annotate xrogue/rooms.c @ 220:f54901b9c39b

XRogue: convert to ANSI-style function declarations.
author John "Elwin" Edwards
date Wed, 02 Mar 2016 21:13:26 -0500
parents ce0cf824c192
children
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1 /*
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2 rooms.c - Draw the nine rooms on the screen
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3
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4 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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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 and AT&T
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <stdlib.h>
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20 #include <curses.h>
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21 #include "rogue.h"
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22
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23 void horiz(int cnt);
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24 void vert(int cnt);
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25
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26 void
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27 do_rooms(void)
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28 {
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29 register int i;
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30 register struct room *rp;
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31 register struct linked_list *item;
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32 register struct thing *tp;
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33 int left_out;
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34 int num_monsters;
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35 int which_monster;
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36 int j;
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37 coord top;
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38 coord bsze;
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39 coord mp;
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40 coord *np;
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41
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42 /*
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43 * bsze is the maximum room size
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44 */
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45 bsze.x = cols/3;
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46 bsze.y = (lines-2)/3;
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47 /*
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48 * Clear things for a new level
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49 */
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50 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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51 rp->r_flags = 0;
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52 _r_free_fire_list(&rp->r_fires);
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53 }
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54 /*
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55 * Put the gone rooms, if any, on the level
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56 */
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57 left_out = rnd(4);
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58 for (i = 0; i < left_out; i++)
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59 rooms[rnd_room()].r_flags |= ISGONE;
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60 /*
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61 * dig and populate all the rooms on the level
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62 */
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63 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
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64 {
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65 bool has_gold=FALSE;
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66
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67 /*
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68 * Find upper left corner of box that this room goes in
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69 */
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70 top.x = (i%3)*bsze.x;
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71 top.y = i/3*bsze.y + 1;
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72 if (rp->r_flags & ISGONE)
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73 {
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74 /*
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75 * Place a gone room. Make certain that there is a blank line
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76 * for passage drawing.
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77 */
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78 do
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79 {
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80 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
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81 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
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82 rp->r_max.x = -cols;
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83 rp->r_max.y = -lines;
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84 } until(rp->r_pos.y > 0 && rp->r_pos.y < lines-2);
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85 continue;
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86 }
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87 if (rnd(10) < level-1)
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88 rp->r_flags |= ISDARK;
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89 /*
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90 * Find a place and size for a random room
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91 */
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92 do
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93 {
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94 rp->r_max.x = rnd(bsze.x - 4) + 4;
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95 rp->r_max.y = rnd(bsze.y - 4) + 4;
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96 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
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97 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
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98 } until (rp->r_pos.y != 0);
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99
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100 /* Draw the room */
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101 draw_room(rp);
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102
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103 /*
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104 * Put the gold in
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105 */
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106 if (rnd(100) < 55 && level >= cur_max)
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107 {
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108 register struct linked_list *item;
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109 register struct object *cur;
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110 coord tp;
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111
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112 has_gold = TRUE; /* This room has gold in it */
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113
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114 item = spec_item(GOLD, 0, 0, 0);
133
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115 cur = OBJPTR(item);
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116
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117 /* Put the gold into the level list of items */
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118 attach(lvl_obj, item);
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119
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120 /* Put it somewhere */
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121 rnd_pos(rp, &tp);
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122 mvaddch(tp.y, tp.x, GOLD);
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123 cur->o_pos = tp;
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124 if (roomin(&tp) != rp) {
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125 endwin();
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126 abort();
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127 }
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128 }
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129
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130 /*
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131 * Put the monster in
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132 */
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133 if (rnd(100) < (has_gold ? 80 : 25) + vlevel/2)
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134 {
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135 do
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136 {
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137 rnd_pos(rp, &mp);
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138 } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR);
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139 which_monster = randmonster(FALSE, FALSE);
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140 num_monsters = 1;
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141 /*
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142 * see if we should make a whole bunch
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143 */
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144 for (j=0; j<MAXFLAGS; j++) {
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145 if (monsters[which_monster].m_flags[j] == AREMANY)
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146 num_monsters = roll(7,2);
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147 }
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148 for (j=0; j<num_monsters; j++) {
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149 if ((np = fallpos(&mp, FALSE, 2)) != NULL &&
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150 mvwinch(stdscr, np->y, np->x) == FLOOR) {
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151 item = new_item(sizeof *tp);
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152 tp = THINGPTR(item);
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153 new_monster(item, which_monster, np, FALSE);
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154 /*
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155 * See if we want to give it a treasure to
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156 * carry around.
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157 */
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158 carry_obj(tp, monsters[tp->t_index].m_carry);
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159 tp->t_no_move = movement(tp);
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160
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161 /*
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162 * If it has a fire, mark it
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163 */
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164 if (on(*tp, HASFIRE)) {
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165 register struct linked_list *fire_item;
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166
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167 fire_item = creat_item();
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168 ldata(fire_item) = (char *) tp;
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169 attach(rp->r_fires, fire_item);
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170 rp->r_flags |= HASFIRE;
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171 }
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172 }
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173 }
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174 }
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175 }
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176 }
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177
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178 /*
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179 * Given a room pointer and a pointer to a door, supposedly in that room,
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180 * return the coordinates of the entrance to the doorway.
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181 */
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182
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183 coord *
220
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184 doorway(struct room *rp, coord *door)
133
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185 {
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186 register int misses = 0;
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187 static coord answer;
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188
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189 /* Do we have decent parameters? */
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190 if (rp == NULL || door == NULL) return(NULL);
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191
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192 /* Initialize the answer to be the door, then calculate the offset */
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193 answer = *door;
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194
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195 /* Calculate the x-offset */
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196 if (door->x == rp->r_pos.x) answer.x++;
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197 else if (door->x == rp->r_pos.x + rp->r_max.x - 1) answer.x--;
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198 else misses++;
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199
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200 /* Calculate the y-offset */
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201 if (door->y == rp->r_pos.y) answer.y++;
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202 else if (door->y == rp->r_pos.y + rp->r_max.y - 1) answer.y--;
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203 else misses++;
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204
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205 if (misses <= 1) return(&answer);
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206 else return(NULL);
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207 }
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208
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209 /*
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210 * Draw a box around a room
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211 */
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212
220
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213 void
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214 draw_room(struct room *rp)
133
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215 {
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216 register int j, k;
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217
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218 move(rp->r_pos.y, rp->r_pos.x+1);
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219 vert(rp->r_max.y-2); /* Draw left side */
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220 move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x);
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221 horiz(rp->r_max.x); /* Draw bottom */
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222 move(rp->r_pos.y, rp->r_pos.x);
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223 horiz(rp->r_max.x); /* Draw top */
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224 vert(rp->r_max.y-2); /* Draw right side */
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225 /*
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226 * Put the floor down
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227 */
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228 for (j = 1; j < rp->r_max.y-1; j++)
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229 {
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230 move(rp->r_pos.y + j, rp->r_pos.x+1);
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231 for (k = 1; k < rp->r_max.x-1; k++)
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232 addch(FLOOR);
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233 }
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234 }
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235
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236 /*
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237 * horiz:
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238 * draw a horizontal line
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239 */
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240
220
f54901b9c39b XRogue: convert to ANSI-style function declarations.
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241 void
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242 horiz(int cnt)
133
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243 {
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244 while (cnt--)
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245 addch(HORZWALL);
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246 }
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247
e6179860cb76 Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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248 /*
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249 * rnd_pos:
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250 * pick a random spot in a room
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251 */
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252
220
f54901b9c39b XRogue: convert to ANSI-style function declarations.
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253 void
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254 rnd_pos(struct room *rp, coord *cp)
133
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255 {
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256 cp->x = rp->r_pos.x + rnd(rp->r_max.x-2) + 1;
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257 cp->y = rp->r_pos.y + rnd(rp->r_max.y-2) + 1;
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258 }
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259
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260
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261
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262 /*
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263 * roomin:
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264 * Find what room some coordinates are in. NULL means they aren't
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265 * in any room.
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266 */
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267
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268 struct room *
220
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269 roomin(coord *cp)
133
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270 {
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271 register struct room *rp;
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272
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273 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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274 if (inroom(rp, cp))
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275 return rp;
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276 return NULL;
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277 }
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278
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279 /*
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280 * vert:
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281 * draw a vertical line
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282 */
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283
220
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284 void
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285 vert(int cnt)
133
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286 {
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287 register int x, y;
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288
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289 getyx(stdscr, y, x);
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290 x--;
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291 while (cnt--) {
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292 move(++y, x);
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293 addch(VERTWALL);
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294 }
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295 }
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296