annotate rogue3/rooms.c @ 163:89deb1197a2d

arogue7: fix a display bug when viewing inventory after restoring. The restore() function displayed a status message via wprintw() instead of using the msg() functions. If the inventory was then viewed before a call to msg(), msgw would obscure the first lines of the inventory list. There are surely more bugs related to messages.
author John "Elwin" Edwards
date Fri, 12 Jun 2015 12:09:16 -0400
parents 527e2150eaf0
children
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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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