annotate rogue5/passages.c @ 122:65f3da34578a

rogue4, arogue5: improve portability. Most changes merely prevent including header files that don't exist. All games now build and run on MinGW, though bugs remain.
author John "Elwin" Edwards
date Wed, 07 May 2014 14:08:38 -0700
parents f502bf60e6e4
children
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33
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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 4.22 (Berkeley) 02/05/99
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980-1983, 1985, 1999 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 <stdlib.h>
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14 #include <curses.h>
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15 #include "rogue.h"
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16
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17 /*
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18 * do_passages:
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19 * Draw all the passages on a level.
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20 */
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21
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22 void
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23 do_passages(void)
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24 {
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25 struct rdes *r1, *r2 = NULL;
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26 int i, j;
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27 int roomcount;
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28 struct rdes
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29 {
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30 int conn[MAXROOMS]; /* possible to connect to room i? */
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31 int isconn[MAXROOMS]; /* connection been made to room i? */
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32 int ingraph; /* this room in graph already? */
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33 } rdes[MAXROOMS] = {
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34 { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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35 { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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36 { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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37 { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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38 { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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39 { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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40 { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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41 { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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42 { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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43 };
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44
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45 /*
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46 * reinitialize room graph description
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47 */
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48 for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++)
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49 {
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50 for (j = 0; j < MAXROOMS; j++)
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51 r1->isconn[j] = FALSE;
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52 r1->ingraph = FALSE;
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53 }
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54
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55 /*
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56 * starting with one room, connect it to a random adjacent room and
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57 * then pick a new room to start with.
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58 */
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59 roomcount = 1;
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60 r1 = &rdes[rnd(MAXROOMS)];
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61 r1->ingraph = TRUE;
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62 do
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63 {
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64 /*
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65 * find a room to connect with
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66 */
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67 j = 0;
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68 for (i = 0; i < MAXROOMS; i++)
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69 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
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70 r2 = &rdes[i];
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71 /*
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72 * if no adjacent rooms are outside the graph, pick a new room
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73 * to look from
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74 */
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75 if (j == 0)
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76 {
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77 do
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78 r1 = &rdes[rnd(MAXROOMS)];
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79 until (r1->ingraph);
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80 }
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81 /*
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82 * otherwise, connect new room to the graph, and draw a tunnel
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83 * to it
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84 */
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85 else
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86 {
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87 r2->ingraph = TRUE;
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88 i = (int)(r1 - rdes);
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89 j = (int)(r2 - rdes);
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90 conn(i, j);
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91 r1->isconn[j] = TRUE;
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92 r2->isconn[i] = TRUE;
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93 roomcount++;
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94 }
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95 } while (roomcount < MAXROOMS);
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96
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97 /*
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98 * attempt to add passages to the graph a random number of times so
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99 * that there isn't always just one unique passage through it.
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100 */
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101 for (roomcount = rnd(5); roomcount > 0; roomcount--)
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102 {
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103 r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */
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104 /*
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105 * find an adjacent room not already connected
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106 */