Mercurial > hg > early-roguelike
annotate rogue5/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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rev | line source |
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33
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1 /* |
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2 * Create the layout for the new level |
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3 * |
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4 * @(#)rooms.c 4.45 (Berkeley) 02/05/99 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980-1983, 1985, 1999 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 <ctype.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 typedef struct spot { /* position matrix for maze positions */ |
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18 int nexits; |
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19 coord exits[4]; |
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20 int used; |
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21 } SPOT; |
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22 |
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23 #define GOLDGRP 1 |
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24 |
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25 /* |
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26 * do_rooms: |
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27 * Create rooms and corridors with a connectivity graph |
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28 */ |
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29 |
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30 void |
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31 do_rooms(void) |
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32 { |
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33 int i; |
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34 struct room *rp; |
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35 THING *tp; |
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36 int left_out; |
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37 coord top; |
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38 coord bsze; /* maximum room size */ |
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39 coord mp; |
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40 |
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41 bsze.x = NUMCOLS / 3; |
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42 bsze.y = NUMLINES / 3; |
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43 /* |
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44 * Clear things for a new level |
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45 */ |
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46 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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47 { |
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48 rp->r_goldval = 0; |
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49 rp->r_nexits = 0; |
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50 rp->r_flags = 0; |
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51 } |
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52 /* |
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53 * Put the gone rooms, if any, on the level |
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54 */ |
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55 left_out = rnd(4); |
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56 for (i = 0; i < left_out; i++) |
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57 rooms[rnd_room()].r_flags |= ISGONE; |
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58 /* |
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59 * dig and populate all the rooms on the level |
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60 */ |
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61 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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62 { |
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63 /* |
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64 * Find upper left corner of box that this room goes in |
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65 */ |
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66 top.x = (i % 3) * bsze.x + 1; |
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67 top.y = (i / 3) * bsze.y; |
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68 if (rp->r_flags & ISGONE) |
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69 { |
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70 /* |
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71 * Place a gone room. Make certain that there is a blank line |
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72 * for passage drawing. |
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73 */ |
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74 do |
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75 { |
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76 rp->r_pos.x = top.x + rnd(bsze.x - 2) + 1; |
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77 rp->r_pos.y = top.y + rnd(bsze.y - 2) + 1; |
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78 rp->r_max.x = -NUMCOLS; |
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79 rp->r_max.y = -NUMLINES; |
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80 } until (rp->r_pos.y > 0 && rp->r_pos.y < NUMLINES-1); |
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81 continue; |
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82 } |
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83 /* |
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84 * set room type |
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85 */ |
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86 if (rnd(10) < level - 1) |
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87 { |
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88 rp->r_flags |= ISDARK; /* dark room */ |
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89 if (rnd(15) == 0) |
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90 rp->r_flags = ISMAZE; /* maze room */ |
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91 } |
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92 /* |
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93 * Find a place and size for a random room |
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94 */ |
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95 if (rp->r_flags & ISMAZE) |
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96 { |
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97 rp->r_max.x = bsze.x - 1; |
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98 rp->r_max.y = bsze.y - 1; |
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99 if ((rp->r_pos.x = top.x) == 1) |
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100 rp->r_pos.x = 0; |
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101 if ((rp->r_pos.y = top.y) == 0) |
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102 { |
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103 rp->r_pos.y++; |
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104 rp->r_max.y--; |
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105 } |
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106 } |
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107 else |
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108 do |