Mercurial > hg > early-roguelike
annotate urogue/passages.c @ 264:778938a5c21d
UltraRogue: add location for character files.
When using the -n option, UltraRogue will look for character files in a
single location, similar to save files.
The location is chosen by defining CHRDIR in getplay.c, at least until
UltraRogue gets integrated with the build systems.
author | John "Elwin" Edwards |
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date | Sun, 19 Feb 2017 19:47:09 -0500 |
parents | c495a4f288c6 |
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1 /* |
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2 passages.c - Draw the connecting passages |
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3 |
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4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom |
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong |
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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 |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include <stdlib.h> |
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20 #include "rogue.h" |
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21 |
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22 #define cmov(xy) move((xy).y, (xy).x) |
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23 |
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24 /* |
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25 do_passages() |
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26 Draw all the passages on a level. |
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27 */ |
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28 |
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29 void |
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30 do_passages(void) |
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31 { |
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32 struct rdes *r1, *r2 = NULL; |
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33 int i, j; |
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34 int roomcount; |
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35 |
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36 static struct rdes rdes[MAXROOMS] = |
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37 { |
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38 {{ 0, 1, 0, 1, 0, 0, 0, 0, 0}, |
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39 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0}, |
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40 {{ 1, 0, 1, 0, 1, 0, 0, 0, 0}, |
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41 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0}, |
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42 {{ 0, 1, 0, 0, 0, 1, 0, 0, 0}, |
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43 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0}, |
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44 {{ 1, 0, 0, 0, 1, 0, 1, 0, 0}, |
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45 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0}, |
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46 {{ 0, 1, 0, 1, 0, 1, 0, 1, 0}, |
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47 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0}, |
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48 {{ 0, 0, 1, 0, 1, 0, 0, 0, 1}, |
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49 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0}, |
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50 {{ 0, 0, 0, 1, 0, 0, 0, 1, 0}, |
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51 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0}, |
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52 {{ 0, 0, 0, 0, 1, 0, 1, 0, 1}, |
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53 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0}, |
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54 {{ 0, 0, 0, 0, 0, 1, 0, 1, 0}, |
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55 { 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0} |
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56 }; |
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57 |
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58 /* reinitialize room graph description */ |
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59 |
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60 for (r1 = rdes; r1 < &rdes[MAXROOMS]; r1++) |
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61 { |
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62 for (j = 0; j < MAXROOMS; j++) |
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63 r1->isconn[j] = FALSE; |
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64 |
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65 r1->ingraph = FALSE; |
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66 } |
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67 |
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68 /* |
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69 * starting with one room, connect it to a random adjacent room and |
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70 * then pick a new room to start with. |
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71 */ |
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72 |
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73 roomcount = 1; |
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74 r1 = &rdes[rnd(MAXROOMS)]; |
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75 r1->ingraph = TRUE; |
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76 |
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77 do |
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78 { |
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79 j = 0; |
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80 |
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81 for (i = 0; i < MAXROOMS; i++) |
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82 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0) |
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83 r2 = &rdes[i]; |
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84 |
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85 /* |
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86 * if no adjacent rooms are outside the graph, pick a new |
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87 * room to look from |
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88 */ |
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89 |
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90 if (j == 0) |
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91 do |
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92 { |
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