Mercurial > hg > early-roguelike
comparison urogue/newlvl.c @ 256:c495a4f288c6
Import UltraRogue from the Roguelike Restoration Project (r1490)
| author | John "Elwin" Edwards |
|---|---|
| date | Tue, 31 Jan 2017 19:56:04 -0500 |
| parents | |
| children | e52a8a7ad4c5 |
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| 253:d9badb9c0179 | 256:c495a4f288c6 |
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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 } | |
