Mercurial > hg > early-roguelike
annotate arogue7/rooms.c @ 149:9aa9b9a2e159
arogue7, xrogue: add support for keypad 5.
Keypad 5 is now equivalent to the '.' key.
XRogue does not include md_readchar() and its ability to work around
deficiencies in the terminfo entry. So the key will not be recognized
in screen/tmux or anywhere else without the kb2 capability. Adding
md_readchar() would be more complex than it was for Super-Rogue, since
XRogue already does KEY_* interpretation in command().
author | John "Elwin" Edwards |
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date | Wed, 27 May 2015 17:29:32 -0400 |
parents | b786053d2f37 |
children | f9ef86cf22b2 |
rev | line source |
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125
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1 /* |
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2 * rooms.c - 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, 1986 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 /* |
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16 * Draw the nine rooms on the screen |
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17 * |
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18 */ |
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19 |
126 | 20 #include <stdlib.h> |
125
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21 #include "curses.h" |
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22 #include "rogue.h" |
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23 |
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24 do_rooms() |
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25 { |
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26 register int i; |
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27 register struct room *rp; |
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28 register struct linked_list *item; |
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29 register struct thing *tp; |
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30 int left_out; |
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31 int num_monsters; |
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32 int which_monster; |
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33 int j; |
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34 coord top; |
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35 coord bsze; |
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36 coord mp; |
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37 coord *np; |
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38 |
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39 /* |
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40 * bsze is the maximum room size |
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41 */ |
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42 bsze.x = cols/3; |
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43 bsze.y = (lines-2)/3; |
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44 /* |
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45 * Clear things for a new level |
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46 */ |
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47 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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48 rp->r_flags = 0; |
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49 rp->r_fires = NULL; |
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50 } |
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51 /* |
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52 * Put the gone rooms, if any, on the level |
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53 */ |
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54 left_out = rnd(4); |
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55 for (i = 0; i < left_out; i++) |
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56 rooms[rnd_room()].r_flags |= ISGONE; |
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57 /* |
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58 * dig and populate all the rooms on the level |
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59 */ |
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60 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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61 { |
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62 bool has_gold=FALSE; |
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63 |
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64 /* |
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65 * Find upper left corner of box that this room goes in |
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66 */ |
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67 top.x = (i%3)*bsze.x; |
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68 top.y = i/3*bsze.y + 1; |
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69 if (rp->r_flags & ISGONE) |
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70 { |
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71 /* |
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72 * Place a gone room. Make certain that there is a blank line |
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73 * for passage drawing. |
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74 */ |
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75 do |
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76 { |
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77 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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78 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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79 rp->r_max.x = -cols; |
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80 rp->r_max.x = -lines; |
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81 } until(rp->r_pos.y > 0 && rp->r_pos.y < lines-2); |
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82 continue; |
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83 } |
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84 if (rnd(10) < level-1) |
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85 rp->r_flags |= ISDARK; |
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86 /* |
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87 * Find a place and size for a random room |
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88 */ |
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89 do |
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90 { |
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91 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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92 rp->r_max.y = rnd(bsze.y - 4) + 4; |