annotate rogue4/rooms.c @ 304:e52a8a7ad4c5

Fix many compiler warnings. There should only be two changes in behavior: arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly applied to characters who are not monks instead of monks who are not empty-handed. urogue/fight.c: fixed an interaction with the "debug" macro that could cause the wrong message to be displayed.
author John "Elwin" Edwards
date Wed, 14 Apr 2021 18:55:33 -0400
parents 1b73a8641b37
children
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1 /*
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2 * Create the layout for the new level
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3 *
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4 * @(#)rooms.c 4.16 (Berkeley) 1/12/82
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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, 1982 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 <ctype.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 #define GOLDGRP 1
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18
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19 void draw_room(struct room *rp);
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20 void vert(struct room *rp, int startx);
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21 void horiz(struct room *rp, int starty);
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22
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23 /*
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24 * do_rooms:
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25 * Create rooms and corridors with a connectivity graph
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26 */
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27 void
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28 do_rooms(void)
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29 {
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30 register int i;
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31 register struct room *rp;
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32 register THING *tp;
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33 register int left_out;
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34 coord top;
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35 coord bsze;
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36 coord mp;
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37
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38 /*
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39 * bsze is the maximum room size
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40 */
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41 bsze.x = COLS/3;
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42 bsze.y = LINES/3;
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43 /*
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44 * Clear things for a new level
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45 */
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46 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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47 rp->r_goldval = rp->r_nexits = rp->r_flags = 0;
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48 /*
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49 * Put the gone rooms, if any, on the level
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50 */
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51 left_out = rnd(4);
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52 for (i = 0; i < left_out; i++)
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53 rooms[rnd_room()].r_flags |= ISGONE;
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54 /*
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55 * dig and populate all the rooms on the level
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56 */
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57 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
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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 + 1;
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63 top.y = i/3*bsze.y;
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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-1);
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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 * Put the gold in
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93 */
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94 if (rnd(2) == 0 && (!amulet || level >= max_level))
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95 {
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96 register THING *gold;
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97
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98 gold = new_item();
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99 gold->o_goldval = rp->r_goldval = GOLDCALC;
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100 rnd_pos(rp, &rp->r_gold);
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101 gold->o_pos = rp->r_gold;
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102 gold->o_flags = ISMANY;
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103 gold->o_group = GOLDGRP;
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104 gold->o_type = GOLD;