Mercurial > hg > early-roguelike
comparison arogue7/new_level.c @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
---|---|
date | Fri, 08 May 2015 15:24:40 -0400 |
parents | |
children | f9ef86cf22b2 |
comparison
equal
deleted
inserted
replaced
124:d10fc4a065ac | 125:adfa37e67084 |
---|---|
1 /* | |
2 * new_level.c - Dig and draw a new level | |
3 * | |
4 * Advanced Rogue | |
5 * Copyright (C) 1984, 1985, 1986 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 /* | |
20 * new_level: | |
21 * Dig and draw a new level | |
22 * | |
23 */ | |
24 | |
25 new_level(ltype) | |
26 LEVTYPE ltype; /* designates type of level to create */ | |
27 { | |
28 register int rm, i, cnt; | |
29 register char ch; | |
30 register struct linked_list *item; | |
31 register struct thing *tp; | |
32 register struct object *obj; | |
33 int waslit = 0; /* Was the previous outside level lit? */ | |
34 int starty, startx, deltay, deltax; | |
35 bool fresh=TRUE, vert, top; | |
36 struct room *rp; | |
37 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL; | |
38 coord stairs; | |
39 | |
40 if (wizard) { | |
41 msg("Turns: %d", turns); /* Number of turns for last level */ | |
42 mpos = 0; | |
43 } | |
44 | |
45 /* Start player off right */ | |
46 turn_off(player, ISHELD); | |
47 turn_off(player, ISFLEE); | |
48 extinguish(suffocate); | |
49 hold_count = 0; | |
50 trap_tries = 0; | |
51 | |
52 /* Are we just entering a dungeon? If so, how big is it? */ | |
53 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+10 + rnd(11); | |
54 | |
55 if (level > max_level) | |
56 max_level = level; | |
57 | |
58 /* Are we starting a new outside level? */ | |
59 if (ltype == OUTSIDE) { | |
60 register int i, j; | |
61 | |
62 /* Save some information prior to clearing the screen */ | |
63 if (level == -1 || mvinch(hero.y, hero.x) == '-') vert = TRUE; | |
64 else vert = FALSE; | |
65 | |
66 if (level == -1) { | |
67 fresh = TRUE; | |
68 starty = 2; | |
69 startx = 1; | |
70 deltay = deltax = 1; | |
71 level = 0; /* Restore the level */ | |
72 } | |
73 else { /* Copy several lines of the terrain to the other end */ | |
74 char cch; /* Copy character */ | |
75 | |
76 /* Was the area dark (not magically lit)? */ | |
77 if (!(rooms[0].r_flags & ISDARK)) waslit = 1; | |
78 | |
79 fresh = FALSE; | |
80 if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE; | |
81 else top = FALSE; | |
82 for (i=0; i<TERRASAVE; i++) { | |
83 if (vert) | |
84 for (j=1; j<cols-1; j++) { | |
85 if (top) { | |
86 cch = CCHAR( mvinch(i+2, j) ); | |
87 mvaddch(lines-6+i, j, cch); | |
88 } | |
89 else { | |
90 cch = CCHAR( mvinch(lines-4-i, j) ); | |
91 mvaddch(4-i, j, cch); | |
92 } | |
93 } | |
94 else | |
95 for (j=2; j<lines-3; j++) { | |
96 if (top) { | |
97 cch = CCHAR( mvinch(j, i+1) ); | |
98 mvaddch(j, cols-4+i, cch); | |
99 } | |
100 else { | |
101 cch = CCHAR( mvinch(j, cols-2-i) ); | |
102 mvaddch(j, 3-i, cch); | |
103 } | |
104 } | |
105 } | |
106 | |
107 if (vert) { | |
108 startx = deltax = 1; | |
109 if (top) { | |
110 starty = lines-4-TERRASAVE; | |
111 deltay = -1; | |
112 } | |
113 else { | |
114 starty = TERRASAVE + 2; | |
115 deltay = 1; | |
116 } | |
117 } | |
118 else { | |
119 starty = 2; | |
120 deltay = 1; | |
121 if (top) { | |
122 startx = cols-2-TERRASAVE; | |
123 deltax = -1; | |
124 } | |
125 else { | |
126 deltax = 1; | |
127 startx = TERRASAVE + 1; | |
128 } | |
129 } | |
130 | |
131 /* Check if any monsters should be saved */ | |
132 for (item = mlist; item != NULL; item = nitem) { | |
133 nitem = next(item); | |
134 tp = THINGPTR(item); | |
135 if (vert) { | |
136 if (top) { | |
137 if (tp->t_pos.y < TERRASAVE + 2) | |
138 tp->t_pos.y += lines - 5 - TERRASAVE; | |
139 else continue; | |
140 } | |
141 else { | |
142 if (tp->t_pos.y > lines - 4 - TERRASAVE) | |
143 tp->t_pos.y += 5 + TERRASAVE - lines; | |
144 else continue; | |
145 } | |
146 } | |
147 else { | |
148 if (top) { | |
149 if (tp->t_pos.x < TERRASAVE + 1) | |
150 tp->t_pos.x += cols - 2 - TERRASAVE; | |
151 else continue; | |
152 } | |
153 else { | |
154 if (tp->t_pos.x > cols - 2 - TERRASAVE) | |
155 tp->t_pos.x += 2 + TERRASAVE - cols; | |
156 else continue; | |
157 } | |
158 } | |
159 | |
160 /* | |
161 * If the monster is busy chasing another monster, don't save | |
162 * it | |
163 */ | |
164 if (tp->t_dest && tp->t_dest != &hero) continue; | |
165 | |
166 detach(mlist, item); | |
167 attach(savmonst, item); | |
168 } | |
169 | |
170 /* Check if any treasure should be saved */ | |
171 for (item = lvl_obj; item != NULL; item = nitem) { | |
172 nitem = next(item); | |
173 obj = OBJPTR(item); | |
174 if (vert) { | |
175 if (top) { | |
176 if (obj->o_pos.y < TERRASAVE + 2) | |
177 obj->o_pos.y += lines - 5 - TERRASAVE; | |
178 else continue; | |
179 } | |
180 else { | |
181 if (obj->o_pos.y > lines - 4 - TERRASAVE) | |
182 obj->o_pos.y += 5 + TERRASAVE - lines; | |
183 else continue; | |
184 } | |
185 } | |
186 else { | |
187 if (top) { | |
188 if (obj->o_pos.x < TERRASAVE + 1) | |
189 obj->o_pos.x += cols - 2 - TERRASAVE; | |
190 else continue; | |
191 } | |
192 else { | |
193 if (obj->o_pos.x > cols - 2 - TERRASAVE) | |
194 obj->o_pos.x += 2 + TERRASAVE - cols; | |
195 else continue; | |
196 } | |
197 } | |
198 detach(lvl_obj, item); | |
199 attach(savitems, item); | |
200 } | |
201 } | |
202 } | |
203 | |
204 | |
205 wclear(cw); | |
206 wclear(mw); | |
207 if (fresh) clear(); | |
208 /* | |
209 * check to see if he missed a UNIQUE, If he did then put it back | |
210 * in the monster table for next time | |
211 */ | |
212 for (item = mlist; item != NULL; item = next(item)) { | |
213 tp = THINGPTR(item); | |
214 if (on(*tp, ISUNIQUE)) | |
215 monsters[tp->t_index].m_normal = TRUE; | |
216 } | |
217 /* | |
218 * Free up the monsters on the last level | |
219 */ | |
220 t_free_list(monst_dead); | |
221 t_free_list(mlist); | |
222 o_free_list(lvl_obj); /* Free up previous objects (if any) */ | |
223 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) | |
224 r_free_list(rp->r_exit); /* Free up the exit lists */ | |
225 | |
226 levtype = ltype; | |
227 foods_this_level = 0; /* food for hero this level */ | |
228 if (ltype == POSTLEV || ltype == STARTLEV) { | |
229 if (ltype == POSTLEV) do_post(FALSE); /* Trading post */ | |
230 else do_post(TRUE); /* Equippage */ | |
231 levtype = ltype = POSTLEV; | |
232 } | |
233 else if (ltype == MAZELEV) { | |
234 do_maze(); | |
235 no_food++; | |
236 put_things(ltype); /* Place objects (if any) */ | |
237 } | |
238 else if (ltype == OUTSIDE) { | |
239 init_terrain(); | |
240 do_terrain(starty, startx, deltay, deltax, (bool) (fresh || !vert)); | |
241 no_food++; | |
242 put_things(ltype); | |
243 | |
244 /* Should we magically light this area? */ | |
245 if (waslit) rooms[0].r_flags &= ~ISDARK; | |
246 } | |
247 else { | |
248 do_rooms(); /* Draw rooms */ | |
249 do_passages(); /* Draw passages */ | |
250 no_food++; | |
251 put_things(ltype); /* Place objects (if any) */ | |
252 } | |
253 /* | |
254 * Place the staircase down. Only a small chance for an outside stairway. | |
255 */ | |
256 if (ltype != OUTSIDE || roll(1, 4) == 4) { | |
257 cnt = 0; | |
258 do { | |
259 rm = rnd_room(); | |
260 rnd_pos(&rooms[rm], &stairs); | |
261 } until (mvinch(stairs.y, stairs.x) == FLOOR || cnt++ > 5000); | |
262 addch(STAIRS); | |
263 } | |
264 /* | |
265 * maybe add a trading post | |
266 */ | |
267 if (level > 5 && rnd(11) == 7 && ltype == NORMLEV) { | |
268 cnt = 0; | |
269 do { | |
270 rm = rnd_room(); | |
271 if (rooms[rm].r_flags & ISTREAS) | |
272 continue; | |
273 rnd_pos(&rooms[rm], &stairs); | |
274 } until (winat(stairs.y, stairs.x) == FLOOR || cnt++ > 5000); | |
275 addch(POST); | |
276 } | |
277 if (ltype != POSTLEV) { /* Add monsters that fell through */ | |
278 nitem = tlist; | |
279 while (nitem != NULL) { | |
280 item = nitem; | |
281 nitem = next(item); /* because detach and attach mess up ptrs */ | |
282 tp = THINGPTR(item); | |
283 cnt = 0; | |
284 do { | |
285 rm = rnd_room(); | |
286 rnd_pos(&rooms[rm], &tp->t_pos); | |
287 } until (cnt++ > 5000 || winat(tp->t_pos.y, tp->t_pos.x) == FLOOR); | |
288 mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, tp->t_type); | |
289 tp->t_oldch = CCHAR( mvwinch(cw, tp->t_pos.y, tp->t_pos.x) ); | |
290 | |
291 /* | |
292 * If it has a fire, mark it | |
293 */ | |
294 if (on(*tp, HASFIRE)) { | |
295 register struct linked_list *fire_item; | |
296 | |
297 fire_item = creat_item(); | |
298 ldata(fire_item) = (char *) tp; | |
299 attach(rooms[rm].r_fires, fire_item); | |
300 rooms[rm].r_flags |= HASFIRE; | |
301 } | |
302 turn_off(*tp,ISELSEWHERE); | |
303 detach(tlist, item); | |
304 attach(mlist, item); | |
305 } | |
306 } | |
307 | |
308 /* Restore any saved monsters */ | |
309 for (item = savmonst; item != NULL; item = nitem) { | |
310 nitem = next(item); | |
311 tp = THINGPTR(item); | |
312 mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, tp->t_type); | |
313 tp->t_oldch = CCHAR( mvwinch(cw, tp->t_pos.y, tp->t_pos.x) ); | |
314 | |
315 /* | |
316 * If it has a fire, mark it | |
317 */ | |
318 if (on(*tp, HASFIRE)) { | |
319 register struct linked_list *fire_item; | |
320 | |
321 fire_item = creat_item(); | |
322 ldata(fire_item) = (char *) tp; | |
323 attach(rooms[rm].r_fires, fire_item); | |
324 rooms[rm].r_flags |= HASFIRE; | |
325 } | |
326 | |
327 detach(savmonst, item); | |
328 attach(mlist, item); | |
329 } | |
330 | |
331 /* Restore any saved objects */ | |
332 for(item = savitems; item != NULL; item = nitem) { | |
333 nitem = next(item); | |
334 obj = OBJPTR(item); | |
335 mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type); | |
336 detach(savitems, item); | |
337 attach(lvl_obj, item); | |
338 } | |
339 | |
340 | |
341 /* | |
342 * Place the traps (except for trading post) | |
343 */ | |
344 ntraps = 0; /* No traps yet */ | |
345 if (levtype == NORMLEV) { | |
346 if (rnd(10) < vlevel) { | |
347 ntraps = rnd(vlevel/4)+1; | |
348 if (ntraps > MAXTRAPS) | |
349 ntraps = MAXTRAPS; | |
350 i = ntraps; | |
351 while (i--) | |
352 { | |
353 cnt = 0; | |
354 do { | |
355 rm = rnd_room(); | |
356 if (rooms[rm].r_flags & ISTREAS) | |
357 continue; | |
358 rnd_pos(&rooms[rm], &stairs); | |
359 } until (winat(stairs.y, stairs.x) == FLOOR || cnt++ > 5000); | |
360 | |
361 traps[i].tr_flags = 0; | |
362 | |
363 /* If we are at the bottom, we can't set a trap door */ | |
364 if (level >= nfloors) ch = (char) rnd(7) + 1; | |
365 else ch = (char) rnd(8); | |
366 | |
367 switch((int) ch) { | |
368 case 0: ch = TRAPDOOR; | |
369 when 1: ch = BEARTRAP; | |
370 when 2: ch = SLEEPTRAP; | |
371 when 3: ch = ARROWTRAP; | |
372 when 4: ch = TELTRAP; | |
373 when 5: ch = DARTTRAP; | |
374 when 6: ch = POOL; | |
375 traps[i].tr_flags = ISFOUND; | |
376 when 7: ch = MAZETRAP; | |
377 } | |
378 addch(ch); | |