Mercurial > hg > early-roguelike
annotate xrogue/rooms.c @ 220:f54901b9c39b
XRogue: convert to ANSI-style function declarations.
author | John "Elwin" Edwards |
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date | Wed, 02 Mar 2016 21:13:26 -0500 |
parents | ce0cf824c192 |
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rev | line source |
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133
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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 XRogue: Expeditions into the Dungeons of Doom |
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5 Copyright (C) 1991 Robert Pietkivitch |
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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 and AT&T |
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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 |
135 | 19 #include <stdlib.h> |
133
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20 #include <curses.h> |
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21 #include "rogue.h" |
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22 |
220
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23 void horiz(int cnt); |
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24 void vert(int cnt); |
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25 |
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26 void |
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27 do_rooms(void) |
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28 { |
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29 register int i; |
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30 register struct room *rp; |
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31 register struct linked_list *item; |
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32 register struct thing *tp; |
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33 int left_out; |
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34 int num_monsters; |
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35 int which_monster; |
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36 int j; |
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37 coord top; |
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38 coord bsze; |
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39 coord mp; |
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40 coord *np; |
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41 |
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42 /* |
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43 * bsze is the maximum room size |
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44 */ |
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45 bsze.x = cols/3; |
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46 bsze.y = (lines-2)/3; |
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47 /* |
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48 * Clear things for a new level |
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49 */ |
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50 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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51 rp->r_flags = 0; |
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52 _r_free_fire_list(&rp->r_fires); |
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53 } |
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54 /* |
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55 * Put the gone rooms, if any, on the level |
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56 */ |
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57 left_out = rnd(4); |
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58 for (i = 0; i < left_out; i++) |
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59 rooms[rnd_room()].r_flags |= ISGONE; |
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60 /* |
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61 * dig and populate all the rooms on the level |
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62 */ |
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63 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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64 { |
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65 bool has_gold=FALSE; |
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66 |
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67 /* |
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68 * Find upper left corner of box that this room goes in |
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69 */ |
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70 top.x = (i%3)*bsze.x; |
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71 top.y = i/3*bsze.y + 1; |
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72 if (rp->r_flags & ISGONE) |
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73 { |
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74 /* |
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75 * Place a gone room. Make certain that there is a blank line |
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76 * for passage drawing. |
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77 */ |
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78 do |
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79 { |
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80 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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81 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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82 rp->r_max.x = -cols; |
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83 rp->r_max.y = -lines; |
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84 } until(rp->r_pos.y > 0 && rp->r_pos.y < lines-2); |
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85 continue; |
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86 } |
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87 if (rnd(10) < level-1) |
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88 rp->r_flags |= ISDARK; |
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89 /* |
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90 * Find a place and size for a random room |
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91 */ |
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92 do |
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93 { |
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94 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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95 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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96 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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97 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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98 } until (rp->r_pos.y != 0); |
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99 |
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100 /* Draw the room */ |
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101 draw_room(rp); |
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102 |
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103 /* |
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104 * Put the gold in |
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105 */ |
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106 if (rnd(100) < 55 && level >= cur_max) |
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107 { |
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108 register struct linked_list *item; |
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109 register struct object *cur; |
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110 coord tp; |
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111 |
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112 has_gold = TRUE; /* This room has gold in it */ |
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113 |
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114 item = spec_item(GOLD, 0, 0, 0); |
133
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115 cur = OBJPTR(item); |
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116 |
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117 /* Put the gold into the level list of items */ |
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118 attach(lvl_obj, item); |
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119 |
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120 /* Put it somewhere */ |
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121 rnd_pos(rp, &tp); |
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122 mvaddch(tp.y, tp.x, GOLD); |
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123 cur->o_pos = tp; |
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124 if (roomin(&tp) != rp) { |
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125 endwin(); |
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126 abort(); |
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127 } |
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128 } |
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129 |
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130 /* |
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131 * Put the monster in |
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132 */ |
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133 if (rnd(100) < (has_gold ? 80 : 25) + vlevel/2) |
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134 { |
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135 do |
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136 { |
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137 rnd_pos(rp, &mp); |
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138 } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR); |
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139 which_monster = randmonster(FALSE, FALSE); |
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140 num_monsters = 1; |
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141 /* |
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142 * see if we should make a whole bunch |
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143 */ |
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144 for (j=0; j<MAXFLAGS; j++) { |
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145 if (monsters[which_monster].m_flags[j] == AREMANY) |
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146 num_monsters = roll(7,2); |
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147 } |
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148 for (j=0; j<num_monsters; j++) { |
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149 if ((np = fallpos(&mp, FALSE, 2)) != NULL && |
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150 mvwinch(stdscr, np->y, np->x) == FLOOR) { |
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151 item = new_item(sizeof *tp); |
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152 tp = THINGPTR(item); |
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153 new_monster(item, which_monster, np, FALSE); |
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154 /* |
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155 * See if we want to give it a treasure to |
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156 * carry around. |
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157 */ |
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158 carry_obj(tp, monsters[tp->t_index].m_carry); |
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159 tp->t_no_move = movement(tp); |
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160 |
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161 /* |
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162 * If it has a fire, mark it |
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163 */ |
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164 if (on(*tp, HASFIRE)) { |
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165 register struct linked_list *fire_item; |
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166 |
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167 fire_item = creat_item(); |
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168 ldata(fire_item) = (char *) tp; |
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169 attach(rp->r_fires, fire_item); |
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170 rp->r_flags |= HASFIRE; |
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171 } |
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172 } |
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173 } |
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174 } |
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175 } |
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176 } |
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177 |
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178 /* |
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179 * Given a room pointer and a pointer to a door, supposedly in that room, |
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180 * return the coordinates of the entrance to the doorway. |
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181 */ |
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182 |
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183 coord * |
220
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184 doorway(struct room *rp, coord *door) |
133
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185 { |
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186 register int misses = 0; |
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187 static coord answer; |
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188 |
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189 /* Do we have decent parameters? */ |
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190 if (rp == NULL || door == NULL) return(NULL); |
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191 |
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192 /* Initialize the answer to be the door, then calculate the offset */ |
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193 answer = *door; |
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194 |
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195 /* Calculate the x-offset */ |
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196 if (door->x == rp->r_pos.x) answer.x++; |
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197 else if (door->x == rp->r_pos.x + rp->r_max.x - 1) answer.x--; |
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198 else misses++; |
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199 |
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200 /* Calculate the y-offset */ |
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201 if (door->y == rp->r_pos.y) answer.y++; |
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202 else if (door->y == rp->r_pos.y + rp->r_max.y - 1) answer.y--; |
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203 else misses++; |
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204 |
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205 if (misses <= 1) return(&answer); |
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206 else return(NULL); |
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207 } |
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208 |
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209 /* |
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210 * Draw a box around a room |
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211 */ |
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212 |
220
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213 void |
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214 draw_room(struct room *rp) |
133
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215 { |
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216 register int j, k; |
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217 |
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218 move(rp->r_pos.y, rp->r_pos.x+1); |
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219 vert(rp->r_max.y-2); /* Draw left side */ |
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220 move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x); |
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221 horiz(rp->r_max.x); /* Draw bottom */ |
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222 move(rp->r_pos.y, rp->r_pos.x); |
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223 horiz(rp->r_max.x); /* Draw top */ |
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224 vert(rp->r_max.y-2); /* Draw right side */ |
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225 /* |
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226 * Put the floor down |
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227 */ |
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228 for (j = 1; j < rp->r_max.y-1; j++) |
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229 { |
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230 move(rp->r_pos.y + j, rp->r_pos.x+1); |
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231 for (k = 1; k < rp->r_max.x-1; k++) |
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232 addch(FLOOR); |
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233 } |
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234 } |
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235 |
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236 /* |
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237 * horiz: |
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238 * draw a horizontal line |
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239 */ |
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240 |
220
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241 void |
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242 horiz(int cnt) |
133
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243 { |
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244 while (cnt--) |
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245 addch(HORZWALL); |
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246 } |
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247 |
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248 /* |
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249 * rnd_pos: |
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250 * pick a random spot in a room |
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251 */ |
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252 |
220
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253 void |
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254 rnd_pos(struct room *rp, coord *cp) |
133
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255 { |
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256 cp->x = rp->r_pos.x + rnd(rp->r_max.x-2) + 1; |
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257 cp->y = rp->r_pos.y + rnd(rp->r_max.y-2) + 1; |
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258 } |
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259 |
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260 |
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261 |
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262 /* |
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263 * roomin: |
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264 * Find what room some coordinates are in. NULL means they aren't |
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265 * in any room. |
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266 */ |
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267 |
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268 struct room * |
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269 roomin(coord *cp) |
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270 { |
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271 register struct room *rp; |
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272 |
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273 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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274 if (inroom(rp, cp)) |
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275 return rp; |
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276 return NULL; |
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277 } |
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278 |
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279 /* |
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280 * vert: |
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281 * draw a vertical line |
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282 */ |
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283 |
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284 void |
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285 vert(int cnt) |
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286 { |
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287 register int x, y; |
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288 |
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289 getyx(stdscr, y, x); |
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290 x--; |
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291 while (cnt--) { |
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292 move(++y, x); |
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293 addch(VERTWALL); |
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294 } |
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295 } |
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296 |