Mercurial > hg > early-roguelike
comparison srogue/rooms.c @ 36:2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Thu, 25 Nov 2010 12:21:41 +0000 |
parents | |
children | 94a0d9dd5ce1 |
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35:05018c63a721 | 36:2128c7dc8a40 |
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1 /* | |
2 * Draw the nine rooms on the screen | |
3 * | |
4 * @(#)rooms.c 9.0 (rdk) 7/17/84 | |
5 * | |
6 * Super-Rogue | |
7 * Copyright (C) 1984 Robert D. Kindelberger | |
8 * All rights reserved. | |
9 * | |
10 * Based on "Rogue: Exploring the Dungeons of Doom" | |
11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
12 * All rights reserved. | |
13 * | |
14 * See the file LICENSE.TXT for full copyright and licensing information. | |
15 */ | |
16 | |
17 #include "rogue.h" | |
18 #include "rogue.ext" | |
19 | |
20 /* | |
21 * do_rooms: | |
22 * Place the rooms in the dungeon | |
23 */ | |
24 do_rooms() | |
25 { | |
26 int mloops, mchance, nummons, left_out, roomtries; | |
27 bool treas = FALSE; | |
28 reg int i; | |
29 reg struct room *rp; | |
30 reg struct linked_list *item; | |
31 reg struct thing *tp; | |
32 struct coord top, bsze, mp; | |
33 | |
34 /* | |
35 * bsze is the maximum room size | |
36 */ | |
37 bsze.x = COLS / 3; | |
38 bsze.y = (LINES - 1) / 3; | |
39 /* | |
40 * Clear things for a new level | |
41 */ | |
42 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) | |
43 rp->r_goldval = rp->r_nexits = rp->r_flags = 0; | |
44 /* | |
45 * Put the gone rooms, if any, on the level | |
46 */ | |
47 left_out = rnd(4); | |
48 for (i = 0; i < left_out; i++) | |
49 rooms[rnd_room()].r_flags |= ISGONE; | |
50 /* | |
51 * dig and populate all the rooms on the level | |
52 */ | |
53 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) { | |
54 /* | |
55 * Find upper left corner of box that this room goes in | |
56 */ | |
57 top.x = (i%3) * bsze.x + 1; | |
58 top.y = i/3 * bsze.y; | |
59 if (rf_on(rp,ISGONE)) { | |
60 /* | |
61 * Place a gone room. Make certain that there is a | |
62 * blank line for passage drawing. | |
63 */ | |
64 roomtries = 0; | |
65 do { | |
66 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; | |
67 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; | |
68 rp->r_max.x = -COLS; | |
69 rp->r_max.x = -LINES; | |
70 if (++roomtries > 250) | |
71 fatal("failed to place a gone room"); | |
72 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2); | |
73 continue; | |
74 } | |
75 if (rnd(10) < level-1) | |
76 rp->r_flags |= ISDARK; | |
77 /* | |
78 * Find a place and size for a random room | |
79 */ | |
80 roomtries = 0; | |
81 do { | |
82 rp->r_max.x = rnd(bsze.x - 4) + 4; | |
83 rp->r_max.y = rnd(bsze.y - 4) + 4; | |
84 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); | |
85 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); | |
86 if (++roomtries > 250) { | |
87 fatal("failed to place a good room"); | |
88 } | |
89 } until (rp->r_pos.y != 0); | |
90 if (level < max_level) | |
91 mchance = 30; /* 30% when going up (all monsters) */ | |
92 else | |
93 mchance = 3; /* 3% when going down */ | |
94 treas = FALSE; | |
95 if (rnd(100) < mchance && (rp->r_max.x * rp->r_max.y) > | |
96 ((bsze.x * bsze.y * 55) / 100)) { | |
97 treas = TRUE; | |
98 rp->r_flags |= ISTREAS; | |
99 rp->r_flags |= ISDARK; | |
100 } | |
101 /* | |
102 * Put the gold in | |
103 */ | |
104 if ((rnd(100) < 50 || treas) && (!amulet || level >= max_level)) { | |
105 rp->r_goldval = GOLDCALC; | |
106 if (treas) | |
107 rp->r_goldval += 200 + (15 * (rnd(level) + 2)); | |
108 rp->r_gold.y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; | |
109 rp->r_gold.x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; | |
110 } | |
111 draw_room(rp); | |
112 /* | |
113 * Put the monster in | |
114 */ | |
115 if (treas) { | |
116 mloops = rnd(level / 3) + 6; | |
117 mchance = 1; | |
118 } | |
119 else { | |
120 mloops = 1; | |
121 mchance = 100; | |
122 } | |
123 for (nummons = 0; nummons < mloops; nummons++) { | |
124 if (rnd(mchance) < (rp->r_goldval > 0 ? 80 : 25)) | |
125 add_mon(rp, treas); | |
126 } | |
127 } | |
128 } | |
129 | |
130 /* | |
131 * add_mon: | |
132 * Add a monster to a room | |
133 */ | |
134 add_mon(rm, treas) | |
135 struct room *rm; | |
136 bool treas; | |
137 { | |
138 reg struct thing *tp; | |
139 reg struct linked_list *item; | |
140 struct coord mp; | |
141 int chance; | |
142 | |
143 mp = *rnd_pos(rm); | |
144 item = new_monster(rnd_mon(FALSE,FALSE), &mp, treas); | |
145 tp = THINGPTR(item); | |
146 chance = rnd(100); | |
147 if (levtype == MAZELEV) | |
148 chance = rnd(50); | |
149 /* | |
150 * See if monster has a treasure | |
151 */ | |
152 if (levtype == MAZELEV && rnd(100) < 20) { | |
153 reg struct linked_list *fd; | |
154 | |
155 fd = new_thing(FALSE, FOOD, 0); | |
156 attach(tp->t_pack, fd); | |
157 } | |
158 else { | |
159 if (chance < monsters[tp->t_indx].m_carry) | |
160 attach(tp->t_pack, new_thing(FALSE, ANYTHING)); | |
161 } | |
162 } | |
163 | |
164 /* | |
165 * draw_room: | |
166 * Draw a box around a room | |
167 */ | |
168 draw_room(rp) | |
169 struct room *rp; | |
170 { | |
171 reg int j, k; | |
172 | |
173 move(rp->r_pos.y, rp->r_pos.x+1); | |
174 vert(rp->r_max.y-2); /* Draw left side */ | |
175 move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x); | |
176 horiz(rp->r_max.x); /* Draw bottom */ | |
177 move(rp->r_pos.y, rp->r_pos.x); | |
178 horiz(rp->r_max.x); /* Draw top */ | |
179 vert(rp->r_max.y-2); /* Draw right side */ | |
180 /* | |
181 * Put the floor down | |
182 */ | |
183 for (j = 1; j < rp->r_max.y - 1; j++) { | |
184 move(rp->r_pos.y + j, rp->r_pos.x + 1); | |
185 for (k = 1; k < rp->r_max.x - 1; k++) { | |
186 addch(FLOOR); | |
187 } | |
188 } | |
189 /* | |
190 * Put the gold there | |
191 */ | |
192 if (rp->r_goldval > 0) | |
193 mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD); | |
194 } | |
195 | |
196 /* | |
197 * horiz: | |
198 * draw a horizontal line | |
199 */ | |
200 horiz(cnt) | |
201 int cnt; | |
202 { | |
203 while (cnt-- > 0) | |
204 addch('-'); | |
205 } | |
206 | |
207 | |
208 /* | |
209 * vert: | |
210 * draw a vertical line | |
211 */ | |
212 vert(cnt) | |
213 int cnt; | |
214 { | |
215 reg int x, y; | |
216 | |
217 getyx(stdscr, y, x); | |
218 x--; | |
219 while (cnt-- > 0) { | |
220 move(++y, x); | |
221 addch('|'); | |
222 } | |
223 } | |
224 | |
225 | |
226 /* | |
227 * rnd_pos: | |
228 * pick a random spot in a room | |
229 */ | |
230 struct coord * | |
231 rnd_pos(rp) | |
232 struct room *rp; | |
233 { | |
234 reg int y, x, i; | |
235 static struct coord spot; | |
236 | |
237 i = 0; | |
238 do { | |
239 x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; | |
240 y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; | |
241 i += 1; | |
242 } while(winat(y, x) != FLOOR && i < 1000); | |
243 spot.x = x; | |
244 spot.y = y; | |
245 return &spot; | |
246 } | |
247 | |
248 /* | |
249 * rf_on: | |
250 * Returns TRUE if flag is set for room stuff | |
251 */ | |
252 rf_on(rm, bit) | |
253 struct room *rm; | |
254 long bit; | |
255 { | |
256 return (rm->r_flags & bit); | |
257 } |