Mercurial > hg > early-roguelike
annotate arogue7/outside.c @ 246:61283e71037c
Rogue V5: don't limit the high score list to 1 on Windows.
The Visual Studio project file failed to define ALLSCORES, causing the
score file to be limited to one entry per UID. Since the UID is always
set to 42 on Windows, only one entry could ever appear in the list.
author | John "Elwin" Edwards |
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date | Sun, 15 May 2016 19:04:46 -0400 |
parents | f9ef86cf22b2 |
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1 /* |
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2 * outside.c - functions for dealing with the "outside" level |
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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 #include "curses.h" |
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16 #include "rogue.h" |
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17 |
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18 char rnd_terrain(void); |
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19 char get_terrain(char one, char two, char three, char four); |
125
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20 |
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21 /* |
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22 * init_terrain: |
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23 * Get the single "outside room" set up correctly |
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24 */ |
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25 |
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26 void |
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27 init_terrain(void) |
125
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28 { |
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29 register struct room *rp; |
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30 |
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31 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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32 rp->r_flags = ISGONE; /* kill all rooms */ |
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33 rp->r_fires = NULL; /* no fires */ |
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34 } |
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35 rp = &rooms[0]; /* point to only room */ |
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36 rp->r_flags = ISDARK; /* outside is always dark */ |
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37 rp->r_pos.x = 0; /* room fills whole screen */ |
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38 rp->r_pos.y = 1; |
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39 rp->r_max.x = cols; |
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40 rp->r_max.y = lines - 3; |
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41 } |
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42 |
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43 |
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44 |
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45 void |
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46 do_terrain(int basey, int basex, int deltay, int deltax, bool fresh) |
125
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47 { |
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48 register int cury, curx; /* Current y and x positions */ |
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49 |
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50 /* Lay out the boundary */ |
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51 for (cury=1; cury<lines-2; cury++) { /* Vertical "walls" */ |
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52 mvaddch(cury, 0, '|'); |
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53 mvaddch(cury, cols-1, '|'); |
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54 } |
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55 for (curx=0; curx<cols; curx++) { /* Horizontal "walls" */ |
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56 mvaddch(1, curx, '-'); |
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57 mvaddch(lines-3, curx, '-'); |
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58 } |
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59 |
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60 /* If we are not continuing, let's start out with a line of terrain */ |
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61 if (fresh) { |
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62 char ch; /* Next char to add */ |
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63 |
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64 /* Move to the starting point (should be (1, 0)) */ |
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65 move(basey, basex); |
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66 curx = basex; |
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67 |
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68 /* Start with some random terrain */ |
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69 if (basex == 0) { |
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70 ch = rnd_terrain(); |
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71 addch(ch); |
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72 } |
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73 else ch = CCHAR( mvinch(basey, basex) ); |
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74 |
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75 curx += deltax; |
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76 |
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77 /* Fill in the rest of the line */ |
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78 while (curx > 0 && curx < cols-1) { |
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79 /* Put in the next piece */ |
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80 ch = get_terrain(ch, '\0', '\0', '\0'); |
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81 mvaddch(basey, curx, ch); |
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82 curx += deltax; |
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83 } |
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84 |
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85 basey++; /* Advance to next line */ |
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86 } |
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87 |
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88 /* Fill in the rest of the lines */ |
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89 cury = basey; |
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90 while (cury > 1 && cury < lines - 3) { |