Mercurial > hg > early-roguelike
comparison arogue7/rooms.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 | b786053d2f37 | 
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| 124:d10fc4a065ac | 125:adfa37e67084 | 
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| 1 /* | |
| 2 * rooms.c - Draw the nine rooms on the screen | |
| 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 /* | |
| 16 * Draw the nine rooms on the screen | |
| 17 * | |
| 18 */ | |
| 19 | |
| 20 #include "curses.h" | |
| 21 #include "rogue.h" | |
| 22 | |
| 23 do_rooms() | |
| 24 { | |
| 25 register int i; | |
| 26 register struct room *rp; | |
| 27 register struct linked_list *item; | |
| 28 register struct thing *tp; | |
| 29 int left_out; | |
| 30 int num_monsters; | |
| 31 int which_monster; | |
| 32 int j; | |
| 33 coord top; | |
| 34 coord bsze; | |
| 35 coord mp; | |
| 36 coord *np; | |
| 37 | |
| 38 /* | |
| 39 * bsze is the maximum room size | |
| 40 */ | |
| 41 bsze.x = cols/3; | |
| 42 bsze.y = (lines-2)/3; | |
| 43 /* | |
| 44 * Clear things for a new level | |
| 45 */ | |
| 46 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { | |
| 47 rp->r_flags = 0; | |
| 48 rp->r_fires = NULL; | |
| 49 } | |
| 50 /* | |
| 51 * Put the gone rooms, if any, on the level | |
| 52 */ | |
| 53 left_out = rnd(4); | |
| 54 for (i = 0; i < left_out; i++) | |
| 55 rooms[rnd_room()].r_flags |= ISGONE; | |
| 56 /* | |
| 57 * dig and populate all the rooms on the level | |
| 58 */ | |
| 59 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) | |
| 60 { | |
| 61 bool has_gold=FALSE; | |
| 62 | |
| 63 /* | |
| 64 * Find upper left corner of box that this room goes in | |
| 65 */ | |
| 66 top.x = (i%3)*bsze.x; | |
| 67 top.y = i/3*bsze.y + 1; | |
| 68 if (rp->r_flags & ISGONE) | |
| 69 { | |
| 70 /* | |
| 71 * Place a gone room. Make certain that there is a blank line | |
| 72 * for passage drawing. | |
| 73 */ | |
| 74 do | |
| 75 { | |
| 76 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; | |
| 77 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; | |
| 78 rp->r_max.x = -cols; | |
| 79 rp->r_max.x = -lines; | |
| 80 } until(rp->r_pos.y > 0 && rp->r_pos.y < lines-2); | |
| 81 continue; | |
| 82 } | |
| 83 if (rnd(10) < level-1) | |
| 84 rp->r_flags |= ISDARK; | |
| 85 /* | |
| 86 * Find a place and size for a random room | |
| 87 */ | |
| 88 do | |
| 89 { | |
| 90 rp->r_max.x = rnd(bsze.x - 4) + 4; | |
| 91 rp->r_max.y = rnd(bsze.y - 4) + 4; | |
| 92 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); | |
| 93 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); | |
| 94 } until (rp->r_pos.y != 0); | |
| 95 | |
| 96 /* Draw the room */ | |
| 97 draw_room(rp); | |
| 98 | |
| 99 /* | |
| 100 * Put the gold in | |
| 101 */ | |
| 102 if (rnd(100) < 50 && level >= cur_max) | |
| 103 { | |
| 104 register struct linked_list *item; | |
| 105 register struct object *cur; | |
| 106 coord tp; | |
| 107 | |
| 108 has_gold = TRUE; /* This room has gold in it */ | |
| 109 | |
| 110 item = spec_item(GOLD, NULL, NULL, NULL); | |
| 111 cur = OBJPTR(item); | |
| 112 | |
| 113 /* Put the gold into the level list of items */ | |
| 114 attach(lvl_obj, item); | |
| 115 | |
| 116 /* Put it somewhere */ | |
| 117 rnd_pos(rp, &tp); | |
| 118 mvaddch(tp.y, tp.x, GOLD); | |
| 119 cur->o_pos = tp; | |
| 120 if (roomin(&tp) != rp) { | |
| 121 endwin(); | |
| 122 abort(); | |
| 123 } | |
| 124 } | |
| 125 | |
| 126 /* | |
| 127 * Put the monster in | |
| 128 */ | |
| 129 if (rnd(100) < (has_gold ? 80 : 25) + vlevel/2) | |
| 130 { | |
| 131 do | |
| 132 { | |
| 133 rnd_pos(rp, &mp); | |
| 134 } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR); | |
| 135 which_monster = randmonster(FALSE, FALSE); | |
| 136 num_monsters = 1; | |
| 137 /* | |
| 138 * see if we should make a whole bunch | |
| 139 */ | |
| 140 for (j=0; j<MAXFLAGS; j++) { | |
| 141 if (monsters[which_monster].m_flags[j] == AREMANY) | |
| 142 num_monsters = roll(3,3); | |
| 143 } | |
| 144 for (j=0; j<num_monsters; j++) { | |
| 145 if ((np = fallpos(&mp, FALSE, 2)) != NULL && | |
| 146 mvwinch(stdscr, np->y, np->x) == FLOOR) { | |
| 147 item = new_item(sizeof *tp); | |
| 148 tp = THINGPTR(item); | |
| 149 new_monster(item, which_monster, np, FALSE); | |
| 150 /* | |
| 151 * See if we want to give it a treasure to | |
| 152 * carry around. | |
| 153 */ | |
| 154 carry_obj(tp, monsters[tp->t_index].m_carry); | |
| 155 tp->t_no_move = movement(tp); | |
| 156 | |
| 157 /* | |
| 158 * If it has a fire, mark it | |
| 159 */ | |
| 160 if (on(*tp, HASFIRE)) { | |
| 161 register struct linked_list *fire_item; | |
| 162 | |
| 163 fire_item = creat_item(); | |
| 164 ldata(fire_item) = (char *) tp; | |
| 165 attach(rp->r_fires, fire_item); | |
| 166 rp->r_flags |= HASFIRE; | |
| 167 } | |
| 168 } | |
| 169 } | |
| 170 } | |
| 171 } | |
| 172 } | |
| 173 | |
| 174 /* | |
| 175 * Given a room pointer and a pointer to a door, supposedly in that room, | |
| 176 * return the coordinates of the entrance to the doorway. | |
| 177 */ | |
| 178 | |
| 179 coord * | |
| 180 doorway(rp, door) | |
| 181 register struct room *rp; | |
| 182 register coord *door; | |
| 183 { | |
| 184 register int misses = 0; | |
| 185 static coord answer; | |
| 186 | |
| 187 /* Do we have decent parameters? */ | |
| 188 if (rp == NULL || door == NULL) return(NULL); | |
| 189 | |
| 190 /* Initialize the answer to be the door, then calculate the offset */ | |
| 191 answer = *door; | |
| 192 | |
| 193 /* Calculate the x-offset */ | |
| 194 if (door->x == rp->r_pos.x) answer.x++; | |
| 195 else if (door->x == rp->r_pos.x + rp->r_max.x - 1) answer.x--; | |
| 196 else misses++; | |
| 197 | |
| 198 /* Calculate the y-offset */ | |
| 199 if (door->y == rp->r_pos.y) answer.y++; | |
| 200 else if (door->y == rp->r_pos.y + rp->r_max.y - 1) answer.y--; | |
| 201 else misses++; | |
| 202 | |
| 203 if (misses <= 1) return(&answer); | |
| 204 else return(NULL); | |
| 205 } | |
| 206 | |
| 207 /* | |
| 208 * Draw a box around a room | |
| 209 */ | |
| 210 | |
| 211 draw_room(rp) | |
| 212 register struct room *rp; | |
| 213 { | |
| 214 register int j, k; | |
| 215 | |
| 216 move(rp->r_pos.y, rp->r_pos.x+1); | |
| 217 vert(rp->r_max.y-2); /* Draw left side */ | |
| 218 move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x); | |
| 219 horiz(rp->r_max.x); /* Draw bottom */ | |
| 220 move(rp->r_pos.y, rp->r_pos.x); | |
| 221 horiz(rp->r_max.x); /* Draw top */ | |
| 222 vert(rp->r_max.y-2); /* Draw right side */ | |
| 223 /* | |
| 224 * Put the floor down | |
| 225 */ | |
| 226 for (j = 1; j < rp->r_max.y-1; j++) | |
| 227 { | |
| 228 move(rp->r_pos.y + j, rp->r_pos.x+1); | |
| 229 for (k = 1; k < rp->r_max.x-1; k++) | |
| 230 addch(FLOOR); | |
| 231 } | |
| 232 } | |
| 233 | |
| 234 /* | |
| 235 * horiz: | |
| 236 * draw a horizontal line | |
| 237 */ | |
| 238 | |
| 239 horiz(cnt) | |
| 240 register int cnt; | |
| 241 { | |
| 242 while (cnt--) | |
| 243 addch('-'); | |
| 244 } | |
| 245 | |
| 246 /* | |
| 247 * rnd_pos: | |
| 248 * pick a random spot in a room | |
| 249 */ | |
| 250 | |
| 251 rnd_pos(rp, cp) | |
| 252 register struct room *rp; | |
| 253 register coord *cp; | |
| 254 { | |
| 255 cp->x = rp->r_pos.x + rnd(rp->r_max.x-2) + 1; | |
| 256 cp->y = rp->r_pos.y + rnd(rp->r_max.y-2) + 1; | |
| 257 } | |
| 258 | |
| 259 | |
| 260 | |
| 261 /* | |
| 262 * roomin: | |
| 263 * Find what room some coordinates are in. NULL means they aren't | |
| 264 * in any room. | |
| 265 */ | |
| 266 | |
| 267 struct room * | |
| 268 roomin(cp) | |
| 269 register coord *cp; | |
| 270 { | |
| 271 register struct room *rp; | |
| 272 | |
| 273 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) | |
| 274 if (inroom(rp, cp)) | |
| 275 return rp; | |
| 276 return NULL; | |
| 277 } | |
| 278 | |
| 279 /* | |
| 280 * vert: | |
| 281 * draw a vertical line | |
| 282 */ | |
| 283 | |
| 284 vert(cnt) | |
| 285 register int cnt; | |
| 286 { | |
| 287 register int x, y; | |
| 288 | |
| 289 getyx(stdscr, y, x); | |
| 290 x--; | |
| 291 while (cnt--) { | |
| 292 move(++y, x); | |
| 293 addch('|'); | |
| 294 } | |
| 295 } | 
