annotate xrogue/outside.c @ 221:71cb5b647f2b

Rogue V5: remove troublesome automatic platform detection. configure.ac used AC_CANONICAL_SYSTEM to guess the GNU system description triplets. The target description was substituted into the Makefile and formatted into the filename for the binary distribution tarball. But 'target' is only intended for cross-compilers. 'host_os' might have been a better choice. The tarball filename can still be changed manually, by running make with an argument of 'DESTSYS=systemname'. Cross-compiling may be more difficult now, but I am not certain that it worked properly previously, and due to pending autoconf changes, it was likely to break anyway. The top-level config.guess and config.sub are no longer needed, but they may reappear if better support for cross-compilation is added.
author John "Elwin" Edwards
date Fri, 12 Feb 2016 14:25:47 -0500
parents e6179860cb76
children f54901b9c39b
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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 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 <curses.h>
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16 #include "rogue.h"
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17
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18 extern char rnd_terrain(), get_terrain();
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19
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20 /*
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21 * init_terrain:
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22 * Get the single "outside room" set up correctly
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23 */
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24
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25 void
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26 init_terrain()
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27 {
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28 register struct room *rp;
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29
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30 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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31 rp->r_flags = ISGONE; /* kill all rooms */
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32 rp->r_fires = NULL; /* no fires */
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33 }
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34 rp = &rooms[0]; /* point to only room */
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35 rp->r_flags = ISDARK; /* outside is always dark */
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36 rp->r_pos.x = 0; /* room fills whole screen */
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37 rp->r_pos.y = 1;
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38 rp->r_max.x = cols;
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39 rp->r_max.y = lines - 3;
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40 }
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41
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42 void
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43 do_terrain(basey, basex, deltay, deltax, fresh)
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44 int basey, basex, deltay, deltax;
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45 bool fresh;
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46 {
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47 register int cury, curx; /* Current y and x positions */
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48
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49 /* Lay out the boundary */
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50 for (cury=1; cury<lines-2; cury++) { /* Vertical "walls" */
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51 mvaddch(cury, 0, VERTWALL);
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52 mvaddch(cury, cols-1, VERTWALL);
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53 }
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54 for (curx=0; curx<cols; curx++) { /* Horizontal "walls" */
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55 mvaddch(1, curx, HORZWALL);
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56 mvaddch(lines-3, curx, HORZWALL);
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57 }
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58
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59 /* If we are not continuing, let's start out with a line of terrain */
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60 if (fresh) {
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61 char ch; /* Next char to add */
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62
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63 /* Move to the starting point (should be (1, 0)) */
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64 move(basey, basex);
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65 curx = basex;
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66
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67 /* Start with some random terrain */
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68 if (basex == 0) {
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69 ch = rnd_terrain();
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70 addch(ch);
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71 }
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72 else ch = mvinch(basey, basex);
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73
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74 curx += deltax;
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75
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76 /* Fill in the rest of the line */
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77 while (curx > 0 && curx < cols-1) {
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78 /* Put in the next piece */
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79 ch = get_terrain(ch, '\0', '\0', '\0');
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80 mvaddch(basey, curx, ch);
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81 curx += deltax;
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82 }
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83
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84 basey++; /* Advance to next line */
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85 }
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86
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87 /* Fill in the rest of the lines */
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88 cury = basey;
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89 while (cury > 1 && cury < lines - 3) {
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90 curx = basex;
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91 while (curx > 0 && curx < cols-1) {
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