Mercurial > hg > early-roguelike
annotate arogue5/passages.c @ 167:a0a57cf42810
ARogue family: don't hide messages caused by moving to a new level.
new_level() redraws the whole screen, including the message line, so if
msg() has just been called, the message will likely not last long
enough to be noticed. These cases have been changed so that msg() is
called after new_level().
If a fall through a trapdoor is fatal, "You fall into a trap!" is no
longer printed, but the tombstone should make things clear.
author | John "Elwin" Edwards |
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date | Mon, 29 Jun 2015 20:37:32 -0400 |
parents | 0ed67132cf10 |
children | 56e748983fa8 |
rev | line source |
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63
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1 /* |
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2 * Draw the connecting passages |
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3 * |
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4 * @(#)passages.c 3.4 (Berkeley) 6/15/81 |
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5 * |
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6 * Advanced Rogue |
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7 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include "curses.h" |
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18 #include "rogue.h" |
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19 |
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20 /* |
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21 * do_passages: |
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22 * Draw all the passages on a level. |
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23 */ |
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24 |
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25 do_passages() |
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26 { |
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27 register struct rdes *r1, *r2 = NULL; |
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28 register int i, j; |
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29 register int roomcount; |
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30 static struct rdes |
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31 { |
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32 bool conn[MAXROOMS]; /* possible to connect to room i? */ |
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33 bool isconn[MAXROOMS]; /* connection been made to room i? */ |
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34 bool ingraph; /* this room in graph already? */ |
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35 } rdes[MAXROOMS] = { |
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36 { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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37 { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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38 { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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39 { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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40 { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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41 { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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42 { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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43 { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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44 { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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45 }; |
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46 |
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47 /* |
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48 * reinitialize room graph description |
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49 */ |
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50 for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++) |
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51 { |
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52 for (j = 0; j < MAXROOMS; j++) |
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53 r1->isconn[j] = FALSE; |
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54 r1->ingraph = FALSE; |
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55 } |
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56 |
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57 /* |
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58 * starting with one room, connect it to a random adjacent room and |
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59 * then pick a new room to start with. |
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60 */ |
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61 roomcount = 1; |
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62 r1 = &rdes[rnd(MAXROOMS)]; |
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63 r1->ingraph = TRUE; |
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64 do |
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65 { |
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66 /* |
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67 * find a room to connect with |
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68 */ |
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69 j = 0; |
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70 for (i = 0; i < MAXROOMS; i++) |
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71 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0) |
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72 r2 = &rdes[i]; |
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73 /* |
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74 * if no adjacent rooms are outside the graph, pick a new room |
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75 * to look from |
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76 */ |
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77 if (j == 0) |
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78 { |
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79 do |
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80 r1 = &rdes[rnd(MAXROOMS)]; |
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81 until (r1->ingraph); |
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82 } |
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83 /* |
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84 * otherwise, connect new room to the graph, and draw a tunnel |
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85 * to it |
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86 */ |
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87 else |
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88 { |
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89 r2->ingraph = TRUE; |
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90 i = (int)(r1 - rdes); |
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91 j = (int)(r2 - rdes); |
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92 conn(i, j); |
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93 r1->isconn[j] = TRUE; |
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94 r2->isconn[i] = TRUE; |
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95 roomcount++; |
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96 } |
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97 } while (roomcount < MAXROOMS); |
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98 |
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99 /* |
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100 * attempt to add passages to the graph a random number of times so |
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101 * that there isn't just one unique passage through it. |
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102 */ |
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103 for (roomcount = rnd(5); roomcount > 0; roomcount--) |
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