Mercurial > hg > early-roguelike
annotate rogue4/rooms.c @ 201:6fb21004a981
Fix some preprocessor directives.
Include process.h in the right place, and use the correct definition of
PATH_MAX, when compiling on Windows.
author | John "Elwin" Edwards |
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date | Wed, 12 Aug 2015 16:56:19 -0400 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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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)) |
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107 { |
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108 tp = new_item(); |
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109 do |
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110 { |
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111 rnd_pos(rp, &mp); |
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112 } until (winat(mp.y, mp.x) == FLOOR); |
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113 new_monster(tp, randmonster(FALSE), &mp); |
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114 give_pack(tp); |
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115 } |
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116 } |
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117 } |
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118 |
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119 /* |
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120 * draw_room: |
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121 * Draw a box around a room and lay down the floor |
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122 */ |
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123 draw_room(rp) |
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124 register struct room *rp; |
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125 { |
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126 register int y, x; |
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127 |
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128 vert(rp, rp->r_pos.x); /* Draw left side */ |
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129 vert(rp, rp->r_pos.x + rp->r_max.x - 1); /* Draw right side */ |
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130 horiz(rp, rp->r_pos.y); /* Draw top */ |
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131 horiz(rp, rp->r_pos.y + rp->r_max.y - 1); /* Draw bottom */ |
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132 /* |
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133 * Put the floor down |
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134 */ |
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135 for (y = rp->r_pos.y + 1; y < rp->r_pos.y + rp->r_max.y - 1; y++) |
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136 /*strrep(&chat(rp->r_pos.y + 1, j), FLOOR, rp->r_max.y - rp->r_pos.y - 2);*/ |
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137 for (x = rp->r_pos.x + 1; x < rp->r_pos.x + rp->r_max.x - 1; x++) |
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138 chat(y, x) = FLOOR; |
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139 /* |
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140 * Put the gold there |
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141 */ |
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142 if (rp->r_goldval) |
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143 chat(rp->r_gold.y, rp->r_gold.x) = GOLD; |
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144 } |
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145 |
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146 /* |
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147 * vert: |
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148 * Draw a vertical line |
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149 */ |
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150 vert(rp, startx) |
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151 register struct room *rp; |
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152 register int startx; |
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153 { |
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154 register int y; |
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155 |
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156 for (y = rp->r_pos.y + 1; y <= rp->r_max.y + rp->r_pos.y - 1; y++) |
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157 chat(y, startx) = '|'; |
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158 } |
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159 |
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160 /* |
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161 * horiz: |
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162 * Draw a horizontal line |
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163 */ |
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164 horiz(rp, starty) |
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165 register struct room *rp; |
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166 int starty; |
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167 { |
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168 register int x; |
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169 |
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170 for (x = rp->r_pos.x; x <= rp->r_pos.x + rp->r_max.x - 1; x++) |
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171 chat(starty, x) = '-'; |
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172 } |
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173 |
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174 /* |
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175 * rnd_pos: |
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176 * Pick a random spot in a room |
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177 */ |
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178 rnd_pos(rp, cp) |
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179 register struct room *rp; |
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180 register coord *cp; |
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181 { |
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182 cp->x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; |
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183 cp->y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; |
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184 } |
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185 |
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186 /* |
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187 * enter_room: |
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188 * Code that is executed whenver you appear in a room |
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189 */ |
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190 enter_room(cp) |
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191 register coord *cp; |
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192 { |
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193 register struct room *rp; |
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194 register int y, x; |
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195 register THING *tp; |
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196 |
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197 rp = proom = roomin(cp); |
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198 if (rp->r_flags & ISGONE) |
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199 { |
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200 msg("in a gone room"); |
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201 return; |
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202 } |
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203 door_open(rp); |
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204 if (!(rp->r_flags & ISDARK) && !on(player, ISBLIND)) |
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205 for (y = rp->r_pos.y; y < rp->r_max.y + rp->r_pos.y; y++) |
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206 { |
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207 move(y, rp->r_pos.x); |
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208 for (x = rp->r_pos.x; x < rp->r_max.x + rp->r_pos.x; x++) |
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209 { |
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210 tp = moat(y, x); |
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211 if (tp == NULL || !see_monst(tp)) |
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212 addch(chat(y, x)); |
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213 else |
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214 addch(tp->t_disguise); |
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215 } |
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216 } |
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217 } |
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218 |
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219 /* |
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220 * leave_room: |
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221 * Code for when we exit a room |
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222 */ |
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223 leave_room(cp) |
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224 register coord *cp; |
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225 { |
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226 register int y, x; |
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227 register struct room *rp; |
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228 register char floor; |
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229 register char ch; |
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230 |
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231 rp = proom; |
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232 proom = &passages[flat(cp->y, cp->x) & F_PNUM]; |
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233 floor = ((rp->r_flags & ISDARK) && !on(player, ISBLIND)) ? ' ' : FLOOR; |
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234 for (y = rp->r_pos.y + 1; y < rp->r_max.y + rp->r_pos.y - 1; y++) |
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235 for (x = rp->r_pos.x + 1; x < rp->r_max.x + rp->r_pos.x - 1; x++) |
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236 switch (ch = mvinch(y, x)) |
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237 { |
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238 case ' ': |
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239 case TRAP: |
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240 case STAIRS: |
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241 break; |
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242 case FLOOR: |
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243 if (floor == ' ') |
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244 addch(' '); |
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245 break; |
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246 default: |
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247 /* |
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248 * to check for monster, we have to strip out |
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249 * standout bit |
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250 */ |
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251 if (isupper(toascii(ch))) |
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252 if (on(player, SEEMONST)) |
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253 { |
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254 standout(); |
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255 addch(ch); |
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256 standend(); |
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257 break; |
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258 } |
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259 else |
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260 { |
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261 THING *tp = moat(y, x); |
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262 |
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263 if (tp != NULL) |
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264 tp->t_oldch = floor; |
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265 |
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266 #ifdef WIZARD |
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267 else |
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268 msg("couldn't find monster in leave_room at (%d,%d)", y, x); |
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269 #endif |
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270 } |
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271 |
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272 addch(floor); |
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273 } |
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274 door_open(rp); |
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275 } |