annotate rogue4/rooms.c @ 223:0e99eade579c

Generate text documentation from the troff source files. This is done by make, in the 'docs' target, which is now part of the normal build process. Unfortunately, not all the games include troff sources. Getting decent HTML output from groff is still a difficult process which will not be attempted at this time. There are a few bugs in the 'install' and 'uninstall' rules. Not to mention that the documentation is sometimes inaccurate.
author John "Elwin" Edwards
date Sun, 21 Feb 2016 20:47:12 -0500
parents 9535a08ddc39
children 1b73a8641b37
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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
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19 /*
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20 * do_rooms:
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21 * Create rooms and corridors with a connectivity graph
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22 */
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23 do_rooms()
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24 {
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25 register int i;
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26 register struct room *rp;
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27 register THING *tp;
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28 register int left_out;
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29 coord top;
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30 coord bsze;
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31 coord mp;
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32
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33 /*
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34 * bsze is the maximum room size
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35 */
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36 bsze.x = COLS/3;
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37 bsze.y = LINES/3;
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38 /*
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39 * Clear things for a new level
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40 */
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41 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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42 rp->r_goldval = rp->r_nexits = rp->r_flags = 0;
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43 /*
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44 * Put the gone rooms, if any, on the level
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45 */
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46 left_out = rnd(4);
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47 for (i = 0; i < left_out; i++)
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48 rooms[rnd_room()].r_flags |= ISGONE;
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49 /*
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50 * dig and populate all the rooms on the level
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51 */
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52 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
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53 {
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54 /*
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55 * Find upper left corner of box that this room goes in
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56 */
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57 top.x = (i%3)*bsze.x + 1;
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58 top.y = i/3*bsze.y;
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59 if (rp->r_flags & ISGONE)
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60 {
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61 /*
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62 * Place a gone room. Make certain that there is a blank line
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63 * for passage drawing.
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64 */
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65 do
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66 {
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67 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
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68 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
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69 rp->r_max.x = -COLS;
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70 rp->r_max.x = -LINES;
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71 } until (rp->r_pos.y > 0 && rp->r_pos.y < LINES-1);
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72 continue;
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73 }
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74 if (rnd(10) < level - 1)
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75 rp->r_flags |= ISDARK;
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76 /*
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77 * Find a place and size for a random room
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78 */
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79 do
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80 {
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81 rp->r_max.x = rnd(bsze.x - 4) + 4;
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82 rp->r_max.y = rnd(bsze.y - 4) + 4;
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83 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
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84 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
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85 } until (rp->r_pos.y != 0);
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86 /*
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87 * Put the gold in
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88 */
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89 if (rnd(2) == 0 && (!amulet || level >= max_level))
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90 {
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91 register THING *gold;
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92
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93 gold = new_item();
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94 gold->o_goldval = rp->r_goldval = GOLDCALC;
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95 rnd_pos(rp, &rp->r_gold);
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96 gold->o_pos = rp->r_gold;
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97 gold->o_flags = ISMANY;
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98 gold->o_group = GOLDGRP;
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99 gold->o_type = GOLD;
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100 attach(lvl_obj, gold);
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101 }
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102 draw_room(rp);
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103 /*
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104 * Put the monster in
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105 */
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