annotate arogue7/rooms.c @ 145:aac28331e71d

Advanced Rogue family: fix the "score" option. Changing the score file (when permitted) now works again, closing the old score file and opening the new one.
author John "Elwin" Edwards
date Wed, 20 May 2015 08:42:17 -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
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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;
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