Mercurial > hg > early-roguelike
annotate urogue/rooms.c @ 256:c495a4f288c6
Import UltraRogue from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Tue, 31 Jan 2017 19:56:04 -0500 |
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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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94 |
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95 /* Draw the room */ |
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96 |
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97 draw_room(rp); |
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98 |
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99 /* Put the gold in */ |
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100 |
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101 if (rnd(10) < 3 && (!has_artifact || level >= max_level)) |
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102 { |
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103 struct linked_list *itm; |
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104 struct object *cur; |
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105 coord tpos; |
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106 |
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107 has_gold = TRUE; /* This room has gold in it */ |
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108 |
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109 itm = spec_item(GOLD, 0, 0, 0); |
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110 cur = OBJPTR(itm); |
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111 |
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112 /* Put it somewhere */ |
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113 |
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114 rnd_pos(rp, &tpos); |
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115 cur->o_pos = tpos; |
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116 |
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117 /* Put the gold into the level list of items */ |
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118 |
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119 add_obj(itm, tpos.y, tpos.x); |
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120 |
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121 if (roomin(tpos) != rp) |
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122 { |
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123 endwin(); |
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124 abort(); |
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125 } |
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126 } |
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127 |
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128 /* Put the monster in */ |
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129 |
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130 if (rnd(100) < (has_gold ? 80 : 40)) |
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131 { |
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132 int which; |
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133 int n, cnt; |
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134 |
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135 item = new_item(sizeof *tp); |
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136 tp = THINGPTR(item); |
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137 |
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138 do |
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139 rnd_pos(rp, &mp); |
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140 while (mvwinch(stdscr, mp.y, mp.x) != FLOOR); |
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141 |
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142 which = randmonster(NOWANDER, NOGRAB); |
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143 new_monster(item, which, &mp, NOMAXSTATS); |
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144 |
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145 /* See if we want to give it a treasure to carry around. */ |
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146 |
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147 if (rnd(100) < monsters[tp->t_index].m_carry) |
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148 attach(tp->t_pack, new_thing()); |
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149 |
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150 /* If it has a fire, mark it */ |
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151 |
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152 if (on(*tp, HASFIRE)) |
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153 { |
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154 rp->r_flags |= HASFIRE; |
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155 rp->r_fires++; |
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156 } |
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157 |
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158 /* If it carries gold, give it some */ |
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159 |
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160 if (on(*tp, CARRYGOLD)) |
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161 { |
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162 struct object *cur; |
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163 |
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164 item = spec_item(GOLD, 0, 0, 0); |
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165 cur = OBJPTR(item); |
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166 cur->o_count = GOLDCALC + GOLDCALC + GOLDCALC; |
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167 cur->o_pos = tp->t_pos; |
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168 attach(tp->t_pack, item); |
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169 } |
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170 |
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171 n = rnd(7); |
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172 |
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173 if (on(*tp, ISSWARM) && n < 5) |
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174 cnt = roll(2, 4); |
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175 else if (on(*tp, ISFLOCK) && n < 5) |
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176 cnt = roll(1, 4); |
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177 else |
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178 cnt = 0; |
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179 |
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180 for (n = 1; n <= cnt; n++) |
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181 { |
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182 coord pos; |
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183 |
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184 if (place_mons(mp.y, mp.x, &pos)!= FALSE) |
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185 { |
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186 struct linked_list *nitem; |
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187 |
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188 nitem = new_item(sizeof(struct thing)); |
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189 new_monster(nitem, which, &pos, NOMAXSTATS); |
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190 |
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191 /* If the monster is on a trap, trap it */ |
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192 |
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193 if (isatrap(mvinch(pos.y, pos.x))) |
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194 be_trapped(THINGPTR(nitem), mp); |
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195 |
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196 if (on(*tp, ISFRIENDLY)) |
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197 turn_on(*(THINGPTR(nitem)), ISFRIENDLY); |
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198 else |
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199 turn_off(*(THINGPTR(nitem)), ISFRIENDLY); |
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200 } |
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201 } |
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202 |
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203 if (cnt > 0) |
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204 { |
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205 int boost = rnd(3) + 1; |
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206 |
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207 if (on(*tp, LOWCAST) || on(*tp, MEDCAST) || on(*tp, HIGHCAST)) |
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208 turn_on(*tp, CANCAST); |
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209 |
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210 tp->t_stats.s_hpt += 3 * boost; |
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211 tp->t_stats.s_arm -= 2 * boost; |
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212 tp->t_stats.s_lvl += 2 * boost; |
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213 tp->t_stats.s_str += 2 * boost; |
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214 tp->t_stats.s_intel += 2 * boost; |
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215 tp->t_stats.s_exp += 4 * boost * monsters[which].m_add_exp; |
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216 } |
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217 } |
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218 } |
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219 } |
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220 |
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221 /* |
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222 draw_room() |
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223 Draw a box around a room |
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224 */ |
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225 |
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226 void |
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227 draw_room(struct room *rp) |
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228 { |
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229 int j, k; |
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230 |
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231 move(rp->r_pos.y, rp->r_pos.x + 1); |
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232 vert(rp->r_max.y - 2); /* Draw left side */ |
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233 move(rp->r_pos.y + rp->r_max.y - 1, rp->r_pos.x); |
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234 horiz(rp->r_max.x); /* Draw bottom */ |
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235 move(rp->r_pos.y, rp->r_pos.x); |
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236 horiz(rp->r_max.x); /* Draw top */ |
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237 vert(rp->r_max.y - 2); /* Draw right side */ |
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238 |
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239 /* Put the floor down */ |
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240 |
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241 for (j = 1; j < rp->r_max.y - 1; j++) |
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242 { |
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243 move(rp->r_pos.y + j, rp->r_pos.x + 1); |
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244 |
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245 for (k = 1; k < rp->r_max.x - 1; k++) |
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246 addch(FLOOR); |
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247 } |
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248 } |
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249 |
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250 /* |
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251 horiz() |
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252 draw a horizontal line |
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253 */ |
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254 |
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255 void |
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256 horiz(int cnt) |
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257 { |
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258 while(cnt--) |
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259 addch('-'); |
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260 } |
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261 |
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262 /* |
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263 vert() |
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264 draw a vertical line |
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265 */ |
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266 |
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267 void |
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268 vert(int cnt) |
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269 { |
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270 int x, y; |
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271 |
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272 getyx(stdscr, y, x); |
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273 |
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274 x--; |
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275 |
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276 while(cnt--) |
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277 { |
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278 move(++y, x); |
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279 addch('|'); |
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280 } |
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281 } |
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282 |
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283 /* |
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284 rnd_pos() |
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285 pick a random spot in a room |
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286 */ |
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287 |
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288 void |
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289 rnd_pos(struct room *rp, coord *cp) |
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290 { |
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291 cp->x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; |
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292 cp->y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; |
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293 } |
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294 |
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295 /* |
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296 rnd_room() |
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297 Pick a room that is really there |
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298 */ |
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299 |
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300 int |
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301 rnd_room(void) |
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302 { |
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303 int rm; |
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304 |
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305 if (levtype != NORMLEV) |
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306 rm = 0; |
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307 else |
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308 do |
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309 { |
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310 rm = rnd(MAXROOMS); |
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311 } |
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312 while (rooms[rm].r_flags & ISGONE); |
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313 |
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314 return(rm); |
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315 } |