Mercurial > hg > early-roguelike
annotate xrogue/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 | f54901b9c39b |
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133
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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 |
135 | 19 #include <stdlib.h> |
133
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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) |
133
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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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