Mercurial > hg > early-roguelike
annotate srogue/new_leve.c @ 248:182e26224f92 rel2016.06
README.txt: additions and clarifications.
author | John "Elwin" Edwards |
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date | Sun, 29 May 2016 17:05:38 -0400 |
parents | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
rev | line source |
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1 /* |
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2 * Do anything associated with a new dungeon level |
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3 * |
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4 * @(#)new_level.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 put_things(void); |
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21 |
36
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22 /* |
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23 * new_level: |
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24 * Dig and draw a new level |
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25 */ |
217
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26 void |
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27 new_level(int ltype) |
36
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28 { |
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29 register int i; |
36
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30 register char ch; |
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31 struct coord traploc; |
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32 struct room *rp; |
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33 |
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34 if (level > max_level) |
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35 max_level = level; |
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36 |
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37 wclear(cw); |
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38 wclear(mw); |
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39 clear(); |
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40 |
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41 isfight = FALSE; |
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42 levtype = ltype; |
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43 |
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44 free_list(mlist); /* free monster list */ |
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45 |
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46 if (levtype == POSTLEV) |
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47 do_post(); |
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48 else { |
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49 lev_mon(); /* fill in monster list */ |
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50 |
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51 if (levtype == MAZELEV) |
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52 do_maze(); |
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53 else { /* normal levels */ |
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54 do_rooms(); /* Draw rooms */ |
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55 do_passages(); /* Draw passages */ |
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56 } |
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57 no_food++; |
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58 put_things(); /* Place objects (if any) */ |
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59 } |
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60 /* |
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61 * Place the staircase down. |
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62 */ |
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63 stairs = *rnd_pos(&rooms[rnd_room()]); |
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64 mvaddch(stairs.y, stairs.x, STAIRS); |
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65 ntraps = 0; |
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66 |
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67 if (levtype == NORMLEV) |
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68 { |
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69 struct trap *trp, *maxtrp; |
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70 |
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71 /* Place the traps for normal levels only */ |
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72 |
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73 if (rnd(10) < level) |
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74 { |
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75 ntraps = rnd(level / 4) + 1; |
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76 |
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77 if (ntraps > MAXTRAPS) |
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78 ntraps = MAXTRAPS; |
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79 |
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80 maxtrp = &traps[ntraps]; |
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81 for (trp = &traps[0]; trp < maxtrp; trp++) |
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82 { |
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83 again: |
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84 switch(rnd(TYPETRAPS + 1)) |
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85 { |
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86 case 0: |
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87 if (rnd(100) > 25) |
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88 goto again; |
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89 else |
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90 ch = POST; |
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91 |
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92 when 1: ch = TRAPDOOR; |
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93 when 2: ch = BEARTRAP; |
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94 when 3: ch = SLEEPTRAP; |
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95 when 4: ch = ARROWTRAP; |
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96 when 5: ch = TELTRAP; |
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97 when 6: ch = DARTTRAP; |
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98 when 7: ch = MAZETRAP; |
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99 when 8: |
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100 case 9: |
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101 if (rnd(100) > 80) |
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102 goto again; |
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103 else |
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104 ch = POOL; |
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105 } |
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106 trp->tr_flags = 0; |
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107 traploc = *rnd_pos(&rooms[rnd_room()]); |
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108 mvaddch(traploc.y,traploc.x,ch); |
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109 trp->tr_type = ch; |
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110 trp->tr_pos = traploc; |
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111 |
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112 if (ch == POOL || ch == POST) |
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113 trp->tr_flags |= ISFOUND; |
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114 |
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115 if (ch==TELTRAP && rnd(100)<20 && trp<maxtrp-1) |
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116 { |
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117 struct coord newloc; |
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118 |
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119 newloc = *rnd_pos(&rooms[rnd_room()]); |
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120 trp->tr_goto = newloc; |
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121 trp++; |
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122 trp->tr_goto = traploc; |
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123 trp->tr_type = TELTRAP; |
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124 trp->tr_pos = newloc; |
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125 mvaddch(newloc.y, newloc.x, TELTRAP); |
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126 } |
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127 else |
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128 trp->tr_goto = rndspot; |
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129 } |
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130 } |
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131 } |
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132 do |
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133 { |
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134 rp = &rooms[rnd_room()]; |
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135 hero = *rnd_pos(rp); |
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136 } while(levtype==MAZELEV&&DISTANCE(hero.y,hero.x,stairs.y,stairs.x)<10); |
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137 |
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138 player.t_room = rp; |
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139 player.t_oldch = mvinch(hero.y, hero.x); |
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140 light(&hero); |
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141 mvwaddch(cw,hero.y,hero.x,PLAYER); |
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142 nochange = FALSE; |
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143 } |
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144 |
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145 |
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146 /* |
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147 * rnd_room: |
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148 * Pick a room that is really there |
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149 */ |
217
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150 int |
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151 rnd_room(void) |
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152 { |
217
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153 register int rm; |
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154 |
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155 if (levtype != NORMLEV) |
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156 rm = 0; |
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157 else |
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158 { |
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159 do { |
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160 rm = rnd(MAXROOMS); |
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161 } while (rf_on(&rooms[rm],ISGONE)); |
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162 } |
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163 return rm; |
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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 * put_things: |
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169 * put potions and scrolls on this level |
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170 */ |
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171 |
217
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172 void |
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173 put_things(void) |
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174 { |
217
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175 register int i, cnt, rm; |
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176 struct linked_list *item; |
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177 struct object *cur; |
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178 struct coord tp; |
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179 |
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180 /* Throw away stuff left on the previous level (if anything) */ |
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181 |
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182 free_list(lvl_obj); |
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183 |
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184 /* The only way to get new stuff is to go down into the dungeon. */ |
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185 |
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186 if (goingup()) |
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187 return; |
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188 |
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189 /* Do MAXOBJ attempts to put things on a level */ |
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190 |
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191 for (i = 0; i < MAXOBJ; i++) |
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192 { |
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193 if (rnd(100) < 40) |
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194 { |
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195 item = new_thing(FALSE, ANYTHING); |
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196 attach(lvl_obj, item); |
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197 cur = OBJPTR(item); |
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198 cnt = 0; |
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199 do { |
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200 /* skip treasure rooms */ |
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201 rm = rnd_room(); |
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202 if (++cnt > 500) |
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203 break; |
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204 } while(rf_on(&rooms[rm],ISTREAS) && levtype!=MAZELEV); |
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205 |
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206 tp = *rnd_pos(&rooms[rm]); |
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207 mvaddch(tp.y, tp.x, cur->o_type); |
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208 cur->o_pos = tp; |
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209 } |
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210 } |
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211 /* |
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212 * If he is really deep in the dungeon and he hasn't found the |
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213 * amulet yet, put it somewhere on the ground |
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214 */ |
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215 if (level >= AMLEVEL && !amulet && rnd(100) < 70) |
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216 { |
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217 item = new_thing(FALSE, AMULET, 0); |
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218 attach(lvl_obj, item); |
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219 cur = OBJPTR(item); |
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220 rm = rnd_room(); |
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221 tp = *rnd_pos(&rooms[rm]); |
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222 mvaddch(tp.y, tp.x, cur->o_type); |
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223 cur->o_pos = tp; |
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224 } |
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225 |
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226 for (i = 0; i < MAXROOMS; i++) /* loop through all */ |
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227 { |
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228 if (rf_on(&rooms[i],ISTREAS)) /* treasure rooms */ |
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229 { |
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230 int numthgs, isfood; |
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231 |
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232 numthgs = rnd(level / 3) + 6; |
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233 while (numthgs-- >= 0) |
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234 { |
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235 isfood = TRUE; |
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236 do { |
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237 item = new_thing(TRUE, ANYTHING); |
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238 cur = OBJPTR(item); |
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239 |
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240 /* dont create food for */ |
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241 if (cur->o_type == FOOD) |
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242 discard(item); |
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243 |
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244 /* treasure rooms */ |
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245 else |
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246 isfood = FALSE; |
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247 |
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248 } while (isfood); |
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249 |
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250 attach(lvl_obj, item); |
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251 tp = *rnd_pos(&rooms[i]); |
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252 mvaddch(tp.y, tp.x, cur->o_type); |
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253 cur->o_pos = tp; |
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254 } |
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255 } |
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256 } |
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257 } |