annotate arogue7/maze.c @ 239:837044d2c362

Merge the GCC5 and build fix branches. This fixes all warnings produced by GCC 5, except the ones related to system functions. Those could be fixed by including the proper headers, but it would be better to replace the system-dependent code with functions from mdport.c.
author John "Elwin" Edwards
date Fri, 11 Mar 2016 19:47:52 -0500
parents f9ef86cf22b2
children 0250220d8cdd
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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 * 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 <stdlib.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 bordercells {
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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 } border_cells;
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27
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28
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29 static char *frontier,
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30 *bits;
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31 static int maze_lines,
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32 maze_cols;
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33
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34 void draw_maze(void);
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35 int findcells(int y, int x);
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36 char *foffset(int y, int x);
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37 char *moffset(int y, int x);
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38 void rmwall(int newy, int newx, int oldy, int oldx);
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39
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40
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41 /*
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42 * crankout:
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43 * Does actual drawing of maze to window
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44 */
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45 void
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46 crankout(void)
125
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47 {
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48 reg int x, y;
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49
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50 for (y = 0; y < lines - 3; y++) {
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51 move(y + 1, 0);
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52 for (x = 0; x < cols - 1; x++) {
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53 if (*moffset(y, x)) { /* here is a wall */
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54 if(y==0 || y==lines-4) /* top or bottom line */
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55 addch('-');
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56 else if(x==0 || x==cols-2) /* left | right side */
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57 addch('|');
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58 else if (y % 2 == 0 && x % 2 == 0) {
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59 if(*moffset(y, x-1) || *moffset(y, x+1))
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60 addch('-');
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61 else
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62 addch('|');
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63 }
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64 else if (y % 2 == 0)
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65 addch('-');
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66 else
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67 addch('|');
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68 }
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69 else
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70 addch(FLOOR);
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71 }
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72 }
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73 }
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74
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75 /*
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76 * domaze:
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77 * Draw the maze on this level.
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78 */
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79 void
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80 do_maze(void)
125
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81 {
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82 reg int least;
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83 reg struct room *rp;
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84 reg struct linked_list *item;
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85 reg struct object *obj;
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86 int cnt;
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87 bool treas;
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88 coord tp;
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89
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90 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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91 rp->r_flags = ISGONE; /* kill all rooms */
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92 rp->r_fires = NULL; /* no fires */
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93 }
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94 rp = &rooms[0]; /* point to only room */
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95 rp->r_flags = ISDARK; /* mazes always dark */
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96 rp->r_pos.x = 0; /* room fills whole screen */
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97 rp->r_pos.y = 1;
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98 rp->r_max.x = cols - 1;
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99 rp->r_max.y = lines - 3;
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100 draw_maze(); /* put maze into window */
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101 /*
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102 * add some gold to make it worth looking for
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103 */
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104 item = spec_item(GOLD, 0, 0, 0);
125
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105 obj = OBJPTR(item);
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106 obj->o_count *= (rnd(5) + 5); /* add in one large hunk */
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107 attach(lvl_obj, item);
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108 cnt = 0;
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109 do {
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110 rnd_pos(rp, &tp);
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111 } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 5000);
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112 mvaddch(tp.y, tp.x, GOLD);
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113 obj->o_pos = tp;
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114 /*
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115 * add in some food to make sure he has enough
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116 */
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117 item = spec_item(FOOD, 0, 0, 0);
125
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118 obj = OBJPTR(item);
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119 attach(lvl_obj, item);
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120 do {
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121 rnd_pos(rp, &tp);
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122 } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 5000);
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123 mvaddch(tp.y, tp.x, FOOD);
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124 obj->o_pos = tp;
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125 if (rnd(100) < 40) { /* treasure type maze */
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126 treas = TRUE;
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127 least = 10;
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128 debug("treasure maze");
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129 }
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130 else { /* normal maze level */
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131 least = 5;
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132 treas = FALSE;
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133 }
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134 genmonsters(least, treas);
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135 }
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136
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137
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138 /*
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139 * draw_maze:
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140 * Generate and draw the maze on the screen
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141 */
219
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142 void
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143 draw_maze(void)
125
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144 {
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145 reg int i, j, more;
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146 reg char *ptr;
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147
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148 maze_lines = (lines - 3) / 2;
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149 maze_cols = (cols - 1) / 2;
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150 bits = ALLOC((lines - 3) * (cols - 1));
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151 frontier = ALLOC(maze_lines * maze_cols);
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152 ptr = frontier;
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153 while (ptr < (frontier + (maze_lines * maze_cols)))
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154 *ptr++ = TRUE;
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155 for (i = 0; i < lines - 3; i++) {
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156 for (j = 0; j < cols - 1; j++) {
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157 if (i % 2 == 1 && j % 2 == 1)
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158 *moffset(i, j) = FALSE; /* floor */
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159 else
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160 *moffset(i, j) = TRUE; /* wall */
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161 }
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162 }
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163 for (i = 0; i < maze_lines; i++) {
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164 for (j = 0; j < maze_cols; j++) {
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165 do
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166 more = findcells(i,j);
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167 while(more != 0);
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168 }
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169 }
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170 crankout();
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171 FREE(frontier);
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172 FREE(bits);
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173 }
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174
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175 /*
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176 * findcells:
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177 * Figure out cells to open up
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178 */
219
f9ef86cf22b2 Advanced Rogue 7: convert to ANSI-style function declarations.
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179 int
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180 findcells(int y, int x)
125
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181 {
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182 reg int rtpos, i;
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183
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184 *foffset(y, x) = FALSE;
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185 border_cells.num_pos = 0;
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186 if (y < maze_lines - 1) { /* look below */
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187 if (*foffset(y + 1, x)) {
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188 border_cells.conn[border_cells.num_pos].y_pos = y + 1;
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189 border_cells.conn[border_cells.num_pos].x_pos = x;
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190 border_cells.num_pos += 1;
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191 }
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192 }
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193 if (y > 0) { /* look above */
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194 if (*foffset(y - 1, x)) {
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195 border_cells.conn[border_cells.num_pos].y_pos = y - 1;
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196 border_cells.conn[border_cells.num_pos].x_pos = x;
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197 border_cells.num_pos += 1;
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198
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199 }
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200 }
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201 if (x < maze_cols - 1) { /* look right */
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202 if (*foffset(y, x + 1)) {
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203 border_cells.conn[border_cells.num_pos].y_pos = y;
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204 border_cells.conn[border_cells.num_pos].x_pos = x + 1;
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205 border_cells.num_pos += 1;
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206 }
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207 }
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208 if (x > 0) { /* look left */
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209 if (*foffset(y, x - 1)) {
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210 border_cells.conn[border_cells.num_pos].y_pos = y;
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211 border_cells.conn[border_cells.num_pos].x_pos = x - 1;
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212 border_cells.num_pos += 1;
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213
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214 }
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215 }
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216 if (border_cells.num_pos == 0) /* no neighbors available */
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217 return 0;
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218 else {
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219 i = rnd(border_cells.num_pos);
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220 rtpos = border_cells.num_pos - 1;
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221 rmwall(border_cells.conn[i].y_pos, border_cells.conn[i].x_pos, y, x);
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222 return rtpos;
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223 }
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224 }
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225
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226 /*
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227 * foffset:
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228 * Calculate memory address for frontier
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229 */
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230 char *
219
f9ef86cf22b2 Advanced Rogue 7: convert to ANSI-style function declarations.
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231 foffset(int y, int x)
125
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232 {
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233
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234 return (frontier + (y * maze_cols) + x);
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235 }
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236
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237
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238 /*
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239 * Maze_view:
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240 * Returns true if the player can see the specified location within
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241 * the confines of a maze (within one column or row)
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242 */
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243
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244 bool
219
f9ef86cf22b2 Advanced Rogue 7: convert to ANSI-style function declarations.
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diff changeset
245 maze_view(int y, int x)
125
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246 {
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247 register int start, goal, delta, ycheck, xcheck, absy, absx, see_radius;
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248 register bool row;
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249
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250 /* Get the absolute value of y and x differences */
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251 absy = hero.y - y;
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252 absx = hero.x - x;
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253 if (absy < 0) absy = -absy;
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254 if (absx < 0) absx = -absx;
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255
adfa37e67084 Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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256 /* If we are standing in a wall, we can see a bit more */
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257 switch (winat(hero.y, hero.x)) {
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258 case '|':
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259 case '-':
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260 case WALL:
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261 case SECRETDOOR:
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262 case DOOR:
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263 see_radius = 2;
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264 otherwise:
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265 see_radius = 1;
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266 }
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267
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268 /* Must be within one or two rows or columns */
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269 if (absy > see_radius && absx > see_radius) return(FALSE);
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270
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271 if (absx > see_radius) { /* Go along row */
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272 start = hero.x;
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273 goal = x;
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274 ycheck = hero.y;
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275 row = TRUE;
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276 }
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277 else { /* Go along column */
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278 start = hero.y;
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279 goal = y;
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280 xcheck = hero.x;
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281 row = FALSE;
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282 }
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283
adfa37e67084 Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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284 if (start <= goal) delta = 1;
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285 else delta = -1;
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286
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287 /* Start one past where we are standing */
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288 if (start != goal) start += delta;
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289
adfa37e67084 Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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290 /* If we are in a wall, we want to look in the area outside the wall */
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diff changeset
291 if (see_radius > 1) {
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parents:
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292 if (row) {
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John "Elwin" Edwards
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293 /* See if above us it okay first */
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294 switch (winat(ycheck, start)) {
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295 case '|':
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296 case '-':
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297 case WALL:
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298 case DOOR:
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299 case SECRETDOOR:
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300 /* No good, try one up */
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301 if (y > hero.y) ycheck++;
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302 else ycheck--;
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303 otherwise:
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304 see_radius = 1; /* Just look straight over the row */
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305 }
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306 }
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307 else {
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308 /* See if above us it okay first */
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309 switch (winat(start, xcheck)) {
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310 case '|':
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311 case '-':
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312 case WALL:
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313 case DOOR:
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314 case SECRETDOOR:
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315 /* No good, try one over */
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316 if (x > hero.x) xcheck++;
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317 else xcheck--;
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318 otherwise:
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319 see_radius = 1; /* Just look straight up the column */
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320 }
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321 }
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322 }
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323
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324 /* Check boundary again */
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325 if (absy > see_radius && absx > see_radius) return(FALSE);
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326
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327 while (start != goal) {
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328 if (row) xcheck = start;
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329 else ycheck = start;
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330 switch (winat(ycheck, xcheck)) {
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331 case '|':
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332 case '-':
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333 case WALL:
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334 case DOOR:
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335 case SECRETDOOR:
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336 return(FALSE);
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337 }
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338 start += delta;
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339 }
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340 return(TRUE);
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341 }
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342
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343
adfa37e67084 Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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344 /*
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345 * moffset:
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346 * Calculate memory address for bits
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347 */
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348 char *
219
f9ef86cf22b2 Advanced Rogue 7: convert to ANSI-style function declarations.
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349 moffset(int y, int x)
125
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350 {
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351
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352 return (bits + (y * (cols - 1)) + x);
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353 }
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354
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355
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356
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357
adfa37e67084 Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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358 /*
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359 * rmwall:
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360 * Removes appropriate walls from the maze
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361 */
219
f9ef86cf22b2 Advanced Rogue 7: convert to ANSI-style function declarations.
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362 void
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363 rmwall(int newy, int newx, int oldy, int oldx)
125
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364 {
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365 reg int xdif,ydif;
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366
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367 xdif = newx - oldx;
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368 ydif = newy - oldy;
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369
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370 *moffset((oldy * 2) + ydif + 1, (oldx * 2) + xdif + 1) = FALSE;
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371 findcells(newy, newx);
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372 }