annotate urogue/rooms.c @ 256:c495a4f288c6

Import UltraRogue from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
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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