Mercurial > hg > early-roguelike
view rogue4/rooms.c @ 96:9fb343307b6b
Fix some 'test' failures when running 'make install'.
When shell variables are unexpectedly empty, 'test' gets the wrong
number of arguments and becomes unhappy. Logical AND should not be
done with 'test EXPR1 -a EXPR2' in such cases, because 'test' logic
does not short-circuit. Replace with 'test EXPR1 && test EXPR2'.
Shell logic does short-circuit, and if the first test invocation
fails, the second will never occur, and will never encounter missing
arguments.
author | John "Elwin" Edwards |
---|---|
date | Tue, 27 Aug 2013 22:54:28 -0700 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
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/* * Create the layout for the new level * * @(#)rooms.c 4.16 (Berkeley) 1/12/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <ctype.h> #include <curses.h> #include "rogue.h" #define GOLDGRP 1 /* * do_rooms: * Create rooms and corridors with a connectivity graph */ do_rooms() { register int i; register struct room *rp; register THING *tp; register int left_out; coord top; coord bsze; coord mp; /* * bsze is the maximum room size */ bsze.x = COLS/3; bsze.y = LINES/3; /* * Clear things for a new level */ for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) rp->r_goldval = rp->r_nexits = rp->r_flags = 0; /* * Put the gone rooms, if any, on the level */ left_out = rnd(4); for (i = 0; i < left_out; i++) rooms[rnd_room()].r_flags |= ISGONE; /* * dig and populate all the rooms on the level */ for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) { /* * Find upper left corner of box that this room goes in */ top.x = (i%3)*bsze.x + 1; top.y = i/3*bsze.y; if (rp->r_flags & ISGONE) { /* * Place a gone room. Make certain that there is a blank line * for passage drawing. */ do { rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; rp->r_max.x = -COLS; rp->r_max.x = -LINES; } until (rp->r_pos.y > 0 && rp->r_pos.y < LINES-1); continue; } if (rnd(10) < level - 1) rp->r_flags |= ISDARK; /* * Find a place and size for a random room */ do { rp->r_max.x = rnd(bsze.x - 4) + 4; rp->r_max.y = rnd(bsze.y - 4) + 4; rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); } until (rp->r_pos.y != 0); /* * Put the gold in */ if (rnd(2) == 0 && (!amulet || level >= max_level)) { register THING *gold; gold = new_item(); gold->o_goldval = rp->r_goldval = GOLDCALC; rnd_pos(rp, &rp->r_gold); gold->o_pos = rp->r_gold; gold->o_flags = ISMANY; gold->o_group = GOLDGRP; gold->o_type = GOLD; attach(lvl_obj, gold); } draw_room(rp); /* * Put the monster in */ if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25)) { tp = new_item(); do { rnd_pos(rp, &mp); } until (winat(mp.y, mp.x) == FLOOR); new_monster(tp, randmonster(FALSE), &mp); give_pack(tp); } } } /* * draw_room: * Draw a box around a room and lay down the floor */ draw_room(rp) register struct room *rp; { register int y, x; vert(rp, rp->r_pos.x); /* Draw left side */ vert(rp, rp->r_pos.x + rp->r_max.x - 1); /* Draw right side */ horiz(rp, rp->r_pos.y); /* Draw top */ horiz(rp, rp->r_pos.y + rp->r_max.y - 1); /* Draw bottom */ /* * Put the floor down */ for (y = rp->r_pos.y + 1; y < rp->r_pos.y + rp->r_max.y - 1; y++) /*strrep(&chat(rp->r_pos.y + 1, j), FLOOR, rp->r_max.y - rp->r_pos.y - 2);*/ for (x = rp->r_pos.x + 1; x < rp->r_pos.x + rp->r_max.x - 1; x++) chat(y, x) = FLOOR; /* * Put the gold there */ if (rp->r_goldval) chat(rp->r_gold.y, rp->r_gold.x) = GOLD; } /* * vert: * Draw a vertical line */ vert(rp, startx) register struct room *rp; register int startx; { register int y; for (y = rp->r_pos.y + 1; y <= rp->r_max.y + rp->r_pos.y - 1; y++) chat(y, startx) = '|'; } /* * horiz: * Draw a horizontal line */ horiz(rp, starty) register struct room *rp; int starty; { register int x; for (x = rp->r_pos.x; x <= rp->r_pos.x + rp->r_max.x - 1; x++) chat(starty, x) = '-'; } /* * rnd_pos: * Pick a random spot in a room */ rnd_pos(rp, cp) register struct room *rp; register coord *cp; { cp->x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; cp->y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; } /* * enter_room: * Code that is executed whenver you appear in a room */ enter_room(cp) register coord *cp; { register struct room *rp; register int y, x; register THING *tp; rp = proom = roomin(cp); if (rp->r_flags & ISGONE) { msg("in a gone room"); return; } door_open(rp); if (!(rp->r_flags & ISDARK) && !on(player, ISBLIND)) for (y = rp->r_pos.y; y < rp->r_max.y + rp->r_pos.y; y++) { move(y, rp->r_pos.x); for (x = rp->r_pos.x; x < rp->r_max.x + rp->r_pos.x; x++) { tp = moat(y, x); if (tp == NULL || !see_monst(tp)) addch(chat(y, x)); else addch(tp->t_disguise); } } } /* * leave_room: * Code for when we exit a room */ leave_room(cp) register coord *cp; { register int y, x; register struct room *rp; register char floor; register char ch; rp = proom; proom = &passages[flat(cp->y, cp->x) & F_PNUM]; floor = ((rp->r_flags & ISDARK) && !on(player, ISBLIND)) ? ' ' : FLOOR; for (y = rp->r_pos.y + 1; y < rp->r_max.y + rp->r_pos.y - 1; y++) for (x = rp->r_pos.x + 1; x < rp->r_max.x + rp->r_pos.x - 1; x++) switch (ch = mvinch(y, x)) { case ' ': case TRAP: case STAIRS: break; case FLOOR: if (floor == ' ') addch(' '); break; default: /* * to check for monster, we have to strip out * standout bit */ if (isupper(toascii(ch))) if (on(player, SEEMONST)) { standout(); addch(ch); standend(); break; } else { THING *tp = moat(y, x); if (tp != NULL) tp->t_oldch = floor; #ifdef WIZARD else msg("couldn't find monster in leave_room at (%d,%d)", y, x); #endif } addch(floor); } door_open(rp); }