Mercurial > hg > early-roguelike
annotate arogue7/outside.c @ 189:7c552cbc6ad9
srogue: make checking directories slightly more portable.
MSVC sys/stat.h doesn't define S_ISDIR().
author | John "Elwin" Edwards |
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date | Mon, 03 Aug 2015 09:05:15 -0400 |
parents | adfa37e67084 |
children | f9ef86cf22b2 |
rev | line source |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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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 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 |
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43 |
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44 void |
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45 do_terrain(basey, basex, deltay, deltax, fresh) |
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46 int basey, basex, deltay, deltax; |
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47 bool fresh; |
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48 { |
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49 register cury, curx; /* Current y and x positions */ |
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50 |
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51 /* Lay out the boundary */ |
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52 for (cury=1; cury<lines-2; cury++) { /* Vertical "walls" */ |
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53 mvaddch(cury, 0, '|'); |
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54 mvaddch(cury, cols-1, '|'); |
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55 } |
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56 for (curx=0; curx<cols; curx++) { /* Horizontal "walls" */ |
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57 mvaddch(1, curx, '-'); |
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58 mvaddch(lines-3, curx, '-'); |
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59 } |
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60 |
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61 /* If we are not continuing, let's start out with a line of terrain */ |
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62 if (fresh) { |
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63 char ch; /* Next char to add */ |
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64 |
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65 /* Move to the starting point (should be (1, 0)) */ |
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66 move(basey, basex); |
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67 curx = basex; |
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68 |
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69 /* Start with some random terrain */ |
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70 if (basex == 0) { |
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71 ch = rnd_terrain(); |
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72 addch(ch); |
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73 } |
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74 else ch = CCHAR( mvinch(basey, basex) ); |
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75 |
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76 curx += deltax; |
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77 |
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78 /* Fill in the rest of the line */ |
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79 while (curx > 0 && curx < cols-1) { |
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80 /* Put in the next piece */ |
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81 ch = get_terrain(ch, '\0', '\0', '\0'); |
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82 mvaddch(basey, curx, ch); |
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83 curx += deltax; |
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84 } |
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85 |
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86 basey++; /* Advance to next line */ |
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87 } |
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88 |
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89 /* Fill in the rest of the lines */ |
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90 cury = basey; |
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91 while (cury > 1 && cury < lines - 3) { |
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