Mercurial > hg > early-roguelike
annotate srogue/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 | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
rev | line source |
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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 |
217
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20 void horiz(int cnt); |
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21 void vert(int cnt); |
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22 |
36
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23 /* |
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24 * do_rooms: |
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25 * Place the rooms in the dungeon |
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26 */ |
217
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27 void |
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28 do_rooms(void) |
36
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29 { |
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30 int mloops, mchance, nummons, left_out, roomtries; |
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31 bool treas = FALSE; |
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32 reg int i; |
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33 reg struct room *rp; |
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34 reg struct linked_list *item; |
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35 reg struct thing *tp; |
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36 struct coord top, bsze, mp; |
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37 |
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38 /* |
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39 * bsze is the maximum room size |
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40 */ |
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41 bsze.x = COLS / 3; |
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42 bsze.y = (LINES - 1) / 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 rp->r_goldval = rp->r_nexits = rp->r_flags = 0; |
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48 /* |
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49 * Put the gone rooms, if any, on the level |
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50 */ |
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51 left_out = rnd(4); |
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52 for (i = 0; i < left_out; i++) |
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53 rooms[rnd_room()].r_flags |= ISGONE; |
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54 /* |
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55 * dig and populate all the rooms on the level |
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56 */ |
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57 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) { |
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58 /* |
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59 * Find upper left corner of box that this room goes in |
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60 */ |
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61 top.x = (i%3) * bsze.x + 1; |
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62 top.y = i/3 * bsze.y; |
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63 if (rf_on(rp,ISGONE)) { |
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64 /* |
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65 * Place a gone room. Make certain that there is a |
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66 * blank line for passage drawing. |
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67 */ |
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68 roomtries = 0; |
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69 do { |
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70 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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71 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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72 rp->r_max.x = -COLS; |
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73 rp->r_max.x = -LINES; |
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74 if (++roomtries > 250) |
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75 fatal("failed to place a gone room"); |
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76 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2); |
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77 continue; |
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78 } |
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79 if (rnd(10) < level-1) |
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80 rp->r_flags |= ISDARK; |
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81 /* |
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82 * Find a place and size for a random room |
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83 */ |
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84 roomtries = 0; |
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85 do { |
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86 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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87 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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88 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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89 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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90 if (++roomtries > 250) { |
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91 fatal("failed to place a good room"); |
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92 } |
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93 } until (rp->r_pos.y != 0); |
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94 if (level < max_level) |
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95 mchance = 30; /* 30% when going up (all monsters) */ |
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96 else |
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97 mchance = 3; /* 3% when going down */ |
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98 treas = FALSE; |
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99 if (rnd(100) < mchance && (rp->r_max.x * rp->r_max.y) > |
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100 ((bsze.x * bsze.y * 55) / 100)) { |
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101 treas = TRUE; |
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102 rp->r_flags |= ISTREAS; |
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103 rp->r_flags |= ISDARK; |
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104 } |
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