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
date Wed, 27 May 2015 17:29:32 -0400
parents b786053d2f37
children f9ef86cf22b2
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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
b786053d2f37 arogue7: add missing header includes.
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20 #include <stdlib.h>
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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;