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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106 if (treas) |
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107 rp->r_goldval += 200 + (15 * (rnd(level) + 2)); |
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108 rp->r_gold.y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; |
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109 rp->r_gold.x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; |
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110 } |
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111 draw_room(rp); |
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112 /* |
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113 * Put the monster in |
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114 */ |
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115 if (treas) { |
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116 mloops = rnd(level / 3) + 6; |
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117 mchance = 1; |
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118 } |
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119 else { |
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120 mloops = 1; |
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121 mchance = 100; |
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122 } |
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123 for (nummons = 0; nummons < mloops; nummons++) { |
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124 if (rnd(mchance) < (rp->r_goldval > 0 ? 80 : 25)) |
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125 add_mon(rp, treas); |
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126 } |
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127 } |
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128 } |
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129 |
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130 /* |
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131 * add_mon: |
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132 * Add a monster to a room |
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133 */ |
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134 add_mon(rm, treas) |
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135 struct room *rm; |
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136 bool treas; |
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137 { |
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138 reg struct thing *tp; |
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139 reg struct linked_list *item; |
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140 struct coord mp; |
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141 int chance; |
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142 |
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143 mp = *rnd_pos(rm); |
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144 item = new_monster(rnd_mon(FALSE,FALSE), &mp, treas); |
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145 tp = THINGPTR(item); |
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146 chance = rnd(100); |
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147 if (levtype == MAZELEV) |
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148 chance = rnd(50); |
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149 /* |
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150 * See if monster has a treasure |
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151 */ |
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152 if (levtype == MAZELEV && rnd(100) < 20) { |
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153 reg struct linked_list *fd; |
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154 |
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155 fd = new_thing(FALSE, FOOD, 0); |
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156 attach(tp->t_pack, fd); |
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157 } |
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158 else { |
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159 if (chance < monsters[tp->t_indx].m_carry) |
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160 attach(tp->t_pack, new_thing(FALSE, ANYTHING)); |
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161 } |
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162 } |
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163 |
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164 /* |
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165 * draw_room: |
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166 * Draw a box around a room |
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167 */ |
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168 draw_room(rp) |
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169 struct room *rp; |
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170 { |
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171 reg int j, k; |
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172 |
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173 move(rp->r_pos.y, rp->r_pos.x+1); |
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174 vert(rp->r_max.y-2); /* Draw left side */ |
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175 move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x); |
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176 horiz(rp->r_max.x); /* Draw bottom */ |
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177 move(rp->r_pos.y, rp->r_pos.x); |
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178 horiz(rp->r_max.x); /* Draw top */ |
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179 vert(rp->r_max.y-2); /* Draw right side */ |
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180 /* |
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181 * Put the floor down |
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182 */ |
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183 for (j = 1; j < rp->r_max.y - 1; j++) { |
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184 move(rp->r_pos.y + j, rp->r_pos.x + 1); |
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185 for (k = 1; k < rp->r_max.x - 1; k++) { |
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186 addch(FLOOR); |
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187 } |
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188 } |
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189 /* |
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190 * Put the gold there |
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191 */ |
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192 if (rp->r_goldval > 0) |
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193 mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD); |
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194 } |
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195 |
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196 /* |
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197 * horiz: |
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198 * draw a horizontal line |
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199 */ |
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200 horiz(cnt) |
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201 int cnt; |
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202 { |
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203 while (cnt-- > 0) |
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204 addch('-'); |
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205 } |
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206 |
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207 |
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208 /* |
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209 * vert: |
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210 * draw a vertical line |
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211 */ |
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212 vert(cnt) |
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213 int cnt; |
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214 { |
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215 reg int x, y; |
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216 |
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217 getyx(stdscr, y, x); |
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218 x--; |
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219 while (cnt-- > 0) { |
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220 move(++y, x); |
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221 addch('|'); |
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222 } |
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223 } |
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224 |
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225 |
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226 /* |
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227 * rnd_pos: |
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228 * pick a random spot in a room |
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229 */ |
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230 struct coord * |
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231 rnd_pos(rp) |
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232 struct room *rp; |
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233 { |
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234 reg int y, x, i; |
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235 static struct coord spot; |
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236 |
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237 i = 0; |
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238 do { |
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239 x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; |
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240 y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; |
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241 i += 1; |
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242 } while(winat(y, x) != FLOOR && i < 1000); |
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243 spot.x = x; |
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244 spot.y = y; |
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245 return &spot; |
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246 } |
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247 |
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248 /* |
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249 * rf_on: |
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250 * Returns TRUE if flag is set for room stuff |
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251 */ |
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252 rf_on(rm, bit) |
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253 struct room *rm; |
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254 long bit; |
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255 { |
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256 return (rm->r_flags & bit); |
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257 } |