Mercurial > hg > early-roguelike
annotate arogue5/outside.c @ 299:74351bf23e5e
Fix another pointer bug related to object stacks.
author | John "Elwin" Edwards |
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date | Sun, 11 Feb 2018 15:37:33 -0500 |
parents | 56e748983fa8 |
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1 /* |
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2 * 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 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 * See the file LICENSE.TXT for full copyright and licensing information. |
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9 */ |
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10 |
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11 #include "curses.h" |
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12 #include "rogue.h" |
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13 |
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14 char rnd_terrain(void); |
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15 char get_terrain(char one, char two, char three, char four); |
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16 |
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17 /* |
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18 * init_terrain: |
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19 * Get the single "outside room" set up correctly |
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20 */ |
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21 |
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22 void |
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23 init_terrain(void) |
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24 { |
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25 register struct room *rp; |
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26 |
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27 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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28 rp->r_flags = ISGONE; /* kill all rooms */ |
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29 rp->r_fires = NULL; /* no fires */ |
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30 } |
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31 rp = &rooms[0]; /* point to only room */ |
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32 rp->r_flags = ISDARK; /* outside is always dark */ |
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33 rp->r_pos.x = 0; /* room fills whole screen */ |
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34 rp->r_pos.y = 1; |
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35 rp->r_max.x = COLS; |
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36 rp->r_max.y = LINES - 3; |
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37 } |
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38 |
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39 |
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40 |
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41 void |
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42 do_terrain(int basey, int basex, int deltay, int deltax, bool fresh) |
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43 { |
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44 int cury, curx; /* Current y and x positions */ |
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45 |
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46 /* Lay out the boundary */ |
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47 for (cury=1; cury<LINES-2; cury++) { /* Vertical "walls" */ |
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48 mvaddch(cury, 0, '|'); |
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49 mvaddch(cury, COLS-1, '|'); |
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50 } |
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51 for (curx=0; curx<COLS; curx++) { /* Horizontal "walls" */ |
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52 mvaddch(1, curx, '-'); |
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53 mvaddch(LINES-3, curx, '-'); |
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54 } |
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55 |
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56 /* If we are not continuing, let's start out with a line of terrain */ |
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57 if (fresh) { |
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58 char ch; /* Next char to add */ |
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59 |
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60 /* Move to the starting point (should be (1, 0)) */ |
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61 move(basey, basex); |
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62 curx = basex; |
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63 |
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64 /* Start with some random terrain */ |
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65 if (basex == 0) { |
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66 ch = rnd_terrain(); |
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67 addch(ch); |
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68 } |
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69 else ch = CCHAR( mvinch(basey, basex) ); |
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70 |
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71 curx += deltax; |
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72 |
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73 /* Fill in the rest of the line */ |
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74 while (curx > 0 && curx < COLS-1) { |
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75 /* Put in the next piece */ |
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76 ch = get_terrain(ch, '\0', '\0', '\0'); |
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77 mvaddch(basey, curx, ch); |
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78 curx += deltax; |
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79 } |
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80 |
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81 basey++; /* Advance to next line */ |
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82 } |
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83 |
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84 /* Fill in the rest of the lines */ |
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85 cury = basey; |
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86 while (cury > 1 && cury < LINES - 3) { |
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87 curx = basex; |
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88 while (curx > 0 && curx < COLS-1) { |
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89 register char left, top_left, top, top_right; |
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90 register int left_pos, top_pos; |
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91 |
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92 /* Get the surrounding terrain */ |
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93 left_pos = curx - deltax; |
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94 top_pos = cury - deltay; |
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95 |
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96 left = CCHAR( mvinch(cury, left_pos) ); |
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97 top_left = CCHAR( mvinch(top_pos, left_pos) ); |
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98 top = CCHAR( mvinch(top_pos, curx) ); |
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99 top_right = CCHAR( mvinch(top_pos, curx + deltax) ); |
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100 |
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101 /* Put the piece of terrain on the map */ |
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102 mvaddch(cury, curx, get_terrain(left, top_left, top, top_right)); |
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