Mercurial > hg > early-roguelike
annotate xrogue/outside.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 | e6179860cb76 |
children | f54901b9c39b |
rev | line source |
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133
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1 /* |
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2 outside.c - functions for dealing with the "outside" level |
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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 <curses.h> |
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16 #include "rogue.h" |
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17 |
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18 extern char rnd_terrain(), get_terrain(); |
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19 |
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20 /* |
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21 * init_terrain: |
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22 * Get the single "outside room" set up correctly |
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23 */ |
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24 |
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25 void |
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26 init_terrain() |
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27 { |
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28 register struct room *rp; |
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29 |
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30 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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31 rp->r_flags = ISGONE; /* kill all rooms */ |
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32 rp->r_fires = NULL; /* no fires */ |
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33 } |
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34 rp = &rooms[0]; /* point to only room */ |
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35 rp->r_flags = ISDARK; /* outside is always dark */ |
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36 rp->r_pos.x = 0; /* room fills whole screen */ |
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37 rp->r_pos.y = 1; |
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38 rp->r_max.x = cols; |
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39 rp->r_max.y = lines - 3; |
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40 } |
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41 |
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42 void |
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43 do_terrain(basey, basex, deltay, deltax, fresh) |
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44 int basey, basex, deltay, deltax; |
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45 bool fresh; |
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46 { |
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47 register int cury, curx; /* Current y and x positions */ |
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48 |
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49 /* Lay out the boundary */ |
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50 for (cury=1; cury<lines-2; cury++) { /* Vertical "walls" */ |
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51 mvaddch(cury, 0, VERTWALL); |
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52 mvaddch(cury, cols-1, VERTWALL); |
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53 } |
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54 for (curx=0; curx<cols; curx++) { /* Horizontal "walls" */ |
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55 mvaddch(1, curx, HORZWALL); |
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56 mvaddch(lines-3, curx, HORZWALL); |
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57 } |
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58 |
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59 /* If we are not continuing, let's start out with a line of terrain */ |
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60 if (fresh) { |
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61 char ch; /* Next char to add */ |
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62 |
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63 /* Move to the starting point (should be (1, 0)) */ |
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64 move(basey, basex); |
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65 curx = basex; |
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66 |
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67 /* Start with some random terrain */ |
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68 if (basex == 0) { |
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69 ch = rnd_terrain(); |
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70 addch(ch); |
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71 } |
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72 else ch = mvinch(basey, basex); |
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73 |
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74 curx += deltax; |
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75 |
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76 /* Fill in the rest of the line */ |
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77 while (curx > 0 && curx < cols-1) { |
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78 /* Put in the next piece */ |
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79 ch = get_terrain(ch, '\0', '\0', '\0'); |
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80 mvaddch(basey, curx, ch); |
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81 curx += deltax; |
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82 } |
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83 |
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84 basey++; /* Advance to next line */ |
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85 } |
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86 |
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87 /* Fill in the rest of the lines */ |
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88 cury = basey; |
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89 while (cury > 1 && cury < lines - 3) { |
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90 curx = basex; |
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91 while (curx > 0 && curx < cols-1) { |
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92 register char left, top_left, top, top_right; |