annotate rogue4/rooms.c @ 34:655c317b6237

rogue5: add savedir, logfile, bugfixes
author elwin
date Mon, 24 May 2010 20:16:15 +0000
parents 9535a08ddc39
children 1b73a8641b37
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1 /*
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2 * Create the layout for the new level
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3 *
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4 * @(#)rooms.c 4.16 (Berkeley) 1/12/82
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include <ctype.h>
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14 #include <curses.h>
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15 #include "rogue.h"
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16
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17 #define GOLDGRP 1
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18
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19 /*
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20 * do_rooms:
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21 * Create rooms and corridors with a connectivity graph
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22 */
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23 do_rooms()
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24 {
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25 register int i;
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26 register struct room *rp;
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27 register THING *tp;
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28 register int left_out;
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29 coord top;
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30 coord bsze;
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31 coord mp;
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32
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33 /*
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34 * bsze is the maximum room size
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35 */
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36 bsze.x = COLS/3;
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37 bsze.y = LINES/3;
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38 /*
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39 * Clear things for a new level
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40 */
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41 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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42 rp->r_goldval = rp->r_nexits = rp->r_flags = 0;
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43 /*
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44 * Put the gone rooms, if any, on the level
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45 */
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46 left_out = rnd(4);
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47 for (i = 0; i < left_out; i++)
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48 rooms[rnd_room()].r_flags |= ISGONE;
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49 /*
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50 * dig and populate all the rooms on the level
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51 */
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52 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
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53 {
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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 (rp->r_flags & ISGONE)
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60 {
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61 /*
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62 * Place a gone room. Make certain that there is a blank line
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63 * for passage drawing.
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64 */
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65 do
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66 {
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67 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
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68 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
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69 rp->r_max.x = -COLS;
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70 rp->r_max.x = -LINES;
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71 } until (rp->r_pos.y > 0 && rp->r_pos.y < LINES-1);
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72 continue;
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73 }
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74 if (rnd(10) < level - 1)
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75 rp->r_flags |= ISDARK;
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76 /*
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77 * Find a place and size for a random room
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78 */
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79 do
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80 {
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81 rp->r_max.x = rnd(bsze.x - 4) + 4;
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82 rp->r_max.y = rnd(bsze.y - 4) + 4;
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83 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
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84 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
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85 } until (rp->r_pos.y != 0);
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86 /*
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87 * Put the gold in
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88 */
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89 if (rnd(2) == 0 && (!amulet || level >= max_level))
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90 {
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91 register THING *gold;
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92
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93 gold = new_item();
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94 gold->o_goldval = rp->r_goldval = GOLDCALC;
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95 rnd_pos(rp, &rp->r_gold);
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96 gold->o_pos = rp->r_gold;
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97 gold->o_flags = ISMANY;
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98 gold->o_group = GOLDGRP;
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99 gold->o_type = GOLD;
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100 attach(lvl_obj, gold);
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101 }
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102 draw_room(rp);
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103 /*
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104 * Put the monster in
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105 */
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106 if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25))