Mercurial > hg > early-roguelike
annotate xrogue/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 | f54901b9c39b |
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rev | line source |
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133
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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 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 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 |
135 | 19 #include <stdlib.h> |
133
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20 #include <curses.h> |
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21 #include "rogue.h" |
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22 |
220
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23 void horiz(int cnt); |
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24 void vert(int cnt); |
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25 |
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26 void |
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27 do_rooms(void) |
133
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28 { |
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29 register int i; |
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30 register struct room *rp; |
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31 register struct linked_list *item; |
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32 register struct thing *tp; |
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33 int left_out; |
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34 int num_monsters; |
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35 int which_monster; |
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36 int j; |
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37 coord top; |
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38 coord bsze; |
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39 coord mp; |
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40 coord *np; |
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41 |
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42 /* |
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43 * bsze is the maximum room size |
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44 */ |
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45 bsze.x = cols/3; |
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46 bsze.y = (lines-2)/3; |
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47 /* |
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48 * Clear things for a new level |
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49 */ |
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50 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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51 rp->r_flags = 0; |
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52 _r_free_fire_list(&rp->r_fires); |
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53 } |
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54 /* |
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55 * Put the gone rooms, if any, on the level |
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56 */ |
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57 left_out = rnd(4); |
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58 for (i = 0; i < left_out; i++) |
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59 rooms[rnd_room()].r_flags |= ISGONE; |
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60 /* |
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61 * dig and populate all the rooms on the level |
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62 */ |
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63 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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64 { |
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65 bool has_gold=FALSE; |
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66 |
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67 /* |
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68 * Find upper left corner of box that this room goes in |
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69 */ |
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70 top.x = (i%3)*bsze.x; |
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71 top.y = i/3*bsze.y + 1; |
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72 if (rp->r_flags & ISGONE) |
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73 { |
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74 /* |
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75 * Place a gone room. Make certain that there is a blank line |
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76 * for passage drawing. |
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77 */ |
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78 do |
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79 { |
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80 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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81 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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82 rp->r_max.x = -cols; |
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83 rp->r_max.y = -lines; |
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84 } until(rp->r_pos.y > 0 && rp->r_pos.y < lines-2); |
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85 continue; |
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86 } |
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87 if (rnd(10) < level-1) |
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88 rp->r_flags |= ISDARK; |
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89 /* |
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90 * Find a place and size for a random room |
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91 */ |
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92 do |
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93 { |
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94 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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95 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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96 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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97 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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98 } until (rp->r_pos.y != 0); |
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99 |
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100 /* Draw the room */ |
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101 draw_room(rp); |
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102 |
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103 /* |
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104 * Put the gold in |
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105 */ |
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106 if (rnd(100) < 55 && level >= cur_max) |
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107 { |
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108 register struct linked_list *item; |
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109 register struct object *cur; |
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110 coord tp; |
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111 |
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112 has_gold = TRUE; /* This room has gold in it */ |
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113 |
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114 item = spec_item(GOLD, 0, 0, 0); |
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115 cur = OBJPTR(item); |
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116 |
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117 /* Put the gold into the level list of items */ |
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118 attach(lvl_obj, item); |
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119 |
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120 /* Put it somewhere */ |
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121 rnd_pos(rp, &tp); |
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122 mvaddch(tp.y, tp.x, GOLD); |
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123 cur->o_pos = tp; |
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124 if (roomin(&tp) != rp) { |
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125 endwin(); |
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126 abort(); |
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127 } |
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128 } |
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129 |
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130 /* |
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131 * Put the monster in |
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132 */ |
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133 if (rnd(100) < (has_gold ? 80 : 25) + vlevel/2) |
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134 { |
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135 do |
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136 { |
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137 rnd_pos(rp, &mp); |
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138 } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR); |
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139 which_monster = randmonster(FALSE, FALSE); |
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140 num_monsters = 1; |
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141 /* |
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142 * see if we should make a whole bunch |
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143 */ |
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144 for (j=0; j<MAXFLAGS; j++) { |
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145 if (monsters[which_monster].m_flags[j] == AREMANY) |
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146 num_monsters = roll(7,2); |
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147 } |
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148 for (j=0; j<num_monsters; j++) { |
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149 if ((np = fallpos(&mp, FALSE, 2)) != NULL && |
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150 mvwinch(stdscr, np->y, np->x) == FLOOR) { |
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151 item = new_item(sizeof *tp); |
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152 tp = THINGPTR(item); |
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153 new_monster(item, which_monster, np, FALSE); |
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154 /* |
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155 * See if we want to give it a treasure to |
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156 * carry around. |
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157 */ |
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158 carry_obj(tp, monsters[tp->t_index].m_carry); |
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159 tp->t_no_move = movement(tp); |
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160 |
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161 /* |
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162 * If it has a fire, mark it |
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163 */ |
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164 if (on(*tp, HASFIRE)) { |
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165 register struct linked_list *fire_item; |
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166 |
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167 fire_item = creat_item(); |
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168 ldata(fire_item) = (char *) tp; |
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169 attach(rp->r_fires, fire_item); |
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170 rp->r_flags |= HASFIRE; |
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171 } |
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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 * Given a room pointer and a pointer to a door, supposedly in that room, |
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180 * return the coordinates of the entrance to the doorway. |
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181 */ |
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182 |
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183 coord * |
220
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184 doorway(struct room *rp, coord *door) |
133
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185 { |
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186 register int misses = 0; |
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187 static coord answer; |
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188 |
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189 /* Do we have decent parameters? */ |
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190 if (rp == NULL || door == NULL) return(NULL); |
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191 |
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192 /* Initialize the answer to be the door, then calculate the offset */ |
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193 answer = *door; |
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194 |
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195 /* Calculate the x-offset */ |
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196 if (door->x == rp->r_pos.x) answer.x++; |
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197 else if (door->x == rp->r_pos.x + rp->r_max.x - 1) answer.x--; |
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198 else misses++; |
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199 |
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200 /* Calculate the y-offset */ |
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201 if (door->y == rp->r_pos.y) answer.y++; |
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202 else if (door->y == rp->r_pos.y + rp->r_max.y - 1) answer.y--; |
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203 else misses++; |
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204 |
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205 if (misses <= 1) return(&answer); |
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206 else return(NULL); |
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207 } |
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208 |
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209 /* |
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210 * Draw a box around a room |
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211 */ |
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212 |
220
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213 void |
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214 draw_room(struct room *rp) |
133
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215 { |
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216 register int j, k; |
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217 |
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218 move(rp->r_pos.y, rp->r_pos.x+1); |
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219 vert(rp->r_max.y-2); /* Draw left side */ |
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220 move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x); |
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221 horiz(rp->r_max.x); /* Draw bottom */ |
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222 move(rp->r_pos.y, rp->r_pos.x); |
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223 horiz(rp->r_max.x); /* Draw top */ |
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224 vert(rp->r_max.y-2); /* Draw right side */ |
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225 /* |
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226 * Put the floor down |
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227 */ |
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228 for (j = 1; j < rp->r_max.y-1; j++) |
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229 { |
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230 move(rp->r_pos.y + j, rp->r_pos.x+1); |
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231 for (k = 1; k < rp->r_max.x-1; k++) |
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232 addch(FLOOR); |
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233 } |
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234 } |
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235 |
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236 /* |
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237 * horiz: |
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238 * draw a horizontal line |
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239 */ |
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240 |
220
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241 void |
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242 horiz(int cnt) |
133
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243 { |
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244 while (cnt--) |
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245 addch(HORZWALL); |
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246 } |
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247 |
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248 /* |
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249 * rnd_pos: |
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250 * pick a random spot in a room |
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251 */ |
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252 |
220
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253 void |
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254 rnd_pos(struct room *rp, coord *cp) |
133
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255 { |
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256 cp->x = rp->r_pos.x + rnd(rp->r_max.x-2) + 1; |
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257 cp->y = rp->r_pos.y + rnd(rp->r_max.y-2) + 1; |
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258 } |
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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 * roomin: |
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264 * Find what room some coordinates are in. NULL means they aren't |
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265 * in any room. |
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266 */ |
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267 |
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268 struct room * |
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269 roomin(coord *cp) |
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270 { |
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271 register struct room *rp; |
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272 |
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273 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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274 if (inroom(rp, cp)) |
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275 return rp; |
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276 return NULL; |
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277 } |
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278 |
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279 /* |
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280 * vert: |
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281 * draw a vertical line |
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282 */ |
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283 |
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284 void |
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285 vert(int cnt) |
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286 { |
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287 register int x, y; |
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288 |
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289 getyx(stdscr, y, x); |
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290 x--; |
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291 while (cnt--) { |
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292 move(++y, x); |
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293 addch(VERTWALL); |
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294 } |
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295 } |
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296 |