Mercurial > hg > early-roguelike
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 |
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date | Sun, 24 Apr 2016 13:33:17 -0400 |
parents | 56e748983fa8 |
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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" |
67 | 17 #include <stdlib.h> |
63
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18 |
218
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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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