Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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385
xrogue/maze.c
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385
xrogue/maze.c
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/*
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maze.c - functions for dealing with mazes
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XRogue: Expeditions into the Dungeons of Doom
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Copyright (C) 1991 Robert Pietkivitch
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All rights reserved.
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Based on "Advanced Rogue"
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Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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All rights reserved.
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See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include <stdlib.h>
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#include <curses.h>
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#include "rogue.h"
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struct cell {
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char y_pos;
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char x_pos;
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};
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struct b_cellscells {
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char num_pos; /* number of frontier cells next to you */
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struct cell conn[4]; /* the y,x position of above cell */
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} b_cells;
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static char *maze_frontier, *maze_bits;
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static int maze_lines, maze_cols;
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static char *moffset(), *foffset();
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static int rmwall(),findcells(),crankout(),draw_maze();
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/*
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* crankout:
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* Does actual drawing of maze to window
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*/
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static
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crankout()
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{
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reg int x, y;
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for (y = 0; y < lines - 3; y++) {
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move(y + 1, 0);
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for (x = 0; x < cols - 1; x++) {
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if (*moffset(y, x)) { /* here is a wall */
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if(y==0 || y==lines-4) /* top or bottom line */
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addch(HORZWALL);
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else if(x==0 || x==cols-2) /* left | right side */
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addch(VERTWALL);
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else if (y % 2 == 0 && x % 2 == 0) {
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if(*moffset(y, x-1) || *moffset(y, x+1))
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addch(HORZWALL);
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else
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addch(VERTWALL);
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}
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else if (y % 2 == 0)
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addch(HORZWALL);
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else
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addch(VERTWALL);
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}
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else
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addch(FLOOR);
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}
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}
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}
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/*
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* domaze:
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* Draw the maze on this level.
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*/
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do_maze()
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{
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reg int least;
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reg struct room *rp;
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reg struct linked_list *item;
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reg struct object *obj;
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int cnt;
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bool treas;
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coord tp;
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for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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rp->r_flags = ISGONE; /* kill all rooms */
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rp->r_fires = NULL; /* no fires */
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}
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rp = &rooms[0]; /* point to only room */
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rp->r_flags = ISDARK; /* mazes always dark */
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rp->r_pos.x = 0; /* room fills whole screen */
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rp->r_pos.y = 1;
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rp->r_max.x = cols - 1;
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rp->r_max.y = lines - 3;
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draw_maze(); /* put maze into window */
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/*
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* add some gold to make it worth looking for
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*/
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item = spec_item(GOLD, NULL, NULL, NULL);
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obj = OBJPTR(item);
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obj->o_count *= (rnd(50) + 50); /* add in one large hunk */
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attach(lvl_obj, item);
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cnt = 0;
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do {
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rnd_pos(rp, &tp);
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} until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 2500);
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mvaddch(tp.y, tp.x, GOLD);
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obj->o_pos = tp;
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/*
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* add in some food to make sure he has enough
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*/
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item = spec_item(FOOD, NULL, NULL, NULL);
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obj = OBJPTR(item);
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attach(lvl_obj, item);
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do {
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rnd_pos(rp, &tp);
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} until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 2500);
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mvaddch(tp.y, tp.x, FOOD);
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obj->o_pos = tp;
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/* it doesn't mater if it's a treasure maze or a normal maze,
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* more than enough monsters will be genned.
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*/
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least = rnd(11)+5;
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if (least < 6) {
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least = 7;
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treas = FALSE;
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}
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else treas = TRUE;
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genmonsters(least, treas);
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/* sometimes they're real angry */
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if (rnd(100) < 65) {
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/* protect the good charactors */
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if (player.t_ctype == C_PALADIN ||
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player.t_ctype == C_RANGER || player.t_ctype == C_MONK) {
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aggravate(TRUE, FALSE);
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}
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else {
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aggravate(TRUE, TRUE);
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}
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}
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}
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/*
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* draw_maze:
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* Generate and draw the maze on the screen
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*/
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static
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draw_maze()
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{
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reg int i, j, more;
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reg char *ptr;
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maze_lines = (lines - 3) / 2;
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maze_cols = (cols - 1) / 2;
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maze_bits = ALLOC((lines - 3) * (cols - 1));
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maze_frontier = ALLOC(maze_lines * maze_cols);
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ptr = maze_frontier;
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while (ptr < (maze_frontier + (maze_lines * maze_cols)))
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*ptr++ = TRUE;
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for (i = 0; i < lines - 3; i++) {
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for (j = 0; j < cols - 1; j++) {
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if (i % 2 == 1 && j % 2 == 1)
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*moffset(i, j) = FALSE; /* floor */
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else
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*moffset(i, j) = TRUE; /* wall */
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}
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}
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for (i = 0; i < maze_lines; i++) {
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for (j = 0; j < maze_cols; j++) {
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do
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more = findcells(i,j);
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while(more != 0);
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}
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}
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crankout();
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FREE(maze_frontier);
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FREE(maze_bits);
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}
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/*
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* findcells:
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* Figure out cells to open up
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*/
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static findcells(y,x)
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reg int x, y;
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{
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reg int rtpos, i;
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*foffset(y, x) = FALSE;
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b_cells.num_pos = 0;
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if (y < maze_lines - 1) { /* look below */
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if (*foffset(y + 1, x)) {
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b_cells.conn[b_cells.num_pos].y_pos = y + 1;
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b_cells.conn[b_cells.num_pos].x_pos = x;
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b_cells.num_pos += 1;
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}
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}
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if (y > 0) { /* look above */
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if (*foffset(y - 1, x)) {
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b_cells.conn[b_cells.num_pos].y_pos = y - 1;
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b_cells.conn[b_cells.num_pos].x_pos = x;
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b_cells.num_pos += 1;
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}
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}
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if (x < maze_cols - 1) { /* look right */
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if (*foffset(y, x + 1)) {
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b_cells.conn[b_cells.num_pos].y_pos = y;
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b_cells.conn[b_cells.num_pos].x_pos = x + 1;
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b_cells.num_pos += 1;
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}
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}
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if (x > 0) { /* look left */
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if (*foffset(y, x - 1)) {
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b_cells.conn[b_cells.num_pos].y_pos = y;
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b_cells.conn[b_cells.num_pos].x_pos = x - 1;
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b_cells.num_pos += 1;
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}
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}
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if (b_cells.num_pos == 0) /* no neighbors available */
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return 0;
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else {
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i = rnd(b_cells.num_pos);
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rtpos = b_cells.num_pos - 1;
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rmwall(b_cells.conn[i].y_pos, b_cells.conn[i].x_pos, y, x);
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return rtpos;
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}
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}
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/*
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* foffset:
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* Calculate memory address for frontier
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*/
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static char *
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foffset(y, x)
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int y, x;
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{
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return (maze_frontier + (y * maze_cols) + x);
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}
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/*
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* Maze_view:
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* Returns true if the player can see the specified location within
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* the confines of a maze (within one column or row)
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*/
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bool
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maze_view(y, x)
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int y, x;
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{
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register int start, goal, delta, ycheck = 0, xcheck = 0, absy, absx, see_radius;
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register bool row;
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/* Get the absolute value of y and x differences */
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absy = hero.y - y;
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absx = hero.x - x;
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if (absy < 0) absy = -absy;
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if (absx < 0) absx = -absx;
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/* If we are standing in a wall, we can see a bit more */
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switch (winat(hero.y, hero.x)) {
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case VERTWALL:
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case HORZWALL:
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case WALL:
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case SECRETDOOR:
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case DOOR:
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see_radius = 2;
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otherwise:
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see_radius = 1;
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}
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/* Must be within one or two rows or columns */
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if (absy > see_radius && absx > see_radius) return(FALSE);
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if (absx > see_radius) { /* Go along row */
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start = hero.x;
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goal = x;
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ycheck = hero.y;
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row = TRUE;
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}
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else { /* Go along column */
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start = hero.y;
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goal = y;
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xcheck = hero.x;
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row = FALSE;
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}
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if (start <= goal) delta = 1;
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else delta = -1;
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/* Start one past where we are standing */
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if (start != goal) start += delta;
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/* If we are in a wall, we want to look in the area outside the wall */
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if (see_radius > 1) {
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if (row) {
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/* See if above us it okay first */
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switch (winat(ycheck, start)) {
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case VERTWALL:
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case HORZWALL:
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case WALL:
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case DOOR:
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case SECRETDOOR:
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/* No good, try one up */
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if (y > hero.y) ycheck++;
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else ycheck--;
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otherwise:
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see_radius = 1; /* Just look straight over the row */
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}
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}
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else {
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/* See if above us it okay first */
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switch (winat(start, xcheck)) {
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case VERTWALL:
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case HORZWALL:
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case WALL:
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case DOOR:
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case SECRETDOOR:
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/* No good, try one over */
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if (x > hero.x) xcheck++;
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else xcheck--;
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otherwise:
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see_radius = 1; /* Just look straight up the column */
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}
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}
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}
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/* Check boundary again */
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if (absy > see_radius && absx > see_radius) return(FALSE);
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while (start != goal) {
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if (row) xcheck = start;
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else ycheck = start;
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if (xcheck < 0 || ycheck < 0)
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return FALSE;
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switch (winat(ycheck, xcheck)) {
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case VERTWALL:
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case HORZWALL:
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case WALL:
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case DOOR:
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case SECRETDOOR:
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return(FALSE);
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}
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start += delta;
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}
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return(TRUE);
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}
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/*
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* moffset:
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* Calculate memory address for bits
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*/
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static char *
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moffset(y, x)
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int y, x;
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{
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return (maze_bits + (y * (cols - 1)) + x);
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}
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/*
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* rmwall:
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* Removes appropriate walls from the maze
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*/
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static
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rmwall(newy, newx, oldy, oldx)
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int newy, newx, oldy, oldx;
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{
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reg int xdif,ydif;
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xdif = newx - oldx;
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ydif = newy - oldy;
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*moffset((oldy * 2) + ydif + 1, (oldx * 2) + xdif + 1) = FALSE;
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findcells(newy, newx);
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}
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