Mercurial > hg > early-roguelike
annotate xrogue/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 | ce0cf824c192 |
children | f54901b9c39b |
rev | line source |
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133
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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 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 |
135 | 19 #include <stdlib.h> |
133
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20 #include <curses.h> |
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21 #include "rogue.h" |
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22 |
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23 do_rooms() |
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24 { |
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25 register int i; |
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26 register struct room *rp; |
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27 register struct linked_list *item; |
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28 register struct thing *tp; |
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29 int left_out; |
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30 int num_monsters; |
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31 int which_monster; |
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32 int j; |
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33 coord top; |
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34 coord bsze; |
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35 coord mp; |
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36 coord *np; |
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37 |
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38 /* |
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39 * bsze is the maximum room size |
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40 */ |
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41 bsze.x = cols/3; |
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42 bsze.y = (lines-2)/3; |
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43 /* |
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44 * Clear things for a new level |
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45 */ |
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46 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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47 rp->r_flags = 0; |
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48 _r_free_fire_list(&rp->r_fires); |
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49 } |
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50 /* |
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51 * Put the gone rooms, if any, on the level |
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52 */ |
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53 left_out = rnd(4); |
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54 for (i = 0; i < left_out; i++) |
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55 rooms[rnd_room()].r_flags |= ISGONE; |
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56 /* |
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57 * dig and populate all the rooms on the level |
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58 */ |
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59 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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60 { |
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61 bool has_gold=FALSE; |
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62 |
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63 /* |
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64 * Find upper left corner of box that this room goes in |
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65 */ |
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66 top.x = (i%3)*bsze.x; |
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67 top.y = i/3*bsze.y + 1; |
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68 if (rp->r_flags & ISGONE) |
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69 { |
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70 /* |
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71 * Place a gone room. Make certain that there is a blank line |
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72 * for passage drawing. |
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73 */ |
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74 do |
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75 { |
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76 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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77 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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78 rp->r_max.x = -cols; |
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79 rp->r_max.y = -lines; |
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80 } until(rp->r_pos.y > 0 && rp->r_pos.y < lines-2); |
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81 continue; |
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82 } |
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83 if (rnd(10) < level-1) |
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84 rp->r_flags |= ISDARK; |
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85 /* |
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86 * Find a place and size for a random room |
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87 */ |
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88 do |
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89 { |
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90 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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91 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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92 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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93 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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94 } until (rp->r_pos.y != 0); |
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95 |
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96 /* Draw the room */ |
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97 draw_room(rp); |
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98 |
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99 /* |
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100 * Put the gold in |
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101 */ |
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102 if (rnd(100) < 55 && level >= cur_max) |
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103 { |
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104 register struct linked_list *item; |
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105 register struct object *cur; |
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106 coord tp; |
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107 |
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108 has_gold = TRUE; /* This room has gold in it */ |
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109 |
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110 item = spec_item(GOLD, NULL, NULL, NULL); |
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111 cur = OBJPTR(item); |
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112 |
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113 /* Put the gold into the level list of items */ |
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114 attach(lvl_obj, item); |
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115 |
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116 /* Put it somewhere */ |
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117 rnd_pos(rp, &tp); |
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118 mvaddch(tp.y, tp.x, GOLD); |
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119 cur->o_pos = tp; |
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120 if (roomin(&tp) != rp) { |
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121 endwin(); |
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122 abort(); |
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123 } |
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124 } |
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125 |
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126 /* |
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127 * Put the monster in |
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128 */ |
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129 if (rnd(100) < (has_gold ? 80 : 25) + vlevel/2) |
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130 { |
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131 do |
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132 { |
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133 rnd_pos(rp, &mp); |
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134 } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR); |
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135 which_monster = randmonster(FALSE, FALSE); |
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136 num_monsters = 1; |
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137 /* |
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138 * see if we should make a whole bunch |
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139 */ |
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140 for (j=0; j<MAXFLAGS; j++) { |
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141 if (monsters[which_monster].m_flags[j] == AREMANY) |
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142 num_monsters = roll(7,2); |
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143 } |
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144 for (j=0; j<num_monsters; j++) { |
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145 if ((np = fallpos(&mp, FALSE, 2)) != NULL && |
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146 mvwinch(stdscr, np->y, np->x) == FLOOR) { |
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147 item = new_item(sizeof *tp); |
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148 tp = THINGPTR(item); |
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149 new_monster(item, which_monster, np, FALSE); |
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150 /* |
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151 * See if we want to give it a treasure to |
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152 * carry around. |
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153 */ |
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154 carry_obj(tp, monsters[tp->t_index].m_carry); |
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155 tp->t_no_move = movement(tp); |
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156 |
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157 /* |
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158 * If it has a fire, mark it |
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159 */ |
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160 if (on(*tp, HASFIRE)) { |
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161 register struct linked_list *fire_item; |
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162 |
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163 fire_item = creat_item(); |
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164 ldata(fire_item) = (char *) tp; |
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165 attach(rp->r_fires, fire_item); |
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166 rp->r_flags |= HASFIRE; |
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167 } |
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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 * Given a room pointer and a pointer to a door, supposedly in that room, |
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176 * return the coordinates of the entrance to the doorway. |
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177 */ |
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178 |
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179 coord * |
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180 doorway(rp, door) |
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181 register struct room *rp; |
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182 register coord *door; |
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183 { |
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184 register int misses = 0; |
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185 static coord answer; |
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186 |
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187 /* Do we have decent parameters? */ |
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188 if (rp == NULL || door == NULL) return(NULL); |
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189 |
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190 /* Initialize the answer to be the door, then calculate the offset */ |
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191 answer = *door; |
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192 |
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193 /* Calculate the x-offset */ |
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194 if (door->x == rp->r_pos.x) answer.x++; |
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195 else if (door->x == rp->r_pos.x + rp->r_max.x - 1) answer.x--; |
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196 else misses++; |
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197 |
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198 /* Calculate the y-offset */ |
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199 if (door->y == rp->r_pos.y) answer.y++; |
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200 else if (door->y == rp->r_pos.y + rp->r_max.y - 1) answer.y--; |
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201 else misses++; |
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202 |
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203 if (misses <= 1) return(&answer); |
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204 else return(NULL); |
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205 } |
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206 |
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207 /* |
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208 * Draw a box around a room |
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209 */ |
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210 |
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211 draw_room(rp) |
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212 register struct room *rp; |
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213 { |
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214 register int j, k; |
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215 |
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216 move(rp->r_pos.y, rp->r_pos.x+1); |
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217 vert(rp->r_max.y-2); /* Draw left side */ |
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218 move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x); |
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219 horiz(rp->r_max.x); /* Draw bottom */ |
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220 move(rp->r_pos.y, rp->r_pos.x); |
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221 horiz(rp->r_max.x); /* Draw top */ |
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222 vert(rp->r_max.y-2); /* Draw right side */ |
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223 /* |
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224 * Put the floor down |
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225 */ |
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226 for (j = 1; j < rp->r_max.y-1; j++) |
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227 { |
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228 move(rp->r_pos.y + j, rp->r_pos.x+1); |
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229 for (k = 1; k < rp->r_max.x-1; k++) |
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230 addch(FLOOR); |
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231 } |
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232 } |
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233 |
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234 /* |
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235 * horiz: |
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236 * draw a horizontal line |
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237 */ |
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238 |
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239 horiz(cnt) |
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240 register int cnt; |
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241 { |
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242 while (cnt--) |
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243 addch(HORZWALL); |
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244 } |
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245 |
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246 /* |
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247 * rnd_pos: |
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248 * pick a random spot in a room |
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249 */ |
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250 |
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251 rnd_pos(rp, cp) |
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252 register struct room *rp; |
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253 register coord *cp; |
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254 { |
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255 cp->x = rp->r_pos.x + rnd(rp->r_max.x-2) + 1; |
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256 cp->y = rp->r_pos.y + rnd(rp->r_max.y-2) + 1; |
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257 } |
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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 * roomin: |
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263 * Find what room some coordinates are in. NULL means they aren't |
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264 * in any room. |
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265 */ |
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266 |
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267 struct room * |
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268 roomin(cp) |
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269 register coord *cp; |
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270 { |
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271 register struct room *rp; |
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272 |
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273 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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274 if (inroom(rp, cp)) |
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275 return rp; |
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276 return NULL; |
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277 } |
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278 |
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279 /* |
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280 * vert: |
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281 * draw a vertical line |
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282 */ |
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283 |
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284 vert(cnt) |
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285 register int cnt; |
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286 { |
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287 register int x, y; |
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288 |
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289 getyx(stdscr, y, x); |
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290 x--; |
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291 while (cnt--) { |
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292 move(++y, x); |
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293 addch(VERTWALL); |
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294 } |
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295 } |
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296 |