annotate xrogue/maze.c @ 168:82b2a046d151

arogue7: fix inventory display bug again. Removing the call to msg() in restore() resulted in msgw remaining as it was when the game was saved. This results in another display glitch like that fixed by r163. Adding an empty message puts msgw into a reliable state.
author John "Elwin" Edwards
date Tue, 30 Jun 2015 12:00:02 -0400
parents e6179860cb76
children f54901b9c39b
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1 /*
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2 maze.c - functions for dealing with mazes
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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 <stdlib.h>
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16 #include <curses.h>
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17 #include "rogue.h"
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18
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19 struct cell {
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20 char y_pos;
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21 char x_pos;
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22 };
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23 struct b_cellscells {
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24 char num_pos; /* number of frontier cells next to you */
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25 struct cell conn[4]; /* the y,x position of above cell */
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26 } b_cells;
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27
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28 static char *maze_frontier, *maze_bits;
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29 static int maze_lines, maze_cols;
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30 static char *moffset(), *foffset();
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31 static int rmwall(),findcells(),crankout(),draw_maze();
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32
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33 /*
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34 * crankout:
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35 * Does actual drawing of maze to window
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36 */
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37
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38 static
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39 crankout()
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40 {
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41 reg int x, y;
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42
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43 for (y = 0; y < lines - 3; y++) {
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44 move(y + 1, 0);
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45 for (x = 0; x < cols - 1; x++) {
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46 if (*moffset(y, x)) { /* here is a wall */
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47 if(y==0 || y==lines-4) /* top or bottom line */
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48 addch(HORZWALL);
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49 else if(x==0 || x==cols-2) /* left | right side */
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50 addch(VERTWALL);
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51 else if (y % 2 == 0 && x % 2 == 0) {
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52 if(*moffset(y, x-1) || *moffset(y, x+1))
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53 addch(HORZWALL);
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54 else
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55 addch(VERTWALL);
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56 }
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57 else if (y % 2 == 0)
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58 addch(HORZWALL);
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59 else
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60 addch(VERTWALL);
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61 }
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62 else
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63 addch(FLOOR);
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64 }
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65 }
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66 }
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67
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68 /*
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69 * domaze:
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70 * Draw the maze on this level.
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71 */
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72
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73 do_maze()
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74 {
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75 reg int least;
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76 reg struct room *rp;
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77 reg struct linked_list *item;
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78 reg struct object *obj;
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79 int cnt;
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80 bool treas;
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81 coord tp;
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82
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83 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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84 rp->r_flags = ISGONE; /* kill all rooms */
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85 rp->r_fires = NULL; /* no fires */
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86 }
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87 rp = &rooms[0]; /* point to only room */
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88 rp->r_flags = ISDARK; /* mazes always dark */
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89 rp->r_pos.x = 0; /* room fills whole screen */
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90 rp->r_pos.y = 1;
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91 rp->r_max.x = cols - 1;
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92 rp->r_max.y = lines - 3;
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93 draw_maze(); /* put maze into window */
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