diff rogue3/rooms.c @ 0:527e2150eaf0

Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
author edwarj4
date Tue, 13 Oct 2009 13:33:34 +0000
parents
children
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/rogue3/rooms.c	Tue Oct 13 13:33:34 2009 +0000
@@ -0,0 +1,186 @@
+/*
+ * Draw the nine rooms on the screen
+ *
+ * @(#)rooms.c	3.8 (Berkeley) 6/15/81
+ *
+ * Rogue: Exploring the Dungeons of Doom
+ * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
+ * All rights reserved.
+ *
+ * See the file LICENSE.TXT for full copyright and licensing information.
+ */
+
+#include <stdlib.h>
+#include "curses.h"
+#include "rogue.h"
+
+void
+do_rooms()
+{
+    int i;
+    struct room *rp;
+    struct linked_list *item;
+    struct thing *tp;
+    int left_out;
+    coord top;
+    coord bsze;
+    coord mp;
+
+    /*
+     * bsze is the maximum room size
+     */
+    bsze.x = COLS/3;
+    bsze.y = LINES/3;
+    /*
+     * Clear things for a new level
+     */
+    for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++)
+	rp->r_goldval = rp->r_nexits = rp->r_flags = 0;
+    /*
+     * Put the gone rooms, if any, on the level
+     */
+    left_out = rnd(4);
+    for (i = 0; i < left_out; i++)
+	rooms[rnd_room()].r_flags |= ISGONE;
+    /*
+     * dig and populate all the rooms on the level
+     */
+    for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
+    {
+	/*
+	 * Find upper left corner of box that this room goes in
+	 */
+	top.x = (i%3)*bsze.x + 1;
+	top.y = i/3*bsze.y;
+	if (rp->r_flags & ISGONE)
+	{
+	    /*
+	     * Place a gone room.  Make certain that there is a blank line
+	     * for passage drawing.
+	     */
+	    do
+	    {
+		rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
+		rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
+		rp->r_max.x = -COLS;
+		rp->r_max.y = -LINES;
+	    } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-1);
+	    continue;
+	}
+	if (rnd(10) < level-1)
+	    rp->r_flags |= ISDARK;
+	/*
+	 * Find a place and size for a random room
+	 */
+	do
+	{
+	    rp->r_max.x = rnd(bsze.x - 4) + 4;
+	    rp->r_max.y = rnd(bsze.y - 4) + 4;
+	    rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
+	    rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
+	} until (rp->r_pos.y != 0);
+	/*
+	 * Put the gold in
+	 */
+	if (rnd(100) < 50 && (!amulet || level >= max_level))
+	{
+	    rp->r_goldval = GOLDCALC;
+	    rnd_pos(rp, &rp->r_gold);
+	    if (roomin(&rp->r_gold) != rp)
+		endwin(), abort();
+	}
+	draw_room(rp);
+	/*
+	 * Put the monster in
+	 */
+	if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25))
+	{
+	    item = new_item(sizeof *tp);
+	    tp = (struct thing *) ldata(item);
+	    do
+	    {
+		rnd_pos(rp, &mp);
+	    } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR);
+	    new_monster(item, randmonster(FALSE), &mp);
+	    /*
+	     * See if we want to give it a treasure to carry around.
+	     */
+	    if (rnd(100) < monsters[tp->t_type-'A'].m_carry)
+		attach(tp->t_pack, new_thing());
+	}
+    }
+}
+
+/*
+ * Draw a box around a room
+ */
+
+void
+draw_room(struct room *rp)
+{
+    int j, k;
+
+    move(rp->r_pos.y, rp->r_pos.x+1);
+    vert(rp->r_max.y-2);				/* Draw left side */
+    move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x);
+    horiz(rp->r_max.x);					/* Draw bottom */
+    move(rp->r_pos.y, rp->r_pos.x);
+    horiz(rp->r_max.x);					/* Draw top */
+    vert(rp->r_max.y-2);				/* Draw right side */
+    /*
+     * Put the floor down
+     */
+    for (j = 1; j < rp->r_max.y-1; j++)
+    {
+	move(rp->r_pos.y + j, rp->r_pos.x+1);
+	for (k = 1; k < rp->r_max.x-1; k++)
+	    addch(FLOOR);
+    }
+    /*
+     * Put the gold there
+     */
+    if (rp->r_goldval)
+	mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD);
+}
+
+/*
+ * horiz:
+ *	draw a horizontal line
+ */
+
+void
+horiz(int cnt)
+{
+    while (cnt--)
+	addch('-');
+}
+
+/*
+ * vert:
+ *	draw a vertical line
+ */
+
+void
+vert(int cnt)
+{
+    int x, y;
+
+    getyx(stdscr, y, x);
+    x--;
+    while (cnt--) {
+	move(++y, x);
+	addch('|');
+    }
+}
+
+/*
+ * rnd_pos:
+ *	pick a random spot in a room
+ */
+
+void
+rnd_pos(struct room *rp, coord *cp)
+{
+    cp->x = rp->r_pos.x + rnd(rp->r_max.x-2) + 1;
+    cp->y = rp->r_pos.y + rnd(rp->r_max.y-2) + 1;
+}