Mercurial > hg > early-roguelike
annotate rogue5/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 |
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date | Fri, 26 Jun 2015 11:32:37 -0400 |
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33
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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 4.45 (Berkeley) 02/05/99 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980-1983, 1985, 1999 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 typedef struct spot { /* position matrix for maze positions */ |
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18 int nexits; |
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19 coord exits[4]; |
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20 int used; |
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21 } SPOT; |
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22 |
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23 #define GOLDGRP 1 |
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24 |
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25 /* |
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26 * do_rooms: |
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27 * Create rooms and corridors with a connectivity graph |
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28 */ |
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29 |
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30 void |
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31 do_rooms(void) |
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32 { |
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33 int i; |
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34 struct room *rp; |
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35 THING *tp; |
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36 int left_out; |
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37 coord top; |
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38 coord bsze; /* maximum room size */ |
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39 coord mp; |
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40 |
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41 bsze.x = NUMCOLS / 3; |
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42 bsze.y = NUMLINES / 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 { |
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48 rp->r_goldval = 0; |
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49 rp->r_nexits = 0; |
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50 rp->r_flags = 0; |
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51 } |
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52 /* |
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53 * Put the gone rooms, if any, on the level |
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54 */ |
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55 left_out = rnd(4); |
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56 for (i = 0; i < left_out; i++) |
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57 rooms[rnd_room()].r_flags |= ISGONE; |
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58 /* |
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59 * dig and populate all the rooms on the level |
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60 */ |
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61 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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62 { |
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63 /* |
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64 * Find upper left corner of box that this room goes in |
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65 */ |
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66 top.x = (i % 3) * bsze.x + 1; |
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67 top.y = (i / 3) * bsze.y; |
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68 if (rp->r_flags & ISGONE) |
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69 { |
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70 /* |
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71 * Place a gone room. Make certain that there is a blank line |
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72 * for passage drawing. |
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73 */ |
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74 do |
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75 { |
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76 rp->r_pos.x = top.x + rnd(bsze.x - 2) + 1; |
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77 rp->r_pos.y = top.y + rnd(bsze.y - 2) + 1; |
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78 rp->r_max.x = -NUMCOLS; |
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79 rp->r_max.y = -NUMLINES; |
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80 } until (rp->r_pos.y > 0 && rp->r_pos.y < NUMLINES-1); |
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81 continue; |
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82 } |
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83 /* |
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84 * set room type |
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85 */ |
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86 if (rnd(10) < level - 1) |
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87 { |
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88 rp->r_flags |= ISDARK; /* dark room */ |
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89 if (rnd(15) == 0) |
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90 rp->r_flags = ISMAZE; /* maze room */ |
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91 } |
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92 /* |
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93 * Find a place and size for a random room |
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94 */ |
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95 if (rp->r_flags & ISMAZE) |
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96 { |
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97 rp->r_max.x = bsze.x - 1; |
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98 rp->r_max.y = bsze.y - 1; |
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99 if ((rp->r_pos.x = top.x) == 1) |
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100 rp->r_pos.x = 0; |
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101 if ((rp->r_pos.y = top.y) == 0) |
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102 { |
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103 rp->r_pos.y++; |
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104 rp->r_max.y--; |
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105 } |
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106 } |
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107 else |
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108 do |