annotate arogue7/rooms.c @ 125:adfa37e67084

Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Fri, 08 May 2015 15:24:40 -0400
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children b786053d2f37
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adfa37e67084 Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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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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20 #include "curses.h"
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21 #include "rogue.h"
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22
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23 do_rooms()
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24 {
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25 register int i;
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26 register struct room *rp;
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27 register struct linked_list *item;
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28 register struct thing *tp;
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29 int left_out;
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30 int num_monsters;
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31 int which_monster;
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32 int j;
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33 coord top;
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34 coord bsze;
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35 coord mp;
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36 coord *np;
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37
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38 /*
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39 * bsze is the maximum room size
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40 */
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41 bsze.x = cols/3;
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42 bsze.y = (lines-2)/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 rp->r_flags = 0;
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48 rp->r_fires = NULL;
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49 }
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50 /*
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51 * Put the gone rooms, if any, on the level
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52 */
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53 left_out = rnd(4);
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54 for (i = 0; i < left_out; i++)
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55 rooms[rnd_room()].r_flags |= ISGONE;
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56 /*
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57 * dig and populate all the rooms on the level
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58 */
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59 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
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60 {
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61 bool has_gold=FALSE;
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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;
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67 top.y = i/3*bsze.y + 1;
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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 = -cols;
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79 rp->r_max.x = -lines;
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80 } until(rp->r_pos.y > 0 && rp->r_pos.y < lines-2);
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81 continue;
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82 }
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83 if (rnd(10) < level-1)
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84 rp->r_flags |= ISDARK;
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85 /*
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86 * Find a place and size for a random room
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87 */
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88 do
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89 {
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90 rp->r_max.x = rnd(bsze.x - 4) + 4;
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91 rp->r_max.y = rnd(bsze.y - 4) + 4;
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92 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
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93 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
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94 } until (rp->r_pos.y != 0);
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95
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96 /* Draw the room */
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97 draw_room(rp);
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98
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99 /*
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100 * Put the gold in
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101 */
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102 if (rnd(100) < 50 && level >= cur_max)
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103 {
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104 register struct linked_list *item;
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105 register struct object *cur;
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106 coord tp;
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107
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108 has_gold = TRUE; /* This room has gold in it */
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109
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110 item = spec_item(GOLD, NULL, NULL, NULL);
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111 cur = OBJPTR(item);
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112
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113 /* Put the gold into the level list of items */
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114 attach(lvl_obj, item);
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115
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116 /* Put it somewhere */
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117 rnd_pos(rp, &tp);
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118 mvaddch(tp.y, tp.x, GOLD);
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119 cur->o_pos = tp;
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120 if (roomin(&tp) != rp) {
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121 endwin();
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122 abort();
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123 }
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124 }
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125
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126 /*
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127 * Put the monster in
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128 */
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129 if (rnd(100) < (has_gold ? 80 : 25) + vlevel/2)
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130 {
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131 do
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132 {
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133 rnd_pos(rp, &mp);
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134 } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR);
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135 which_monster = randmonster(FALSE, FALSE);
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136 num_monsters = 1;
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137 /*
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138 * see if we should make a whole bunch
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139 */
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140 for (j=0; j<MAXFLAGS; j++) {
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141 if (monsters[which_monster].m_flags[j] == AREMANY)
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142 num_monsters = roll(3,3);
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143 }
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144 for (j=0; j<num_monsters; j++) {
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145 if ((np = fallpos(&mp, FALSE, 2)) != NULL &&
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146 mvwinch(stdscr, np->y, np->x) == FLOOR) {
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147 item = new_item(sizeof *tp);
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148 tp = THINGPTR(item);
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149 new_monster(item, which_monster, np, FALSE);
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150 /*
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151 * See if we want to give it a treasure to
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152 * carry around.
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153 */
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154 carry_obj(tp, monsters[tp->t_index].m_carry);
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155 tp->t_no_move = movement(tp);
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156
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157 /*
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158 * If it has a fire, mark it
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159 */
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160 if (on(*tp, HASFIRE)) {
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161 register struct linked_list *fire_item;
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162
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163 fire_item = creat_item();
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164 ldata(fire_item) = (char *) tp;
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165 attach(rp->r_fires, fire_item);
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166 rp->r_flags |= HASFIRE;
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167 }
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168 }
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169 }
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170 }
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171 }
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172 }
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173
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174 /*
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175 * Given a room pointer and a pointer to a door, supposedly in that room,
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176 * return the coordinates of the entrance to the doorway.
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177 */
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178
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179 coord *
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180 doorway(rp, door)
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181 register struct room *rp;
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182 register coord *door;
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183 {
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184 register int misses = 0;
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185 static coord answer;
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186
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187 /* Do we have decent parameters? */
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188 if (rp == NULL || door == NULL) return(NULL);
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189
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190 /* Initialize the answer to be the door, then calculate the offset */
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191 answer = *door;
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192
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193 /* Calculate the x-offset */
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194 if (door->x == rp->r_pos.x) answer.x++;
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195 else if (door->x == rp->r_pos.x + rp->r_max.x - 1) answer.x--;
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196 else misses++;
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197
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198 /* Calculate the y-offset */
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199 if (door->y == rp->r_pos.y) answer.y++;
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200 else if (door->y == rp->r_pos.y + rp->r_max.y - 1) answer.y--;
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201 else misses++;
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202
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203 if (misses <= 1) return(&answer);
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204 else return(NULL);
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205 }
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206
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207 /*
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208 * Draw a box around a room
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209 */
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210
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211 draw_room(rp)
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212 register struct room *rp;
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213 {
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214 register int j, k;
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215
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216 move(rp->r_pos.y, rp->r_pos.x+1);
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217 vert(rp->r_max.y-2); /* Draw left side */
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218 move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x);
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219 horiz(rp->r_max.x); /* Draw bottom */
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220 move(rp->r_pos.y, rp->r_pos.x);
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221 horiz(rp->r_max.x); /* Draw top */
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222 vert(rp->r_max.y-2); /* Draw right side */
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223 /*
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224 * Put the floor down
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225 */
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226 for (j = 1; j < rp->r_max.y-1; j++)
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227 {
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228 move(rp->r_pos.y + j, rp->r_pos.x+1);
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229 for (k = 1; k < rp->r_max.x-1; k++)
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230 addch(FLOOR);
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231 }
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232 }
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233
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234 /*
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235 * horiz:
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236 * draw a horizontal line
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237 */
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238
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239 horiz(cnt)
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240 register int cnt;
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241 {
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242 while (cnt--)
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243 addch('-');
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244 }
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245
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246 /*
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247 * rnd_pos:
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248 * pick a random spot in a room
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249 */
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250
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251 rnd_pos(rp, cp)
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252 register struct room *rp;
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253 register coord *cp;
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254 {
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255 cp->x = rp->r_pos.x + rnd(rp->r_max.x-2) + 1;
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256 cp->y = rp->r_pos.y + rnd(rp->r_max.y-2) + 1;
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257 }
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258
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259
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260
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261 /*
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262 * roomin:
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263 * Find what room some coordinates are in. NULL means they aren't
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264 * in any room.
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265 */
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266
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267 struct room *
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268 roomin(cp)
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269 register coord *cp;
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270 {
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271 register struct room *rp;
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272
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273 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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274 if (inroom(rp, cp))
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275 return rp;
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276 return NULL;
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277 }
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278
adfa37e67084 Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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279 /*
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280 * vert:
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parents:
diff changeset
281 * draw a vertical line
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282 */
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283
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284 vert(cnt)
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285 register int cnt;
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286 {
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287 register int x, y;
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288
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289 getyx(stdscr, y, x);
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290 x--;
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diff changeset
291 while (cnt--) {
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292 move(++y, x);
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293 addch('|');
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294 }
adfa37e67084 Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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295 }