annotate xrogue/rooms.c @ 148:c8fc38d903a3

arogue7: ask about unidentified objects by default. The 'askme' option is on in some games and off in others, probably due to authorial preference. I am going to be consistent and turn it on in all of them.
author John "Elwin" Edwards
date Thu, 21 May 2015 09:02:15 -0400
parents ce0cf824c192
children f54901b9c39b
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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 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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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 and AT&T
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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
135
ce0cf824c192 xrogue: add missing includes.
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19 #include <stdlib.h>
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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 _r_free_fire_list(&rp->r_fires);
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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.y = -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);