Mercurial > hg > early-roguelike
annotate urogue/maze.c @ 281:4a3f4729257c
Merge the urogue and bugfix branches.
author | John "Elwin" Edwards |
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date | Fri, 15 Sep 2017 21:16:28 -0400 |
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1 /* |
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2 maze.c - functions for dealing with armor |
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3 |
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4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom |
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong |
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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 |
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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 <stdlib.h> |
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16 #include "rogue.h" |
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17 |
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18 static char *frontier; |
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19 static char *bits; |
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20 static int urlines; |
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21 static int urcols; |
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22 |
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23 /* |
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24 domaze() |
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25 Draw the maze on this level. |
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26 */ |
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27 |
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28 void |
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29 do_maze(void) |
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30 { |
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31 int i, least; |
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32 struct room *rp; |
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33 struct linked_list *item; |
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34 struct object *obj; |
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35 struct thing *mp; |
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36 int treas; |
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37 coord tp; |
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38 |
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39 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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40 { |
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41 rp->r_nexits = 0; /* no exits */ |
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42 rp->r_flags = ISGONE; /* kill all rooms */ |
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43 rp->r_fires = 0; /* no fires */ |
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44 } |
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45 |
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46 rp = &rooms[0]; /* point to only room */ |
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47 rp->r_flags = ISDARK; /* mazes always dark */ |
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48 rp->r_pos.x = 0; /* room fills whole screen */ |
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49 rp->r_pos.y = 1; |
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50 rp->r_max.x = COLS - 1; |
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51 rp->r_max.y = LINES - 3; |
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52 draw_maze(); /* put maze into window */ |
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53 |
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54 /* add some gold to make it worth looking for */ |
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55 |
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56 item = spec_item(GOLD, 0, 0, 0); |
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57 obj = OBJPTR(item); |
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58 obj->o_count *= (rnd(10) + 5); /* add in one large hunk */ |
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59 |
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60 do |
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61 { |
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62 rnd_pos(rp, &tp); |
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63 } |
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64 while( mvwinch(stdscr, tp.y, tp.x) != FLOOR); |
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65 |
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66 obj->o_pos = tp; |
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67 add_obj(item, tp.y, tp.x); |
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68 |
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69 /* add in some food to make sure he has enough */ |
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70 |
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71 item = spec_item(FOOD, 0, 0, 0); |
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72 obj = OBJPTR(item); |
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73 |
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74 do |
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75 { |
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76 rnd_pos(rp, &tp); |
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77 } |
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78 while( mvwinch(stdscr, tp.y, tp.x) != FLOOR); |
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79 |
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80 obj->o_pos = tp; |
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81 add_obj(item, tp.y, tp.x); |
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82 |
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83 if (rnd(100) < 5) /* 5% for treasure maze level */ |
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84 { |
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85 treas = TRUE; |
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86 least = 20; |
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87 debug("Treasure maze."); |
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88 } |
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89 else /* normal maze level */ |
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90 { |
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91 least = 1; |
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92 treas = FALSE; |
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93 } |
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94 |
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