annotate arogue5/maze.c @ 76:ad2cb9a07aaa

arogue5: fix player's typed responses getting put at the wrong place. Some sections of code that prompt the user for a string of input were calling get_str() with cw (the player-visible screen containing the map), which caused whatever the player typed to get printed starting at cw's idea of the cursor position, which was usually the Rogue's @-sign. This corrupted the map. The problem has been fixed by passing msgw (the message line at the top of the screen) to get_str(), so the player's typing appears where msgw thinks the cursor should be, which is in the sensible place right after the prompt. Some other get_str() invocations which used hw or stdscr have been left unmodified.
author John "Elwin" Edwards <elwin@sdf.org>
date Sat, 08 Sep 2012 22:05:05 -0700
parents 0ed67132cf10
children 56e748983fa8
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1 /*
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2 * maze
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Super-Rogue"
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9 * Copyright (C) 1984 Robert D. Kindelberger
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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
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24 struct bordercells {
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25 char num_pos; /* number of frontier cells next to you */
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26 struct cell conn[4]; /* the y,x position of above cell */
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27 } border_cells;
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28
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29 static char *frontier,
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30 *bits;
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31 static int maze_lines,
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32 maze_cols;
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33 char *moffset(),
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34 *foffset();
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35
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36
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37 /*
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38 * crankout:
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39 * Does actual drawing of maze to window
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40 */
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41 crankout()
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42 {
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43 reg int x, y;
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44
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45 for (y = 0; y < LINES - 3; y++) {
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46 move(y + 1, 0);
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47 for (x = 0; x < COLS - 1; x++) {
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48 if (*moffset(y, x)) { /* here is a wall */
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49 if(y==0 || y==LINES-4) /* top or bottom line */
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50 addch('-');
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51 else if(x==0 || x==COLS-2) /* left | right side */
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52 addch('|');
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53 else if (y % 2 == 0 && x % 2 == 0) {
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54 if(*moffset(y, x-1) || *moffset(y, x+1))
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55 addch('-');
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56 else
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57 addch('|');
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58 }
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59 else if (y % 2 == 0)
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60 addch('-');
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61 else
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62 addch('|');
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63 }
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64 else
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65 addch(FLOOR);
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66 }
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67 }
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68 }
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69
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70 /*
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71 * domaze:
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72 * Draw the maze on this level.
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73 */
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74 do_maze()
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75 {
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76 reg int least;
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77 reg struct room *rp;
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78 reg struct linked_list *item;
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79 reg struct object *obj;
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80 int cnt;
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81 bool treas;
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82 coord tp;
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83
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84 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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85 rp->r_flags = ISGONE; /* kill all rooms */
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86 rp->r_fires = NULL; /* no fires */
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87 }
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88 rp = &rooms[0]; /* point to only room */
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89 rp->r_flags = ISDARK; /* mazes always dark */
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90 rp->r_pos.x = 0; /* room fills whole screen */
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91 rp->r_pos.y = 1;
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92 rp->r_max.x = COLS - 1;
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93 rp->r_max.y = LINES - 3;
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94 draw_maze(); /* put maze into window */
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95 /*
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96 * add some gold to make it worth looking for
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97 */
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98 item = spec_item(GOLD, NULL, NULL, NULL);
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99 obj = OBJPTR(item);
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100 obj->o_count *= (rnd(10) + 1); /* add in one large hunk */
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101 attach(lvl_obj, item);
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102 cnt = 0;
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103 do {
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104 rnd_pos(rp, &tp);
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105 } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 5000);
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