Mercurial > hg > early-roguelike
view arogue5/maze.c @ 162:600873555ec0
Don't swap signal handlers in md_shellescape().
md_shellescape() sets SIGINT and SIGQUIT to be ignored, storing the
previous handlers, and restores them after the shell exits. But it
mixed up the two handlers.
Since the signals were usually handled by the same function, this fix
doesn't have much effect, but anything that makes signal code less
confusing is a good thing.
author | John "Elwin" Edwards |
---|---|
date | Mon, 08 Jun 2015 10:01:25 -0400 |
parents | 0ed67132cf10 |
children | 56e748983fa8 |
line wrap: on
line source
/* * maze * * Advanced Rogue * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T * All rights reserved. * * Based on "Super-Rogue" * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <stdlib.h> #include "curses.h" #include "rogue.h" struct cell { char y_pos; char x_pos; }; struct bordercells { char num_pos; /* number of frontier cells next to you */ struct cell conn[4]; /* the y,x position of above cell */ } border_cells; static char *frontier, *bits; static int maze_lines, maze_cols; char *moffset(), *foffset(); /* * crankout: * Does actual drawing of maze to window */ crankout() { reg int x, y; for (y = 0; y < LINES - 3; y++) { move(y + 1, 0); for (x = 0; x < COLS - 1; x++) { if (*moffset(y, x)) { /* here is a wall */ if(y==0 || y==LINES-4) /* top or bottom line */ addch('-'); else if(x==0 || x==COLS-2) /* left | right side */ addch('|'); else if (y % 2 == 0 && x % 2 == 0) { if(*moffset(y, x-1) || *moffset(y, x+1)) addch('-'); else addch('|'); } else if (y % 2 == 0) addch('-'); else addch('|'); } else addch(FLOOR); } } } /* * domaze: * Draw the maze on this level. */ do_maze() { reg int least; reg struct room *rp; reg struct linked_list *item; reg struct object *obj; int cnt; bool treas; coord tp; for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { rp->r_flags = ISGONE; /* kill all rooms */ rp->r_fires = NULL; /* no fires */ } rp = &rooms[0]; /* point to only room */ rp->r_flags = ISDARK; /* mazes always dark */ rp->r_pos.x = 0; /* room fills whole screen */ rp->r_pos.y = 1; rp->r_max.x = COLS - 1; rp->r_max.y = LINES - 3; draw_maze(); /* put maze into window */ /* * add some gold to make it worth looking for */ item = spec_item(GOLD, NULL, NULL, NULL); obj = OBJPTR(item); obj->o_count *= (rnd(10) + 1); /* add in one large hunk */ attach(lvl_obj, item); cnt = 0; do { rnd_pos(rp, &tp); } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 5000); mvaddch(tp.y, tp.x, GOLD); obj->o_pos = tp; /* * add in some food to make sure he has enough */ item = spec_item(FOOD, NULL, NULL, NULL); obj = OBJPTR(item); attach(lvl_obj, item); do { rnd_pos(rp, &tp); } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 5000); mvaddch(tp.y, tp.x, FOOD); obj->o_pos = tp; if (rnd(100) < 10) { /* 10% for treasure maze */ treas = TRUE; least = 6; debug("treasure maze"); } else { /* normal maze level */ least = 1; treas = FALSE; } genmonsters(least, treas); } /* * draw_maze: * Generate and draw the maze on the screen */ draw_maze() { reg int i, j, more; reg char *ptr; maze_lines = (LINES - 3) / 2; maze_cols = (COLS - 1) / 2; bits = ALLOC((LINES - 3) * (COLS - 1)); frontier = ALLOC(maze_lines * maze_cols); ptr = frontier; while (ptr < (frontier + (maze_lines * maze_cols))) *ptr++ = TRUE; for (i = 0; i < LINES - 3; i++) { for (j = 0; j < COLS - 1; j++) { if (i % 2 == 1 && j % 2 == 1) *moffset(i, j) = FALSE; /* floor */ else *moffset(i, j) = TRUE; /* wall */ } } for (i = 0; i < maze_lines; i++) { for (j = 0; j < maze_cols; j++) { do more = findcells(i,j); while(more != 0); } } crankout(); FREE(frontier); FREE(bits); } /* * findcells: * Figure out cells to open up */ findcells(y,x) reg int x, y; { reg int rtpos, i; *foffset(y, x) = FALSE; border_cells.num_pos = 0; if (y < maze_lines - 1) { /* look below */ if (*foffset(y + 1, x)) { border_cells.conn[border_cells.num_pos].y_pos = y + 1; border_cells.conn[border_cells.num_pos].x_pos = x; border_cells.num_pos += 1; } } if (y > 0) { /* look above */ if (*foffset(y - 1, x)) { border_cells.conn[border_cells.num_pos].y_pos = y - 1; border_cells.conn[border_cells.num_pos].x_pos = x; border_cells.num_pos += 1; } } if (x < maze_cols - 1) { /* look right */ if (*foffset(y, x + 1)) { border_cells.conn[border_cells.num_pos].y_pos = y; border_cells.conn[border_cells.num_pos].x_pos = x + 1; border_cells.num_pos += 1; } } if (x > 0) { /* look left */ if (*foffset(y, x - 1)) { border_cells.conn[border_cells.num_pos].y_pos = y; border_cells.conn[border_cells.num_pos].x_pos = x - 1; border_cells.num_pos += 1; } } if (border_cells.num_pos == 0) /* no neighbors available */ return 0; else { i = rnd(border_cells.num_pos); rtpos = border_cells.num_pos - 1; rmwall(border_cells.conn[i].y_pos, border_cells.conn[i].x_pos, y, x); return rtpos; } } /* * foffset: * Calculate memory address for frontier */ char * foffset(y, x) int y, x; { return (frontier + (y * maze_cols) + x); } /* * Maze_view: * Returns true if the player can see the specified location within * the confines of a maze (within one column or row) */ bool maze_view(y, x) int y, x; { register int start, goal, delta, ycheck = 0, xcheck = 0, absy, absx, see_radius; register bool row; char ch; /* What we are standing on (or near) */ /* Get the absolute value of y and x differences */ absy = hero.y - y; absx = hero.x - x; if (absy < 0) absy = -absy; if (absx < 0) absx = -absx; /* If we are standing in a wall, we can see a bit more */ switch (ch = CCHAR( winat(hero.y, hero.x) )) { case '|': case '-': case WALL: case SECRETDOOR: case DOOR: see_radius = 2; otherwise: see_radius = 1; } /* Must be within one or two rows or columns */ if (absy > see_radius && absx > see_radius) return(FALSE); if (absx > see_radius) { /* Go along row */ start = hero.x; goal = x; ycheck = hero.y; row = TRUE; } else { /* Go along column */ start = hero.y; goal = y; xcheck = hero.x; row = FALSE; } if (start <= goal) delta = 1; else delta = -1; /* Start one past where we are standing */ if (start != goal) start += delta; /* If we are in a wall, we want to look in the area outside the wall */ if (see_radius > 1) { if (row) { /* See if above us it okay first */ switch (winat(ycheck, start)) { case '|': case '-': case WALL: case DOOR: case SECRETDOOR: /* No good, try one up */ if (y > hero.y) ycheck++; else ycheck--; otherwise: see_radius = 1; /* Just look straight over the row */ } } else { /* See if above us it okay first */ switch (winat(start, xcheck)) { case '|': case '-': case WALL: case DOOR: case SECRETDOOR: /* No good, try one over */ if (x > hero.x) xcheck++; else xcheck--; otherwise: see_radius = 1; /* Just look straight up the column */ } } } /* Check boundary again */ if (absy > see_radius && absx > see_radius) return(FALSE); while (start != goal) { if (row) xcheck = start; else ycheck = start; switch (winat(ycheck, xcheck)) { case '|': case '-': case WALL: case DOOR: case SECRETDOOR: return(FALSE); } start += delta; } return(TRUE); } /* * moffset: * Calculate memory address for bits */ char * moffset(y, x) int y, x; { return (bits + (y * (COLS - 1)) + x); } /* * rmwall: * Removes appropriate walls from the maze */ rmwall(newy, newx, oldy, oldx) int newy, newx, oldy, oldx; { reg int xdif,ydif; xdif = newx - oldx; ydif = newy - oldy; *moffset((oldy * 2) + ydif + 1, (oldx * 2) + xdif + 1) = FALSE; findcells(newy, newx); }