annotate rogue4/rooms.c @ 215:1b73a8641b37

rogue4: fix most GCC5 warnings. Converting all function definitions to ANSI style accounts for most of the change. This has exposed other problems, such as daemons not actually being their stated type, that will require more careful solutions.
author John "Elwin" Edwards
date Wed, 27 Jan 2016 19:41:05 -0500
parents 9535a08ddc39
children e52a8a7ad4c5
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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 void draw_room(struct room *rp);
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20 void vert(struct room *rp, int startx);
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21 void horiz(struct room *rp, int starty);
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22
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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 */
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27 void
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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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