Mercurial > hg > early-roguelike
annotate rogue4/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 | 1b73a8641b37 |
children | e52a8a7ad4c5 |
rev | line source |
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12
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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 |
215 | 19 void draw_room(struct room *rp); |
20 void vert(struct room *rp, int startx); | |
21 void horiz(struct room *rp, int starty); | |
22 | |
12
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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 */ |
215 | 27 void |
28 do_rooms(void) | |
12
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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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104 gold->o_type = GOLD; |