Mercurial > hg > early-roguelike
comparison rogue3/rooms.c @ 0:527e2150eaf0
Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
| author | edwarj4 |
|---|---|
| date | Tue, 13 Oct 2009 13:33:34 +0000 |
| parents | |
| children |
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| -1:000000000000 | 0:527e2150eaf0 |
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| 1 /* | |
| 2 * Draw the nine rooms on the screen | |
| 3 * | |
| 4 * @(#)rooms.c 3.8 (Berkeley) 6/15/81 | |
| 5 * | |
| 6 * Rogue: Exploring the Dungeons of Doom | |
| 7 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
| 8 * All rights reserved. | |
| 9 * | |
| 10 * See the file LICENSE.TXT for full copyright and licensing information. | |
| 11 */ | |
| 12 | |
| 13 #include <stdlib.h> | |
| 14 #include "curses.h" | |
| 15 #include "rogue.h" | |
| 16 | |
| 17 void | |
| 18 do_rooms() | |
| 19 { | |
| 20 int i; | |
| 21 struct room *rp; | |
| 22 struct linked_list *item; | |
| 23 struct thing *tp; | |
| 24 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/3; | |
| 34 /* | |
| 35 * Clear things for a new level | |
| 36 */ | |
| 37 for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++) | |
| 38 rp->r_goldval = rp->r_nexits = rp->r_flags = 0; | |
| 39 /* | |
| 40 * Put the gone rooms, if any, on the level | |
| 41 */ | |
| 42 left_out = rnd(4); | |
| 43 for (i = 0; i < left_out; i++) | |
| 44 rooms[rnd_room()].r_flags |= ISGONE; | |
| 45 /* | |
| 46 * dig and populate all the rooms on the level | |
| 47 */ | |
| 48 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) | |
| 49 { | |
| 50 /* | |
| 51 * Find upper left corner of box that this room goes in | |
| 52 */ | |
| 53 top.x = (i%3)*bsze.x + 1; | |
| 54 top.y = i/3*bsze.y; | |
| 55 if (rp->r_flags & ISGONE) | |
| 56 { | |
| 57 /* | |
| 58 * Place a gone room. Make certain that there is a blank line | |
| 59 * for passage drawing. | |
| 60 */ | |
| 61 do | |
| 62 { | |
| 63 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; | |
| 64 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; | |
| 65 rp->r_max.x = -COLS; | |
| 66 rp->r_max.y = -LINES; | |
| 67 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-1); | |
| 68 continue; | |
| 69 } | |
| 70 if (rnd(10) < level-1) | |
| 71 rp->r_flags |= ISDARK; | |
| 72 /* | |
| 73 * Find a place and size for a random room | |
| 74 */ | |
| 75 do | |
| 76 { | |
| 77 rp->r_max.x = rnd(bsze.x - 4) + 4; | |
| 78 rp->r_max.y = rnd(bsze.y - 4) + 4; | |
| 79 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); | |
| 80 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); | |
| 81 } until (rp->r_pos.y != 0); | |
| 82 /* | |
| 83 * Put the gold in | |
| 84 */ | |
| 85 if (rnd(100) < 50 && (!amulet || level >= max_level)) | |
| 86 { | |
| 87 rp->r_goldval = GOLDCALC; | |
| 88 rnd_pos(rp, &rp->r_gold); | |
| 89 if (roomin(&rp->r_gold) != rp) | |
| 90 endwin(), abort(); | |
| 91 } | |
| 92 draw_room(rp); | |
| 93 /* | |
| 94 * Put the monster in | |
| 95 */ | |
| 96 if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25)) | |
| 97 { | |
| 98 item = new_item(sizeof *tp); | |
| 99 tp = (struct thing *) ldata(item); | |
| 100 do | |
| 101 { | |
| 102 rnd_pos(rp, &mp); | |
| 103 } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR); | |
| 104 new_monster(item, randmonster(FALSE), &mp); | |
| 105 /* | |
| 106 * See if we want to give it a treasure to carry around. | |
| 107 */ | |
| 108 if (rnd(100) < monsters[tp->t_type-'A'].m_carry) | |
| 109 attach(tp->t_pack, new_thing()); | |
| 110 } | |
| 111 } | |
| 112 } | |
| 113 | |
| 114 /* | |
| 115 * Draw a box around a room | |
| 116 */ | |
| 117 | |
| 118 void | |
| 119 draw_room(struct room *rp) | |
| 120 { | |
| 121 int j, k; | |
| 122 | |
| 123 move(rp->r_pos.y, rp->r_pos.x+1); | |
| 124 vert(rp->r_max.y-2); /* Draw left side */ | |
| 125 move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x); | |
| 126 horiz(rp->r_max.x); /* Draw bottom */ | |
| 127 move(rp->r_pos.y, rp->r_pos.x); | |
| 128 horiz(rp->r_max.x); /* Draw top */ | |
| 129 vert(rp->r_max.y-2); /* Draw right side */ | |
| 130 /* | |
| 131 * Put the floor down | |
| 132 */ | |
| 133 for (j = 1; j < rp->r_max.y-1; j++) | |
| 134 { | |
| 135 move(rp->r_pos.y + j, rp->r_pos.x+1); | |
| 136 for (k = 1; k < rp->r_max.x-1; k++) | |
| 137 addch(FLOOR); | |
| 138 } | |
| 139 /* | |
| 140 * Put the gold there | |
| 141 */ | |
| 142 if (rp->r_goldval) | |
| 143 mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD); | |
| 144 } | |
| 145 | |
| 146 /* | |
| 147 * horiz: | |
| 148 * draw a horizontal line | |
| 149 */ | |
| 150 | |
| 151 void | |
| 152 horiz(int cnt) | |
| 153 { | |
| 154 while (cnt--) | |
| 155 addch('-'); | |
| 156 } | |
| 157 | |
| 158 /* | |
| 159 * vert: | |
| 160 * draw a vertical line | |
| 161 */ | |
| 162 | |
| 163 void | |
| 164 vert(int cnt) | |
| 165 { | |
| 166 int x, y; | |
| 167 | |
| 168 getyx(stdscr, y, x); | |
| 169 x--; | |
| 170 while (cnt--) { | |
| 171 move(++y, x); | |
| 172 addch('|'); | |
| 173 } | |
| 174 } | |
| 175 | |
| 176 /* | |
| 177 * rnd_pos: | |
| 178 * pick a random spot in a room | |
| 179 */ | |
| 180 | |
| 181 void | |
| 182 rnd_pos(struct room *rp, coord *cp) | |
| 183 { | |
| 184 cp->x = rp->r_pos.x + rnd(rp->r_max.x-2) + 1; | |
| 185 cp->y = rp->r_pos.y + rnd(rp->r_max.y-2) + 1; | |
| 186 } |
