Mercurial > hg > early-roguelike
annotate srogue/rooms.c @ 240:163bd1fd4766
Super-Rogue: fix saving and restoring on Windows.
The problem turned out to be that the save file wasn't being deleted
because it was still open.
author | John "Elwin" Edwards |
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date | Sat, 12 Mar 2016 14:29:07 -0500 |
parents | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
rev | line source |
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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 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include "rogue.h" |
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18 #include "rogue.ext" |
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19 |
217
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20 void horiz(int cnt); |
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21 void vert(int cnt); |
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22 |
36
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23 /* |
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24 * do_rooms: |
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25 * Place the rooms in the dungeon |
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26 */ |
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27 void |
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28 do_rooms(void) |
36
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29 { |
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30 int mloops, mchance, nummons, left_out, roomtries; |
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31 bool treas = FALSE; |
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32 reg int i; |
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33 reg struct room *rp; |
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34 reg struct linked_list *item; |
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35 reg struct thing *tp; |
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36 struct coord top, bsze, 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 - 1) / 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 * Find upper left corner of box that this room goes in |
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60 */ |
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61 top.x = (i%3) * bsze.x + 1; |
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62 top.y = i/3 * bsze.y; |
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63 if (rf_on(rp,ISGONE)) { |
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64 /* |
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65 * Place a gone room. Make certain that there is a |
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66 * blank line for passage drawing. |
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67 */ |
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68 roomtries = 0; |
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69 do { |
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70 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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71 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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72 rp->r_max.x = -COLS; |
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73 rp->r_max.x = -LINES; |
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74 if (++roomtries > 250) |
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75 fatal("failed to place a gone room"); |
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76 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2); |
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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 roomtries = 0; |
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85 do { |
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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 if (++roomtries > 250) { |
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91 fatal("failed to place a good room"); |
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92 } |
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93 } until (rp->r_pos.y != 0); |
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94 if (level < max_level) |
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95 mchance = 30; /* 30% when going up (all monsters) */ |
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96 else |
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97 mchance = 3; /* 3% when going down */ |
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98 treas = FALSE; |
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99 if (rnd(100) < mchance && (rp->r_max.x * rp->r_max.y) > |
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100 ((bsze.x * bsze.y * 55) / 100)) { |
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101 treas = TRUE; |
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102 rp->r_flags |= ISTREAS; |
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103 rp->r_flags |= ISDARK; |
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104 } |
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105 /* |
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106 * Put the gold in |
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107 */ |
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108 if ((rnd(100) < 50 || treas) && (!amulet || level >= max_level)) { |
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109 rp->r_goldval = GOLDCALC; |
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110 if (treas) |
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111 rp->r_goldval += 200 + (15 * (rnd(level) + 2)); |
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112 rp->r_gold.y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; |
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113 rp->r_gold.x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; |
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114 } |
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115 draw_room(rp); |
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116 /* |
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117 * Put the monster in |
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118 */ |
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119 if (treas) { |
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120 mloops = rnd(level / 3) + 6; |
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121 mchance = 1; |
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122 } |
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123 else { |
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124 mloops = 1; |
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125 mchance = 100; |
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126 } |
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127 for (nummons = 0; nummons < mloops; nummons++) { |
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128 if (rnd(mchance) < (rp->r_goldval > 0 ? 80 : 25)) |
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129 add_mon(rp, treas); |
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130 } |
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131 } |
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132 } |
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133 |
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134 /* |
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135 * add_mon: |
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136 * Add a monster to a room |
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137 */ |
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138 void |
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139 add_mon(struct room *rm, bool treas) |
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140 { |
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141 reg struct thing *tp; |
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142 reg struct linked_list *item; |
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143 struct coord mp; |
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144 int chance; |
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145 |
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146 mp = *rnd_pos(rm); |
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147 item = new_monster(rnd_mon(FALSE,FALSE), &mp, treas); |
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148 tp = THINGPTR(item); |
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149 chance = rnd(100); |
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150 if (levtype == MAZELEV) |
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151 chance = rnd(50); |
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152 /* |
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153 * See if monster has a treasure |
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154 */ |
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155 if (levtype == MAZELEV && rnd(100) < 20) { |
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156 reg struct linked_list *fd; |
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157 |
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158 fd = new_thing(FALSE, FOOD, 0); |
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159 attach(tp->t_pack, fd); |
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160 } |
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161 else { |
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162 if (chance < monsters[tp->t_indx].m_carry) |
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163 attach(tp->t_pack, new_thing(FALSE, ANYTHING)); |
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164 } |
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165 } |
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166 |
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167 /* |
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168 * draw_room: |
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169 * Draw a box around a room |
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170 */ |
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171 void |
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172 draw_room(struct room *rp) |
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173 { |
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174 reg int j, k; |
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175 |
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176 move(rp->r_pos.y, rp->r_pos.x+1); |
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177 vert(rp->r_max.y-2); /* Draw left side */ |
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178 move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x); |
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179 horiz(rp->r_max.x); /* Draw bottom */ |
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180 move(rp->r_pos.y, rp->r_pos.x); |
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181 horiz(rp->r_max.x); /* Draw top */ |
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182 vert(rp->r_max.y-2); /* Draw right side */ |
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183 /* |
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184 * Put the floor down |
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185 */ |
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186 for (j = 1; j < rp->r_max.y - 1; j++) { |
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187 move(rp->r_pos.y + j, rp->r_pos.x + 1); |
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188 for (k = 1; k < rp->r_max.x - 1; k++) { |
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189 addch(FLOOR); |
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190 } |
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191 } |
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192 /* |
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193 * Put the gold there |
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194 */ |
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195 if (rp->r_goldval > 0) |
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196 mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD); |
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197 } |
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198 |
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199 /* |
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200 * horiz: |
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201 * draw a horizontal line |
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202 */ |
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203 void |
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204 horiz(int cnt) |
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205 { |
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206 while (cnt-- > 0) |
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207 addch('-'); |
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208 } |
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209 |
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210 |
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211 /* |
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212 * vert: |
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213 * draw a vertical line |
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214 */ |
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215 void |
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216 vert(int cnt) |
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217 { |
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218 reg int x, y; |
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219 |
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220 getyx(stdscr, y, x); |
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221 x--; |
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222 while (cnt-- > 0) { |
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223 move(++y, x); |
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224 addch('|'); |
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225 } |
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226 } |
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227 |
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228 |
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229 /* |
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230 * rnd_pos: |
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231 * pick a random spot in a room |
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232 */ |
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233 struct coord * |
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234 rnd_pos(struct room *rp) |
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235 { |
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236 reg int y, x, i; |
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237 static struct coord spot; |
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238 |
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239 i = 0; |
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240 do { |
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241 x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; |
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242 y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; |
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243 i += 1; |
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244 } while(winat(y, x) != FLOOR && i < 1000); |
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245 spot.x = x; |
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246 spot.y = y; |
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247 return &spot; |
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248 } |
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249 |
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250 /* |
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251 * rf_on: |
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252 * Returns TRUE if flag is set for room stuff |
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253 */ |
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254 bool |
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255 rf_on(struct room *rm, long bit) |
36
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256 { |
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257 return (rm->r_flags & bit); |
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258 } |