Mercurial > hg > early-roguelike
annotate srogue/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 | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
rev | line source |
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36
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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 |
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20 /* |
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21 * do_rooms: |
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22 * Place the rooms in the dungeon |
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23 */ |
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24 do_rooms() |
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25 { |
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26 int mloops, mchance, nummons, left_out, roomtries; |
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27 bool treas = FALSE; |
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28 reg int i; |
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29 reg struct room *rp; |
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30 reg struct linked_list *item; |
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31 reg struct thing *tp; |
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32 struct coord top, bsze, mp; |
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33 |
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34 /* |
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35 * bsze is the maximum room size |
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36 */ |
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37 bsze.x = COLS / 3; |
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38 bsze.y = (LINES - 1) / 3; |
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39 /* |
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40 * Clear things for a new level |
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41 */ |
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42 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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43 rp->r_goldval = rp->r_nexits = rp->r_flags = 0; |
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44 /* |
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45 * Put the gone rooms, if any, on the level |
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46 */ |
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47 left_out = rnd(4); |
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48 for (i = 0; i < left_out; i++) |
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49 rooms[rnd_room()].r_flags |= ISGONE; |
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50 /* |
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51 * dig and populate all the rooms on the level |
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52 */ |
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53 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) { |
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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 (rf_on(rp,ISGONE)) { |
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60 /* |
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61 * Place a gone room. Make certain that there is a |
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62 * blank line for passage drawing. |
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63 */ |
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64 roomtries = 0; |
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65 do { |
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66 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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67 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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68 rp->r_max.x = -COLS; |
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69 rp->r_max.x = -LINES; |
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70 if (++roomtries > 250) |
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71 fatal("failed to place a gone room"); |
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72 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2); |
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73 continue; |
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74 } |
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75 if (rnd(10) < level-1) |
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76 rp->r_flags |= ISDARK; |
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77 /* |
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78 * Find a place and size for a random room |
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79 */ |
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80 roomtries = 0; |
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81 do { |
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82 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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83 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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84 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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85 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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86 if (++roomtries > 250) { |
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87 fatal("failed to place a good room"); |
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88 } |
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89 } until (rp->r_pos.y != 0); |
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90 if (level < max_level) |
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91 mchance = 30; /* 30% when going up (all monsters) */ |
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92 else |
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93 mchance = 3; /* 3% when going down */ |
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94 treas = FALSE; |
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95 if (rnd(100) < mchance && (rp->r_max.x * rp->r_max.y) > |
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96 ((bsze.x * bsze.y * 55) / 100)) { |
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97 treas = TRUE; |
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98 rp->r_flags |= ISTREAS; |
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99 rp->r_flags |= ISDARK; |
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100 } |
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101 /* |
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102 * Put the gold in |
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103 */ |
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104 if ((rnd(100) < 50 || treas) && (!amulet || level >= max_level)) { |
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105 rp->r_goldval = GOLDCALC; |
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106 if (treas) |
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107 rp->r_goldval += 200 + (15 * (rnd(level) + 2)); |
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108 rp->r_gold.y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; |
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109 rp->r_gold.x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; |
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110 } |
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111 draw_room(rp); |
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112 /* |
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113 * Put the monster in |
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114 */ |
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115 if (treas) { |
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116 mloops = rnd(level / 3) + 6; |
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117 mchance = 1; |
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118 } |
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119 else { |
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120 mloops = 1; |
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121 mchance = 100; |
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122 } |
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123 for (nummons = 0; nummons < mloops; nummons++) { |
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124 if (rnd(mchance) < (rp->r_goldval > 0 ? 80 : 25)) |
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125 add_mon(rp, treas); |
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126 } |
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127 } |
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128 } |
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129 |
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130 /* |
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131 * add_mon: |
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132 * Add a monster to a room |
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133 */ |
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134 add_mon(rm, treas) |
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135 struct room *rm; |
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136 bool treas; |
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137 { |
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138 reg struct thing *tp; |
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139 reg struct linked_list *item; |
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140 struct coord mp; |
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141 int chance; |
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142 |
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143 mp = *rnd_pos(rm); |
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144 item = new_monster(rnd_mon(FALSE,FALSE), &mp, treas); |
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145 tp = THINGPTR(item); |
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146 chance = rnd(100); |
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147 if (levtype == MAZELEV) |
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148 chance = rnd(50); |
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149 /* |
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150 * See if monster has a treasure |
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151 */ |
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152 if (levtype == MAZELEV && rnd(100) < 20) { |
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153 reg struct linked_list *fd; |
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154 |
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155 fd = new_thing(FALSE, FOOD, 0); |
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156 attach(tp->t_pack, fd); |
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157 } |
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158 else { |
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159 if (chance < monsters[tp->t_indx].m_carry) |
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160 attach(tp->t_pack, new_thing(FALSE, ANYTHING)); |
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161 } |
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162 } |
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163 |
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164 /* |
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165 * draw_room: |
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166 * Draw a box around a room |
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167 */ |
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168 draw_room(rp) |
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169 struct room *rp; |
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170 { |
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171 reg int j, k; |
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172 |
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173 move(rp->r_pos.y, rp->r_pos.x+1); |
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174 vert(rp->r_max.y-2); /* Draw left side */ |
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175 move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x); |
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176 horiz(rp->r_max.x); /* Draw bottom */ |
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177 move(rp->r_pos.y, rp->r_pos.x); |
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178 horiz(rp->r_max.x); /* Draw top */ |
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179 vert(rp->r_max.y-2); /* Draw right side */ |
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180 /* |
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181 * Put the floor down |
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182 */ |
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183 for (j = 1; j < rp->r_max.y - 1; j++) { |
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184 move(rp->r_pos.y + j, rp->r_pos.x + 1); |
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185 for (k = 1; k < rp->r_max.x - 1; k++) { |
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186 addch(FLOOR); |
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187 } |
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188 } |
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189 /* |
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190 * Put the gold there |
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191 */ |
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192 if (rp->r_goldval > 0) |
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193 mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD); |
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194 } |
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195 |
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196 /* |
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197 * horiz: |
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198 * draw a horizontal line |
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199 */ |
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200 horiz(cnt) |
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201 int cnt; |
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202 { |
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203 while (cnt-- > 0) |
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204 addch('-'); |
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205 } |
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206 |
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207 |
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208 /* |
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209 * vert: |
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210 * draw a vertical line |
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211 */ |
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212 vert(cnt) |
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213 int cnt; |
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214 { |
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215 reg int x, y; |
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216 |
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217 getyx(stdscr, y, x); |
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218 x--; |
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219 while (cnt-- > 0) { |
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220 move(++y, x); |
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221 addch('|'); |
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222 } |
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223 } |
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224 |
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225 |
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226 /* |
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227 * rnd_pos: |
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228 * pick a random spot in a room |
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229 */ |
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230 struct coord * |
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231 rnd_pos(rp) |
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232 struct room *rp; |
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233 { |
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234 reg int y, x, i; |
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235 static struct coord spot; |
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236 |
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237 i = 0; |
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238 do { |
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239 x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; |
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240 y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; |
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241 i += 1; |
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242 } while(winat(y, x) != FLOOR && i < 1000); |
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243 spot.x = x; |
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244 spot.y = y; |
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245 return &spot; |
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246 } |
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247 |
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248 /* |
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249 * rf_on: |
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250 * Returns TRUE if flag is set for room stuff |
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251 */ |
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252 rf_on(rm, bit) |
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253 struct room *rm; |
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254 long bit; |
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255 { |
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256 return (rm->r_flags & bit); |
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257 } |