Mercurial > hg > early-roguelike
annotate srogue/rooms.c @ 272:1db299e868b8
UltraRogue: add the autosave feature.
UltraRogue now automatically saves the game when SIGHUP or SIGTERM is
received.
author | John "Elwin" Edwards |
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date | Sun, 03 Sep 2017 19:58:22 -0400 |
parents | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
rev | line source |
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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 * @(#)rooms.c 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include "rogue.h" |
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18 #include "rogue.ext" |
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19 |
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20 void horiz(int cnt); |
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21 void vert(int cnt); |
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22 |
36
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23 /* |
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24 * do_rooms: |
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25 * Place the rooms in the dungeon |
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26 */ |
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27 void |
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28 do_rooms(void) |
36
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29 { |
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30 int mloops, mchance, nummons, left_out, roomtries; |
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31 bool treas = FALSE; |
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32 reg int i; |
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33 reg struct room *rp; |
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34 reg struct linked_list *item; |
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35 reg struct thing *tp; |
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36 struct coord top, bsze, 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 - 1) / 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 * Find upper left corner of box that this room goes in |
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60 */ |
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61 top.x = (i%3) * bsze.x + 1; |
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62 top.y = i/3 * bsze.y; |
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63 if (rf_on(rp,ISGONE)) { |
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64 /* |
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65 * Place a gone room. Make certain that there is a |
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66 * blank line for passage drawing. |
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67 */ |
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68 roomtries = 0; |
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69 do { |
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70 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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71 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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72 rp->r_max.x = -COLS; |
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73 rp->r_max.x = -LINES; |
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74 if (++roomtries > 250) |
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75 fatal("failed to place a gone room"); |
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76 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2); |
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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 roomtries = 0; |
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85 do { |
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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 if (++roomtries > 250) { |
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91 fatal("failed to place a good room"); |
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92 } |
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93 } until (rp->r_pos.y != 0); |
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94 if (level < max_level) |
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95 mchance = 30; /* 30% when going up (all monsters) */ |
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96 else |
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97 mchance = 3; /* 3% when going down */ |
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98 treas = FALSE; |
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99 if (rnd(100) < mchance && (rp->r_max.x * rp->r_max.y) > |
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100 ((bsze.x * bsze.y * 55) / 100)) { |
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101 treas = TRUE; |
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102 rp->r_flags |= ISTREAS; |
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103 rp->r_flags |= ISDARK; |
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104 } |