Mercurial > hg > early-roguelike
annotate arogue5/rooms.c @ 155:1af259ac4ed2
arogue7, xrogue: fix save/restore of alchemy jugs.
state.c now saves the fuse that refills alchemy jugs, using the method
of numbering objects previously applied to Advanced Rogue 5. Alchemy
jugs that are empty when the game is saved will continue to function
after it is restored.
Savefile compatibility should not be affected.
author | John "Elwin" Edwards |
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date | Fri, 29 May 2015 17:34:04 -0400 |
parents | c49f7927b0fa |
children | 56e748983fa8 |
rev | line source |
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63
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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 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * Based on "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 * All rights reserved. |
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11 * |
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12 * See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 #include "curses.h" |
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16 #include "rogue.h" |
67 | 17 #include <stdlib.h> |
63
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18 |
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19 do_rooms() |
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20 { |
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21 register int i; |
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22 register struct room *rp; |
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23 register struct linked_list *item; |
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24 register struct thing *tp; |
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25 register int left_out; |
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26 coord top; |
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27 coord bsze; |
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28 coord mp; |
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29 |
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30 /* |
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31 * bsze is the maximum room size |
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32 */ |
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33 bsze.x = COLS/3; |
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34 bsze.y = (LINES-2)/3; |
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35 /* |
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36 * Clear things for a new level |
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37 */ |
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38 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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39 rp->r_flags = 0; |
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40 rp->r_fires = NULL; |
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41 } |
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42 /* |
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43 * Put the gone rooms, if any, on the level |
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44 */ |
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45 left_out = rnd(4); |
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46 for (i = 0; i < left_out; i++) |
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47 rooms[rnd_room()].r_flags |= ISGONE; |
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48 /* |
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49 * dig and populate all the rooms on the level |
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50 */ |
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51 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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52 { |
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53 bool has_gold=FALSE; |
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54 |
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55 /* |
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56 * Find upper left corner of box that this room goes in |
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57 */ |
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58 top.x = (i%3)*bsze.x; |
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59 top.y = i/3*bsze.y + 1; |
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60 if (rp->r_flags & ISGONE) |
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61 { |
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62 /* |
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63 * Place a gone room. Make certain that there is a blank line |
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64 * for passage drawing. |
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65 */ |
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66 do |
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67 { |
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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 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2); |
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73 continue; |
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74 } |
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75 if (rnd(10) < level-1) |
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76 rp->r_flags |= ISDARK; |
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77 /* |
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78 * Find a place and size for a random room |
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79 */ |
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80 do |
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81 { |
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82 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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83 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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84 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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85 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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86 } until (rp->r_pos.y != 0); |
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87 |
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88 /* Draw the room */ |
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89 draw_room(rp); |
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90 |
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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(100) < 50 && level >= cur_max) |
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95 { |
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96 register struct linked_list *item; |
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97 register struct object *cur; |
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98 coord tp; |
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99 |
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100 has_gold = TRUE; /* This room has gold in it */ |
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101 |
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102 item = spec_item(GOLD, NULL, NULL, NULL); |
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103 cur = OBJPTR(item); |
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104 |
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105 /* Put the gold into the level list of items */ |