Mercurial > hg > early-roguelike
annotate xrogue/rooms.c @ 133:e6179860cb76
Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
| author | John "Elwin" Edwards | 
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| date | Tue, 21 Apr 2015 08:55:20 -0400 | 
| parents | |
| children | ce0cf824c192 | 
| rev | line source | 
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| 133 
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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changeset | 1 /* | 
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changeset | 2 rooms.c - Draw the nine rooms on the screen | 
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changeset | 3 | 
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changeset | 4 XRogue: Expeditions into the Dungeons of Doom | 
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changeset | 5 Copyright (C) 1991 Robert Pietkivitch | 
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changeset | 6 All rights reserved. | 
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changeset | 7 | 
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changeset | 8 Based on "Advanced Rogue" | 
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changeset | 9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T | 
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changeset | 10 All rights reserved. | 
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changeset | 11 | 
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changeset | 12 Based on "Rogue: Exploring the Dungeons of Doom" | 
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changeset | 13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | 
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changeset | 14 All rights reserved. | 
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changeset | 15 | 
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changeset | 16 See the file LICENSE.TXT for full copyright and licensing information. | 
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changeset | 17 */ | 
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changeset | 18 | 
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changeset | 19 #include <curses.h> | 
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changeset | 20 #include "rogue.h" | 
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changeset | 21 | 
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changeset | 22 do_rooms() | 
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changeset | 23 { | 
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changeset | 24 register int i; | 
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changeset | 25 register struct room *rp; | 
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changeset | 26 register struct linked_list *item; | 
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changeset | 27 register struct thing *tp; | 
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changeset | 28 int left_out; | 
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changeset | 29 int num_monsters; | 
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changeset | 30 int which_monster; | 
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changeset | 31 int j; | 
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changeset | 32 coord top; | 
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changeset | 33 coord bsze; | 
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changeset | 34 coord mp; | 
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changeset | 35 coord *np; | 
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changeset | 36 | 
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changeset | 37 /* | 
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changeset | 38 * bsze is the maximum room size | 
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changeset | 39 */ | 
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changeset | 40 bsze.x = cols/3; | 
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changeset | 41 bsze.y = (lines-2)/3; | 
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changeset | 42 /* | 
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changeset | 43 * Clear things for a new level | 
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changeset | 44 */ | 
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changeset | 45 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { | 
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changeset | 46 rp->r_flags = 0; | 
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changeset | 47 _r_free_fire_list(&rp->r_fires); | 
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changeset | 48 } | 
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changeset | 49 /* | 
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changeset | 50 * Put the gone rooms, if any, on the level | 
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changeset | 51 */ | 
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changeset | 52 left_out = rnd(4); | 
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changeset | 53 for (i = 0; i < left_out; i++) | 
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changeset | 54 rooms[rnd_room()].r_flags |= ISGONE; | 
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changeset | 55 /* | 
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changeset | 56 * dig and populate all the rooms on the level | 
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changeset | 57 */ | 
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changeset | 58 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) | 
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changeset | 59 { | 
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changeset | 60 bool has_gold=FALSE; | 
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changeset | 61 | 
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changeset | 62 /* | 
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changeset | 63 * Find upper left corner of box that this room goes in | 
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changeset | 64 */ | 
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changeset | 65 top.x = (i%3)*bsze.x; | 
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changeset | 66 top.y = i/3*bsze.y + 1; | 
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changeset | 67 if (rp->r_flags & ISGONE) | 
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changeset | 68 { | 
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changeset | 69 /* | 
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changeset | 70 * Place a gone room. Make certain that there is a blank line | 
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changeset | 71 * for passage drawing. | 
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changeset | 72 */ | 
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changeset | 73 do | 
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changeset | 74 { | 
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changeset | 75 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; | 
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changeset | 76 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; | 
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changeset | 77 rp->r_max.x = -cols; | 
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changeset | 78 rp->r_max.y = -lines; | 
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changeset | 79 } until(rp->r_pos.y > 0 && rp->r_pos.y < lines-2); | 
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changeset | 80 continue; | 
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changeset | 81 } | 
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changeset | 82 if (rnd(10) < level-1) | 
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changeset | 83 rp->r_flags |= ISDARK; | 
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changeset | 84 /* | 
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changeset | 85 * Find a place and size for a random room | 
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changeset | 86 */ | 
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changeset | 87 do | 
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changeset | 88 { | 
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changeset | 89 rp->r_max.x = rnd(bsze.x - 4) + 4; | 
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changeset | 90 rp->r_max.y = rnd(bsze.y - 4) + 4; | 
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changeset | 91 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); | 
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