annotate srogue/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
date Tue, 08 Mar 2016 20:47:57 -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
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 }
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