Mercurial > hg > early-roguelike
annotate rogue3/rooms.c @ 93:8f7c082fde46
Don't set DESTDIR via configure.
DESTDIR ought to be set via option passed to 'make install'.
author | John "Elwin" Edwards |
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date | Mon, 26 Aug 2013 19:58:44 -0700 |
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rev | line source |
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0
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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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106 * See if we want to give it a treasure to carry around. |