Mercurial > hg > early-roguelike
annotate rogue4/rooms.c @ 233:0990adf580ee
Declare some function arguments as const.
Some functions, mostly in fight.c, declared variables as pointers to
const char but passed them to functions that took pointers to ordinary
char. The strings did not actually get modified, so adding 'const' to
the function definitions removed the warnings.
author | John "Elwin" Edwards |
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date | Sun, 06 Mar 2016 19:32:47 -0500 |
parents | 1b73a8641b37 |
children | e52a8a7ad4c5 |
rev | line source |
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12
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1 /* |
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2 * Create the layout for the new level |
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3 * |
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4 * @(#)rooms.c 4.16 (Berkeley) 1/12/82 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include <ctype.h> |
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14 #include <curses.h> |
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15 #include "rogue.h" |
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16 |
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17 #define GOLDGRP 1 |
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18 |
215 | 19 void draw_room(struct room *rp); |
20 void vert(struct room *rp, int startx); | |
21 void horiz(struct room *rp, int starty); | |
22 | |
12
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23 /* |
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24 * do_rooms: |
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25 * Create rooms and corridors with a connectivity graph |
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26 */ |
215 | 27 void |
28 do_rooms(void) | |
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29 { |
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30 register int i; |
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31 register struct room *rp; |
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32 register THING *tp; |
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33 register int left_out; |
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34 coord top; |
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35 coord bsze; |
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36 coord mp; |
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37 |
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38 /* |
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39 * bsze is the maximum room size |
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40 */ |
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41 bsze.x = COLS/3; |
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42 bsze.y = LINES/3; |
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43 /* |
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44 * Clear things for a new level |
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45 */ |
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46 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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47 rp->r_goldval = rp->r_nexits = rp->r_flags = 0; |
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48 /* |
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49 * Put the gone rooms, if any, on the level |
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50 */ |
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51 left_out = rnd(4); |
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52 for (i = 0; i < left_out; i++) |
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53 rooms[rnd_room()].r_flags |= ISGONE; |
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54 /* |
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55 * dig and populate all the rooms on the level |
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56 */ |
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57 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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58 { |
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59 /* |
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60 * Find upper left corner of box that this room goes in |
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61 */ |
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62 top.x = (i%3)*bsze.x + 1; |
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63 top.y = i/3*bsze.y; |
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64 if (rp->r_flags & ISGONE) |
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65 { |
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66 /* |
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67 * Place a gone room. Make certain that there is a blank line |
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68 * for passage drawing. |
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69 */ |
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70 do |
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71 { |
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72 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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73 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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74 rp->r_max.x = -COLS; |
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75 rp->r_max.x = -LINES; |
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76 } until (rp->r_pos.y > 0 && rp->r_pos.y < LINES-1); |
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77 continue; |
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78 } |
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79 if (rnd(10) < level - 1) |
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80 rp->r_flags |= ISDARK; |
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81 /* |
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82 * Find a place and size for a random room |
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83 */ |
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84 do |
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85 { |
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86 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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87 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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88 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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89 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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90 } until (rp->r_pos.y != 0); |
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91 /* |
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92 * Put the gold in |
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93 */ |
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94 if (rnd(2) == 0 && (!amulet || level >= max_level)) |
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95 { |
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96 register THING *gold; |
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97 |
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98 gold = new_item(); |
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99 gold->o_goldval = rp->r_goldval = GOLDCALC; |
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100 rnd_pos(rp, &rp->r_gold); |
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101 gold->o_pos = rp->r_gold; |
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102 gold->o_flags = ISMANY; |
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103 gold->o_group = GOLDGRP; |
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104 |