annotate srogue/rooms.c @ 295:1e1c81fbb533

Rogue V5: fix elemental wands. Bolts often failed to hit, due to some struct members not being initialized. Reported by 'LazyCat' from RogueTemple.
author John "Elwin" Edwards
date Fri, 12 Jan 2018 18:02:39 -0500
parents 94a0d9dd5ce1
children e52a8a7ad4c5
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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
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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 }
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