return rp; |
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277 return NULL; |
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278 } |
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279 |
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280 /* |
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281 * vert: |
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282 * draw a vertical line |
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283 */ |
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284 |
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285 vert(cnt) |
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286 register int cnt; |
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287 { |
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288 register int x, y; |
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289 |
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290 getyx(stdscr, y, x); |
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291 x--; |
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292 while (cnt--) { |
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293 move(++y, x); |
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294 addch('|'); |
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295 } |
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296 } |