Mercurial > hg > early-roguelike
annotate srogue/new_leve.c @ 201:6fb21004a981
Fix some preprocessor directives.
Include process.h in the right place, and use the correct definition of
PATH_MAX, when compiling on Windows.
author | John "Elwin" Edwards |
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date | Wed, 12 Aug 2015 16:56:19 -0400 |
parents | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
rev | line source |
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36
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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 |
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20 /* |
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21 * new_level: |
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22 * Dig and draw a new level |
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23 */ |
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24 new_level(ltype) |
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25 int ltype; |
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26 { |
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27 register i; |
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28 register char ch; |
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29 struct coord traploc; |
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30 struct room *rp; |
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31 |
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32 if (level > max_level) |
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33 max_level = level; |
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34 |
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35 wclear(cw); |
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36 wclear(mw); |
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37 clear(); |
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38 |
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39 isfight = FALSE; |
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40 levtype = ltype; |
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41 |
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42 free_list(mlist); /* free monster list */ |
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43 |
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44 if (levtype == POSTLEV) |
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45 do_post(); |
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46 else { |
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47 lev_mon(); /* fill in monster list */ |
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48 |
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49 if (levtype == MAZELEV) |
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50 do_maze(); |
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51 else { /* normal levels */ |
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52 do_rooms(); /* Draw rooms */ |
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53 do_passages(); /* Draw passages */ |
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54 } |
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55 no_food++; |
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56 put_things(); /* Place objects (if any) */ |
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57 } |
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58 /* |
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59 * Place the staircase down. |
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60 */ |
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61 stairs = *rnd_pos(&rooms[rnd_room()]); |
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62 mvaddch(stairs.y, stairs.x, STAIRS); |
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63 ntraps = 0; |
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64 |
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65 if (levtype == NORMLEV) |
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66 { |
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67 struct trap *trp, *maxtrp; |
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68 |
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69 /* Place the traps for normal levels only */ |
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70 |
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71 if (rnd(10) < level) |
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72 { |
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73 ntraps = rnd(level / 4) + 1; |
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74 |
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75 if (ntraps > MAXTRAPS) |
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76 ntraps = MAXTRAPS; |
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77 |
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78 maxtrp = &traps[ntraps]; |
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79 for (trp = &traps[0]; trp < maxtrp; trp++) |
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80 { |
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81 again: |
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82 switch(rnd(TYPETRAPS + 1)) |
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83 { |
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84 case 0: |
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85 if (rnd(100) > 25) |
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86 goto again; |
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87 else |
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88 ch = POST; |
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89 |
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90 when 1: ch = TRAPDOOR; |
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91 when 2: ch = BEARTRAP; |
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92 when 3: ch = SLEEPTRAP; |
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93 when 4: ch = ARROWTRAP; |
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94 when 5: ch = TELTRAP; |
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95 when 6: ch = DARTTRAP; |
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96 when 7: ch = MAZETRAP; |
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97 when 8: |
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98 case 9: |
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99 if (rnd(100) > 80) |
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100 goto again; |
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101 else |
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102 ch = POOL; |
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103 } |
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104 trp->tr_flags = 0; |
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105 traploc = *rnd_pos(&rooms[rnd_room()]); |
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106 mvaddch(traploc.y,traploc.x,ch); |
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107 trp->tr_type = ch; |
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108 trp->tr_pos = traploc; |
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109 |
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110 if (ch == POOL || ch == POST) |
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111 trp->tr_flags |= ISFOUND; |
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112 |
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113 if (ch==TELTRAP && rnd(100)<20 && trp<maxtrp-1) |
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114 { |
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115 struct coord newloc; |
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116 |
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117 newloc = *rnd_pos(&rooms[rnd_room()]); |
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118 trp->tr_goto = newloc; |
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119 trp++; |
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120 trp->tr_goto = traploc; |
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121 trp->tr_type = TELTRAP; |
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122 trp->tr_pos = newloc; |
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123 mvaddch(newloc.y, newloc.x, TELTRAP); |
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124 } |
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125 else |
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126 trp->tr_goto = rndspot; |
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127 } |
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128 } |
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129 } |
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130 do |
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131 { |
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132 rp = &rooms[rnd_room()]; |
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133 hero = *rnd_pos(rp); |
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134 } while(levtype==MAZELEV&&DISTANCE(hero.y,hero.x,stairs.y,stairs.x)<10); |
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135 |
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136 player.t_room = rp; |
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137 player.t_oldch = mvinch(hero.y, hero.x); |
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138 light(&hero); |
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139 mvwaddch(cw,hero.y,hero.x,PLAYER); |
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140 nochange = FALSE; |
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141 } |
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142 |
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143 |
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144 /* |
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145 * rnd_room: |
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146 * Pick a room that is really there |
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147 */ |
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148 rnd_room() |
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149 { |
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150 register rm; |
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151 |
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152 if (levtype != NORMLEV) |
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153 rm = 0; |
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154 else |
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155 { |
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156 do { |
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157 rm = rnd(MAXROOMS); |
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158 } while (rf_on(&rooms[rm],ISGONE)); |
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159 } |
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160 return rm; |
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161 } |
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162 |
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163 |
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164 /* |
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165 * put_things: |
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166 * put potions and scrolls on this level |
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167 */ |
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168 |
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169 put_things() |
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170 { |
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171 register i, cnt, rm; |
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172 struct linked_list *item; |
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173 struct object *cur; |
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174 struct coord tp; |
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175 |
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176 /* Throw away stuff left on the previous level (if anything) */ |
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177 |
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178 free_list(lvl_obj); |
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179 |
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180 /* The only way to get new stuff is to go down into the dungeon. */ |
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181 |
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182 if (goingup()) |
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183 return; |
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184 |
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185 /* Do MAXOBJ attempts to put things on a level */ |
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186 |
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187 for (i = 0; i < MAXOBJ; i++) |
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188 { |
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189 if (rnd(100) < 40) |
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190 { |
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191 item = new_thing(FALSE, ANYTHING); |
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192 attach(lvl_obj, item); |
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193 cur = OBJPTR(item); |
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194 cnt = 0; |
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195 do { |
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196 /* skip treasure rooms */ |
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197 rm = rnd_room(); |
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198 if (++cnt > 500) |
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199 break; |
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200 } while(rf_on(&rooms[rm],ISTREAS) && levtype!=MAZELEV); |
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201 |
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202 tp = *rnd_pos(&rooms[rm]); |
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203 mvaddch(tp.y, tp.x, cur->o_type); |
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204 cur->o_pos = tp; |
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205 } |
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206 } |
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207 /* |
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208 * If he is really deep in the dungeon and he hasn't found the |
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209 * amulet yet, put it somewhere on the ground |
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210 */ |
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211 if (level >= AMLEVEL && !amulet && rnd(100) < 70) |
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212 { |
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213 item = new_thing(FALSE, AMULET, 0); |
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214 attach(lvl_obj, item); |
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215 cur = OBJPTR(item); |
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216 rm = rnd_room(); |
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217 tp = *rnd_pos(&rooms[rm]); |
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218 mvaddch(tp.y, tp.x, cur->o_type); |
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219 cur->o_pos = tp; |
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220 } |
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221 |
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222 for (i = 0; i < MAXROOMS; i++) /* loop through all */ |
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223 { |
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224 if (rf_on(&rooms[i],ISTREAS)) /* treasure rooms */ |
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225 { |
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226 int numthgs, isfood; |
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227 |
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228 numthgs = rnd(level / 3) + 6; |
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229 while (numthgs-- >= 0) |
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230 { |
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231 isfood = TRUE; |
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232 do { |
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233 item = new_thing(TRUE, ANYTHING); |
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234 cur = OBJPTR(item); |
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235 |
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236 /* dont create food for */ |
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237 if (cur->o_type == FOOD) |
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238 discard(item); |
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239 |
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240 /* treasure rooms */ |
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241 else |
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242 isfood = FALSE; |
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243 |
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244 } while (isfood); |
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245 |
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246 attach(lvl_obj, item); |
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247 tp = *rnd_pos(&rooms[i]); |
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248 mvaddch(tp.y, tp.x, cur->o_type); |
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249 cur->o_pos = tp; |
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250 } |
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251 } |
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252 } |
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253 } |