Mercurial > hg > early-roguelike
annotate xrogue/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
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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
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Not to mention that the documentation is sometimes inaccurate.
author | John "Elwin" Edwards |
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date | Sun, 21 Feb 2016 20:47:12 -0500 |
parents | ce0cf824c192 |
children | f54901b9c39b |
rev | line source |
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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 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 struct linked_list *item; |
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28 register struct thing *tp; |
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29 int left_out; |
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30 int num_monsters; |
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31 int which_monster; |
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32 int j; |
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33 coord top; |
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34 coord bsze; |
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35 coord mp; |
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36 coord *np; |
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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-2)/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_flags = 0; |
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48 _r_free_fire_list(&rp->r_fires); |
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49 } |
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50 /* |
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51 * Put the gone rooms, if any, on the level |
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52 */ |
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53 left_out = rnd(4); |
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54 for (i = 0; i < left_out; i++) |
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55 rooms[rnd_room()].r_flags |= ISGONE; |
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56 /* |
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57 * dig and populate all the rooms on the level |
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58 */ |
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59 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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60 { |
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61 bool has_gold=FALSE; |
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62 |
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63 /* |
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64 * Find upper left corner of box that this room goes in |
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65 */ |
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66 top.x = (i%3)*bsze.x; |
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67 top.y = i/3*bsze.y + 1; |
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68 if (rp->r_flags & ISGONE) |
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69 { |
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70 /* |
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71 * Place a gone room. Make certain that there is a blank line |
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72 * for passage drawing. |
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73 */ |
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74 do |
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75 { |
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76 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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77 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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78 rp->r_max.x = -cols; |
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79 rp->r_max.y = -lines; |
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80 } until(rp->r_pos.y > 0 && rp->r_pos.y < lines-2); |
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81 continue; |
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82 } |
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83 if (rnd(10) < level-1) |
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84 rp->r_flags |= ISDARK; |
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85 /* |
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86 * Find a place and size for a random room |
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87 */ |
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88 do |
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89 { |
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90 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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91 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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92 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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