annotate srogue/rooms.c @ 221:71cb5b647f2b

Rogue V5: remove troublesome automatic platform detection. configure.ac used AC_CANONICAL_SYSTEM to guess the GNU system description triplets. The target description was substituted into the Makefile and formatted into the filename for the binary distribution tarball. But 'target' is only intended for cross-compilers. 'host_os' might have been a better choice. The tarball filename can still be changed manually, by running make with an argument of 'DESTSYS=systemname'. Cross-compiling may be more difficult now, but I am not certain that it worked properly previously, and due to pending autoconf changes, it was likely to break anyway. The top-level config.guess and config.sub are no longer needed, but they may reappear if better support for cross-compilation is added.
author John "Elwin" Edwards
date Fri, 12 Feb 2016 14:25:47 -0500
parents 2128c7dc8a40
children 94a0d9dd5ce1
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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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