Mercurial > hg > early-roguelike
annotate srogue/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 |
parents | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
rev | line source |
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36
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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 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include "rogue.h" |
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18 #include "rogue.ext" |
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19 |
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20 /* |
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21 * do_rooms: |
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22 * Place the rooms in the dungeon |
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23 */ |
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24 do_rooms() |
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25 { |
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26 int mloops, mchance, nummons, left_out, roomtries; |
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27 bool treas = FALSE; |
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28 reg int i; |
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29 reg struct room *rp; |
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30 reg struct linked_list *item; |
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31 reg struct thing *tp; |
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32 struct coord top, bsze, mp; |
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33 |
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34 /* |
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35 * bsze is the maximum room size |
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36 */ |
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37 bsze.x = COLS / 3; |
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38 bsze.y = (LINES - 1) / 3; |
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39 /* |
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40 * Clear things for a new level |
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41 */ |
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42 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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43 rp->r_goldval = rp->r_nexits = rp->r_flags = 0; |
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44 /* |
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45 * Put the gone rooms, if any, on the level |
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46 */ |
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47 left_out = rnd(4); |
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48 for (i = 0; i < left_out; i++) |
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49 rooms[rnd_room()].r_flags |= ISGONE; |
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50 /* |
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51 * dig and populate all the rooms on the level |
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52 */ |
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53 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) { |
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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 (rf_on(rp,ISGONE)) { |
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60 /* |
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61 * Place a gone room. Make certain that there is a |
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62 * blank line for passage drawing. |
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63 */ |
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64 roomtries = 0; |
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65 do { |
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66 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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67 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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68 rp->r_max.x = -COLS; |
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69 rp->r_max.x = -LINES; |
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70 if (++roomtries > 250) |
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71 fatal("failed to place a gone room"); |
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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 roomtries = 0; |
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81 do { |
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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 if (++roomtries > 250) { |
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87 fatal("failed to place a good room"); |
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88 } |
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89 } until (rp->r_pos.y != 0); |
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90 if (level < max_level) |
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91 mchance = 30; /* 30% when going up (all monsters) */ |
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92 else |
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93 mchance = 3; /* 3% when going down */ |
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94 treas = FALSE; |
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95 if (rnd(100) < mchance && (rp->r_max.x * rp->r_max.y) > |
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96 ((bsze.x * bsze.y * 55) / 100)) { |
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97 treas = TRUE; |
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98 rp->r_flags |= ISTREAS; |
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99 rp->r_flags |= ISDARK; |
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100 } |
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101 /* |
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102 * Put the gold in |
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103 */ |
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104 if ((rnd(100) < 50 || treas) && (!amulet || level >= max_level)) { |
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105 rp->r_goldval = GOLDCALC; |
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