annotate srogue/passages.c @ 148:c8fc38d903a3

arogue7: ask about unidentified objects by default. The 'askme' option is on in some games and off in others, probably due to authorial preference. I am going to be consistent and turn it on in all of them.
author John "Elwin" Edwards
date Thu, 21 May 2015 09:02:15 -0400
parents 2128c7dc8a40
children 7f5f5f1ba09c
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36
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1 /*
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2 * Draw the connecting passages
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3 *
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4 * @(#)passages.c 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * Based on "Rogue: Exploring the Dungeons of Doom"
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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12 * All rights reserved.
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13 *
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14 * See the file LICENSE.TXT for full copyright and licensing information.
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15 */
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16
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17 #include "rogue.h"
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18 #include "rogue.ext"
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19
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20 /*
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21 * do_passages:
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22 * Draw all the passages on a level.
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23 */
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24
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25 do_passages()
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26 {
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27 reg struct rdes *r1, *r2;
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28 reg int i, j;
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29 reg int roomcount;
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30 static struct rdes {
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31 bool conn[MAXROOMS]; /* possible to connect to room i */
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32 bool isconn[MAXROOMS]; /* connection was made to room i */
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33 bool ingraph; /* this room in graph already? */
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34 } rdes[MAXROOMS] = {
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35 {{ 0, 1, 0, 1, 0, 0, 0, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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36 {{ 1, 0, 1, 0, 1, 0, 0, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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37 {{ 0, 1, 0, 0, 0, 1, 0, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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38 {{ 1, 0, 0, 0, 1, 0, 1, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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39 {{ 0, 1, 0, 1, 0, 1, 0, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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40 {{ 0, 0, 1, 0, 1, 0, 0, 0, 1 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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41 {{ 0, 0, 0, 1, 0, 0, 0, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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42 {{ 0, 0, 0, 0, 1, 0, 1, 0, 1 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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43 {{ 0, 0, 0, 0, 0, 1, 0, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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44 };
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45
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46 /*
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47 * reinitialize room graph description
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48 */
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49 for (r1 = rdes; r1 < &rdes[MAXROOMS]; r1++) {
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50 for (j = 0; j < MAXROOMS; j++)
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51 r1->isconn[j] = FALSE;
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52 r1->ingraph = FALSE;
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53 }
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54
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55 /*
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56 * starting with one room, connect it to a random adjacent room and
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57 * then pick a new room to start with.
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58 */
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59 roomcount = 1;
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60 r1 = &rdes[rnd(MAXROOMS)];
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61 r1->ingraph = TRUE;
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62 do {
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63 /*
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64 * find a room to connect with
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65 */
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66 j = 0;
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67 for (i = 0; i < MAXROOMS; i++)
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68 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
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69 r2 = &rdes[i];
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70 /*
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71 * if no adjacent rooms are outside the graph, pick a new room
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72 * to look from
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73 */
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74 if (j == 0) {
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75 do {
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76 r1 = &rdes[rnd(MAXROOMS)];
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77 } until (r1->ingraph);
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78 }
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79 /*
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80 * otherwise, connect new room to the graph, and draw a tunnel
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81 * to it
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82 */
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83 else {
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84 r2->ingraph = TRUE;
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85 i = r1 - rdes;
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86 j = r2 - rdes;
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87 conn(i, j);
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88 r1->isconn[j] = TRUE;
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89 r2->isconn[i] = TRUE;
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90 roomcount++;
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91 }
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92 } while (roomcount < MAXROOMS);
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93
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94 /*
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95 * attempt to add passages to the graph a random number of times so
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96 * that there isn't just one unique passage through it.
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97 */
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98 for (roomcount = rnd(5); roomcount > 0; roomcount--) {
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99 r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */
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100 /*
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101 * find an adjacent room not already connected
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102 */
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103 j = 0;
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104 for (i = 0; i < MAXROOMS; i++)
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