Mercurial > hg > early-roguelike
annotate arogue7/rooms.c @ 237:2236ef808bcb
XRogue: fix some uses of entire structs instead of their members.
Some calls to runto() were given a pointer to the player struct instead
of to the player's coordinates. A call to death() was passed a pointer
to a monster instead of the monster's type number.
author | John "Elwin" Edwards |
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date | Tue, 08 Mar 2016 20:47:57 -0500 |
parents | f9ef86cf22b2 |
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rev | line source |
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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 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985, 1986 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 /* |
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16 * Draw the nine rooms on the screen |
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17 * |
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18 */ |
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19 |
126 | 20 #include <stdlib.h> |
125
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21 #include "curses.h" |
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22 #include "rogue.h" |
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23 |
219
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24 void horiz(int cnt); |
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25 void vert(int cnt); |
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26 |
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27 void |
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28 do_rooms(void) |
125
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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 struct linked_list *item; |
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33 register struct thing *tp; |
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34 int left_out; |
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35 int num_monsters; |
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36 int which_monster; |
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37 int j; |
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38 coord top; |
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39 coord bsze; |
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40 coord mp; |
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41 coord *np; |
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42 |
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43 /* |
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44 * bsze is the maximum room size |
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45 */ |
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46 bsze.x = cols/3; |
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47 bsze.y = (lines-2)/3; |
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48 /* |
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49 * Clear things for a new level |
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50 */ |
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51 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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52 rp->r_flags = 0; |
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53 rp->r_fires = NULL; |
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54 } |
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55 /* |
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56 * Put the gone rooms, if any, on the level |
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57 */ |
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58 left_out = rnd(4); |
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59 for (i = 0; i < left_out; i++) |
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60 rooms[rnd_room()].r_flags |= ISGONE; |
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61 /* |
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62 * dig and populate all the rooms on the level |
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63 */ |
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64 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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65 { |
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66 bool has_gold=FALSE; |
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67 |
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68 /* |
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69 * Find upper left corner of box that this room goes in |
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70 */ |
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71 top.x = (i%3)*bsze.x; |
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72 top.y = i/3*bsze.y + 1; |
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73 if (rp->r_flags & ISGONE) |
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74 { |
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75 /* |
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76 * Place a gone room. Make certain that there is a blank line |
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77 * for passage drawing. |
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78 */ |
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79 do |
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80 { |
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81 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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82 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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83 rp->r_max.x = -cols; |
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84 rp->r_max.x = -lines; |
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85 } until(rp->r_pos.y > 0 && rp->r_pos.y < lines-2); |
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86 continue; |
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87 } |
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88 if (rnd(10) < level-1) |
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89 rp->r_flags |= ISDARK; |
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90 /* |
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91 * Find a place and size for a random room |
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