Mercurial > hg > early-roguelike
annotate rogue5/rooms.c @ 164:49af2fd0bb0c
Move some autotools files to where configure can find them.
rogue5 uses config.guess and config.sub to find the canonical system
names. The configure script expects them to be in the same directory
as install-sh. So they have been relocated to the top level.
This is a quick and dirty fix. The eventual plan is to relocate them
to /dev/null.
I also suspect they should be used to set HOST, not TARGET. Rogue is
not a cross-compiler.
author | John "Elwin" Edwards |
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date | Tue, 16 Jun 2015 11:44:49 -0400 |
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rev | line source |
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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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