annotate arogue5/passages.c @ 304:e52a8a7ad4c5

Fix many compiler warnings. There should only be two changes in behavior: arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly applied to characters who are not monks instead of monks who are not empty-handed. urogue/fight.c: fixed an interaction with the "debug" macro that could cause the wrong message to be displayed.
author John "Elwin" Edwards
date Wed, 14 Apr 2021 18:55:33 -0400
parents 56e748983fa8
children
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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 3.4 (Berkeley) 6/15/81
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5 *
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6 * Advanced Rogue
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7 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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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 <stdlib.h>
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18 #include "curses.h"
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19 #include "rogue.h"
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20
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21 void conn(int r1, int r2);
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22 void door(struct room *rm, coord *cp);
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23
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24 /*
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25 * do_passages:
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26 * Draw all the passages on a level.
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27 */
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28
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29 void
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30 do_passages(void)
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31 {
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32 register struct rdes *r1, *r2 = NULL;
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33 register int i, j;
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34 register int roomcount;
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35 static struct rdes
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36 {
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37 bool conn[MAXROOMS]; /* possible to connect to room i? */
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38 bool isconn[MAXROOMS]; /* connection been made to room i? */
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39 bool ingraph; /* this room in graph already? */
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40 } rdes[MAXROOMS] = {
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41 { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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42 { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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43 { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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44 { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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45 { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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46 { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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47 { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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48 { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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49 { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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50 };
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51
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52 /*
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53 * reinitialize room graph description
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54 */
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55 for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++)
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56 {
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57 for (j = 0; j < MAXROOMS; j++)
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58 r1->isconn[j] = FALSE;
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59 r1->ingraph = FALSE;
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60 }
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61
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62 /*
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63 * starting with one room, connect it to a random adjacent room and
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64 * then pick a new room to start with.
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65 */
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66 roomcount = 1;
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67 r1 = &rdes[rnd(MAXROOMS)];
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68 r1->ingraph = TRUE;
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69 do
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70 {
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71 /*
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72 * find a room to connect with
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73 */
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74 j = 0;
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75 for (i = 0; i < MAXROOMS; i++)
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76 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
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77 r2 = &rdes[i];
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78 /*
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79 * if no adjacent rooms are outside the graph, pick a new room
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80 * to look from
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81 */
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82 if (j == 0)
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83 {
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84 do
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85 r1 = &rdes[rnd(MAXROOMS)];
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86 until (r1->ingraph);
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87 }
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88 /*
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89 * otherwise, connect new room to the graph, and draw a tunnel
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90 * to it
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91 */
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92 else
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93 {
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94 r2->ingraph = TRUE;
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95 i = (int)(r1 - rdes);
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96 j = (int)(r2 - rdes);
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97 conn(i, j);
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98 r1->isconn[j] = TRUE;
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99 r2->isconn[i] = TRUE;
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100 roomcount++;
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101 }
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