Mercurial > hg > early-roguelike
annotate urogue/maze.c @ 315:ad2570b5b21f
Advanced Rogue 5, 7: fix some trading post messages.
When attempting to buy an unaffordable object, messages were often of
the form "You can't afford that a scroll of hold monster !", because
the object description (stored in curpurch) was the same text used in
inventory displays.
This has been worked around by inspecting the contents of curpurch and
using different message templates.
author | John "Elwin" Edwards |
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date | Sun, 24 Oct 2021 20:26:21 -0400 |
parents | c495a4f288c6 |
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rev | line source |
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256
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1 /* |
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2 maze.c - functions for dealing with armor |
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3 |
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4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom |
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong |
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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 |
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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 "rogue.h" |
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17 |
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18 static char *frontier; |
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19 static char *bits; |
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20 static int urlines; |
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21 static int urcols; |
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22 |
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23 /* |
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24 domaze() |
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25 Draw the maze on this level. |
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26 */ |
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27 |
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28 void |
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29 do_maze(void) |
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30 { |
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31 int i, least; |
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32 struct room *rp; |
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33 struct linked_list *item; |
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34 struct object *obj; |
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35 struct thing *mp; |
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36 int treas; |
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37 coord tp; |
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38 |
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39 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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40 { |
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41 rp->r_nexits = 0; /* no exits */ |
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42 rp->r_flags = ISGONE; /* kill all rooms */ |
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43 rp->r_fires = 0; /* no fires */ |
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44 } |
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45 |
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46 rp = &rooms[0]; /* point to only room */ |
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47 rp->r_flags = ISDARK; /* mazes always dark */ |
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48 rp->r_pos.x = 0; /* room fills whole screen */ |
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49 rp->r_pos.y = 1; |
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50 rp->r_max.x = COLS - 1; |
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51 rp->r_max.y = LINES - 3; |
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52 draw_maze(); /* put maze into window */ |
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53 |
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54 /* add some gold to make it worth looking for */ |
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55 |
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56 item = spec_item(GOLD, 0, 0, 0); |
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57 obj = OBJPTR(item); |
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58 obj->o_count *= (rnd(10) + 5); /* add in one large hunk */ |
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59 |
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60 do |
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61 { |
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62 rnd_pos(rp, &tp); |
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63 } |
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64 while( mvwinch(stdscr, tp.y, tp.x) != FLOOR); |
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65 |
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66 obj->o_pos = tp; |
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67 add_obj(item, tp.y, tp.x); |
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68 |
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69 /* add in some food to make sure he has enough */ |
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70 |
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71 item = spec_item(FOOD, 0, 0, 0); |
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72 obj = OBJPTR(item); |
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73 |
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74 do |
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75 { |
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76 rnd_pos(rp, &tp); |
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77 } |
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78 while( mvwinch(stdscr, tp.y, tp.x) != FLOOR); |
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79 |
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80 obj->o_pos = tp; |
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81 add_obj(item, tp.y, tp.x); |
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82 |
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83 if (rnd(100) < 5) /* 5% for treasure maze level */ |
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84 { |
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85 treas = TRUE; |
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86 least = 20; |
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87 debug("Treasure maze."); |
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88 } |
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89 else /* normal maze level */ |
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90 { |
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91 least = 1; |
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92 treas = FALSE; |
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93 } |
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94 |
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95 for (i = 0; i < level + least; i++) |
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96 { |
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97 if (!treas && rnd(100) < 50) /* put in some little buggers */ |
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98 continue; |
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99 |
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100 /* Put the monster in */ |
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101 |
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102 item = new_item(sizeof *mp); |
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103 |
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104 mp = THINGPTR(item); |
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105 |
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106 do |
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107 { |
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108 rnd_pos(rp, &tp); |
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109 } |
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110 while(mvwinch(stdscr, tp.y, tp.x) != FLOOR); |
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111 |
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112 new_monster(item, randmonster(NOWANDER, NOGRAB), &tp, NOMAXSTATS); |
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113 |
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114 /* See if we want to give it a treasure to carry around. */ |
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115 |
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116 if (rnd(100) < monsters[mp->t_index].m_carry) |
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117 attach(mp->t_pack, new_thing()); |
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118 |
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119 /* If it carries gold, give it some */ |
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120 |
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121 if (on(*mp, CARRYGOLD)) |
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122 { |
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123 item = spec_item(GOLD, 0, 0, 0); |
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124 obj = OBJPTR(item); |
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125 obj->o_count = GOLDCALC + GOLDCALC + GOLDCALC; |
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126 obj->o_pos = mp->t_pos; |
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127 attach(mp->t_pack, item); |
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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 |
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133 /* |
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134 draw_maze() |
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135 Generate and draw the maze on the screen |
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136 */ |
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137 |
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138 void |
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139 draw_maze(void) |
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140 { |
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141 int i, j, more; |
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142 char *ptr; |
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143 |
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144 urlines = (LINES - 3) / 2; |
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145 urcols = (COLS - 1) / 2; |
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146 |
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147 bits = ur_alloc((unsigned int) ((LINES - 3) * (COLS - 1))); |
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148 frontier = ur_alloc((unsigned int) (urlines * urcols)); |
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149 ptr = frontier; |
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150 |
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151 while (ptr < (frontier + (urlines * urcols))) |
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152 *ptr++ = TRUE; |
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153 |
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154 for (i = 0; i < LINES - 3; i++) |
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155 { |
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156 for (j = 0; j < COLS - 1; j++) |
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157 { |
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158 if (i % 2 == 1 && j % 2 == 1) |
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159 *moffset(i, j) = FALSE; /* floor */ |
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160 else |
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161 *moffset(i, j) = TRUE; /* wall */ |
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162 } |
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163 } |
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164 |
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165 for (i = 0; i < urlines; i++) |
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166 { |
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167 for (j = 0; j < urcols; j++) |
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168 { |
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169 do |
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170 more = findcells(i, j); |
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171 while (more != 0); |
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172 } |
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173 } |
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174 |
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175 crankout(); |
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176 ur_free(frontier); |
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177 ur_free(bits); |
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178 } |
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179 |
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180 /* |
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181 moffset() |
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182 Calculate memory address for bits |
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183 */ |
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184 |
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185 char * |
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186 moffset(int y, int x) |
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187 { |
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188 return (bits + (y * (COLS - 1)) + x); |
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189 } |
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190 |
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191 /* |
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192 foffset() |
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193 Calculate memory address for frontier |
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194 */ |
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195 |
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196 char * |
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197 foffset(int y, int x) |
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198 { |
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199 return (frontier + (y * urcols) + x); |
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200 } |
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201 |
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202 /* |
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203 findcells() |
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204 Figure out cells to open up |
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205 */ |
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206 |
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207 int |
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208 findcells(int y, int x) |
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209 { |
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210 int rtpos, i; |
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211 |
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212 struct |
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213 { |
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214 int num_pos; /* number of frontier cells next to you */ |
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215 |
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216 struct |
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217 { |
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218 int y_pos; |
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219 int x_pos; |
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220 } conn[4]; /* the y,x position of above cell */ |
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221 } mborder; |
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222 |
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223 *foffset(y, x) = FALSE; |
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224 mborder.num_pos = 0; |
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225 |
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226 if (y < urlines - 1) { /* look below */ |
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227 if (*foffset(y + 1, x)) |
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228 { |
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229 mborder.conn[mborder.num_pos].y_pos = y + 1; |
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230 mborder.conn[mborder.num_pos].x_pos = x; |
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231 mborder.num_pos += 1; |
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232 } |
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233 } |
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234 |
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235 if (y > 0) /* look above */ |
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236 { |
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237 if (*foffset(y - 1, x)) |
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238 { |
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239 mborder.conn[mborder.num_pos].y_pos = y - 1; |
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240 mborder.conn[mborder.num_pos].x_pos = x; |
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241 mborder.num_pos += 1; |
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242 } |
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243 } |
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244 |
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245 if (x < urcols - 1) /* look right */ |
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246 { |
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247 if (*foffset(y, x + 1)) |
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248 { |
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249 mborder.conn[mborder.num_pos].y_pos = y; |
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250 mborder.conn[mborder.num_pos].x_pos = x + 1; |
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251 mborder.num_pos += 1; |
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252 } |
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253 } |
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254 |
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255 if (x > 0) /* look left */ |
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256 { |
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257 if (*foffset(y, x - 1)) |
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258 { |
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259 mborder.conn[mborder.num_pos].y_pos = y; |
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260 mborder.conn[mborder.num_pos].x_pos = x - 1; |
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261 mborder.num_pos += 1; |
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262 } |
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263 } |
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264 |
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265 if (mborder.num_pos == 0)/* no neighbors available */ |
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266 return(0); |
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267 else |
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268 { |
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269 i = rnd(mborder.num_pos); |
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270 rtpos = mborder.num_pos - 1; |
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271 rmwall(mborder.conn[i].y_pos, mborder.conn[i].x_pos, y, x); |
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272 return(rtpos); |
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273 } |
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274 } |
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275 |
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276 /* |
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277 rmwall() |
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278 Removes appropriate walls from the maze |
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279 */ |
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280 |
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281 void |
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282 rmwall(int newy, int newx, int oldy, int oldx) |
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283 { |
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284 int xdif, ydif; |
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285 |
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286 xdif = newx - oldx; |
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287 ydif = newy - oldy; |
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288 |
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289 *moffset((oldy * 2) + ydif + 1, (oldx * 2) + xdif + 1) = FALSE; |
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290 |
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291 findcells(newy, newx); |
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292 } |
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293 |
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294 |
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295 /* |
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296 crankout() |
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297 Does actual drawing of maze to window |
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298 */ |
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299 |
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300 void |
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301 crankout(void) |
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302 { |
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303 int x, y; |
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304 |
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305 for (y = 0; y < LINES - 3; y++) |
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306 { |
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307 move(y + 1, 0); |
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308 |
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309 for (x = 0; x < COLS - 1; x++) |
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310 { |
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311 if (*moffset(y, x)) /* here is a wall */ |
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312 { |
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313 if (y == 0 || y == LINES - 4) /* top or bottom line */ |
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314 addch('-'); |
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315 else if (x == 0 || x == COLS - 2) /* left | right side */ |
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316 addch('|'); |
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317 else if (y % 2 == 0 && x % 2 == 0) |
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318 { |
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319 if (*moffset(y, x - 1) || *moffset(y, x + 1)) |
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320 addch('-'); |
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321 else |
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322 addch('|'); |
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323 } |
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324 else if (y % 2 == 0) |
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325 addch('-'); |
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326 else |
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327 addch('|'); |
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328 } |
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329 else |
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330 addch(FLOOR); |
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331 } |
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332 } |
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333 } |