Mercurial > hg > early-roguelike
annotate xrogue/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 |
parents | ce0cf824c192 |
children | f54901b9c39b |
rev | line source |
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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 |
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23 do_rooms() |
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24 { |
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25 register int i; |
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26 register struct room *rp; |
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27 register struct linked_list *item; |
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28 register struct thing *tp; |
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29 int left_out; |
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30 int num_monsters; |
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31 int which_monster; |
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32 int j; |
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33 coord top; |
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34 coord bsze; |
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35 coord mp; |
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36 coord *np; |
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37 |
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38 /* |
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39 * bsze is the maximum room size |
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40 */ |
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41 bsze.x = cols/3; |
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42 bsze.y = (lines-2)/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 rp->r_flags = 0; |
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48 _r_free_fire_list(&rp->r_fires); |
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49 } |
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50 /* |
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51 * Put the gone rooms, if any, on the level |
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52 */ |
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53 left_out = rnd(4); |
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54 for (i = 0; i < left_out; i++) |
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55 rooms[rnd_room()].r_flags |= ISGONE; |
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56 /* |
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57 * dig and populate all the rooms on the level |
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58 */ |
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59 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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60 { |
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61 bool has_gold=FALSE; |
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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; |
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67 top.y = i/3*bsze.y + 1; |
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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 = -cols; |
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79 rp->r_max.y = -lines; |
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80 } until(rp->r_pos.y > 0 && rp->r_pos.y < lines-2); |
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81 continue; |
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82 } |
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83 if (rnd(10) < level-1) |
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84 rp->r_flags |= ISDARK; |
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85 /* |
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86 * Find a place and size for a random room |
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87 */ |
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88 do |
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89 { |
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90 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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91 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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92 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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