annotate rogue3/rooms.c @ 294:fe6b7a1a6dfc

Improve the documentation build process. The choice between troff implementations is now made at configure time, rather than using shell logic in the Makefile to choose while building.
author John "Elwin" Edwards
date Sat, 30 Dec 2017 14:15:52 -0500
parents 527e2150eaf0
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 * @(#)rooms.c 3.8 (Berkeley) 6/15/81
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include <stdlib.h>
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14 #include "curses.h"
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15 #include "rogue.h"
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16
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17 void
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18 do_rooms()
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19 {
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20 int i;
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21 struct room *rp;
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22 struct linked_list *item;
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23 struct thing *tp;
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24 int left_out;
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25 coord top;
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26 coord bsze;
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27 coord mp;
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28
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29 /*
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30 * bsze is the maximum room size
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31 */
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32 bsze.x = COLS/3;
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33 bsze.y = LINES/3;
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34 /*
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35 * Clear things for a new level
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36 */
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37 for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++)
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38 rp->r_goldval = rp->r_nexits = rp->r_flags = 0;
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39 /*
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40 * Put the gone rooms, if any, on the level
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41 */
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42 left_out = rnd(4);
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43 for (i = 0; i < left_out; i++)
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44 rooms[rnd_room()].r_flags |= ISGONE;
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45 /*
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46 * dig and populate all the rooms on the level
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47 */
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48 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
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49 {
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50 /*
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51 * Find upper left corner of box that this room goes in
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52 */
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53 top.x = (i%3)*bsze.x + 1;
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54 top.y = i/3*bsze.y;
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55 if (rp->r_flags & ISGONE)
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56 {
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57 /*
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58 * Place a gone room. Make certain that there is a blank line
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59 * for passage drawing.
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60 */
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61 do
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62 {
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63 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
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64 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
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65 rp->r_max.x = -COLS;
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66 rp->r_max.y = -LINES;
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67 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-1);
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68 continue;
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69 }
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70 if (rnd(10) < level-1)
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71 rp->r_flags |= ISDARK;
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72 /*
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73 * Find a place and size for a random room
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74 */
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75 do
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76 {
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77 rp->r_max.x = rnd(bsze.x - 4) + 4;
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78 rp->r_max.y = rnd(bsze.y - 4) + 4;
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79 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
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80 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
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81 } until (rp->r_pos.y != 0);
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82 /*
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83 * Put the gold in
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84 */
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85 if (rnd(100) < 50 && (!amulet || level >= max_level))
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86 {
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87 rp->r_goldval = GOLDCALC;
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88 rnd_pos(rp, &rp->r_gold);
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89 if (roomin(&rp->r_gold) != rp)
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90 endwin(), abort();
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91 }
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92 draw_room(rp);
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93 /*
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94 * Put the monster in
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95 */
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96 if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25))
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97 {
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98 item = new_item(sizeof *tp);
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99 tp = (struct thing *) ldata(item);
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100 do
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101 {
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102 rnd_pos(rp, &mp);
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103 } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR);
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104 new_monster(item, randmonster(FALSE), &mp);
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105 /*
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