Mercurial > hg > early-roguelike
annotate urogue/rooms.c @ 315:ad2570b5b21f
Advanced Rogue 5, 7: fix some trading post messages.
When attempting to buy an unaffordable object, messages were often of
the form "You can't afford that a scroll of hold monster !", because
the object description (stored in curpurch) was the same text used in
inventory displays.
This has been worked around by inspecting the contents of curpurch and
using different message templates.
author | John "Elwin" Edwards |
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date | Sun, 24 Oct 2021 20:26:21 -0400 |
parents | c495a4f288c6 |
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1 /* |
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2 rooms.c - Draw the nine rooms on the screen |
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3 |
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4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom |
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include <stdlib.h> |
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20 #include "rogue.h" |
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21 |
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22 void |
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23 do_rooms(void) |
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24 { |
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25 int i; |
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26 struct room *rp; |
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27 struct linked_list *item; |
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28 struct thing *tp; |
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29 int left_out; |
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30 coord top; |
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31 coord bsze; |
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32 coord mp; |
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33 |
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34 /* bsze is the maximum room size */ |
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35 |
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36 bsze.x = COLS / 3; |
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37 bsze.y = (LINES - 2) / 3; |
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38 |
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39 /* Clear things for a new level */ |
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40 |
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41 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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42 rp->r_nexits = rp->r_flags = rp->r_fires = 0; |
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43 |
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44 /* Put the gone rooms, if any, on the level */ |
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45 |
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46 left_out = rnd(3); |
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47 |
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48 for (i = 0; i < left_out; i++) |
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49 rooms[rnd_room()].r_flags |= ISGONE; |
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50 |
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51 /* dig and populate all the rooms on the level */ |
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52 |
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53 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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54 { |
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55 int has_gold = FALSE; |
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56 |
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57 /* Find upper left corner of box that this room goes in */ |
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58 |
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59 top.x = (i % 3) * bsze.x; |
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60 top.y = i / 3 * bsze.y + 1; |
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61 |
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62 if (rp->r_flags & ISGONE) |
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63 { |
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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 |
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69 do |
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70 { |
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71 rp->r_pos.x = top.x + rnd(bsze.x - 2) + 1; |
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72 rp->r_pos.y = top.y + rnd(bsze.y - 2) + 1; |
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73 rp->r_max.x = -COLS; |
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74 rp->r_max.x = -LINES; |
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75 } |
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76 while (rp->r_pos.y < 1 || rp->r_pos.y > LINES - 3); |
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77 |
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78 continue; |
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79 } |
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80 |
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81 if (rnd(40) < level - 5) |
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82 rp->r_flags |= ISDARK; |
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83 |
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84 /* Find a place and size for a random room */ |
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85 |
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86 do |
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87 { |
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88 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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89 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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90 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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91 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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92 } |
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93 while (rp->r_pos.y == 0); |
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