Mercurial > hg > early-roguelike
annotate srogue/rooms.c @ 306:057c5114e244
Super-Rogue: fix some out-of-range constants.
Constants K_ARROW etc., for causes of death other than monsters, are in
the 240-255 range. They were often passed to functions taking char,
which is usually signed, making the values out of range.
The function declarations have been changed to unsigned char, which is
also the type used by the scoreboard code.
author | John "Elwin" Edwards |
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date | Sat, 17 Apr 2021 15:41:12 -0400 |
parents | e52a8a7ad4c5 |
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rev | line source |
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1 /* |
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2 * Draw the nine rooms on the screen |
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3 * |
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4 * @(#)rooms.c 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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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 "rogue.h" |
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18 #include "rogue.ext" |
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19 |
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20 void horiz(int cnt); |
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21 void vert(int cnt); |
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22 |
36
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23 /* |
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24 * do_rooms: |
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25 * Place the rooms in the dungeon |
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26 */ |
217
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27 void |
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28 do_rooms(void) |
36
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29 { |
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30 int mloops, mchance, nummons, left_out, roomtries; |
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31 bool treas = FALSE; |
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32 reg int i; |
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33 reg struct room *rp; |
304 | 34 struct coord top, bsze; |
36
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35 |
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36 /* |
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37 * bsze is the maximum room size |
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38 */ |
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39 bsze.x = COLS / 3; |
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40 bsze.y = (LINES - 1) / 3; |
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41 /* |
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42 * Clear things for a new level |
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43 */ |
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44 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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45 rp->r_goldval = rp->r_nexits = rp->r_flags = 0; |
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46 /* |
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47 * Put the gone rooms, if any, on the level |
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48 */ |
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49 left_out = rnd(4); |
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50 for (i = 0; i < left_out; i++) |
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51 rooms[rnd_room()].r_flags |= ISGONE; |
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52 /* |
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53 * dig and populate all the rooms on the level |
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54 */ |
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55 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) { |
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56 /* |
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57 * Find upper left corner of box that this room goes in |
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58 */ |
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59 top.x = (i%3) * bsze.x + 1; |
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60 top.y = i/3 * bsze.y; |
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61 if (rf_on(rp,ISGONE)) { |
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62 /* |
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63 * Place a gone room. Make certain that there is a |
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64 * blank line for passage drawing. |
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65 */ |
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66 roomtries = 0; |
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67 do { |
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68 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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69 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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70 rp->r_max.x = -COLS; |
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71 rp->r_max.x = -LINES; |
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72 if (++roomtries > 250) |
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73 fatal("failed to place a gone room"); |
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74 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2); |
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75 continue; |
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76 } |
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77 if (rnd(10) < level-1) |
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78 rp->r_flags |= ISDARK; |
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79 /* |
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80 * Find a place and size for a random room |
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81 */ |
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82 roomtries = 0; |
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83 do { |
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84 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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85 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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86 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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87 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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88 if (++roomtries > 250) { |
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89 fatal("failed to place a good room"); |
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90 } |
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91 } until (rp->r_pos.y != 0); |
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92 if (level < max_level) |
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93 mchance = 30; /* 30% when going up (all monsters) */ |
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94 else |
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95 mchance = 3; /* 3% when going down */ |
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96 treas = FALSE; |
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97 if (rnd(100) < mchance && (rp->r_max.x * rp->r_max.y) > |
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98 ((bsze.x * bsze.y * 55) / 100)) { |
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99 treas = TRUE; |
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100 rp->r_flags |= ISTREAS; |
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101 rp->r_flags |= ISDARK; |
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102 } |
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103 /* |
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