Mercurial > hg > early-roguelike
annotate xrogue/rooms.c @ 264:778938a5c21d
UltraRogue: add location for character files.
When using the -n option, UltraRogue will look for character files in a
single location, similar to save files.
The location is chosen by defining CHRDIR in getplay.c, at least until
UltraRogue gets integrated with the build systems.
author | John "Elwin" Edwards |
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date | Sun, 19 Feb 2017 19:47:09 -0500 |
parents | f54901b9c39b |
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133
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1 /* |
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2 rooms.c - Draw the nine rooms on the screen |
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3 |
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4 XRogue: Expeditions into the Dungeons of Doom |
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5 Copyright (C) 1991 Robert Pietkivitch |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
135 | 19 #include <stdlib.h> |
133
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20 #include <curses.h> |
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21 #include "rogue.h" |
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22 |
220
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23 void horiz(int cnt); |
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24 void vert(int cnt); |
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25 |
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26 void |
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27 do_rooms(void) |
133
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28 { |
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29 register int i; |
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30 register struct room *rp; |
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31 register struct linked_list *item; |
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32 register struct thing *tp; |
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33 int left_out; |
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34 int num_monsters; |
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35 int which_monster; |
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36 int j; |
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37 coord top; |
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38 coord bsze; |
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39 coord mp; |
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40 coord *np; |
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41 |
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42 /* |
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43 * bsze is the maximum room size |
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44 */ |
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45 bsze.x = cols/3; |
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46 bsze.y = (lines-2)/3; |
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47 /* |
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48 * Clear things for a new level |
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49 */ |
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50 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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51 rp->r_flags = 0; |
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52 _r_free_fire_list(&rp->r_fires); |
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53 } |
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54 /* |
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55 * Put the gone rooms, if any, on the level |
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56 */ |
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57 left_out = rnd(4); |
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58 for (i = 0; i < left_out; i++) |
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59 rooms[rnd_room()].r_flags |= ISGONE; |
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60 /* |
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61 * dig and populate all the rooms on the level |
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62 */ |
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63 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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64 { |
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65 bool has_gold=FALSE; |
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66 |
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67 /* |
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68 * Find upper left corner of box that this room goes in |
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69 */ |
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70 top.x = (i%3)*bsze.x; |
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71 top.y = i/3*bsze.y + 1; |
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72 if (rp->r_flags & ISGONE) |
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73 { |
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74 /* |
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75 * Place a gone room. Make certain that there is a blank line |
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76 * for passage drawing. |
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77 */ |
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78 do |
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79 { |
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80 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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81 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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82 rp->r_max.x = -cols; |
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83 rp->r_max.y = -lines; |
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84 } until(rp->r_pos.y > 0 && rp->r_pos.y < lines-2); |
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85 continue; |
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86 } |
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87 if (rnd(10) < level-1) |
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88 rp->r_flags |= ISDARK; |
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89 /* |
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90 * Find a place and size for a random room |
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91 */ |
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92 do |
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