Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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368
rogue4/passages.c
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368
rogue4/passages.c
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/*
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* Draw the connecting passages
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*
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* @(#)passages.c 4.8 (Berkeley) 1/27/82
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include <curses.h>
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#include "rogue.h"
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/*
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* do_passages:
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* Draw all the passages on a level.
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*/
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do_passages()
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{
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register struct rdes *r1, *r2 = NULL;
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register int i, j;
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register int roomcount;
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static struct rdes
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{
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bool conn[MAXROOMS]; /* possible to connect to room i? */
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bool isconn[MAXROOMS]; /* connection been made to room i? */
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bool ingraph; /* this room in graph already? */
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} rdes[MAXROOMS] = {
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{ { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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};
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/*
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* reinitialize room graph description
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*/
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for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++)
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{
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for (j = 0; j < MAXROOMS; j++)
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r1->isconn[j] = FALSE;
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r1->ingraph = FALSE;
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}
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/*
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* starting with one room, connect it to a random adjacent room and
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* then pick a new room to start with.
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*/
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roomcount = 1;
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r1 = &rdes[rnd(MAXROOMS)];
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r1->ingraph = TRUE;
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do
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{
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/*
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* find a room to connect with
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*/
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j = 0;
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for (i = 0; i < MAXROOMS; i++)
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if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
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r2 = &rdes[i];
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/*
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* if no adjacent rooms are outside the graph, pick a new room
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* to look from
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*/
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if (j == 0)
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{
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do
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r1 = &rdes[rnd(MAXROOMS)];
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until (r1->ingraph);
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}
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/*
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* otherwise, connect new room to the graph, and draw a tunnel
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* to it
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*/
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else
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{
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r2->ingraph = TRUE;
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i = r1 - rdes;
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j = r2 - rdes;
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conn(i, j);
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r1->isconn[j] = TRUE;
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r2->isconn[i] = TRUE;
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roomcount++;
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}
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} while (roomcount < MAXROOMS);
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/*
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* attempt to add passages to the graph a random number of times so
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* that there isn't always just one unique passage through it.
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*/
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for (roomcount = rnd(5); roomcount > 0; roomcount--)
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{
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r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */
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/*
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* find an adjacent room not already connected
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*/
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j = 0;
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for (i = 0; i < MAXROOMS; i++)
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if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0)
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r2 = &rdes[i];
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/*
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* if there is one, connect it and look for the next added
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* passage
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*/
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if (j != 0)
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{
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i = r1 - rdes;
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j = r2 - rdes;
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conn(i, j);
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r1->isconn[j] = TRUE;
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r2->isconn[i] = TRUE;
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}
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}
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passnum();
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}
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/*
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* conn:
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* Draw a corridor from a room in a certain direction.
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*/
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conn(r1, r2)
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int r1, r2;
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{
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register struct room *rpf, *rpt = NULL;
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register char rmt;
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register int distance = 0, turn_spot = 0, turn_distance = 0, index;
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register int rm;
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register char direc;
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coord del = {0,0}, curr, turn_delta = {0,0}, spos = {0,0}, epos = {0,0};
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if (r1 < r2)
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{
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rm = r1;
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if (r1 + 1 == r2)
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direc = 'r';
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else
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direc = 'd';
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}
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else
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{
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rm = r2;
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if (r2 + 1 == r1)
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direc = 'r';
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else
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direc = 'd';
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}
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rpf = &rooms[rm];
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/*
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* Set up the movement variables, in two cases:
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* first drawing one down.
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*/
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if (direc == 'd')
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{
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rmt = rm + 3; /* room # of dest */
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rpt = &rooms[rmt]; /* room pointer of dest */
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del.x = 0; /* direction of move */
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del.y = 1;
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spos.x = rpf->r_pos.x; /* start of move */
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spos.y = rpf->r_pos.y;
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epos.x = rpt->r_pos.x; /* end of move */
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epos.y = rpt->r_pos.y;
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if (!(rpf->r_flags & ISGONE)) /* if not gone pick door pos */
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{
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spos.x += rnd(rpf->r_max.x - 2) + 1;
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spos.y += rpf->r_max.y - 1;
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}
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if (!(rpt->r_flags & ISGONE))
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epos.x += rnd(rpt->r_max.x - 2) + 1;
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distance = abs(spos.y - epos.y) - 1; /* distance to move */
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turn_delta.y = 0; /* direction to turn */
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turn_delta.x = (spos.x < epos.x ? 1 : -1);
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turn_distance = abs(spos.x - epos.x); /* how far to turn */
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turn_spot = rnd(distance-1) + 1; /* where turn starts */
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}
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else if (direc == 'r') /* setup for moving right */
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{
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rmt = rm + 1;
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rpt = &rooms[rmt];
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del.x = 1;
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del.y = 0;
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spos.x = rpf->r_pos.x;
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spos.y = rpf->r_pos.y;
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epos.x = rpt->r_pos.x;
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epos.y = rpt->r_pos.y;
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if (!(rpf->r_flags & ISGONE))
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{
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spos.x += rpf->r_max.x-1;
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spos.y += rnd(rpf->r_max.y-2)+1;
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}
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if (!(rpt->r_flags & ISGONE))
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epos.y += rnd(rpt->r_max.y-2)+1;
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distance = abs(spos.x - epos.x) - 1;
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turn_delta.y = (spos.y < epos.y ? 1 : -1);
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turn_delta.x = 0;
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turn_distance = abs(spos.y - epos.y);
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turn_spot = rnd(distance-1) + 1;
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}
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#ifdef WIZARD
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else
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debug("error in connection tables");
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#endif
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/*
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* Draw in the doors on either side of the passage or just put #'s
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* if the rooms are gone.
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*/
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if (!(rpf->r_flags & ISGONE))
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door(rpf, &spos);
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else
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{
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index = INDEX(spos.y, spos.x);
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_level[index] = PASSAGE;
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_flags[index] |= F_PASS;
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}
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if (!(rpt->r_flags & ISGONE))
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door(rpt, &epos);
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else
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{
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index = INDEX(epos.y, epos.x);
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_level[index] = PASSAGE;
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_flags[index] |= F_PASS;
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}
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/*
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* Get ready to move...
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*/
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curr.x = spos.x;
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curr.y = spos.y;
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while (distance)
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{
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/*
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* Move to new position
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*/
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curr.x += del.x;
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curr.y += del.y;
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/*
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* Check if we are at the turn place, if so do the turn
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*/
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if (distance == turn_spot)
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while (turn_distance--)
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{
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index = INDEX(curr.y, curr.x);
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_level[index] = PASSAGE;
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_flags[index] |= F_PASS;
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curr.x += turn_delta.x;
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curr.y += turn_delta.y;
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}
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/*
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* Continue digging along
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*/
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index = INDEX(curr.y, curr.x);
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_level[index] = PASSAGE;
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_flags[index] |= F_PASS;
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distance--;
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}
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curr.x += del.x;
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curr.y += del.y;
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if (!ce(curr, epos))
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msg("warning, connectivity problem on this level");
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}
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/*
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* door:
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* Add a door or possibly a secret door. Also enters the door in
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* the exits array of the room.
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*/
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door(rm, cp)
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register struct room *rm;
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register coord *cp;
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{
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register int index;
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index = INDEX(cp->y, cp->x);
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if (rnd(10) + 1 < level && rnd(5) == 0)
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{
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_level[index] = (cp->y == rm->r_pos.y || cp->y == rm->r_pos.y + rm->r_max.y - 1) ? '-' : '|';
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_flags[index] &= ~F_REAL;
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}
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else
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_level[index] = DOOR;
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rm->r_exit[rm->r_nexits++] = *cp;
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}
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#ifdef WIZARD
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/*
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* add_pass:
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* Add the passages to the current window (wizard command)
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*/
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add_pass()
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{
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register int y, x, ch;
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for (y = 1; y < LINES - 1; y++)
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for (x = 0; x < COLS; x++)
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if ((ch = chat(y, x)) == DOOR || ch == PASSAGE)
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mvaddch(y, x, ch);
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}
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#endif
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/*
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* passnum:
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* Assign a number to each passageway
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*/
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static int pnum;
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static bool newpnum;
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passnum()
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{
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register struct room *rp;
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register int i;
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pnum = 0;
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newpnum = FALSE;
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for (rp = passages; rp < &passages[MAXPASS]; rp++)
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rp->r_nexits = 0;
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for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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for (i = 0; i < rp->r_nexits; i++)
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{
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newpnum++;
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numpass(rp->r_exit[i].y, rp->r_exit[i].x);
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}
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}
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/*
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* numpass:
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* Number a passageway square and its brethren
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*/
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numpass(y, x)
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register int y, x;
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{
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register char *fp;
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register struct room *rp;
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register char ch;
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fp = &flat(y, x);
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if (*fp & F_PNUM)
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return;
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if (newpnum)
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{
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pnum++;
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newpnum = FALSE;
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}
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/*
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* check to see if it is a door or secret door, i.e., a new exit,
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* or a numerable type of place
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*/
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if ((ch = chat(y, x)) == DOOR || (!(*fp & F_REAL) && ch != FLOOR))
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{
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rp = &passages[pnum];
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rp->r_exit[rp->r_nexits].y = y;
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rp->r_exit[rp->r_nexits++].x = x;
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}
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else if (!(*fp & F_PASS))
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return;
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*fp |= pnum;
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/*
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* recurse on the surrounding places
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*/
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numpass(y + 1, x);
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numpass(y - 1, x);
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numpass(y, x + 1);
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numpass(y, x - 1);
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}
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