Mercurial > hg > early-roguelike
annotate urogue/maze.c @ 256:c495a4f288c6
Import UltraRogue from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Tue, 31 Jan 2017 19:56:04 -0500 |
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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 } |