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 |
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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 } |