Mercurial > hg > early-roguelike
annotate rogue4/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 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
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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 |
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19 /* |
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20 * do_rooms: |
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21 * Create rooms and corridors with a connectivity graph |
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22 */ |
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23 do_rooms() |
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24 { |
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25 register int i; |
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26 register struct room *rp; |
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27 register THING *tp; |
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28 register int left_out; |
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29 coord top; |
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30 coord bsze; |
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31 coord mp; |
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32 |
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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/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_goldval = rp->r_nexits = rp->r_flags = 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(4); |
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47 for (i = 0; i < left_out; i++) |
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48 rooms[rnd_room()].r_flags |= ISGONE; |
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49 /* |
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50 * dig and populate all the rooms on the level |
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51 */ |
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52 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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53 { |
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54 /* |
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55 * Find upper left corner of box that this room goes in |
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56 */ |
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57 top.x = (i%3)*bsze.x + 1; |
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58 top.y = i/3*bsze.y; |
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59 if (rp->r_flags & ISGONE) |
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60 { |
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61 /* |
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62 * Place a gone room. Make certain that there is a blank line |
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63 * for passage drawing. |
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64 */ |
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65 do |
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66 { |
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67 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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68 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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69 rp->r_max.x = -COLS; |
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70 rp->r_max.x = -LINES; |
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71 } until (rp->r_pos.y > 0 && rp->r_pos.y < LINES-1); |
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72 continue; |
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73 } |
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74 if (rnd(10) < level - 1) |
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75 rp->r_flags |= ISDARK; |
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76 /* |
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77 * Find a place and size for a random room |
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78 */ |
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79 do |
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80 { |
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81 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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82 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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83 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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84 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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85 } until (rp->r_pos.y != 0); |
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86 /* |
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87 * Put the gold in |
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88 */ |
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89 if (rnd(2) == 0 && (!amulet || level >= max_level)) |
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90 { |
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91 register THING *gold; |
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92 |
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93 gold = new_item(); |
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94 gold->o_goldval = rp->r_goldval = GOLDCALC; |
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95 rnd_pos(rp, &rp->r_gold); |
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96 gold->o_pos = rp->r_gold; |
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97 gold->o_flags = ISMANY; |
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98 gold->o_group = GOLDGRP; |
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99 gold->o_type = GOLD; |
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100 attach(lvl_obj, gold); |
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101 } |
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102 draw_room(rp); |
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103 /* |
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104 * Put the monster in |
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105 */ |
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