Mercurial > hg > early-roguelike
comparison arogue5/rooms.c @ 63:0ed67132cf10
Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Thu, 09 Aug 2012 22:58:48 +0000 |
parents | |
children | c49f7927b0fa |
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62:0ef99244acb8 | 63:0ed67132cf10 |
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1 /* | |
2 * Draw the nine rooms on the screen | |
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 | |
18 do_rooms() | |
19 { | |
20 register int i; | |
21 register struct room *rp; | |
22 register struct linked_list *item; | |
23 register struct thing *tp; | |
24 register int left_out; | |
25 coord top; | |
26 coord bsze; | |
27 coord mp; | |
28 | |
29 /* | |
30 * bsze is the maximum room size | |
31 */ | |
32 bsze.x = COLS/3; | |
33 bsze.y = (LINES-2)/3; | |
34 /* | |
35 * Clear things for a new level | |
36 */ | |
37 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { | |
38 rp->r_flags = 0; | |
39 rp->r_fires = NULL; | |
40 } | |
41 /* | |
42 * Put the gone rooms, if any, on the level | |
43 */ | |
44 left_out = rnd(4); | |
45 for (i = 0; i < left_out; i++) | |
46 rooms[rnd_room()].r_flags |= ISGONE; | |
47 /* | |
48 * dig and populate all the rooms on the level | |
49 */ | |
50 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) | |
51 { | |
52 bool has_gold=FALSE; | |
53 | |
54 /* | |
55 * Find upper left corner of box that this room goes in | |
56 */ | |
57 top.x = (i%3)*bsze.x; | |
58 top.y = i/3*bsze.y + 1; | |
59 if (rp->r_flags & ISGONE) | |
60 { | |
61 /* | |
62 * Place a gone room. Make certain that there is a blank line | |
63 * for passage drawing. | |
64 */ | |
65 do | |
66 { | |
67 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; | |
68 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; | |
69 rp->r_max.x = -COLS; | |
70 rp->r_max.x = -LINES; | |
71 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2); | |
72 continue; | |
73 } | |
74 if (rnd(10) < level-1) | |
75 rp->r_flags |= ISDARK; | |
76 /* | |
77 * Find a place and size for a random room | |
78 */ | |
79 do | |
80 { | |
81 rp->r_max.x = rnd(bsze.x - 4) + 4; | |
82 rp->r_max.y = rnd(bsze.y - 4) + 4; | |
83 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); | |
84 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); | |
85 } until (rp->r_pos.y != 0); | |
86 | |
87 /* Draw the room */ | |
88 draw_room(rp); | |
89 | |
90 /* | |
91 * Put the gold in | |
92 */ | |
93 if (rnd(100) < 50 && level >= cur_max) | |
94 { | |
95 register struct linked_list *item; | |
96 register struct object *cur; | |
97 coord tp; | |
98 | |
99 has_gold = TRUE; /* This room has gold in it */ | |
100 | |
101 item = spec_item(GOLD, NULL, NULL, NULL); | |
102 cur = OBJPTR(item); | |
103 | |
104 /* Put the gold into the level list of items */ | |
105 attach(lvl_obj, item); | |
106 | |
107 /* Put it somewhere */ | |
108 rnd_pos(rp, &tp); | |
109 mvaddch(tp.y, tp.x, GOLD); | |
110 cur->o_pos = tp; | |
111 if (roomin(&tp) != rp) { | |
112 endwin(); | |
113 printf("\n"); | |
114 abort(); | |
115 } | |
116 } | |
117 | |
118 /* | |
119 * Put the monster in | |
120 */ | |
121 if (rnd(100) < (has_gold ? 80 : 25) + vlevel/2) | |
122 { | |
123 item = new_item(sizeof *tp); | |
124 tp = THINGPTR(item); | |
125 do | |
126 { | |
127 rnd_pos(rp, &mp); | |
128 } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR); | |
129 new_monster(item, randmonster(FALSE, FALSE), &mp, FALSE); | |
130 /* | |
131 * See if we want to give it a treasure to carry around. | |
132 */ | |
133 carry_obj(tp, monsters[tp->t_index].m_carry); | |
134 | |
135 /* | |
136 * If it has a fire, mark it | |
137 */ | |
138 if (on(*tp, HASFIRE)) { | |
139 register struct linked_list *fire_item; | |
140 | |
141 fire_item = creat_item(); | |
142 ldata(fire_item) = (char *) tp; | |
143 attach(rp->r_fires, fire_item); | |
144 rp->r_flags |= HASFIRE; | |
145 } | |
146 } | |
147 } | |
148 } | |
149 | |
150 | |
151 /* | |
152 * Draw a box around a room | |
153 */ | |
154 | |
155 draw_room(rp) | |
156 register struct room *rp; | |
157 { | |
158 register int j, k; | |
159 | |
160 move(rp->r_pos.y, rp->r_pos.x+1); | |
161 vert(rp->r_max.y-2); /* Draw left side */ | |
162 move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x); | |
163 horiz(rp->r_max.x); /* Draw bottom */ | |
164 move(rp->r_pos.y, rp->r_pos.x); | |
165 horiz(rp->r_max.x); /* Draw top */ | |
166 vert(rp->r_max.y-2); /* Draw right side */ | |
167 /* | |
168 * Put the floor down | |
169 */ | |
170 for (j = 1; j < rp->r_max.y-1; j++) | |
171 { | |
172 move(rp->r_pos.y + j, rp->r_pos.x+1); | |
173 for (k = 1; k < rp->r_max.x-1; k++) | |
174 addch(FLOOR); | |
175 } | |
176 } | |
177 | |
178 /* | |
179 * horiz: | |
180 * draw a horizontal line | |
181 */ | |
182 | |
183 horiz(cnt) | |
184 register int cnt; | |
185 { | |
186 while (cnt--) | |
187 addch('-'); | |
188 } | |
189 | |
190 /* | |
191 * rnd_pos: | |
192 * pick a random spot in a room | |
193 */ | |
194 | |
195 rnd_pos(rp, cp) | |
196 register struct room *rp; | |
197 register coord *cp; | |
198 { | |
199 cp->x = rp->r_pos.x + rnd(rp->r_max.x-2) + 1; | |
200 cp->y = rp->r_pos.y + rnd(rp->r_max.y-2) + 1; | |
201 } | |
202 | |
203 | |
204 | |
205 /* | |
206 * roomin: | |
207 * Find what room some coordinates are in. NULL means they aren't | |
208 * in any room. | |
209 */ | |
210 | |
211 struct room * | |
212 roomin(cp) | |
213 register coord *cp; | |
214 { | |
215 register struct room *rp; | |
216 | |
217 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) | |
218 if (inroom(rp, cp)) | |
219 return rp; | |
220 return NULL; | |
221 } | |
222 | |
223 /* | |
224 * vert: | |
225 * draw a vertical line | |
226 */ | |
227 | |
228 vert(cnt) | |
229 register int cnt; | |
230 { | |
231 register int x, y; | |
232 | |
233 getyx(stdscr, y, x); | |
234 x--; | |
235 while (cnt--) { | |
236 move(++y, x); | |
237 addch('|'); | |
238 } | |
239 } |