Mercurial > hg > early-roguelike
annotate arogue7/rooms.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 |
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date | Fri, 11 Mar 2016 19:47:52 -0500 |
parents | f9ef86cf22b2 |
children |
rev | line source |
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125
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1 /* |
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2 * rooms.c - Draw the nine rooms on the screen |
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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 /* |
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16 * Draw the nine rooms on the screen |
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17 * |
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18 */ |
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19 |
126 | 20 #include <stdlib.h> |
125
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21 #include "curses.h" |
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22 #include "rogue.h" |
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23 |
219
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24 void horiz(int cnt); |
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25 void vert(int cnt); |
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26 |
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27 void |
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28 do_rooms(void) |
125
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29 { |
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30 register int i; |
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31 register struct room *rp; |
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32 register struct linked_list *item; |
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33 register struct thing *tp; |
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34 int left_out; |
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35 int num_monsters; |
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36 int which_monster; |
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37 int j; |
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38 coord top; |
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39 coord bsze; |
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40 coord mp; |
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41 coord *np; |
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42 |
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43 /* |
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44 * bsze is the maximum room size |
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45 */ |
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46 bsze.x = cols/3; |
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47 bsze.y = (lines-2)/3; |
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48 /* |
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49 * Clear things for a new level |
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50 */ |
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51 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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52 rp->r_flags = 0; |
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53 rp->r_fires = NULL; |
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54 } |
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55 /* |
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56 * Put the gone rooms, if any, on the level |
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57 */ |
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58 left_out = rnd(4); |
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59 for (i = 0; i < left_out; i++) |
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60 rooms[rnd_room()].r_flags |= ISGONE; |
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61 /* |
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62 * dig and populate all the rooms on the level |
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63 */ |
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64 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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65 { |
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66 bool has_gold=FALSE; |
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67 |
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68 /* |
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69 * Find upper left corner of box that this room goes in |
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70 */ |
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71 top.x = (i%3)*bsze.x; |
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72 top.y = i/3*bsze.y + 1; |
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73 if (rp->r_flags & ISGONE) |
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74 { |
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75 /* |
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76 * Place a gone room. Make certain that there is a blank line |
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77 * for passage drawing. |
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78 */ |
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79 do |
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80 { |
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81 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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82 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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83 rp->r_max.x = -cols; |
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84 rp->r_max.x = -lines; |
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85 } until(rp->r_pos.y > 0 && rp->r_pos.y < lines-2); |
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86 continue; |
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87 } |
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88 if (rnd(10) < level-1) |
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89 rp->r_flags |= ISDARK; |
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90 /* |
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91 * Find a place and size for a random room |
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92 */ |
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93 do |
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94 { |
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95 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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96 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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97 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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98 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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99 } until (rp->r_pos.y != 0); |
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100 |
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101 /* Draw the room */ |
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102 draw_room(rp); |
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103 |
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104 /* |
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105 * Put the gold in |
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106 */ |
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107 if (rnd(100) < 50 && level >= cur_max) |
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108 { |
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109 register struct linked_list *item; |
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110 register struct object *cur; |
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111 coord tp; |
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112 |
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113 has_gold = TRUE; /* This room has gold in it */ |
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114 |
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115 item = spec_item(GOLD, 0, 0, 0); |
125
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116 cur = OBJPTR(item); |
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117 |
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118 /* Put the gold into the level list of items */ |
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119 attach(lvl_obj, item); |
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120 |
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121 /* Put it somewhere */ |
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122 rnd_pos(rp, &tp); |
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123 mvaddch(tp.y, tp.x, GOLD); |
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124 cur->o_pos = tp; |
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125 if (roomin(&tp) != rp) { |
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126 endwin(); |
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127 abort(); |
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128 } |
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129 } |
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130 |
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131 /* |
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132 * Put the monster in |
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133 */ |
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134 if (rnd(100) < (has_gold ? 80 : 25) + vlevel/2) |
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135 { |
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136 do |
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137 { |
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138 rnd_pos(rp, &mp); |
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139 } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR); |
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140 which_monster = randmonster(FALSE, FALSE); |
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141 num_monsters = 1; |
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142 /* |
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143 * see if we should make a whole bunch |
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144 */ |
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145 for (j=0; j<MAXFLAGS; j++) { |
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146 if (monsters[which_monster].m_flags[j] == AREMANY) |
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147 num_monsters = roll(3,3); |
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148 } |
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149 for (j=0; j<num_monsters; j++) { |
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150 if ((np = fallpos(&mp, FALSE, 2)) != NULL && |
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151 mvwinch(stdscr, np->y, np->x) == FLOOR) { |
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152 item = new_item(sizeof *tp); |
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153 tp = THINGPTR(item); |
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154 new_monster(item, which_monster, np, FALSE); |
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155 /* |
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156 * See if we want to give it a treasure to |
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157 * carry around. |
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158 */ |
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159 carry_obj(tp, monsters[tp->t_index].m_carry); |
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160 tp->t_no_move = movement(tp); |
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161 |
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162 /* |
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163 * If it has a fire, mark it |
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164 */ |
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165 if (on(*tp, HASFIRE)) { |
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166 register struct linked_list *fire_item; |
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167 |
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168 fire_item = creat_item(); |
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169 ldata(fire_item) = (char *) tp; |
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170 attach(rp->r_fires, fire_item); |
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171 rp->r_flags |= HASFIRE; |
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172 } |
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173 } |
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174 } |
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175 } |
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176 } |
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177 } |
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178 |
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179 /* |
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180 * Given a room pointer and a pointer to a door, supposedly in that room, |
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181 * return the coordinates of the entrance to the doorway. |
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182 */ |
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183 |
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184 coord * |
219
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185 doorway(struct room *rp, coord *door) |
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186 { |
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187 register int misses = 0; |
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188 static coord answer; |
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189 |
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190 /* Do we have decent parameters? */ |
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191 if (rp == NULL || door == NULL) return(NULL); |
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192 |
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193 /* Initialize the answer to be the door, then calculate the offset */ |
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194 answer = *door; |
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195 |
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196 /* Calculate the x-offset */ |
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197 if (door->x == rp->r_pos.x) answer.x++; |
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198 else if (door->x == rp->r_pos.x + rp->r_max.x - 1) answer.x--; |
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199 else misses++; |
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200 |
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201 /* Calculate the y-offset */ |
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202 if (door->y == rp->r_pos.y) answer.y++; |
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203 else if (door->y == rp->r_pos.y + rp->r_max.y - 1) answer.y--; |
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204 else misses++; |
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205 |
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206 if (misses <= 1) return(&answer); |
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207 else return(NULL); |
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208 } |
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209 |
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210 /* |
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211 * Draw a box around a room |
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212 */ |
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213 |
219
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214 void |
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215 draw_room(struct room *rp) |
125
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216 { |
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217 register int j, k; |
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218 |
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219 move(rp->r_pos.y, rp->r_pos.x+1); |
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220 vert(rp->r_max.y-2); /* Draw left side */ |
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221 move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x); |
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222 horiz(rp->r_max.x); /* Draw bottom */ |
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223 move(rp->r_pos.y, rp->r_pos.x); |
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224 horiz(rp->r_max.x); /* Draw top */ |
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225 vert(rp->r_max.y-2); /* Draw right side */ |
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226 /* |
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227 * Put the floor down |
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228 */ |
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229 for (j = 1; j < rp->r_max.y-1; j++) |
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230 { |
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231 move(rp->r_pos.y + j, rp->r_pos.x+1); |
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232 for (k = 1; k < rp->r_max.x-1; k++) |
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233 addch(FLOOR); |
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234 } |
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235 } |
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236 |
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237 /* |
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238 * horiz: |
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239 * draw a horizontal line |
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240 */ |
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241 |
219
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242 void |
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243 horiz(int cnt) |
125
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244 { |
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245 while (cnt--) |
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246 addch('-'); |
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247 } |
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248 |
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249 /* |
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250 * rnd_pos: |
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251 * pick a random spot in a room |
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252 */ |
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253 |
219
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254 void |
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255 rnd_pos(struct room *rp, coord *cp) |
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256 { |
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257 cp->x = rp->r_pos.x + rnd(rp->r_max.x-2) + 1; |
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258 cp->y = rp->r_pos.y + rnd(rp->r_max.y-2) + 1; |
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259 } |
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260 |
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261 |
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262 |
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263 /* |
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264 * roomin: |
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265 * Find what room some coordinates are in. NULL means they aren't |
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266 * in any room. |
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267 */ |
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268 |
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269 struct room * |
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270 roomin(coord *cp) |
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271 { |
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272 register struct room *rp; |
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273 |
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274 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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275 if (inroom(rp, cp)) |
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276 return rp; |
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277 return NULL; |
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278 } |
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279 |
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280 /* |
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281 * vert: |
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282 * draw a vertical line |
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283 */ |
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284 |
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285 void |
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286 vert(int cnt) |
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287 { |
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288 register int x, y; |
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289 |
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290 getyx(stdscr, y, x); |
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291 x--; |
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292 while (cnt--) { |
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293 move(++y, x); |
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294 addch('|'); |
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295 } |
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296 } |