Mercurial > hg > early-roguelike
annotate srogue/rooms.c @ 239:837044d2c362
Merge the GCC5 and build fix branches.
This fixes all warnings produced by GCC 5, except the ones related to
system functions. Those could be fixed by including the proper headers,
but it would be better to replace the system-dependent code with
functions from mdport.c.
author | John "Elwin" Edwards |
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date | Fri, 11 Mar 2016 19:47:52 -0500 |
parents | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
rev | line source |
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36
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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 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include "rogue.h" |
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18 #include "rogue.ext" |
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19 |
217
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20 void horiz(int cnt); |
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21 void vert(int cnt); |
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22 |
36
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23 /* |
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24 * do_rooms: |
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25 * Place the rooms in the dungeon |
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26 */ |
217
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27 void |
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28 do_rooms(void) |
36
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29 { |
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30 int mloops, mchance, nummons, left_out, roomtries; |
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31 bool treas = FALSE; |
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32 reg int i; |
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33 reg struct room *rp; |
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34 reg struct linked_list *item; |
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35 reg struct thing *tp; |
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36 struct coord top, bsze, mp; |
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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 - 1) / 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_goldval = rp->r_nexits = rp->r_flags = 0; |
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48 /* |
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49 * Put the gone rooms, if any, on the level |
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50 */ |
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51 left_out = rnd(4); |
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52 for (i = 0; i < left_out; i++) |
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53 rooms[rnd_room()].r_flags |= ISGONE; |
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54 /* |
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55 * dig and populate all the rooms on the level |
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56 */ |
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57 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) { |
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58 /* |
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59 * Find upper left corner of box that this room goes in |
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60 */ |
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61 top.x = (i%3) * bsze.x + 1; |
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62 top.y = i/3 * bsze.y; |
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63 if (rf_on(rp,ISGONE)) { |
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64 /* |
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65 * Place a gone room. Make certain that there is a |
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66 * blank line for passage drawing. |
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67 */ |
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68 roomtries = 0; |
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69 do { |
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70 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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71 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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72 rp->r_max.x = -COLS; |
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73 rp->r_max.x = -LINES; |
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74 if (++roomtries > 250) |
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75 fatal("failed to place a gone room"); |
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76 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2); |
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77 continue; |
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78 } |
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79 if (rnd(10) < level-1) |
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80 rp->r_flags |= ISDARK; |
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81 /* |
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82 * Find a place and size for a random room |
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83 */ |
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84 roomtries = 0; |
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85 do { |
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86 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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87 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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88 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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89 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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90 if (++roomtries > 250) { |
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91 fatal("failed to place a good room"); |
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92 } |
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93 } until (rp->r_pos.y != 0); |
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94 if (level < max_level) |
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95 mchance = 30; /* 30% when going up (all monsters) */ |
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96 else |
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97 mchance = 3; /* 3% when going down */ |
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98 treas = FALSE; |
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99 if (rnd(100) < mchance && (rp->r_max.x * rp->r_max.y) > |
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100 ((bsze.x * bsze.y * 55) / 100)) { |
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101 treas = TRUE; |
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102 rp->r_flags |= ISTREAS; |
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103 rp->r_flags |= ISDARK; |
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104 } |
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105 /* |
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106 * Put the gold in |
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107 */ |
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108 if ((rnd(100) < 50 || treas) && (!amulet || level >= max_level)) { |
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109 rp->r_goldval = GOLDCALC; |
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110 if (treas) |
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111 rp->r_goldval += 200 + (15 * (rnd(level) + 2)); |
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112 rp->r_gold.y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; |
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113 rp->r_gold.x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; |
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114 } |
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115 draw_room(rp); |
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116 /* |
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117 * Put the monster in |
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118 */ |
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119 if (treas) { |
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120 mloops = rnd(level / 3) + 6; |
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121 mchance = 1; |
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122 } |
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123 else { |
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124 mloops = 1; |
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125 mchance = 100; |
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126 } |
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127 for (nummons = 0; nummons < mloops; nummons++) { |
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128 if (rnd(mchance) < (rp->r_goldval > 0 ? 80 : 25)) |
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129 add_mon(rp, treas); |
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130 } |
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131 } |
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132 } |
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133 |
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134 /* |
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135 * add_mon: |
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136 * Add a monster to a room |
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137 */ |
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138 void |
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139 add_mon(struct room *rm, bool treas) |
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140 { |
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141 reg struct thing *tp; |
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142 reg struct linked_list *item; |
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143 struct coord mp; |
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144 int chance; |
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145 |
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146 mp = *rnd_pos(rm); |
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147 item = new_monster(rnd_mon(FALSE,FALSE), &mp, treas); |
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148 tp = THINGPTR(item); |
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149 chance = rnd(100); |
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150 if (levtype == MAZELEV) |
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151 chance = rnd(50); |
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152 /* |
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153 * See if monster has a treasure |
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154 */ |
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155 if (levtype == MAZELEV && rnd(100) < 20) { |
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156 reg struct linked_list *fd; |
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157 |
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158 fd = new_thing(FALSE, FOOD, 0); |
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159 attach(tp->t_pack, fd); |
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160 } |
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161 else { |
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162 if (chance < monsters[tp->t_indx].m_carry) |
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163 attach(tp->t_pack, new_thing(FALSE, ANYTHING)); |
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164 } |
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165 } |
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166 |
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167 /* |
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168 * draw_room: |
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169 * Draw a box around a room |
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170 */ |
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171 void |
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172 draw_room(struct room *rp) |
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173 { |
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174 reg int j, k; |
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175 |
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176 move(rp->r_pos.y, rp->r_pos.x+1); |
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177 vert(rp->r_max.y-2); /* Draw left side */ |
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178 move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x); |
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179 horiz(rp->r_max.x); /* Draw bottom */ |
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180 move(rp->r_pos.y, rp->r_pos.x); |
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181 horiz(rp->r_max.x); /* Draw top */ |
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182 vert(rp->r_max.y-2); /* Draw right side */ |
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183 /* |
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184 * Put the floor down |
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185 */ |
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186 for (j = 1; j < rp->r_max.y - 1; j++) { |
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187 move(rp->r_pos.y + j, rp->r_pos.x + 1); |
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188 for (k = 1; k < rp->r_max.x - 1; k++) { |
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189 addch(FLOOR); |
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190 } |
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191 } |
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192 /* |
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193 * Put the gold there |
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194 */ |
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195 if (rp->r_goldval > 0) |
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196 mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD); |
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197 } |
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198 |
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199 /* |
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200 * horiz: |
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201 * draw a horizontal line |
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202 */ |
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203 void |
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204 horiz(int cnt) |
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205 { |
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206 while (cnt-- > 0) |
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207 addch('-'); |
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208 } |
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209 |
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210 |
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211 /* |
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212 * vert: |
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213 * draw a vertical line |
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214 */ |
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215 void |
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216 vert(int cnt) |
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217 { |
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218 reg int x, y; |
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219 |
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220 getyx(stdscr, y, x); |
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221 x--; |
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222 while (cnt-- > 0) { |
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223 move(++y, x); |
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224 addch('|'); |
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225 } |
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226 } |
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227 |
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228 |
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229 /* |
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230 * rnd_pos: |
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231 * pick a random spot in a room |
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232 */ |
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233 struct coord * |
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234 rnd_pos(struct room *rp) |
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235 { |
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236 reg int y, x, i; |
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237 static struct coord spot; |
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238 |
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239 i = 0; |
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240 do { |
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241 x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; |
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242 y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; |
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243 i += 1; |
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244 } while(winat(y, x) != FLOOR && i < 1000); |
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245 spot.x = x; |
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246 spot.y = y; |
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247 return &spot; |
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248 } |
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249 |
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250 /* |
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251 * rf_on: |
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252 * Returns TRUE if flag is set for room stuff |
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253 */ |
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254 bool |
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255 rf_on(struct room *rm, long bit) |
36
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256 { |
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257 return (rm->r_flags & bit); |
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elwin
parents:
diff
changeset
|
258 } |