Mercurial > hg > early-roguelike
annotate urogue/rooms.c @ 301:acc3718f50ab
rogue4: delete a duplicate variable definition.
author | John "Elwin" Edwards |
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date | Sat, 15 Aug 2020 20:27:06 -0400 |
parents | c495a4f288c6 |
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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 UltraRogue: The Ultimate Adventure in the Dungeons of Doom |
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include <stdlib.h> |
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20 #include "rogue.h" |
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21 |
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22 void |
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23 do_rooms(void) |
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24 { |
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25 int i; |
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26 struct room *rp; |
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27 struct linked_list *item; |
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28 struct thing *tp; |
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29 int left_out; |
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30 coord top; |
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31 coord bsze; |
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32 coord mp; |
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33 |
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34 /* bsze is the maximum room size */ |
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35 |
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36 bsze.x = COLS / 3; |
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37 bsze.y = (LINES - 2) / 3; |
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38 |
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39 /* Clear things for a new level */ |
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40 |
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41 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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42 rp->r_nexits = rp->r_flags = rp->r_fires = 0; |
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43 |
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44 /* Put the gone rooms, if any, on the level */ |
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45 |
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46 left_out = rnd(3); |
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47 |
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48 for (i = 0; i < left_out; i++) |
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49 rooms[rnd_room()].r_flags |= ISGONE; |
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50 |
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51 /* dig and populate all the rooms on the level */ |
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52 |
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53 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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54 { |
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55 int has_gold = FALSE; |
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56 |
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57 /* Find upper left corner of box that this room goes in */ |
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58 |
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59 top.x = (i % 3) * bsze.x; |
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60 top.y = i / 3 * bsze.y + 1; |
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61 |
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62 if (rp->r_flags & ISGONE) |
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63 { |
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64 /* |
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65 * Place a gone room. Make certain that there is a |
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66 * blank line for passage drawing. |
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67 */ |
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68 |
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69 do |
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70 { |
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71 rp->r_pos.x = top.x + rnd(bsze.x - 2) + 1; |
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72 rp->r_pos.y = top.y + rnd(bsze.y - 2) + 1; |
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73 rp->r_max.x = -COLS; |
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74 rp->r_max.x = -LINES; |
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75 } |
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76 while (rp->r_pos.y < 1 || rp->r_pos.y > LINES - 3); |
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77 |
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78 continue; |
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79 } |
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80 |
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81 if (rnd(40) < level - 5) |
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82 rp->r_flags |= ISDARK; |
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83 |
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84 /* Find a place and size for a random room */ |
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85 |
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86 do |
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87 { |
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88 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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89 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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90 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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91 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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92 } |
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93 while (rp->r_pos.y == 0); |
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