Mercurial > hg > early-roguelike
comparison urogue/rooms.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 |
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| 253:d9badb9c0179 | 256:c495a4f288c6 |
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| 1 /* | |
| 2 rooms.c - Draw the nine rooms on the screen | |
| 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 #include <stdlib.h> | |
| 20 #include "rogue.h" | |
| 21 | |
| 22 void | |
| 23 do_rooms(void) | |
| 24 { | |
| 25 int i; | |
| 26 struct room *rp; | |
| 27 struct linked_list *item; | |
| 28 struct thing *tp; | |
| 29 int left_out; | |
| 30 coord top; | |
| 31 coord bsze; | |
| 32 coord mp; | |
| 33 | |
| 34 /* bsze is the maximum room size */ | |
| 35 | |
| 36 bsze.x = COLS / 3; | |
| 37 bsze.y = (LINES - 2) / 3; | |
| 38 | |
| 39 /* Clear things for a new level */ | |
| 40 | |
| 41 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) | |
| 42 rp->r_nexits = rp->r_flags = rp->r_fires = 0; | |
| 43 | |
| 44 /* Put the gone rooms, if any, on the level */ | |
| 45 | |
| 46 left_out = rnd(3); | |
| 47 | |
| 48 for (i = 0; i < left_out; i++) | |
| 49 rooms[rnd_room()].r_flags |= ISGONE; | |
| 50 | |
| 51 /* dig and populate all the rooms on the level */ | |
| 52 | |
| 53 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) | |
| 54 { | |
| 55 int has_gold = FALSE; | |
| 56 | |
| 57 /* Find upper left corner of box that this room goes in */ | |
| 58 | |
| 59 top.x = (i % 3) * bsze.x; | |
| 60 top.y = i / 3 * bsze.y + 1; | |
| 61 | |
| 62 if (rp->r_flags & ISGONE) | |
| 63 { | |
| 64 /* | |
| 65 * Place a gone room. Make certain that there is a | |
| 66 * blank line for passage drawing. | |
| 67 */ | |
| 68 | |
| 69 do | |
| 70 { | |
| 71 rp->r_pos.x = top.x + rnd(bsze.x - 2) + 1; | |
| 72 rp->r_pos.y = top.y + rnd(bsze.y - 2) + 1; | |
| 73 rp->r_max.x = -COLS; | |
| 74 rp->r_max.x = -LINES; | |
| 75 } | |
| 76 while (rp->r_pos.y < 1 || rp->r_pos.y > LINES - 3); | |
| 77 | |
| 78 continue; | |
| 79 } | |
| 80 | |
| 81 if (rnd(40) < level - 5) | |
| 82 rp->r_flags |= ISDARK; | |
| 83 | |
| 84 /* Find a place and size for a random room */ | |
| 85 | |
| 86 do | |
| 87 { | |
| 88 rp->r_max.x = rnd(bsze.x - 4) + 4; | |
| 89 rp->r_max.y = rnd(bsze.y - 4) + 4; | |
| 90 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); | |
| 91 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); | |
| 92 } | |
| 93 while (rp->r_pos.y == 0); | |
| 94 | |
| 95 /* Draw the room */ | |
| 96 | |
| 97 draw_room(rp); | |
| 98 | |
| 99 /* Put the gold in */ | |
| 100 | |
| 101 if (rnd(10) < 3 && (!has_artifact || level >= max_level)) | |
| 102 { | |
| 103 struct linked_list *itm; | |
| 104 struct object *cur; | |
| 105 coord tpos; | |
| 106 | |
| 107 has_gold = TRUE; /* This room has gold in it */ | |
| 108 | |
| 109 itm = spec_item(GOLD, 0, 0, 0); | |
| 110 cur = OBJPTR(itm); | |
| 111 | |
| 112 /* Put it somewhere */ | |
| 113 | |
| 114 rnd_pos(rp, &tpos); | |
| 115 cur->o_pos = tpos; | |
| 116 | |
| 117 /* Put the gold into the level list of items */ | |
| 118 | |
| 119 add_obj(itm, tpos.y, tpos.x); | |
| 120 | |
| 121 if (roomin(tpos) != rp) | |
| 122 { | |
| 123 endwin(); | |
| 124 abort(); | |
| 125 } | |
| 126 } | |
| 127 | |
| 128 /* Put the monster in */ | |
| 129 | |
| 130 if (rnd(100) < (has_gold ? 80 : 40)) | |
| 131 { | |
| 132 int which; | |
| 133 int n, cnt; | |
| 134 | |
| 135 item = new_item(sizeof *tp); | |
| 136 tp = THINGPTR(item); | |
| 137 | |
| 138 do | |
| 139 rnd_pos(rp, &mp); | |
| 140 while (mvwinch(stdscr, mp.y, mp.x) != FLOOR); | |
| 141 | |
| 142 which = randmonster(NOWANDER, NOGRAB); | |
| 143 new_monster(item, which, &mp, NOMAXSTATS); | |
| 144 | |
| 145 /* See if we want to give it a treasure to carry around. */ | |
| 146 | |
| 147 if (rnd(100) < monsters[tp->t_index].m_carry) | |
| 148 attach(tp->t_pack, new_thing()); | |
| 149 | |
| 150 /* If it has a fire, mark it */ | |
| 151 | |
| 152 if (on(*tp, HASFIRE)) | |
| 153 { | |
| 154 rp->r_flags |= HASFIRE; | |
| 155 rp->r_fires++; | |
| 156 } | |
| 157 | |
| 158 /* If it carries gold, give it some */ | |
| 159 | |
| 160 if (on(*tp, CARRYGOLD)) | |
| 161 { | |
| 162 struct object *cur; | |
| 163 | |
| 164 item = spec_item(GOLD, 0, 0, 0); | |
| 165 cur = OBJPTR(item); | |
| 166 cur->o_count = GOLDCALC + GOLDCALC + GOLDCALC; | |
| 167 cur->o_pos = tp->t_pos; | |
| 168 attach(tp->t_pack, item); | |
| 169 } | |
| 170 | |
| 171 n = rnd(7); | |
| 172 | |
| 173 if (on(*tp, ISSWARM) && n < 5) | |
| 174 cnt = roll(2, 4); | |
| 175 else if (on(*tp, ISFLOCK) && n < 5) | |
| 176 cnt = roll(1, 4); | |
| 177 else | |
| 178 cnt = 0; | |
| 179 | |
| 180 for (n = 1; n <= cnt; n++) | |
| 181 { | |
| 182 coord pos; | |
| 183 | |
| 184 if (place_mons(mp.y, mp.x, &pos)!= FALSE) | |
| 185 { | |
| 186 struct linked_list *nitem; | |
| 187 | |
| 188 nitem = new_item(sizeof(struct thing)); | |
| 189 new_monster(nitem, which, &pos, NOMAXSTATS); | |
| 190 | |
| 191 /* If the monster is on a trap, trap it */ | |
| 192 | |
| 193 if (isatrap(mvinch(pos.y, pos.x))) | |
| 194 be_trapped(THINGPTR(nitem), mp); | |
| 195 | |
| 196 if (on(*tp, ISFRIENDLY)) | |
| 197 turn_on(*(THINGPTR(nitem)), ISFRIENDLY); | |
| 198 else | |
| 199 turn_off(*(THINGPTR(nitem)), ISFRIENDLY); | |
| 200 } | |
| 201 } | |
| 202 | |
| 203 if (cnt > 0) | |
| 204 { | |
| 205 int boost = rnd(3) + 1; | |
| 206 | |
| 207 if (on(*tp, LOWCAST) || on(*tp, MEDCAST) || on(*tp, HIGHCAST)) | |
| 208 turn_on(*tp, CANCAST); | |
| 209 | |
| 210 tp->t_stats.s_hpt += 3 * boost; | |
| 211 tp->t_stats.s_arm -= 2 * boost; | |
| 212 tp->t_stats.s_lvl += 2 * boost; | |
| 213 tp->t_stats.s_str += 2 * boost; | |
| 214 tp->t_stats.s_intel += 2 * boost; | |
| 215 tp->t_stats.s_exp += 4 * boost * monsters[which].m_add_exp; | |
| 216 } | |
| 217 } | |
| 218 } | |
| 219 } | |
| 220 | |
| 221 /* | |
| 222 draw_room() | |
| 223 Draw a box around a room | |
| 224 */ | |
| 225 | |
| 226 void | |
| 227 draw_room(struct room *rp) | |
| 228 { | |
| 229 int j, k; | |
| 230 | |
| 231 move(rp->r_pos.y, rp->r_pos.x + 1); | |
| 232 vert(rp->r_max.y - 2); /* Draw left side */ | |
| 233 move(rp->r_pos.y + rp->r_max.y - 1, rp->r_pos.x); | |
| 234 horiz(rp->r_max.x); /* Draw bottom */ | |
| 235 move(rp->r_pos.y, rp->r_pos.x); | |
| 236 horiz(rp->r_max.x); /* Draw top */ | |
| 237 vert(rp->r_max.y - 2); /* Draw right side */ | |
| 238 | |
| 239 /* Put the floor down */ | |
| 240 | |
| 241 for (j = 1; j < rp->r_max.y - 1; j++) | |
| 242 { | |
| 243 move(rp->r_pos.y + j, rp->r_pos.x + 1); | |
| 244 | |
| 245 for (k = 1; k < rp->r_max.x - 1; k++) | |
| 246 addch(FLOOR); | |
| 247 } | |
| 248 } | |
| 249 | |
| 250 /* | |
| 251 horiz() | |
| 252 draw a horizontal line | |
| 253 */ | |
| 254 | |
| 255 void | |
| 256 horiz(int cnt) | |
| 257 { | |
| 258 while(cnt--) | |
| 259 addch('-'); | |
| 260 } | |
| 261 | |
| 262 /* | |
| 263 vert() | |
| 264 draw a vertical line | |
| 265 */ | |
| 266 | |
| 267 void | |
| 268 vert(int cnt) | |
| 269 { | |
| 270 int x, y; | |
| 271 | |
| 272 getyx(stdscr, y, x); | |
| 273 | |
| 274 x--; | |
| 275 | |
| 276 while(cnt--) | |
| 277 { | |
| 278 move(++y, x); | |
| 279 addch('|'); | |
| 280 } | |
| 281 } | |
| 282 | |
| 283 /* | |
| 284 rnd_pos() | |
| 285 pick a random spot in a room | |
| 286 */ | |
| 287 | |
| 288 void | |
| 289 rnd_pos(struct room *rp, coord *cp) | |
| 290 { | |
| 291 cp->x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; | |
| 292 cp->y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; | |
| 293 } | |
| 294 | |
| 295 /* | |
| 296 rnd_room() | |
| 297 Pick a room that is really there | |
| 298 */ | |
| 299 | |
| 300 int | |
| 301 rnd_room(void) | |
| 302 { | |
| 303 int rm; | |
| 304 | |
| 305 if (levtype != NORMLEV) | |
| 306 rm = 0; | |
| 307 else | |
| 308 do | |
| 309 { | |
| 310 rm = rnd(MAXROOMS); | |
| 311 } | |
| 312 while (rooms[rm].r_flags & ISGONE); | |
| 313 | |
| 314 return(rm); | |
| 315 } |
