annotate rogue5/rooms.c @ 222:a666e4a034ed

Fix curses library detection. A custom autoconf macro searched for the curses library, and provided an option to use ncurses instead of a (presumably deficient) curses implementation. Unfortunately, some of the Makefiles ignored the search's results. Now that this is fixed, building against pdcurses should be easier too.
author John "Elwin" Edwards
date Fri, 12 Feb 2016 15:12:37 -0500
parents f502bf60e6e4
children
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1 /*
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2 * Create the layout for the new level
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3 *
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4 * @(#)rooms.c 4.45 (Berkeley) 02/05/99
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980-1983, 1985, 1999 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 <ctype.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 typedef struct spot { /* position matrix for maze positions */
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18 int nexits;
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19 coord exits[4];
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20 int used;
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21 } SPOT;
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22
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23 #define GOLDGRP 1
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24
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25 /*
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26 * do_rooms:
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27 * Create rooms and corridors with a connectivity graph
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28 */
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29
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30 void
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31 do_rooms(void)
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32 {
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33 int i;
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34 struct room *rp;
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35 THING *tp;
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36 int left_out;
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37 coord top;
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38 coord bsze; /* maximum room size */
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39 coord mp;
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40
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41 bsze.x = NUMCOLS / 3;
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42 bsze.y = NUMLINES / 3;
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43 /*
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44 * Clear things for a new level
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45 */
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46 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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47 {
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48 rp->r_goldval = 0;
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49 rp->r_nexits = 0;
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50 rp->r_flags = 0;
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51 }
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52 /*
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53 * Put the gone rooms, if any, on the level
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54 */
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55 left_out = rnd(4);
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56 for (i = 0; i < left_out; i++)
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57 rooms[rnd_room()].r_flags |= ISGONE;
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58 /*
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59 * dig and populate all the rooms on the level
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60 */
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61 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
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62 {
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63 /*
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64 * Find upper left corner of box that this room goes in
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65 */
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66 top.x = (i % 3) * bsze.x + 1;
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67 top.y = (i / 3) * bsze.y;
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68 if (rp->r_flags & ISGONE)
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69 {
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70 /*
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71 * Place a gone room. Make certain that there is a blank line
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72 * for passage drawing.
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73 */
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74 do
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75 {
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76 rp->r_pos.x = top.x + rnd(bsze.x - 2) + 1;
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77 rp->r_pos.y = top.y + rnd(bsze.y - 2) + 1;
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78 rp->r_max.x = -NUMCOLS;
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79 rp->r_max.y = -NUMLINES;
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80 } until (rp->r_pos.y > 0 && rp->r_pos.y < NUMLINES-1);
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81 continue;
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82 }
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83 /*
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84 * set room type
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85 */
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86 if (rnd(10) < level - 1)
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87 {
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88 rp->r_flags |= ISDARK; /* dark room */
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89 if (rnd(15) == 0)
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90 rp->r_flags = ISMAZE; /* maze room */
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91 }
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92 /*
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93 * Find a place and size for a random room
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94 */
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95 if (rp->r_flags & ISMAZE)
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96 {
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97 rp->r_max.x = bsze.x - 1;
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98 rp->r_max.y = bsze.y - 1;
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99 if ((rp->r_pos.x = top.x) == 1)
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100 rp->r_pos.x = 0;
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101 if ((rp->r_pos.y = top.y) == 0)
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102 {
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103 rp->r_pos.y++;
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104 rp->r_max.y--;
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105 }
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106 }
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107 else
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108 do