Mercurial > hg > early-roguelike
annotate rogue3/rooms.c @ 168:82b2a046d151
arogue7: fix inventory display bug again.
Removing the call to msg() in restore() resulted in msgw remaining as
it was when the game was saved. This results in another display glitch
like that fixed by r163. Adding an empty message puts msgw into a
reliable state.
author | John "Elwin" Edwards |
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date | Tue, 30 Jun 2015 12:00:02 -0400 |
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0
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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 3.8 (Berkeley) 6/15/81 |
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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 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 <stdlib.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 void |
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18 do_rooms() |
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19 { |
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20 int i; |
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21 struct room *rp; |
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22 struct linked_list *item; |
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23 struct thing *tp; |
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24 int left_out; |
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25 coord top; |
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26 coord bsze; |
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27 coord mp; |
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28 |
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29 /* |
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30 * bsze is the maximum room size |
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31 */ |
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32 bsze.x = COLS/3; |
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33 bsze.y = LINES/3; |
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34 /* |
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35 * Clear things for a new level |
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36 */ |
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37 for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++) |
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38 rp->r_goldval = rp->r_nexits = rp->r_flags = 0; |
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39 /* |
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40 * Put the gone rooms, if any, on the level |
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41 */ |
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42 left_out = rnd(4); |
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43 for (i = 0; i < left_out; i++) |
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44 rooms[rnd_room()].r_flags |= ISGONE; |
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45 /* |
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46 * dig and populate all the rooms on the level |
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47 */ |
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48 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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49 { |
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50 /* |
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51 * Find upper left corner of box that this room goes in |
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52 */ |
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53 top.x = (i%3)*bsze.x + 1; |
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54 top.y = i/3*bsze.y; |
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55 if (rp->r_flags & ISGONE) |
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56 { |
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57 /* |
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58 * Place a gone room. Make certain that there is a blank line |
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59 * for passage drawing. |
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60 */ |
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61 do |
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62 { |
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63 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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64 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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65 rp->r_max.x = -COLS; |
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66 rp->r_max.y = -LINES; |
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67 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-1); |
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68 continue; |
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69 } |
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70 if (rnd(10) < level-1) |
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71 rp->r_flags |= ISDARK; |
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72 /* |
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73 * Find a place and size for a random room |
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74 */ |
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75 do |
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76 { |
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77 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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78 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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79 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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80 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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81 } until (rp->r_pos.y != 0); |
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82 /* |
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83 * Put the gold in |
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84 */ |
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85 if (rnd(100) < 50 && (!amulet || level >= max_level)) |
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86 { |
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87 rp->r_goldval = GOLDCALC; |
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88 rnd_pos(rp, &rp->r_gold); |
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89 if (roomin(&rp->r_gold) != rp) |
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90 endwin(), abort(); |
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91 } |
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92 draw_room(rp); |
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93 /* |
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94 * Put the monster in |
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95 */ |
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96 if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25)) |
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97 { |
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98 item = new_item(sizeof *tp); |
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99 tp = (struct thing *) ldata(item); |
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100 do |
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101 { |
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102 rnd_pos(rp, &mp); |
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103 } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR); |
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104 new_monster(item, randmonster(FALSE), &mp); |
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105 /* |
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