annotate urogue/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 c495a4f288c6
children
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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 UltraRogue: The Ultimate Adventure in the Dungeons of Doom
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
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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
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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
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19 #include <stdlib.h>
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20 #include "rogue.h"
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21
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22 void
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23 do_rooms(void)
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24 {
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25 int i;
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26 struct room *rp;
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27 struct linked_list *item;
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28 struct thing *tp;
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29 int left_out;
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30 coord top;
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31 coord bsze;
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32 coord mp;
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33
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34 /* bsze is the maximum room size */
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35
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36 bsze.x = COLS / 3;
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37 bsze.y = (LINES - 2) / 3;
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38
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39 /* Clear things for a new level */
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40
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41 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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42 rp->r_nexits = rp->r_flags = rp->r_fires = 0;
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43
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44 /* Put the gone rooms, if any, on the level */
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45
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46 left_out = rnd(3);
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47
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48 for (i = 0; i < left_out; i++)
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49 rooms[rnd_room()].r_flags |= ISGONE;
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50
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51 /* dig and populate all the rooms on the level */
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52
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53 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
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54 {
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55 int has_gold = FALSE;
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56
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57 /* Find upper left corner of box that this room goes in */
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58
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59 top.x = (i % 3) * bsze.x;
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60 top.y = i / 3 * bsze.y + 1;
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61
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62 if (rp->r_flags & ISGONE)
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63 {
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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
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69 do
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70 {
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71 rp->r_pos.x = top.x + rnd(bsze.x - 2) + 1;
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72 rp->r_pos.y = top.y + rnd(bsze.y - 2) + 1;
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73 rp->r_max.x = -COLS;
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74 rp->r_max.x = -LINES;
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75 }
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76 while (rp->r_pos.y < 1 || rp->r_pos.y > LINES - 3);
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77
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78 continue;
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79 }
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80
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81 if (rnd(40) < level - 5)
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82 rp->r_flags |= ISDARK;
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83
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84 /* Find a place and size for a random room */
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85
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86 do
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87 {
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88 rp->r_max.x = rnd(bsze.x - 4) + 4;
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89 rp->r_max.y = rnd(bsze.y - 4) + 4;
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90 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
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91 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
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92 }
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93 while (rp->r_pos.y == 0);
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