Mercurial > hg > early-roguelike
annotate arogue7/rooms.c @ 246:61283e71037c
Rogue V5: don't limit the high score list to 1 on Windows.
The Visual Studio project file failed to define ALLSCORES, causing the
score file to be limited to one entry per UID. Since the UID is always
set to 42 on Windows, only one entry could ever appear in the list.
author | John "Elwin" Edwards |
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date | Sun, 15 May 2016 19:04:46 -0400 |
parents | f9ef86cf22b2 |
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rev | line source |
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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 | 20 #include <stdlib.h> |
125
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21 #include "curses.h" |
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22 #include "rogue.h" |
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23 |
219
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24 void horiz(int cnt); |
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25 void vert(int cnt); |
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26 |
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27 void |
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28 do_rooms(void) |
125
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29 { |
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30 register int i; |
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31 register struct room *rp; |
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32 register struct linked_list *item; |
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33 register struct thing *tp; |
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34 int left_out; |
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35 int num_monsters; |
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36 int which_monster; |
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37 int j; |
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38 coord top; |
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39 coord bsze; |
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40 coord mp; |
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41 coord *np; |
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42 |
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43 /* |
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44 * bsze is the maximum room size |
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45 */ |
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46 bsze.x = cols/3; |
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47 bsze.y = (lines-2)/3; |
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48 /* |
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49 * Clear things for a new level |
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50 */ |
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51 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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52 rp->r_flags = 0; |
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53 rp->r_fires = NULL; |
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54 } |
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55 /* |
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56 * Put the gone rooms, if any, on the level |
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57 */ |
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58 left_out = rnd(4); |
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59 for (i = 0; i < left_out; i++) |
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60 rooms[rnd_room()].r_flags |= ISGONE; |
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61 /* |
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62 * dig and populate all the rooms on the level |
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63 */ |
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64 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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65 { |
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66 bool has_gold=FALSE; |
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67 |
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68 /* |
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69 * Find upper left corner of box that this room goes in |
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70 */ |
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71 top.x = (i%3)*bsze.x; |
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72 top.y = i/3*bsze.y + 1; |
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73 if (rp->r_flags & ISGONE) |
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74 { |
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75 /* |
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76 * Place a gone room. Make certain that there is a blank line |
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77 * for passage drawing. |
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78 */ |
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79 do |
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80 { |
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81 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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82 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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83 rp->r_max.x = -cols; |
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84 rp->r_max.x = -lines; |
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85 } until(rp->r_pos.y > 0 && rp->r_pos.y < lines-2); |
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86 continue; |
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87 } |
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88 if (rnd(10) < level-1) |
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89 rp->r_flags |= ISDARK; |
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90 /* |
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91 * Find a place and size for a random room |
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