annotate srogue/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 2128c7dc8a40
children 94a0d9dd5ce1
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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
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20 /*
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21 * do_rooms:
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22 * Place the rooms in the dungeon
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23 */
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24 do_rooms()
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25 {
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26 int mloops, mchance, nummons, left_out, roomtries;
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27 bool treas = FALSE;
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28 reg int i;
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29 reg struct room *rp;
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30 reg struct linked_list *item;
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31 reg struct thing *tp;
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32 struct coord top, bsze, mp;
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33
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34 /*
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35 * bsze is the maximum room size
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36 */
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37 bsze.x = COLS / 3;
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38 bsze.y = (LINES - 1) / 3;
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39 /*
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40 * Clear things for a new level
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41 */
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42 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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43 rp->r_goldval = rp->r_nexits = rp->r_flags = 0;
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44 /*
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45 * Put the gone rooms, if any, on the level
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46 */
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47 left_out = rnd(4);
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48 for (i = 0; i < left_out; i++)
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49 rooms[rnd_room()].r_flags |= ISGONE;
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50 /*
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51 * dig and populate all the rooms on the level
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52 */
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53 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) {
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54 /*
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55 * Find upper left corner of box that this room goes in
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56 */
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57 top.x = (i%3) * bsze.x + 1;
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58 top.y = i/3 * bsze.y;
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59 if (rf_on(rp,ISGONE)) {
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60 /*
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61 * Place a gone room. Make certain that there is a
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62 * blank line for passage drawing.
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63 */
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64 roomtries = 0;
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65 do {
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66 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
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67 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
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68 rp->r_max.x = -COLS;
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69 rp->r_max.x = -LINES;
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70 if (++roomtries > 250)
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71 fatal("failed to place a gone room");
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72 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2);
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73 continue;
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74 }
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75 if (rnd(10) < level-1)
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76 rp->r_flags |= ISDARK;
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77 /*
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78 * Find a place and size for a random room
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79 */
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80 roomtries = 0;
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81 do {
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82 rp->r_max.x = rnd(bsze.x - 4) + 4;
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83 rp->r_max.y = rnd(bsze.y - 4) + 4;
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84 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
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85 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
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86 if (++roomtries > 250) {
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87 fatal("failed to place a good room");
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88 }
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89 } until (rp->r_pos.y != 0);
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90 if (level < max_level)
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91 mchance = 30; /* 30% when going up (all monsters) */
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92 else
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93 mchance = 3; /* 3% when going down */
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94 treas = FALSE;
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95 if (rnd(100) < mchance && (rp->r_max.x * rp->r_max.y) >
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96 ((bsze.x * bsze.y * 55) / 100)) {
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97 treas = TRUE;
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98 rp->r_flags |= ISTREAS;
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99 rp->r_flags |= ISDARK;
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100 }
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101 /*
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102 * Put the gold in
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103 */
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104 if ((rnd(100) < 50 || treas) && (!amulet || level >= max_level)) {
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105 rp->r_goldval = GOLDCALC;
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