Mercurial > hg > early-roguelike
comparison arogue5/new_level.c @ 63:0ed67132cf10
Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author | elwin |
---|---|
date | Thu, 09 Aug 2012 22:58:48 +0000 |
parents | |
children | 56e748983fa8 |
comparison
equal
deleted
inserted
replaced
62:0ef99244acb8 | 63:0ed67132cf10 |
---|---|
1 /* | |
2 * new_level: Dig and draw a new level | |
3 * | |
4 * Advanced Rogue | |
5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T | |
6 * All rights reserved. | |
7 * | |
8 * Based on "Rogue: Exploring the Dungeons of Doom" | |
9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
10 * All rights reserved. | |
11 * | |
12 * See the file LICENSE.TXT for full copyright and licensing information. | |
13 */ | |
14 | |
15 #include "curses.h" | |
16 #include "rogue.h" | |
17 #define TERRASAVE 3 | |
18 | |
19 new_level(ltype) | |
20 LEVTYPE ltype; /* designates type of level to create */ | |
21 { | |
22 register int rm = 0, i, cnt; | |
23 register char ch; | |
24 register struct linked_list *item; | |
25 register struct thing *tp; | |
26 register struct object *obj; | |
27 int waslit = 0; /* Was the previous outside level lit? */ | |
28 int starty = 0, startx = 0, deltay = 0, deltax = 0; | |
29 bool fresh=TRUE, vert = 0, top; | |
30 struct room *rp; | |
31 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL; | |
32 coord stairs = { 0, 0 }; | |
33 | |
34 if (wizard) { | |
35 msg("Turns: %d", turns); /* Number of turns for last level */ | |
36 mpos = 0; | |
37 } | |
38 | |
39 /* Start player off right */ | |
40 turn_off(player, ISHELD); | |
41 turn_off(player, ISFLEE); | |
42 extinguish(suffocate); | |
43 hold_count = 0; | |
44 trap_tries = 0; | |
45 | |
46 /* Are we just entering a dungeon? If so, how big is it? */ | |
47 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+10 + rnd(11); | |
48 | |
49 if (level > max_level) | |
50 max_level = level; | |
51 | |
52 /* Are we starting a new outside level? */ | |
53 if (ltype == OUTSIDE) { | |
54 register int i, j; | |
55 | |
56 /* Save some information prior to clearing the screen */ | |
57 if (level == -1 || mvinch(hero.y, hero.x) == '-') vert = TRUE; | |
58 else vert = FALSE; | |
59 | |
60 if (level == -1) { | |
61 fresh = TRUE; | |
62 starty = 2; | |
63 startx = 1; | |
64 deltay = deltax = 1; | |
65 level = 0; /* Restore the level */ | |
66 } | |
67 else { /* Copy several lines of the terrain to the other end */ | |
68 char cch; /* Copy character */ | |
69 | |
70 /* Was the area dark (not magically lit)? */ | |
71 if (!(rooms[0].r_flags & ISDARK)) waslit = 1; | |
72 | |
73 fresh = FALSE; | |
74 if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE; | |
75 else top = FALSE; | |
76 for (i=0; i<TERRASAVE; i++) { | |
77 if (vert) | |
78 for (j=1; j<COLS-1; j++) { | |
79 if (top) { | |
80 cch = CCHAR( mvinch(i+2, j) ); | |
81 mvaddch(LINES-6+i, j, cch); | |
82 } | |
83 else { | |
84 cch = CCHAR( mvinch(LINES-4-i, j) ); | |
85 mvaddch(4-i, j, cch); | |
86 } | |
87 } | |
88 else | |
89 for (j=2; j<LINES-3; j++) { | |
90 if (top) { | |
91 cch = CCHAR( mvinch(j, i+1) ); | |
92 mvaddch(j, COLS-4+i, cch); | |
93 } | |
94 else { | |
95 cch = CCHAR( mvinch(j, COLS-2-i) ); | |
96 mvaddch(j, 3-i, cch); | |
97 } | |
98 } | |
99 } | |
100 | |
101 if (vert) { | |
102 startx = deltax = 1; | |
103 if (top) { | |
104 starty = LINES-4-TERRASAVE; | |
105 deltay = -1; | |
106 } | |
107 else { | |
108 starty = TERRASAVE + 2; | |
109 deltay = 1; | |
110 } | |
111 } | |
112 else { | |
113 starty = 2; | |
114 deltay = 1; | |
115 if (top) { | |
116 startx = COLS-2-TERRASAVE; | |
117 deltax = -1; | |
118 } | |
119 else { | |
120 deltax = 1; | |
121 startx = TERRASAVE + 1; | |
122 } | |
123 } | |
124 | |
125 /* Check if any monsters should be saved */ | |
126 for (item = mlist; item != NULL; item = nitem) { | |
127 nitem = next(item); | |
128 tp = THINGPTR(item); | |
129 if (vert) { | |
130 if (top) { | |
131 if (tp->t_pos.y < TERRASAVE + 2) | |
132 tp->t_pos.y += LINES - 5 - TERRASAVE; | |
133 else continue; | |
134 } | |
135 else { | |
136 if (tp->t_pos.y > LINES - 4 - TERRASAVE) | |
137 tp->t_pos.y += 5 + TERRASAVE - LINES; | |
138 else continue; | |
139 } | |
140 } | |
141 else { | |
142 if (top) { | |
143 if (tp->t_pos.x < TERRASAVE + 1) | |
144 tp->t_pos.x += COLS - 2 - TERRASAVE; | |
145 else continue; | |
146 } | |
147 else { | |
148 if (tp->t_pos.x > COLS - 2 - TERRASAVE) | |
149 tp->t_pos.x += 2 + TERRASAVE - COLS; | |
150 else continue; | |
151 } | |
152 } | |
153 detach(mlist, item); | |
154 attach(savmonst, item); | |
155 } | |
156 | |
157 /* Check if any treasure should be saved */ | |
158 for (item = lvl_obj; item != NULL; item = nitem) { | |
159 nitem = next(item); | |
160 obj = OBJPTR(item); | |
161 if (vert) { | |
162 if (top) { | |
163 if (obj->o_pos.y < TERRASAVE + 2) | |
164 obj->o_pos.y += LINES - 5 - TERRASAVE; | |
165 else continue; | |
166 } | |
167 else { | |
168 if (obj->o_pos.y > LINES - 4 - TERRASAVE) | |
169 obj->o_pos.y += 5 + TERRASAVE - LINES; | |
170 else continue; | |
171 } | |
172 } | |
173 else { | |
174 if (top) { | |
175 if (obj->o_pos.x < TERRASAVE + 1) | |
176 obj->o_pos.x += COLS - 2 - TERRASAVE; | |
177 else continue; | |
178 } | |
179 else { | |
180 if (obj->o_pos.x > COLS - 2 - TERRASAVE) | |
181 obj->o_pos.x += 2 + TERRASAVE - COLS; | |
182 else continue; | |
183 } | |
184 } | |
185 detach(lvl_obj, item); | |
186 attach(savitems, item); | |
187 } | |
188 } | |
189 } | |
190 | |
191 | |
192 wclear(cw); | |
193 wclear(mw); | |
194 if (fresh) clear(); | |
195 /* | |
196 * check to see if he missed a UNIQUE, If he did then put it back | |
197 * in the monster table for next time | |
198 */ | |
199 for (item = mlist; item != NULL; item = next(item)) { | |
200 tp = THINGPTR(item); | |
201 if (on(*tp, ISUNIQUE)) | |
202 monsters[tp->t_index].m_normal = TRUE; | |
203 } | |
204 /* | |
205 * Free up the monsters on the last level | |
206 */ | |
207 t_free_list(monst_dead); | |
208 t_free_list(mlist); | |
209 o_free_list(lvl_obj); /* Free up previous objects (if any) */ | |
210 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) | |
211 t_free_list(rp->r_exit); /* Free up the exit lists */ | |
212 | |
213 levtype = ltype; | |
214 foods_this_level = 0; /* food for hero this level */ | |
215 if (ltype == POSTLEV) { | |
216 do_post(); /* do post stuff */ | |
217 } | |
218 else if (ltype == MAZELEV) { | |
219 do_maze(); | |
220 no_food++; | |
221 put_things(ltype); /* Place objects (if any) */ | |
222 } | |
223 else if (ltype == OUTSIDE) { | |
224 init_terrain(); | |
225 do_terrain(starty, startx, deltay, deltax, (bool) (fresh || !vert)); | |
226 no_food++; | |
227 put_things(ltype); | |
228 | |
229 /* Should we magically light this area? */ | |
230 if (waslit) rooms[0].r_flags &= ~ISDARK; | |
231 } | |
232 else { | |
233 do_rooms(); /* Draw rooms */ | |
234 do_passages(); /* Draw passages */ | |
235 no_food++; | |
236 put_things(ltype); /* Place objects (if any) */ | |
237 } | |
238 /* | |
239 * Place the staircase down. Only a small chance for an outside stairway. | |
240 */ | |
241 if (ltype != OUTSIDE || roll(1, 4) == 4) { | |
242 cnt = 0; | |
243 do { | |
244 rm = rnd_room(); | |
245 rnd_pos(&rooms[rm], &stairs); | |
246 } until (mvinch(stairs.y, stairs.x) == FLOOR || cnt++ > 5000); | |
247 addch(STAIRS); | |
248 } | |
249 /* | |
250 * maybe add a trading post | |
251 */ | |
252 if (level > 5 && rnd(11) == 7 && ltype == NORMLEV) { | |
253 cnt = 0; | |
254 do { | |
255 rm = rnd_room(); | |
256 if (rooms[rm].r_flags & ISTREAS) | |
257 continue; | |
258 rnd_pos(&rooms[rm], &stairs); | |
259 } until (winat(stairs.y, stairs.x) == FLOOR || cnt++ > 5000); | |
260 addch(POST); | |
261 } | |
262 if (ltype != POSTLEV) { /* Add monsters that fell through */ | |
263 nitem = tlist; | |
264 while (nitem != NULL) { | |
265 item = nitem; | |
266 nitem = next(item); /* because detach and attach mess up ptrs */ | |
267 tp = THINGPTR(item); | |
268 cnt = 0; | |
269 do { | |
270 rm = rnd_room(); | |
271 rnd_pos(&rooms[rm], &tp->t_pos); | |
272 } until (cnt++ > 5000 || winat(tp->t_pos.y, tp->t_pos.x) == FLOOR); | |
273 mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, tp->t_type); | |
274 tp->t_oldch = CCHAR( mvwinch(cw, tp->t_pos.y, tp->t_pos.x) ); | |
275 | |
276 /* | |
277 * If it has a fire, mark it | |
278 */ | |
279 if (on(*tp, HASFIRE)) { | |
280 register struct linked_list *fire_item; | |
281 | |
282 fire_item = creat_item(); | |
283 ldata(fire_item) = (char *) tp; | |
284 attach(rooms[rm].r_fires, fire_item); | |
285 rooms[rm].r_flags |= HASFIRE; | |
286 } | |
287 turn_off(*tp, ISELSEWHERE); | |
288 detach(tlist, item); | |
289 attach(mlist, item); | |
290 } | |
291 } | |
292 | |
293 /* Restore any saved monsters */ | |
294 for (item = savmonst; item != NULL; item = nitem) { | |
295 nitem = next(item); | |
296 tp = THINGPTR(item); | |
297 mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, tp->t_type); | |
298 tp->t_oldch = CCHAR( mvwinch(cw, tp->t_pos.y, tp->t_pos.x) ); | |
299 | |
300 /* | |
301 * If it has a fire, mark it | |
302 */ | |
303 if (on(*tp, HASFIRE)) { | |
304 register struct linked_list *fire_item; | |
305 | |
306 fire_item = creat_item(); | |
307 ldata(fire_item) = (char *) tp; | |
308 attach(rooms[rm].r_fires, fire_item); | |
309 rooms[rm].r_flags |= HASFIRE; | |
310 } | |
311 | |
312 detach(savmonst, item); | |
313 attach(mlist, item); | |
314 } | |
315 | |
316 /* Restore any saved objects */ | |
317 for(item = savitems; item != NULL; item = nitem) { | |
318 nitem = next(item); | |
319 obj = OBJPTR(item); | |
320 mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type); | |
321 detach(savitems, item); | |
322 attach(lvl_obj, item); | |
323 } | |
324 | |
325 | |
326 /* | |
327 * Place the traps (except for trading post) | |
328 */ | |
329 ntraps = 0; /* No traps yet */ | |
330 if (levtype == NORMLEV) { | |
331 if (rnd(10) < vlevel) { | |
332 ntraps = rnd(vlevel/4)+1; | |
333 if (ntraps > MAXTRAPS) | |
334 ntraps = MAXTRAPS; | |
335 i = ntraps; | |
336 while (i--) | |
337 { | |
338 cnt = 0; | |
339 do { | |
340 rm = rnd_room(); | |
341 if (rooms[rm].r_flags & ISTREAS) | |
342 continue; | |
343 rnd_pos(&rooms[rm], &stairs); | |
344 } until (winat(stairs.y, stairs.x) == FLOOR || cnt++ > 5000); | |
345 | |
346 traps[i].tr_flags = 0; | |
347 | |
348 /* If we are at the bottom, we can't set a trap door */ | |
349 if (level >= nfloors) ch = (char) rnd(7) + 1; | |
350 else ch = (char) rnd(8); | |
351 | |
352 switch((int) ch) { | |
353 case 0: ch = TRAPDOOR; | |
354 when 1: ch = BEARTRAP; | |
355 when 2: ch = SLEEPTRAP; | |
356 when 3: ch = ARROWTRAP; | |
357 when 4: ch = TELTRAP; | |
358 when 5: ch = DARTTRAP; | |
359 when 6: ch = POOL; | |
360 traps[i].tr_flags = ISFOUND; | |
361 when 7: ch = MAZETRAP; | |
362 } | |
363 addch(ch); | |
364 traps[i].tr_type = ch; | |
365 traps[i].tr_show = FLOOR; | |
366 traps[i].tr_pos = stairs; | |
367 } | |
368 } | |
369 } | |
370 if (fresh) { /* A whole new picture */ | |
371 cnt = 0; | |
372 do { | |
373 rm = rnd_room(); | |
374 if (rooms[rm].r_flags & ISTREAS) | |
375 continue; | |
376 rnd_pos(&rooms[rm], &hero); | |
377 } until( cnt++ > 5000 || | |
378 (winat(hero.y, hero.x) == FLOOR && | |
379 DISTANCE(hero.y, hero.x, stairs.y, stairs.x) > 16)); | |
380 } | |
381 else { /* We're extending into an adjacent outside plane */ | |
382 rm = 0; | |
383 if (vert) { | |
384 if (hero.y == 1) hero.y = LINES - 3 - TERRASAVE; /* Top to bottom */ | |
385 else hero.y = TERRASAVE + 1; /* Bottom to top */ | |
386 } | |
387 else { | |
388 if (hero.x == 0) hero.x = COLS - 1 - TERRASAVE; /* Right to left */ | |
389 else hero.x = TERRASAVE; /* Left to right */ | |
390 } | |
391 } | |
392 oldrp = &rooms[rm]; /* Set the current room */ | |
393 player.t_oldpos = player.t_pos; /* Set the current position */ | |
394 if (ISWEARING(R_AGGR) || | |
395 (cur_misc[WEAR_JEWEL] != NULL && | |
396 cur_misc[WEAR_JEWEL]->o_which == MM_JEWEL)) | |
397 aggravate(); | |
398 light(&hero); | |
399 wmove(cw, hero.y, hero.x); | |
400 waddch(cw, PLAYER); | |
401 | |
402 if (level > cur_max) | |
403 cur_max = level; | |
404 | |
405 status(TRUE); | |
406 } | |
407 | |
408 /* | |
409 * Pick a room that is really there | |
410 */ | |
411 | |
412 rnd_room() | |
413 { | |
414 register int rm; | |
415 | |
416 if (levtype != NORMLEV) | |
417 rm = 0; | |
418 else do | |
419 { | |
420 rm = rnd(MAXROOMS); | |
421 } while (rooms[rm].r_flags & ISGONE); | |
422 return rm; | |
423 } | |
424 | |
425 /* | |
426 * put_things: | |
427 * put potions and scrolls on this level | |
428 */ | |
429 | |
430 put_things(ltype) | |
431 LEVTYPE ltype; /* designates type of level to create */ | |
432 { | |
433 register int i, rm, cnt; | |
434 register struct object *cur; | |
435 register struct linked_list *item, *exitptr; | |
436 bool got_unique = FALSE; | |
437 int length, width; | |
438 coord tp, *exit; | |
439 | |
440 /* | |
441 * The only way to get new stuff is to go down into the dungeon. | |
442 */ | |
443 if (level <= cur_max) | |
444 return; | |
445 | |
446 /* | |
447 * There is a chance that there is a treasure room on this level | |
448 * Increasing chance after level 9 | |
449 */ | |
450 if (ltype != MAZELEV && rnd(HARDER) < level - 8) { | |
451 register j; | |
452 register struct room *rp; | |
453 | |
454 /* Count the number of free spaces */ | |
455 i = 0; /* 0 tries */ | |
456 do { | |
457 rp = &rooms[rnd_room()]; | |
458 width = rp->r_max.y - 2; | |
459 length = rp->r_max.x - 2; | |
460 } until ((width*length >= MAXTREAS) || (i++ > MAXROOMS*4)); | |
461 | |
462 /* Mark the room as a treasure room */ | |
463 rp->r_flags |= ISTREAS; | |
464 | |
465 /* Make all the doors secret doors */ | |
466 for (exitptr = rp->r_exit; exitptr; exitptr = next(exitptr)) { | |
467 exit = DOORPTR(exitptr); | |
468 move(exit->y, exit->x); | |
469 addch(SECRETDOOR); | |
470 } | |
471 | |
472 /* | |
473 * check to see if there are any monsters in room already | |
474 */ | |
475 for (item = mlist; item != NULL; item = next(item)) { | |
476 register struct thing *tp; | |
477 | |
478 tp = THINGPTR(item); | |
479 if (rp == roomin(&tp->t_pos)) { | |
480 turn_on(*tp, ISMEAN); | |
481 if (off(*tp, CANINWALL)) { | |
482 tp->t_dest = &hero; | |
483 turn_on(*tp, ISRUN); | |
484 } | |
485 if (on(*tp, ISUNIQUE)) | |
486 got_unique = TRUE; | |
487 | |
488 /* If it is a mimic, undisguise it */ | |
489 if (on(*tp, ISDISGUISE)) | |
490 turn_off(*tp, ISDISGUISE); | |
491 } | |
492 } | |
493 | |
494 | |
495 /* Put in the monsters and treasures */ | |
496 for (j=1; j<rp->r_max.y-1; j++) | |
497 for (i=1; i<rp->r_max.x-1; i++) { | |
498 coord trp; | |
499 | |
500 trp.y = rp->r_pos.y+j; | |
501 trp.x = rp->r_pos.x+i; | |
502 | |
503 /* Monsters */ | |
504 if ((rnd(100) < (MAXTREAS*100)/(width*length)) && | |
505 (mvwinch(mw, rp->r_pos.y+j, rp->r_pos.x+i) == ' ')) { | |
506 register struct thing *tp; | |
507 | |
508 /* Make a monster */ | |
509 item = new_item(sizeof *tp); | |
510 tp = THINGPTR(item); | |
511 | |
512 /* | |
513 * Put it there and aggravate it (unless it can escape) | |
514 * only put one UNIQUE per treasure room at most | |
515 */ | |
516 if (got_unique) | |
517 new_monster(item,randmonster(FALSE, TRUE),&trp,TRUE); | |
518 else | |
519 new_monster(item,randmonster(FALSE, FALSE),&trp,TRUE); | |
520 if (on(*tp, ISUNIQUE)) { | |
521 got_unique = TRUE; | |
522 carry_obj(tp, monsters[tp->t_index].m_carry); | |
523 } | |
524 turn_on(*tp, ISMEAN); | |
525 if (off(*tp, CANINWALL)) { | |
526 tp->t_dest = &hero; | |
527 turn_on(*tp, ISRUN); | |
528 } | |
529 | |
530 /* If it is a mimic, undisguise it */ | |
531 if (on(*tp, ISDISGUISE)) | |
532 turn_off(*tp, ISDISGUISE); | |
533 | |
534 if (on(*tp, HASFIRE)) { | |
535 register struct linked_list *fire_item; | |
536 | |
537 fire_item = creat_item(); | |
538 ldata(fire_item) = (char *) tp; | |
539 attach(rp->r_fires, fire_item); | |
540 rp->r_flags |= HASFIRE; | |
541 } | |
542 } | |
543 | |
544 /* Treasures */ | |
545 if ((rnd(100) < (MAXTREAS*100)/(width*length)) && | |
546 (mvinch(rp->r_pos.y+j, rp->r_pos.x+i) == FLOOR)) { | |
547 item = new_thing(ALL); | |
548 attach(lvl_obj, item); | |
549 cur = OBJPTR(item); | |
550 | |
551 mvaddch(trp.y, trp.x, cur->o_type); | |
552 cur->o_pos = trp; | |
553 } | |
554 } | |
555 } | |
556 | |
557 /* | |
558 * Do MAXOBJ attempts to put things on a level | |
559 */ | |
560 for (i = 0; i < MAXOBJ; i++) | |
561 if (rnd(100) < 45) { | |
562 /* | |
563 * Pick a new object and link it in the list | |
564 */ | |
565 item = new_thing(ALL); | |
566 attach(lvl_obj, item); | |
567 cur = OBJPTR(item); | |
568 /* | |
569 * Put it somewhere | |
570 */ | |
571 cnt = 0; | |
572 do { | |
573 rm = rnd_room(); | |
574 rnd_pos(&rooms[rm], &tp); | |
575 } until (winat(tp.y, tp.x) == FLOOR || cnt++ > 500); | |
576 mvaddch(tp.y, tp.x, cur->o_type); | |
577 cur->o_pos = tp; | |
578 } | |
579 } |