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
date Sun, 19 Feb 2017 19:47:09 -0500
parents f54901b9c39b
children
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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
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19 #include <stdlib.h>
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20 #include <curses.h>
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21 #include "rogue.h"
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22
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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)
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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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