annotate arogue5/rooms.c @ 244:ded75a57405c

Rogue V4, V5: fix messages when viewing the identified items. The functions for displaying the list of identified items begin by prompting for the category of item, using msg(). Rogue V4 left this prompt on the screen after displaying the discovery list. Rogue V5 erased the message window even if the process of printing the list created another message which the player had not read. Messages are now cleared in endline(), which is capable of checking whether clearing should be done.
author John "Elwin" Edwards
date Sun, 24 Apr 2016 13:33:17 -0400
parents 56e748983fa8
children
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1 /*
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2 * 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 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 #include "curses.h"
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16 #include "rogue.h"
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c49f7927b0fa arogue5: add missing header files.
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17 #include <stdlib.h>
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18
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19 void horiz(int cnt);
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20 void vert(int cnt);
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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 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 register 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 /*
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35 * bsze is the maximum room size
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36 */
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37 bsze.x = COLS/3;
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38 bsze.y = (LINES-2)/3;
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39 /*
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40 * Clear things for a new level
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41 */
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42 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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43 rp->r_flags = 0;
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44 rp->r_fires = NULL;
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45 }
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46 /*
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47 * Put the gone rooms, if any, on the level
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48 */
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49 left_out = rnd(4);
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50 for (i = 0; i < left_out; i++)
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51 rooms[rnd_room()].r_flags |= ISGONE;
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52 /*
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53 * dig and populate all the rooms on the level
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54 */
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55 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
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56 {
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57 bool has_gold=FALSE;
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58
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59 /*
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60 * Find upper left corner of box that this room goes in
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61 */
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62 top.x = (i%3)*bsze.x;
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63 top.y = i/3*bsze.y + 1;
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64 if (rp->r_flags & ISGONE)
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65 {
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66 /*
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67 * Place a gone room. Make certain that there is a blank line
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68 * for passage drawing.
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69 */
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70 do
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71 {
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72 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
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73 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
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74 rp->r_max.x = -COLS;
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75 rp->r_max.x = -LINES;
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76 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2);
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77 continue;
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78 }
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79 if (rnd(10) < level-1)
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80 rp->r_flags |= ISDARK;
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81 /*
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82 * Find a place and size for a random room
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83 */
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84 do
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85 {
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86 rp->r_max.x = rnd(bsze.x - 4) + 4;
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87 rp->r_max.y = rnd(bsze.y - 4) + 4;
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88 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
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89 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
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90 } until (rp->r_pos.y != 0);
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91
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92 /* Draw the room */
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93 draw_room(rp);
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94
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95 /*
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96 * Put the gold in
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97 */
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98 if (rnd(100) < 50 && level >= cur_max)
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99 {
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100 register struct linked_list *item;
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101 register struct object *cur;
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102 coord tp;
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103
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