annotate xrogue/maze.c @ 218:56e748983fa8

Advanced Rogue 5: convert to ANSI function declarations. This still leaves over a thousand lines of warning messages, mostly related to the return types of daemons and fuses.
author John "Elwin" Edwards
date Sun, 07 Feb 2016 14:39:21 -0500
parents e6179860cb76
children f54901b9c39b
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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 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 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 <curses.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 b_cellscells {
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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 } b_cells;
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27
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28 static char *maze_frontier, *maze_bits;
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29 static int maze_lines, maze_cols;
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30 static char *moffset(), *foffset();
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31 static int rmwall(),findcells(),crankout(),draw_maze();
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32
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33 /*
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34 * crankout:
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35 * Does actual drawing of maze to window
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36 */
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37
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38 static
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39 crankout()
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40 {
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41 reg int x, y;
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42
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43 for (y = 0; y < lines - 3; y++) {
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44 move(y + 1, 0);
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45 for (x = 0; x < cols - 1; x++) {
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46 if (*moffset(y, x)) { /* here is a wall */
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47 if(y==0 || y==lines-4) /* top or bottom line */
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48 addch(HORZWALL);
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49 else if(x==0 || x==cols-2) /* left | right side */
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50 addch(VERTWALL);
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51 else if (y % 2 == 0 && x % 2 == 0) {
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52 if(*moffset(y, x-1) || *moffset(y, x+1))
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53 addch(HORZWALL);
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54 else
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55 addch(VERTWALL);
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56 }
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57 else if (y % 2 == 0)
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58 addch(HORZWALL);
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59 else
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60 addch(VERTWALL);
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61 }
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62 else
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63 addch(FLOOR);
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64 }
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65 }
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66 }
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67
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68 /*
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69 * domaze:
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70 * Draw the maze on this level.
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71 */
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72
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73 do_maze()
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74 {
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75 reg int least;
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76 reg struct room *rp;
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77 reg struct linked_list *item;
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78 reg struct object *obj;
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79 int cnt;
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80 bool treas;
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81 coord tp;
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82
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83 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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84 rp->r_flags = ISGONE; /* kill all rooms */
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85 rp->r_fires = NULL; /* no fires */
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86 }
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87 rp = &rooms[0]; /* point to only room */
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88 rp->r_flags = ISDARK; /* mazes always dark */
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89 rp->r_pos.x = 0; /* room fills whole screen */
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90 rp->r_pos.y = 1;
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91 rp->r_max.x = cols - 1;
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92 rp->r_max.y = lines - 3;
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93 draw_maze(); /* put maze into window */
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