annotate arogue7/rooms.c @ 204:4b1999ac91cf

Permit not defining score and log files.
author John "Elwin" Edwards
date Thu, 13 Aug 2015 07:47:01 -0400
parents b786053d2f37
children f9ef86cf22b2
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1 /*
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2 * rooms.c - 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, 1986 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 /*
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16 * Draw the nine rooms on the screen
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17 *
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18 */
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19
126
b786053d2f37 arogue7: add missing header includes.
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20 #include <stdlib.h>
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21 #include "curses.h"
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22 #include "rogue.h"
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23
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24 do_rooms()
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25 {
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26 register int i;
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27 register struct room *rp;
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28 register struct linked_list *item;
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29 register struct thing *tp;
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30 int left_out;
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31 int num_monsters;
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32 int which_monster;
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33 int j;
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34 coord top;
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35 coord bsze;
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36 coord mp;
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37 coord *np;
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38
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39 /*
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40 * bsze is the maximum room size
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41 */
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42 bsze.x = cols/3;
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43 bsze.y = (lines-2)/3;
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44 /*
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45 * Clear things for a new level
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46 */
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47 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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48 rp->r_flags = 0;
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49 rp->r_fires = NULL;
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50 }
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51 /*
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52 * Put the gone rooms, if any, on the level
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53 */
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54 left_out = rnd(4);
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55 for (i = 0; i < left_out; i++)
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56 rooms[rnd_room()].r_flags |= ISGONE;
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57 /*
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58 * dig and populate all the rooms on the level
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59 */
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60 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
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61 {
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62 bool has_gold=FALSE;
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63
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64 /*
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65 * Find upper left corner of box that this room goes in
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66 */
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67 top.x = (i%3)*bsze.x;
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68 top.y = i/3*bsze.y + 1;
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69 if (rp->r_flags & ISGONE)
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70 {
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71 /*
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72 * Place a gone room. Make certain that there is a blank line
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73 * for passage drawing.
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74 */
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75 do
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76 {
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77 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
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78 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
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79 rp->r_max.x = -cols;
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80 rp->r_max.x = -lines;
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81 } until(rp->r_pos.y > 0 && rp->r_pos.y < lines-2);
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82 continue;
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83 }
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84 if (rnd(10) < level-1)
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85 rp->r_flags |= ISDARK;
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86 /*
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87 * Find a place and size for a random room
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88 */
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89 do
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90 {
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91 rp->r_max.x = rnd(bsze.x - 4) + 4;
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92 rp->r_max.y = rnd(bsze.y - 4) + 4;
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93 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
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94 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
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95 } until (rp->r_pos.y != 0);
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96
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97 /* Draw the room */
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98 draw_room(rp);
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99
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100 /*
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101 * Put the gold in
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102 */
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103 if (rnd(100) < 50 && level >= cur_max)
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104 {
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105 register struct linked_list *item;
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106 register struct object *cur;
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107 coord tp;
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108
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109 has_gold = TRUE; /* This room has gold in it */
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110
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111 item = spec_item(GOLD, NULL, NULL, NULL);
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112 cur = OBJPTR(item);
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113
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114 /* Put the gold into the level list of items */
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115 attach(lvl_obj, item);
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116
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117 /* Put it somewhere */
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118 rnd_pos(rp, &tp);
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119 mvaddch(tp.y, tp.x, GOLD);
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120 cur->o_pos = tp;
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121 if (roomin(&tp) != rp) {
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122 endwin();
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123 abort();
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124 }
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125 }
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126
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127 /*
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128 * Put the monster in
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129 */
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130 if (rnd(100) < (has_gold ? 80 : 25) + vlevel/2)
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131 {
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132 do
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133 {
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134 rnd_pos(rp, &mp);
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135 } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR);
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136 which_monster = randmonster(FALSE, FALSE);
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137 num_monsters = 1;
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138 /*
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139 * see if we should make a whole bunch
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140 */
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141 for (j=0; j<MAXFLAGS; j++) {
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142 if (monsters[which_monster].m_flags[j] == AREMANY)
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143 num_monsters = roll(3,3);
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144 }
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145 for (j=0; j<num_monsters; j++) {
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146 if ((np = fallpos(&mp, FALSE, 2)) != NULL &&
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147 mvwinch(stdscr, np->y, np->x) == FLOOR) {
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148 item = new_item(sizeof *tp);
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149 tp = THINGPTR(item);
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150 new_monster(item, which_monster, np, FALSE);
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151 /*
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152 * See if we want to give it a treasure to
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153 * carry around.
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154 */
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155 carry_obj(tp, monsters[tp->t_index].m_carry);
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156 tp->t_no_move = movement(tp);
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157
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158 /*
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159 * If it has a fire, mark it
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160 */
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161 if (on(*tp, HASFIRE)) {
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162 register struct linked_list *fire_item;
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163
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164 fire_item = creat_item();
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165 ldata(fire_item) = (char *) tp;
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166 attach(rp->r_fires, fire_item);
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167 rp->r_flags |= HASFIRE;
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168 }
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169 }
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170 }
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171 }
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172 }
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173 }
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174
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175 /*
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176 * Given a room pointer and a pointer to a door, supposedly in that room,
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177 * return the coordinates of the entrance to the doorway.
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178 */
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179
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180 coord *
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181 doorway(rp, door)
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182 register struct room *rp;
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183 register coord *door;
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184 {
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185 register int misses = 0;
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186 static coord answer;
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187
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188 /* Do we have decent parameters? */
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189 if (rp == NULL || door == NULL) return(NULL);
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190
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191 /* Initialize the answer to be the door, then calculate the offset */
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192 answer = *door;
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193
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194 /* Calculate the x-offset */
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195 if (door->x == rp->r_pos.x) answer.x++;
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196 else if (door->x == rp->r_pos.x + rp->r_max.x - 1) answer.x--;
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197 else misses++;
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198
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199 /* Calculate the y-offset */
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200 if (door->y == rp->r_pos.y) answer.y++;
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201 else if (door->y == rp->r_pos.y + rp->r_max.y - 1) answer.y--;
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202 else misses++;
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203
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204 if (misses <= 1) return(&answer);
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205 else return(NULL);
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206 }
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207
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208 /*
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209 * Draw a box around a room
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210 */
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211
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212 draw_room(rp)
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213 register struct room *rp;
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214 {
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215 register int j, k;
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216
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217 move(rp->r_pos.y, rp->r_pos.x+1);
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218 vert(rp->r_max.y-2); /* Draw left side */
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219 move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x);
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220 horiz(rp->r_max.x); /* Draw bottom */
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221 move(rp->r_pos.y, rp->r_pos.x);
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222 horiz(rp->r_max.x); /* Draw top */
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223 vert(rp->r_max.y-2); /* Draw right side */
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224 /*
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225 * Put the floor down
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226 */
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227 for (j = 1; j < rp->r_max.y-1; j++)
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228 {
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229 move(rp->r_pos.y + j, rp->r_pos.x+1);
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230 for (k = 1; k < rp->r_max.x-1; k++)
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231 addch(FLOOR);
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232 }
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233 }
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234
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235 /*
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236 * horiz:
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237 * draw a horizontal line
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238 */
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239
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240 horiz(cnt)
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241 register int cnt;
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242 {
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243 while (cnt--)
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244 addch('-');
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245 }
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246
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247 /*
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248 * rnd_pos:
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249 * pick a random spot in a room
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250 */
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251
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252 rnd_pos(rp, cp)
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253 register struct room *rp;
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254 register coord *cp;
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255 {
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diff changeset
256 cp->x = rp->r_pos.x + rnd(rp->r_max.x-2) + 1;
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257 cp->y = rp->r_pos.y + rnd(rp->r_max.y-2) + 1;
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258 }
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259
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260
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261
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262 /*
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John "Elwin" Edwards
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263 * roomin:
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264 * Find what room some coordinates are in. NULL means they aren't
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265 * in any room.
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266 */
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267
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268 struct room *
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269 roomin(cp)
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270 register coord *cp;
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271 {
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272 register struct room *rp;
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273
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274 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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275 if (inroom(rp, cp))
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276 return rp;
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277 return NULL;
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278 }
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279
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280 /*
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John "Elwin" Edwards
parents:
diff changeset
281 * vert:
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John "Elwin" Edwards
parents:
diff changeset
282 * draw a vertical line
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283 */
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284
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285 vert(cnt)
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286 register int cnt;
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287 {
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288 register int x, y;
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289
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John "Elwin" Edwards
parents:
diff changeset
290 getyx(stdscr, y, x);
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291 x--;
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parents:
diff changeset
292 while (cnt--) {
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293 move(++y, x);
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John "Elwin" Edwards
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294 addch('|');
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295 }
adfa37e67084 Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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296 }