Mercurial > hg > early-roguelike
annotate rogue4/passages.c @ 146:5a77931393f4
xrogue: add an exit prompt.
This gives the player a chance to see the high score list when playing
via dgamelaunch.
author | John "Elwin" Edwards |
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date | Wed, 20 May 2015 12:51:16 -0400 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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1 /* |
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2 * Draw the connecting passages |
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3 * |
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4 * @(#)passages.c 4.8 (Berkeley) 1/27/82 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include <curses.h> |
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14 #include "rogue.h" |
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15 |
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16 /* |
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17 * do_passages: |
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18 * Draw all the passages on a level. |
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19 */ |
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20 do_passages() |
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21 { |
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22 register struct rdes *r1, *r2 = NULL; |
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23 register int i, j; |
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24 register int roomcount; |
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25 static struct rdes |
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26 { |
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27 bool conn[MAXROOMS]; /* possible to connect to room i? */ |
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28 bool isconn[MAXROOMS]; /* connection been made to room i? */ |
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29 bool ingraph; /* this room in graph already? */ |
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30 } rdes[MAXROOMS] = { |
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31 { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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32 { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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33 { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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34 { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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35 { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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36 { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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37 { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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38 { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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39 { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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40 }; |
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41 |
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42 /* |
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43 * reinitialize room graph description |
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44 */ |
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45 for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++) |
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46 { |
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47 for (j = 0; j < MAXROOMS; j++) |
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48 r1->isconn[j] = FALSE; |
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49 r1->ingraph = FALSE; |
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50 } |
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51 |
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52 /* |
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53 * starting with one room, connect it to a random adjacent room and |
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54 * then pick a new room to start with. |
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55 */ |
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56 roomcount = 1; |
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57 r1 = &rdes[rnd(MAXROOMS)]; |
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58 r1->ingraph = TRUE; |
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59 do |
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60 { |
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61 /* |
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62 * find a room to connect with |
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63 */ |
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64 j = 0; |
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65 for (i = 0; i < MAXROOMS; i++) |
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66 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0) |
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67 r2 = &rdes[i]; |
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68 /* |
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69 * if no adjacent rooms are outside the graph, pick a new room |
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70 * to look from |
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71 */ |
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72 if (j == 0) |
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73 { |
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74 do |
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75 r1 = &rdes[rnd(MAXROOMS)]; |
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76 until (r1->ingraph); |
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77 } |
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78 /* |
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79 * otherwise, connect new room to the graph, and draw a tunnel |
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80 * to it |
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81 */ |
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82 else |
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83 { |
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84 r2->ingraph = TRUE; |
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85 i = r1 - rdes; |
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86 j = r2 - rdes; |
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87 conn(i, j); |
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88 r1->isconn[j] = TRUE; |
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89 r2->isconn[i] = TRUE; |
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90 roomcount++; |
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91 } |
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92 } while (roomcount < MAXROOMS); |
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93 |
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94 /* |
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95 * attempt to add passages to the graph a random number of times so |
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96 * that there isn't always just one unique passage through it. |
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97 */ |
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98 for (roomcount = rnd(5); roomcount > 0; roomcount--) |
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99 { |
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100 r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */ |
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101 /* |
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102 * find an adjacent room not already connected |
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103 */ |
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104 j = 0; |