Mercurial > hg > early-roguelike
annotate rogue3/rooms.c @ 117:2c62bd925c17
rogue5: save the game when SIGHUP is received.
This vital feature was turned off by default, requiring DUMP to be
defined to turn it on. DUMP has the opposite effect in the other
games.
author | John "Elwin" Edwards |
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date | Sat, 26 Apr 2014 08:52:26 -0700 |
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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 3.8 (Berkeley) 6/15/81 |
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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 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 <stdlib.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 void |
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18 do_rooms() |
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19 { |
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20 int i; |
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21 struct room *rp; |
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22 struct linked_list *item; |
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23 struct thing *tp; |
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24 int left_out; |
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25 coord top; |
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26 coord bsze; |
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27 coord mp; |
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28 |
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29 /* |
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30 * bsze is the maximum room size |
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31 */ |
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32 bsze.x = COLS/3; |
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33 bsze.y = LINES/3; |
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34 /* |
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35 * Clear things for a new level |
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36 */ |
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37 for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++) |
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38 rp->r_goldval = rp->r_nexits = rp->r_flags = 0; |
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39 /* |
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40 * Put the gone rooms, if any, on the level |
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41 */ |
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42 left_out = rnd(4); |
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43 for (i = 0; i < left_out; i++) |
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44 rooms[rnd_room()].r_flags |= ISGONE; |
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45 /* |
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46 * dig and populate all the rooms on the level |
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47 */ |
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48 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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49 { |
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50 /* |
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51 * Find upper left corner of box that this room goes in |
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52 */ |
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53 top.x = (i%3)*bsze.x + 1; |
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54 top.y = i/3*bsze.y; |
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55 if (rp->r_flags & ISGONE) |
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56 { |
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57 /* |
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58 * Place a gone room. Make certain that there is a blank line |
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59 * for passage drawing. |
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60 */ |
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61 do |
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62 { |
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63 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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64 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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65 rp->r_max.x = -COLS; |
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66 rp->r_max.y = -LINES; |
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67 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-1); |
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68 continue; |
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69 } |
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70 if (rnd(10) < level-1) |
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71 rp->r_flags |= ISDARK; |
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72 /* |
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73 * Find a place and size for a random room |
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74 */ |
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75 do |
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76 { |
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77 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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78 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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79 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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80 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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81 } until (rp->r_pos.y != 0); |
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82 /* |
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83 * Put the gold in |
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84 */ |
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85 if (rnd(100) < 50 && (!amulet || level >= max_level)) |
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86 { |
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87 rp->r_goldval = GOLDCALC; |
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88 rnd_pos(rp, &rp->r_gold); |
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89 if (roomin(&rp->r_gold) != rp) |
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90 endwin(), abort(); |
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91 } |
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92 draw_room(rp); |
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93 /* |
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94 * Put the monster in |
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95 */ |
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96 if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25)) |
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97 { |
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98 item = new_item(sizeof *tp); |
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99 tp = (struct thing *) ldata(item); |
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100 do |
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101 { |
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102 rnd_pos(rp, &mp); |
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103 } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR); |
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104 new_monster(item, randmonster(FALSE), &mp); |
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105 /* |
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