Mercurial > hg > early-roguelike
comparison urogue/newlvl.c @ 256:c495a4f288c6
Import UltraRogue from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Tue, 31 Jan 2017 19:56:04 -0500 |
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children | e52a8a7ad4c5 |
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1 /* | |
2 newlvl.c - Dig and draw a new level | |
3 | |
4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom | |
5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong | |
6 All rights reserved. | |
7 | |
8 Based on "Advanced Rogue" | |
9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka | |
10 All rights reserved. | |
11 | |
12 Based on "Rogue: Exploring the Dungeons of Doom" | |
13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
14 All rights reserved. | |
15 | |
16 See the file LICENSE.TXT for full copyright and licensing information. | |
17 */ | |
18 | |
19 /* | |
20 Notes | |
21 | |
22 Add treasure room code from Rogue 5.2, | |
23 put in #ifdef 0/#endif bracket at end of code | |
24 */ | |
25 | |
26 #include "rogue.h" | |
27 | |
28 /* | |
29 new_level() | |
30 Dig and draw a new level | |
31 */ | |
32 | |
33 void | |
34 new_level(LEVTYPE ltype, int special) | |
35 { | |
36 int rm, i, cnt; | |
37 struct linked_list *item, *nitem; | |
38 struct thing *tp; | |
39 struct linked_list *fpack = NULL; | |
40 int going_down = TRUE; | |
41 coord stairs; | |
42 | |
43 /* Start player off right */ | |
44 | |
45 turn_off(player, ISHELD); | |
46 turn_off(player, ISFLEE); | |
47 extinguish_fuse(FUSE_SUFFOCATE); | |
48 hold_count = 0; | |
49 trap_tries = 0; | |
50 no_food++; | |
51 | |
52 if (level >= max_level) | |
53 max_level = level; | |
54 else | |
55 going_down = FALSE; | |
56 | |
57 /* Free up the monsters on the last level */ | |
58 | |
59 if (fam_ptr != NULL) /* save what familiar is carrying */ | |
60 { | |
61 fpack = (THINGPTR(fam_ptr))->t_pack; | |
62 (THINGPTR(fam_ptr))->t_pack = NULL; | |
63 fam_ptr = NULL; /* just in case */ | |
64 } | |
65 | |
66 for (i = 1; i <= mons_summoned; i++) | |
67 extinguish_fuse(FUSE_UNSUMMON); | |
68 | |
69 mons_summoned = 0; | |
70 | |
71 for (item = mlist; item != NULL; item = nitem) | |
72 { | |
73 tp = THINGPTR(item); | |
74 nitem = next(item); | |
75 | |
76 if (on(*tp, ISUNIQUE)) /* Put alive UNIQUE on next level */ | |
77 monsters[tp->t_index].m_normal = TRUE; | |
78 | |
79 killed(NULL, item, NOMESSAGE, NOPOINTS); | |
80 } | |
81 | |
82 free_list(lvl_obj); /* Free up previous objects (if any) */ | |
83 | |
84 wclear(cw); | |
85 wclear(mw); | |
86 clear(); | |
87 refresh(); | |
88 levtype = ltype; | |
89 | |
90 switch (ltype) | |
91 { | |
92 case THRONE: | |
93 do_throne(special); /* do monster throne stuff */ | |
94 break; | |
95 | |
96 case MAZELEV: | |
97 do_maze(); | |
98 break; | |
99 | |
100 case POSTLEV: | |
101 do_post(); | |
102 levtype = ltype = NORMLEV; | |
103 level++; | |
104 | |
105 default: | |
106 do_rooms(); /* Draw rooms */ | |
107 do_passages(); /* Draw passages */ | |
108 break; | |
109 } | |
110 | |
111 /* Place the staircase down. */ | |
112 | |
113 cnt = 0; | |
114 | |
115 do | |
116 { | |
117 rm = rnd_room(); | |
118 rnd_pos(&rooms[rm], &stairs); | |
119 } | |
120 while (!(mvinch(stairs.y, stairs.x) == FLOOR || cnt++ > 5000)); | |
121 | |
122 addch(STAIRS); | |
123 | |
124 put_things(ltype); /* Place objects (if any) */ | |
125 | |
126 if (has_artifact && level == 1) | |
127 create_lucifer(&stairs); | |
128 | |
129 /* Place the traps */ | |
130 | |
131 ntraps = 0; /* No traps yet */ | |
132 | |
133 if (levtype == NORMLEV) | |
134 { | |
135 if (rnd(10) < level) | |
136 { | |
137 char ch = 0; | |
138 | |
139 i = ntraps = min(MAXTRAPS, rnd(level / 2) + 1); | |
140 | |
141 /* maybe a lair */ | |
142 | |
143 if (level > 35 && ltype == NORMLEV && rnd(wizard ? 3 : 10) == 0) | |
144 { | |
145 cnt = 0; | |
146 | |
147 do | |
148 { | |
149 rm = rnd_room(); | |
150 | |
151 if (rooms[rm].r_flags & ISTREAS) | |
152 continue; | |
153 | |
154 rnd_pos(&rooms[rm], &stairs); | |
155 } | |
156 while (!(mvinch(stairs.y, stairs.x) == FLOOR || cnt++ > 5000)); | |
157 | |
158 addch(LAIR); | |
159 i--; | |
160 traps[i].tr_flags = 0; | |
161 traps[i].tr_type = LAIR; | |
162 traps[i].tr_show = FLOOR; | |
163 traps[i].tr_pos = stairs; | |
164 } | |
165 | |
166 while (i--) | |
167 { | |
168 cnt = 0; | |
169 | |
170 do | |
171 { | |
172 rm = rnd_room(); | |
173 | |
174 if (rooms[rm].r_flags & ISTREAS) | |
175 continue; | |
176 | |
177 rnd_pos(&rooms[rm], &stairs); | |
178 } | |
179 while (!(mvinch(stairs.y, stairs.x) == FLOOR || cnt++ > 5000)); | |
180 | |
181 traps[i].tr_flags = 0; | |
182 | |
183 switch (rnd(11)) | |
184 { | |
185 case 0: | |
186 ch = TRAPDOOR; | |
187 break; | |
188 | |
189 case 1: | |
190 ch = BEARTRAP; | |
191 break; | |
192 | |
193 case 2: | |
194 ch = SLEEPTRAP; | |
195 break; | |
196 | |
197 case 3: | |
198 ch = ARROWTRAP; | |
199 break; | |
200 | |
201 case 4: | |
202 ch = TELTRAP; | |
203 break; | |
204 | |
205 case 5: | |
206 ch = DARTTRAP; | |
207 break; | |
208 | |
209 case 6: | |
210 ch = POOL; | |
211 | |
212 if (rnd(10)) | |
213 traps[i].tr_flags = ISFOUND; | |
214 | |
215 break; | |
216 | |
217 case 7: | |
218 ch = MAZETRAP; | |
219 break; | |
220 | |
221 case 8: | |
222 ch = FIRETRAP; | |
223 break; | |
224 | |
225 case 9: | |
226 ch = POISONTRAP; | |
227 break; | |
228 | |
229 case 10: | |
230 ch = RUSTTRAP; | |
231 break; | |
232 } | |
233 | |
234 addch(ch); | |
235 traps[i].tr_type = ch; | |
236 traps[i].tr_show = FLOOR; | |
237 traps[i].tr_pos = stairs; | |
238 } | |
239 } | |
240 } | |
241 | |
242 do /* Position hero */ | |
243 { | |
244 rm = rnd_room(); | |
245 | |
246 if (levtype != THRONE && (rooms[rm].r_flags & ISTREAS)) | |
247 continue; | |
248 | |
249 rnd_pos(&rooms[rm], &hero); | |
250 } | |
251 while(!(winat(hero.y, hero.x) == FLOOR && | |
252 DISTANCE(hero, stairs) > 16)); | |
253 | |
254 oldrp = &rooms[rm]; /* Set the current room */ | |
255 player.t_oldpos = player.t_pos; /* Set the current position */ | |
256 | |
257 if (levtype != POSTLEV && levtype != THRONE) | |
258 { | |
259 if (on(player, BLESSMAP) && rnd(5) == 0) | |
260 { | |
261 read_scroll(&player, S_MAP, ISNORMAL); | |
262 | |
263 if (rnd(3) == 0) | |
264 turn_off(player, BLESSMAP); | |
265 } | |
266 | |
267 if (player.t_ctype == C_THIEF || on(player, BLESSGOLD) && rnd(5) == 0) | |
268 { | |
269 read_scroll(&player, S_GFIND, ISNORMAL); | |
270 | |
271 if (rnd(3) == 0) | |
272 turn_off(player, BLESSGOLD); | |
273 } | |
274 | |
275 if (player.t_ctype == C_RANGER || on(player, BLESSFOOD) && rnd(5) == 0) | |
276 { | |
277 read_scroll(&player, S_FOODDET, ISNORMAL); | |
278 | |
279 if (rnd(3) == 0) | |
280 turn_off(player, BLESSFOOD); | |
281 } | |
282 | |
283 if (player.t_ctype == C_MAGICIAN || player.t_ctype == C_ILLUSION || | |
284 on(player, BLESSMAGIC) && rnd(5) == 0) | |
285 { | |
286 quaff(&player, P_TREASDET, ISNORMAL); | |
287 | |
288 if (rnd(3) == 0) | |
289 turn_off(player, BLESSMAGIC); | |
290 } | |
291 | |
292 if (player.t_ctype == C_DRUID || on(player, BLESSMONS) && rnd(5) == 0) | |
293 { | |
294 quaff(&player, P_MONSTDET, ISNORMAL); | |
295 | |
296 if (rnd(3) == 0) | |
297 turn_off(player, BLESSMONS); | |
298 } | |
299 else if (player.t_ctype == C_CLERIC || | |
300 player.t_ctype == C_PALADIN || is_wearing(R_PIETY)) | |
301 undead_sense(); | |
302 } | |
303 | |
304 if (is_wearing(R_AGGR)) | |
305 aggravate(); | |
306 | |
307 if (is_wearing(R_ADORNMENT) || | |
308 cur_armor != NULL && cur_armor->o_which == MITHRIL) | |
309 { | |
310 int greed = FALSE; | |
311 | |
312 for (item = mlist; item != NULL; item = next(item)) | |
313 { | |
314 tp = THINGPTR(item); | |
315 | |
316 if (on(*tp, ISGREED)) | |
317 { | |
318 turn_on(*tp, ISRUN); | |
319 turn_on(*tp, ISMEAN); | |
320 tp->t_ischasing = TRUE; | |
321 tp->t_chasee = &player; | |
322 greed = TRUE; | |
323 } | |
324 } | |
325 | |
326 if (greed) | |
327 msg("An uneasy feeling comes over you."); | |
328 } | |
329 | |
330 if (is_carrying(TR_PALANTIR)) /* Palantir shows all */ | |
331 { | |
332 msg("The Palantir reveals all!"); | |
333 | |
334 overlay(stdscr, cw); /* Wizard mode 'f' command */ | |
335 overlay(mw, cw); /* followed by 'm' command */ | |
336 } | |
337 | |
338 if (is_carrying(TR_PHIAL)) /* Phial lights your way */ | |
339 { | |
340 if (!is_carrying(TR_PALANTIR)) | |
341 msg("The Phial banishes the darkness!"); | |
342 | |
343 for (i = 0; i < MAXROOMS; i++) | |
344 rooms[i].r_flags &= ~ISDARK; | |
345 } | |
346 | |
347 if (is_carrying(TR_AMULET)) /* Amulet describes the level */ | |
348 { | |
349 level_eval(); | |
350 } | |
351 | |
352 | |
353 wmove(cw, hero.y, hero.x); | |
354 waddch(cw, PLAYER); | |
355 light(&hero); | |
356 | |
357 /* Summon familiar if player has one */ | |
358 | |
359 if (on(player, HASFAMILIAR)) | |
360 { | |
361 summon_monster((short) fam_type, FAMILIAR, MESSAGE); | |
362 | |
363 if (fam_ptr != NULL) /* add old pack to new */ | |
364 { | |
365 tp = THINGPTR(fam_ptr); | |
366 | |
367 if (tp->t_pack == NULL) | |
368 tp->t_pack = fpack; | |
369 else if (fpack != NULL) | |
370 { | |
371 for (item = tp->t_pack; item->l_next != NULL;item = next(item)) | |
372 ; | |
373 | |
374 item->l_next = fpack; | |
375 debug("new_level: l_prev = %p",item); | |
376 fpack->l_prev = item; | |
377 } | |
378 } | |
379 else | |
380 free_list(fpack); | |
381 } | |
382 | |
383 mem_check(__FILE__,__LINE__); | |
384 status(TRUE); | |
385 } | |
386 | |
387 /* | |
388 put_things() | |
389 put potions and scrolls on this level | |
390 */ | |
391 | |
392 void | |
393 put_things(LEVTYPE ltype) | |
394 { | |
395 int i, rm, cnt; | |
396 struct linked_list *item; | |
397 struct object *cur; | |
398 int got_unique = FALSE; | |
399 int length, width, maxobjects; | |
400 coord tp; | |
401 | |
402 /* | |
403 * Once you have found an artifact, the only way to get new stuff is | |
404 * go down into the dungeon. | |
405 */ | |
406 | |
407 if (has_artifact && level < max_level && ltype != THRONE) | |
408 return; | |
409 | |
410 /* | |
411 * There is a chance that there is a treasure room on this level | |
412 * Increasing chance after level 10 | |
413 */ | |
414 | |
415 if (ltype != MAZELEV && rnd(50) < level - 10) | |
416 { | |
417 int n, j; | |
418 struct room *rp; | |
419 | |
420 /* Count the number of free spaces */ | |
421 n = 0; /* 0 tries */ | |
422 | |
423 do | |
424 { | |
425 rp = &rooms[rnd_room()]; | |
426 width = rp->r_max.y - 2; | |
427 length = rp->r_max.x - 2; | |
428 } | |
429 while(!((width * length <= MAXTREAS) || (n++ > MAXROOMS * 4))); | |
430 | |
431 /* Mark the room as a treasure room */ | |
432 | |
433 rp->r_flags |= ISTREAS; | |
434 | |
435 /* Make all the doors secret doors */ | |
436 | |
437 for (n = 0; n < rp->r_nexits; n++) | |
438 { | |
439 move(rp->r_exit[n].y, rp->r_exit[n].x); | |
440 addch(SECRETDOOR); | |
441 } | |
442 | |
443 /* Put in the monsters and treasures */ | |
444 | |
445 for (j = 1; j < rp->r_max.y - 1; j++) | |
446 for (n = 1; n < rp->r_max.x - 1; n++) | |
447 { | |
448 coord trp; | |
449 | |
450 trp.y = rp->r_pos.y + j; | |
451 trp.x = rp->r_pos.x + n; | |
452 | |
453 /* Monsters */ | |
454 | |
455 if ((rnd(100) < (MAXTREAS * 100) / | |
456 (width * length)) && | |
457 (mvwinch(mw, rp->r_pos.y + j, | |
458 rp->r_pos.x + n) == ' ')) | |
459 { | |
460 struct thing *th; | |
461 | |
462 /* Make a monster */ | |
463 | |
464 item = new_item(sizeof *th); | |
465 th = THINGPTR(item); | |
466 | |
467 /* | |
468 * Put it there and aggravate it | |
469 * (unless it can escape) only put | |
470 * one UNIQUE per treasure room at | |
471 * most | |
472 */ | |
473 | |
474 if (got_unique) | |
475 new_monster(item, randmonster(NOWANDER, GRAB), &trp, | |
476 NOMAXSTATS); | |
477 else | |
478 { | |
479 new_monster(item, randmonster(NOWANDER, NOGRAB), &trp, | |
480 NOMAXSTATS); | |
481 | |
482 if (on(*th, ISUNIQUE)) | |
483 got_unique = TRUE; | |
484 } | |
485 | |
486 turn_off(*th, ISFRIENDLY); | |
487 turn_on(*th, ISMEAN); | |
488 | |
489 if (off(*th, CANINWALL)) | |
490 { | |
491 th->t_ischasing = TRUE; | |
492 th->t_chasee = &player; | |
493 turn_on(*th, ISRUN); | |
494 } | |
495 } | |
496 | |
497 /* Treasures */ | |
498 | |
499 if ((rnd(100) < (MAXTREAS * 100) / | |
500 (width * length)) && | |
501 (mvinch(rp->r_pos.y + j, | |
502 rp->r_pos.x + n) == FLOOR)) | |
503 { | |
504 item = new_thing(); | |
505 cur = OBJPTR(item); | |
506 cur->o_pos = trp; | |
507 add_obj(item, trp.y, trp.x); | |
508 } | |
509 } | |
510 } | |
511 | |
512 /* Do MAXOBJ attempts to put things on a level, maybe */ | |
513 | |
514 maxobjects = (ltype == THRONE) ? rnd(3 * MAXOBJ) + 35 : MAXOBJ; | |
515 | |
516 for (i = 0; i < maxobjects; i++) | |
517 if (rnd(100) < 40 || ltype == THRONE) | |
518 { | |
519 /* Pick a new object and link it in the list */ | |
520 | |
521 item = new_thing(); | |
522 cur = OBJPTR(item); | |
523 | |
524 /* Put it somewhere */ | |
525 | |
526 cnt = 0; | |
527 | |
528 do | |
529 { | |
530 rm = rnd_room(); | |
531 rnd_pos(&rooms[rm], &tp); | |
532 } | |
533 while(!(winat(tp.y, tp.x) == FLOOR || cnt++ > 500)); | |
534 | |
535 cur->o_pos = tp; | |
536 add_obj(item, tp.y, tp.x); | |
537 } | |
538 | |
539 /* | |
540 * If he is really deep in the dungeon and he hasn't found an | |
541 * artifact yet, put it somewhere on the ground | |
542 */ | |
543 | |
544 if (make_artifact()) | |
545 { | |
546 item = new_item(sizeof *cur); | |
547 cur = OBJPTR(item); | |
548 new_artifact(-1, cur); | |
549 cnt = 0; | |
550 | |
551 do | |
552 { | |
553 rm = rnd_room(); | |
554 rnd_pos(&rooms[rm], &tp); | |
555 } | |
556 while(!(winat(tp.y, tp.x) == FLOOR || cnt++ > 500)); | |
557 | |
558 cur->o_pos = tp; | |
559 add_obj(item, tp.y, tp.x); | |
560 } | |
561 } | |
562 | |
563 /* | |
564 do_throne() | |
565 Put a monster's throne room and monsters on the screen | |
566 */ | |
567 | |
568 void | |
569 do_throne(int special) | |
570 { | |
571 coord mp; | |
572 int save_level; | |
573 int i; | |
574 struct room *rp; | |
575 struct thing *tp; | |
576 struct linked_list *item; | |
577 int throne_monster; | |
578 | |
579 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) | |
580 { | |
581 rp->r_nexits = 0; /* no exits */ | |
582 rp->r_flags = ISGONE; /* kill all rooms */ | |
583 } | |
584 | |
585 rp = &rooms[0]; /* point to only room */ | |
586 rp->r_flags = 0; /* this room NOT gone */ | |
587 rp->r_max.x = 40; | |
588 rp->r_max.y = 10; /* 10 * 40 room */ | |
589 rp->r_pos.x = (COLS - rp->r_max.x) / 2; /* center horizontal */ | |
590 rp->r_pos.y = 3; /* 2nd line */ | |
591 draw_room(rp); /* draw the only room */ | |
592 | |
593 save_level = level; | |
594 level = max(2 * level, level + roll(4, 6)); | |
595 | |
596 if (special == 0) /* Who has he offended? */ | |
597 do | |
598 throne_monster = nummonst - roll(1, NUMSUMMON); | |
599 while(!monsters[throne_monster].m_normal); | |
600 else | |
601 throne_monster = special; | |
602 | |
603 /* Create summoning monster */ | |
604 | |
605 item = new_item(sizeof *tp); | |
606 | |
607 tp = THINGPTR(item); | |
608 | |
609 do | |
610 { | |
611 rnd_pos(rp, &mp); | |
612 } | |
613 while(mvwinch(stdscr, mp.y, mp.x) != FLOOR); | |
614 | |
615 new_monster(item, throne_monster, &mp, MAXSTATS); | |
616 turn_on(*tp, CANSEE); | |
617 turn_off(*tp, ISFRIENDLY); | |
618 | |
619 if (on(*tp, CANSUMMON)) /* summon his helpers */ | |
620 summon_help(tp, FORCE); | |
621 else | |
622 { | |
623 for (i = roll(4, 10); i >= 0; i--) | |
624 { | |
625 item = new_item(sizeof *tp); | |
626 tp = THINGPTR(item); | |
627 | |
628 do | |
629 { | |
630 rnd_pos(rp, &mp); | |
631 } | |
632 while(mvwinch(stdscr, mp.y, mp.x) != FLOOR); | |
633 | |
634 new_monster(item, randmonster(NOWANDER, NOGRAB), &mp, MAXSTATS); | |
635 turn_on(*tp, CANSEE); | |
636 turn_off(*tp, ISFRIENDLY); | |
637 } | |
638 } | |
639 | |
640 level = save_level + roll(2, 3); /* send the hero down */ | |
641 aggravate(); | |
642 } | |
643 | |
644 /* | |
645 create_lucifer() | |
646 special surprise on the way back up create Lucifer | |
647 with more than the usual god abilities | |
648 */ | |
649 | |
650 void | |
651 create_lucifer(coord *stairs) | |
652 { | |
653 struct linked_list *item = new_item(sizeof(struct thing)); | |
654 struct thing *tp = THINGPTR(item); | |
655 | |
656 new_monster(item, nummonst + 1, stairs, MAXSTATS); | |
657 turn_on(*tp, CANINWALL); | |
658 turn_on(*tp, CANHUH); | |
659 turn_on(*tp, CANBLINK); | |
660 turn_on(*tp, CANSNORE); | |
661 turn_on(*tp, CANDISEASE); | |
662 turn_on(*tp, NOCOLD); | |
663 turn_on(*tp, TOUCHFEAR); | |
664 turn_on(*tp, BMAGICHIT); | |
665 turn_on(*tp, NOFIRE); | |
666 turn_on(*tp, NOBOLT); | |
667 turn_on(*tp, CANBLIND); | |
668 turn_on(*tp, CANINFEST); | |
669 turn_on(*tp, CANSMELL); | |
670 turn_on(*tp, CANPARALYZE); | |
671 turn_on(*tp, CANSTINK); | |
672 turn_on(*tp, CANCHILL); | |
673 turn_on(*tp, CANFRIGHTEN); | |
674 turn_on(*tp, CANHOLD); | |
675 turn_on(*tp, CANBRANDOM); | |
676 } |