annotate rogue4/new_level.c @ 223:0e99eade579c

Generate text documentation from the troff source files. This is done by make, in the 'docs' target, which is now part of the normal build process. Unfortunately, not all the games include troff sources. Getting decent HTML output from groff is still a difficult process which will not be attempted at this time. There are a few bugs in the 'install' and 'uninstall' rules. Not to mention that the documentation is sometimes inaccurate.
author John "Elwin" Edwards
date Sun, 21 Feb 2016 20:47:12 -0500
parents 9535a08ddc39
children 1b73a8641b37
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1 /*
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2 * new_level:
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3 * Dig and draw a new level
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4 *
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5 * @(#)new_level.c 4.19 (Berkeley) 1/12/82
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6 *
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7 * Rogue: Exploring the Dungeons of Doom
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8 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
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9 * All rights reserved.
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10 *
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11 * See the file LICENSE.TXT for full copyright and licensing information.
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12 */
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13
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14 #include <time.h>
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15 #include <curses.h>
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16 #include <string.h>
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17 #include "rogue.h"
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18
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19 #define TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */
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20 #define MAXTREAS 10 /* maximum number of treasures in a treasure room */
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21 #define MINTREAS 2 /* minimum number of treasures in a treasure room */
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22
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23 new_level()
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24 {
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25 register int rm, i;
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26 register THING *tp;
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27 register char *sp;
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28 register THING **mp;
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29 register int index;
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30 coord stairs;
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31
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32 player.t_flags &= ~ISHELD; /* unhold when you go down just in case */
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33 if (level > max_level)
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34 max_level = level;
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35 /*
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36 * Clean things off from last level
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37 */
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38 clear();
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39 for (sp = _level; sp < &_level[MAXCOLS*MAXLINES]; )
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40 *sp++ = ' ';
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41 for (sp = _flags; sp < &_flags[MAXCOLS*MAXLINES]; )
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42 *sp++ = F_REAL;
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43 for (mp = _monst; mp < &_monst[MAXCOLS*MAXLINES]; )
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44 *mp++ = NULL;
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45 clear();
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46 /*
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47 * Free up the monsters on the last level
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48 */
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49 for (tp = mlist; tp != NULL; tp = next(tp))
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50 free_list(tp->t_pack);
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51 free_list(mlist);
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52 /*
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53 * Throw away stuff left on the previous level (if anything)
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54 */
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55 free_list(lvl_obj);
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56 do_rooms(); /* Draw rooms */
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57 do_passages(); /* Draw passages */
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58 no_food++;
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59 put_things(); /* Place objects (if any) */
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60 /*
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61 * Place the staircase down.
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62 */
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63 i = 0;
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64 do {
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65 rm = rnd_room();
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66 rnd_pos(&rooms[rm], &stairs);
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67 index = INDEX(stairs.y, stairs.x);
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68 if (i++ > 100)
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69 {
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70 i = 0;
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71 srand(getpid() + (int) time((time_t *) NULL));
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72 }
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73 } until (_level[index] == FLOOR);
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74 _level[index] = STAIRS;
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75 /*
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76 * Place the traps
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77 */
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78 if (rnd(10) < level)
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79 {
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80 ntraps = rnd(level / 4) + 1;
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81 if (ntraps > MAXTRAPS)
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82 ntraps = MAXTRAPS;
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83 i = ntraps;
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84 while (i--)
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85 {
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86 do
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87 {
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88 rm = rnd_room();
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89 rnd_pos(&rooms[rm], &stairs);
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90 index = INDEX(stairs.y, stairs.x);
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91 } until (_level[index] == FLOOR && (_flags[index] & F_REAL));
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92 sp = &_flags[index];
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93 *sp &= ~(F_REAL | F_TMASK);
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94 *sp |= rnd(NTRAPS);
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95 }
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96 }
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97 do
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98 {
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99 rm = rnd_room();
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100 rnd_pos(&rooms[rm], &hero);
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101 index = INDEX(hero.y, hero.x);
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102 } until (_level[index] == FLOOR && (_flags[index] & F_REAL)
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103 && _monst[index] == NULL);
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