annotate arogue5/rooms.c @ 165:2d94c32a709e

arogue7: comment out a problematic message. This line causes a segfault on x64. I suspect one of the char* arguments to msg() is being corrupted. But gdb doesn't make it easy to debug variadic functions, and the crash doesn't occur when running under valgrind. So the message is being removed until I can discover the root of the problem.
author John "Elwin" Edwards
date Fri, 26 Jun 2015 11:32:37 -0400
parents c49f7927b0fa
children 56e748983fa8
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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 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 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 #include "curses.h"
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16 #include "rogue.h"
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c49f7927b0fa arogue5: add missing header files.
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17 #include <stdlib.h>
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18
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19 do_rooms()
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20 {
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21 register int i;
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22 register struct room *rp;
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23 register struct linked_list *item;
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24 register struct thing *tp;
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25 register int left_out;
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26 coord top;
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27 coord bsze;
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28 coord mp;
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29
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30 /*
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31 * bsze is the maximum room size
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32 */
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33 bsze.x = COLS/3;
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34 bsze.y = (LINES-2)/3;
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35 /*
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36 * Clear things for a new level
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37 */
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38 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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39 rp->r_flags = 0;
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40 rp->r_fires = NULL;
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41 }
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42 /*
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43 * Put the gone rooms, if any, on the level
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44 */
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45 left_out = rnd(4);
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46 for (i = 0; i < left_out; i++)
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47 rooms[rnd_room()].r_flags |= ISGONE;
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48 /*
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49 * dig and populate all the rooms on the level
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50 */
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51 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
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52 {
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53 bool has_gold=FALSE;
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54
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55 /*
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56 * Find upper left corner of box that this room goes in
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57 */
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58 top.x = (i%3)*bsze.x;
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59 top.y = i/3*bsze.y + 1;
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60 if (rp->r_flags & ISGONE)
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61 {
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62 /*
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63 * Place a gone room. Make certain that there is a blank line
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64 * for passage drawing.
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65 */
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66 do
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67 {
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68 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
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69 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
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70 rp->r_max.x = -COLS;
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71 rp->r_max.x = -LINES;
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72 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2);
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73 continue;
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74 }
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75 if (rnd(10) < level-1)
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76 rp->r_flags |= ISDARK;
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77 /*
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78 * Find a place and size for a random room
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79 */
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80 do
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81 {
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82 rp->r_max.x = rnd(bsze.x - 4) + 4;
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83 rp->r_max.y = rnd(bsze.y - 4) + 4;
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84 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
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85 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
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86 } until (rp->r_pos.y != 0);
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87
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88 /* Draw the room */
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89 draw_room(rp);
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90
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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(100) < 50 && level >= cur_max)
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95 {
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96 register struct linked_list *item;
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97 register struct object *cur;
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98 coord tp;
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99
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100 has_gold = TRUE; /* This room has gold in it */
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101
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102 item = spec_item(GOLD, NULL, NULL, NULL);
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103 cur = OBJPTR(item);
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104
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105 /* Put the gold into the level list of items */