annotate xrogue/maze.c @ 145:aac28331e71d

Advanced Rogue family: fix the "score" option. Changing the score file (when permitted) now works again, closing the old score file and opening the new one.
author John "Elwin" Edwards
date Wed, 20 May 2015 08:42:17 -0400
parents e6179860cb76
children f54901b9c39b
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133
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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 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 <stdlib.h>
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16 #include <curses.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 b_cellscells {
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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 } b_cells;
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27
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28 static char *maze_frontier, *maze_bits;
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29 static int maze_lines, maze_cols;
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30 static char *moffset(), *foffset();
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31 static int rmwall(),findcells(),crankout(),draw_maze();
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32
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33 /*
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34 * crankout:
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35 * Does actual drawing of maze to window
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36 */
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37
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38 static
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39 crankout()
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40 {
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41 reg int x, y;
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42
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43 for (y = 0; y < lines - 3; y++) {
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44 move(y + 1, 0);
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45 for (x = 0; x < cols - 1; x++) {
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46 if (*moffset(y, x)) { /* here is a wall */
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47 if(y==0 || y==lines-4) /* top or bottom line */
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48 addch(HORZWALL);
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49 else if(x==0 || x==cols-2) /* left | right side */
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50 addch(VERTWALL);
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51 else if (y % 2 == 0 && x % 2 == 0) {
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52 if(*moffset(y, x-1) || *moffset(y, x+1))
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53 addch(HORZWALL);
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54 else
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55 addch(VERTWALL);
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56 }
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57 else if (y % 2 == 0)
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58 addch(HORZWALL);
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59 else
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60 addch(VERTWALL);
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61 }
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62 else
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63 addch(FLOOR);
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64 }
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65 }
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66 }
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67
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68 /*
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69 * domaze:
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70 * Draw the maze on this level.
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71 */
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72
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73 do_maze()
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74 {
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75 reg int least;
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76 reg struct room *rp;
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77 reg struct linked_list *item;
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78 reg struct object *obj;
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79 int cnt;
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80 bool treas;
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81 coord tp;
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82
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83 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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84 rp->r_flags = ISGONE; /* kill all rooms */
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85 rp->r_fires = NULL; /* no fires */
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86 }
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87 rp = &rooms[0]; /* point to only room */
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88 rp->r_flags = ISDARK; /* mazes always dark */
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89 rp->r_pos.x = 0; /* room fills whole screen */
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90 rp->r_pos.y = 1;
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91 rp->r_max.x = cols - 1;
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92 rp->r_max.y = lines - 3;
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93 draw_maze(); /* put maze into window */
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