annotate arogue5/rooms.c @ 127:8ae3ffd6c6e7

arogue7: make the scorefile location configurable.
author John "Elwin" Edwards
date Mon, 11 May 2015 13:36:36 -0400
parents c49f7927b0fa
children 56e748983fa8
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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 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include "curses.h"
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16 #include "rogue.h"
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c49f7927b0fa arogue5: add missing header files.
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17 #include <stdlib.h>
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18
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19 do_rooms()
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20 {
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21 register int i;
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22 register struct room *rp;
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23 register struct linked_list *item;
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24 register struct thing *tp;
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25 register int left_out;
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26 coord top;
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27 coord bsze;
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28 coord mp;
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29
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30 /*
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31 * bsze is the maximum room size
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32 */
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33 bsze.x = COLS/3;
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34 bsze.y = (LINES-2)/3;
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35 /*
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36 * Clear things for a new level
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37 */
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38 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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39 rp->r_flags = 0;
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40 rp->r_fires = NULL;
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41 }
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42 /*
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43 * Put the gone rooms, if any, on the level
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44 */
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45 left_out = rnd(4);
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46 for (i = 0; i < left_out; i++)
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47 rooms[rnd_room()].r_flags |= ISGONE;
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48 /*
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49 * dig and populate all the rooms on the level
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50 */
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51 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
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52 {
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53 bool has_gold=FALSE;
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54
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55 /*
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56 * Find upper left corner of box that this room goes in
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57 */
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58 top.x = (i%3)*bsze.x;
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59 top.y = i/3*bsze.y + 1;
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60 if (rp->r_flags & ISGONE)
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61 {
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62 /*
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63 * Place a gone room. Make certain that there is a blank line
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64 * for passage drawing.
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65 */
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66 do
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67 {
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68 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
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69 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
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70 rp->r_max.x = -COLS;
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71 rp->r_max.x = -LINES;
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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 do
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81 {
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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 } until (rp->r_pos.y != 0);
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87
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88 /* Draw the room */
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89 draw_room(rp);
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90
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91 /*
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92 * Put the gold in
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93 */
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94 if (rnd(100) < 50 && level >= cur_max)
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95 {
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96 register struct linked_list *item;
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97 register struct object *cur;
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98 coord tp;
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99
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100 has_gold = TRUE; /* This room has gold in it */
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101
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102 item = spec_item(GOLD, NULL, NULL, NULL);
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103 cur = OBJPTR(item);
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104
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105 /* Put the gold into the level list of items */
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