diff xrogue/n_level.c @ 133:e6179860cb76

Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Tue, 21 Apr 2015 08:55:20 -0400
parents
children f54901b9c39b
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/xrogue/n_level.c	Tue Apr 21 08:55:20 2015 -0400
@@ -0,0 +1,672 @@
+/*
+    n_level.c - Dig and draw a new level
+    
+    XRogue: Expeditions into the Dungeons of Doom
+    Copyright (C) 1991 Robert Pietkivitch
+    All rights reserved.
+    
+    Based on "Advanced Rogue"
+    Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
+    All rights reserved.
+
+    Based on "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 <curses.h>
+#include "rogue.h"
+#define TERRASAVE 3
+
+/*
+ * new_level:
+ *      Dig and draw a new level
+ */
+
+new_level(ltype)
+LEVTYPE ltype;          /* designates type of level to create */
+{
+    register int rm = 0, i, cnt;
+    register unsigned char ch;
+    register struct linked_list *item;
+    register struct thing *tp;
+    register struct object *obj;
+    int waslit = 0;     /* Was the previous outside level lit? */
+    int starty = 0, startx = 0, deltay = 0, deltax = 0;
+    bool fresh=TRUE, vert = 0, top;
+    struct room *rp;
+    struct linked_list *nitem, *savmonst=NULL, *savitems=NULL;
+	coord stairs = {0,0};
+
+    if (wizard) {
+        msg("Turns: %ld", turns);       /* Number of turns for last level */
+        mpos = 0;
+    }
+
+    /* Start player off right */
+    turn_off(player, ISHELD);
+    turn_off(player, ISFLEE);
+    extinguish(suffocate);
+    hold_count = 0;
+    trap_tries = 0;
+
+    /* Are we just entering a dungeon?  If so, how big is it? */
+    if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+20 + rnd(51);
+
+    if (level > max_level)
+        max_level = level;
+
+    /* Are we starting a new outside level? */
+    if (ltype == OUTSIDE) {
+        register int i, j;
+
+        /* Save some information prior to clearing the screen */
+        if (level == -1 || mvinch(hero.y, hero.x) == HORZWALL) vert = TRUE;
+        else vert = FALSE;
+        
+        if (level < 1) {
+                fresh = TRUE;
+                starty = 2;
+                startx = 1;
+                deltay = deltax = 1;
+                level = max_level;      /* Restore level to deepest attempt */
+                prev_max = level;   /* reset for boundary crossings below */
+        }
+        else if (level >= 1 && prev_max == 1000) {
+                fresh = TRUE;
+                starty = 2;
+                startx = 1;
+                deltay = deltax = 1;
+                prev_max = level;   /* reset for boundary crossings below */
+        }
+        else {  /* Copy several lines of the terrain to the other end */
+
+            unsigned char cch;   /* Copy character */
+
+            if (wizard) msg("Crossing sector boundary ");
+
+            /* Was the area dark (not magically lit)? */
+            if (!(rooms[0].r_flags & ISDARK)) waslit = 1;
+
+            fresh = FALSE;
+            if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE;
+            else top = FALSE;
+            for (i=0; i<TERRASAVE; i++) {
+                if (vert)
+                    for (j=1; j<cols-1; j++) {
+                        if (top) {
+                            cch = mvinch(i+2, j);
+                            mvaddch(lines-6+i, j, cch);
+                        }
+                        else {
+                            cch = mvinch(lines-4-i, j);
+                            mvaddch(4-i, j, cch);
+                        }
+                    }
+                else
+                    for (j=2; j<lines-3; j++) {
+                        if (top) {
+                            cch = mvinch(j, i+1);
+                            mvaddch(j, cols-4+i, cch);
+                        }
+                        else {
+                            cch = mvinch(j, cols-2-i);
+                            mvaddch(j, 3-i, cch);
+                        }
+                    }
+            }
+
+            if (vert) {
+                startx = deltax = 1;
+                if (top) {
+                    starty = lines-4-TERRASAVE;
+                    deltay = -1;
+                }
+                else {
+                    starty = TERRASAVE + 2;
+                    deltay = 1;
+                }
+            }
+            else {
+                starty = 2;
+                deltay = 1;
+                if (top) {
+                    startx = cols-2-TERRASAVE;
+                    deltax = -1;
+                }
+                else {
+                    deltax = 1;
+                    startx = TERRASAVE + 1;
+                }
+            }
+
+            /* Check if any monsters should be saved */
+            for (item = mlist; item != NULL; item = nitem) {
+                nitem = next(item);
+                tp = THINGPTR(item);
+                if (vert) {
+                    if (top) {
+                        if (tp->t_pos.y < TERRASAVE + 2)
+                            tp->t_pos.y += lines - 5 - TERRASAVE;
+                        else continue;
+                    }
+                    else {
+                        if (tp->t_pos.y > lines - 4 - TERRASAVE)
+                            tp->t_pos.y += 5 + TERRASAVE - lines;
+                        else continue;
+                    }
+                }
+                else {
+                    if (top) {
+                        if (tp->t_pos.x < TERRASAVE + 1)
+                            tp->t_pos.x += cols - 2 - TERRASAVE;
+                        else continue;
+                    }
+                    else {
+                        if (tp->t_pos.x > cols - 2 - TERRASAVE)
+                            tp->t_pos.x += 2 + TERRASAVE - cols;
+                        else continue;
+                    }
+                }
+
+                /*
+                 * If the monster is busy chasing another monster, don't save
+                 * it
+                 */
+                if (tp->t_dest && tp->t_dest != &hero) continue;
+
+                /* Outside has plenty of monsters, don't need these.
+                 * detach(mlist, item);
+                 * attach(savmonst, item);
+                 */
+            }
+
+            /* Check if any treasure should be saved */
+            for (item = lvl_obj; item != NULL; item = nitem) {
+                nitem = next(item);
+                obj = OBJPTR(item);
+                if (vert) {
+                    if (top) {
+                        if (obj->o_pos.y < TERRASAVE + 2)
+                            obj->o_pos.y += lines - 5 - TERRASAVE;
+                        else continue;
+                    }
+                    else {
+                        if (obj->o_pos.y > lines - 4 - TERRASAVE)
+                            obj->o_pos.y += 5 + TERRASAVE - lines;
+                        else continue;
+                    }
+                }
+                else {
+                    if (top) {
+                        if (obj->o_pos.x < TERRASAVE + 1)
+                            obj->o_pos.x += cols - 2 - TERRASAVE;
+                        else continue;
+                    }
+                    else {
+                        if (obj->o_pos.x > cols - 2 - TERRASAVE)
+                            obj->o_pos.x += 2 + TERRASAVE - cols;
+                        else continue;
+                    }
+                }
+                detach(lvl_obj, item);
+                attach(savitems, item);
+            }
+        }
+    }
+
+    wclear(cw);
+    wclear(mw);
+    if (fresh || levtype != OUTSIDE) clear();
+    /*
+     * check to see if he missed a UNIQUE, If he did then put it back
+     * in the monster table for next time
+     */
+     for (item = mlist; item != NULL; item = next(item)) {
+        tp = THINGPTR(item);
+        if (on(*tp, ISUNIQUE)) 
+            monsters[tp->t_index].m_normal = TRUE;
+     }
+    /*
+     * Free up the monsters on the last level
+     */
+    t_free_list(mlist);
+    o_free_list(lvl_obj);               /* Free up previous objects (if any) */
+    for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
+        r_free_list(rp->r_exit);        /* Free up the exit lists */
+
+    levtype = ltype;
+    foods_this_level = 0;               /* food for hero this level */
+
+    /* What kind of level are we on? */
+    if (ltype == POSTLEV || ltype == STARTLEV) {
+        if (ltype == POSTLEV)
+        do_post(FALSE);  /* Trading post */
+        else
+        do_post(TRUE);  /* Equipage */
+
+        levtype = ltype = POSTLEV;
+    }
+    else if (ltype == MAZELEV) {
+        do_maze();
+        no_food++;
+        put_things(ltype);              /* Place objects (if any) */
+    }
+    else if (ltype == OUTSIDE) {
+        /* Move the cursor back onto the hero */
+        wmove(cw, hero.y, hero.x);
+        init_terrain();
+        do_terrain(starty, startx, deltay, deltax, (bool) (fresh || !vert));
+        no_food++;
+        put_things(ltype);
+
+        /* Should we magically light this area? */
+        if (waslit) rooms[0].r_flags &= ~ISDARK;
+    }
+    else {
+        do_rooms();                     /* Draw rooms */
+        do_passages();                  /* Draw passages */
+        no_food++;
+        put_things(ltype);              /* Place objects (if any) */
+    }
+    /*
+     * Place the staircase down.  Only a small chance for an outside stairway.
+     */
+    if (ltype != OUTSIDE || roll(1, 5) == 5) {
+        cnt = 0;
+        do {
+            rm = rnd_room();
+            rnd_pos(&rooms[rm], &stairs);
+        } until (mvinch(stairs.y, stairs.x) == FLOOR || cnt++ > 2500);
+        addch(STAIRS);
+    }
+    /*
+     * maybe add a trading post 
+     */
+    if (level > 5 && rnd(10) == 7 && ltype == NORMLEV) {
+        cnt = 0;
+        do {
+            rm = rnd_room();
+            if (rooms[rm].r_flags & ISTREAS)
+                continue;
+            rnd_pos(&rooms[rm], &stairs);
+        } until (winat(stairs.y, stairs.x) == FLOOR || cnt++ > 2500);
+        addch(POST);
+    }
+    if (ltype != POSTLEV) {     /* Add monsters that fell through */
+        nitem = tlist;
+        while (nitem != NULL) {
+            item = nitem;
+            nitem = next(item); /* because detach and attach mess up ptrs */
+            tp = THINGPTR(item);
+            cnt = 0;
+            do {
+                rm = rnd_room();
+                rnd_pos(&rooms[rm], &tp->t_pos);
+            } until (cnt++ > 2500 || winat(tp->t_pos.y, tp->t_pos.x) == FLOOR);
+            mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, tp->t_type);
+            tp->t_oldch = mvwinch(cw, tp->t_pos.y, tp->t_pos.x);
+
+            /*
+             * If it has a fire, mark it
+             */
+            if (on(*tp, HASFIRE)) {
+                register struct linked_list *fire_item;
+
+                fire_item = creat_item();
+                ldata(fire_item) = (char *) tp;
+                attach(rooms[rm].r_fires, fire_item);
+                rooms[rm].r_flags |= HASFIRE;
+            }
+
+            detach(tlist, item);
+            turn_off(*tp,ISELSEWHERE);
+            attach(mlist, item);
+        }
+    }
+
+    /* Restore any saved monsters */
+    for (item = savmonst; item != NULL; item = nitem) {
+        nitem = next(item);
+        tp = THINGPTR(item);
+        mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, tp->t_type);
+        tp->t_oldch = mvwinch(cw, tp->t_pos.y, tp->t_pos.x);
+
+        /*
+         * If it has a fire, mark it
+         */
+        if (on(*tp, HASFIRE)) {
+            register struct linked_list *fire_item;
+
+            fire_item = creat_item();
+            ldata(fire_item) = (char *) tp;
+            attach(rooms[rm].r_fires, fire_item);
+            rooms[rm].r_flags |= HASFIRE;
+        }
+
+        detach(savmonst, item);
+        attach(mlist, item);
+    }
+
+    /* Restore any saved objects */
+        for(item = savitems; item != NULL; item = nitem) {
+            nitem = next(item);
+            obj = OBJPTR(item);
+            mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type);
+            detach(savitems, item);
+            attach(lvl_obj, item);
+        }
+
+    /*
+     * Place the traps (except for trading post)
+     */
+    ntraps = 0; /* No traps yet */
+    if (levtype == NORMLEV) {
+        if (rnd(10) < vlevel) {
+            ntraps = rnd(vlevel/4)+2;
+            if (ntraps > MAXTRAPS)
+                ntraps = MAXTRAPS;
+            i = ntraps;
+            while (i--)
+            {
+                cnt = 0;
+                do {
+                    rm = rnd_room();
+                    if (rooms[rm].r_flags & ISTREAS)
+                        continue;
+                    rnd_pos(&rooms[rm], &stairs);
+                } until (winat(stairs.y, stairs.x) == FLOOR || cnt++ > 2500);
+
+                traps[i].tr_flags = 0;
+
+                /* If we are at the bottom, we can't set a trap door */
+                if (level >= nfloors) ch = (unsigned char) rnd(8) + 1;
+                else ch = (unsigned char) rnd(9);
+
+                switch((int) ch) {
+                    case 0: ch = TRAPDOOR;
+                    when 1: ch = BEARTRAP;
+                    when 2: ch = SLEEPTRAP;
+                    when 3: ch = ARROWTRAP;
+                    when 4: ch = TELTRAP;
+                    when 5: ch = DARTTRAP;
+                    when 6: ch = POOL;
+                            traps[i].tr_flags = ISFOUND;
+                    when 7: ch = MAZETRAP;
+                    when 8: ch = WORMHOLE;
+                }
+                addch(ch);
+                traps[i].tr_type = ch;
+                traps[i].tr_show = FLOOR;
+                traps[i].tr_pos = stairs;
+            }
+        }
+    }
+    if (fresh) {        /* A whole new picture */
+        /* 
+         * try to find a room for the hero. The objective here is to:
+         * --> don't put him in a treasure room
+         * --> don't put him on an object 
+         * --> try not to put him next to the stairs
+         */
+        cnt = 2500;
+        do {
+            if (ltype != OUTSIDE) rm = rnd_room();
+            else continue;
+
+            if (rooms[rm].r_flags & ISTREAS)
+                continue;
+
+            rnd_pos(&rooms[rm], &hero);
+        } until(    cnt-- == 0  ||
+                    (winat(hero.y, hero.x) == FLOOR &&
+                     DISTANCE(hero.y, hero.x, stairs.y, stairs.x) > cnt/10));
+    }
+    else {              /* We're extending into an adjacent outside plane */
+        rm = 0;
+        if (vert) {
+            if (hero.y == 1) hero.y = lines - 3 - TERRASAVE; /* Top to bottom */
+            else hero.y = TERRASAVE + 1;        /* Bottom to top */
+        }
+        else {
+            if (hero.x == 0) hero.x = cols - 1 - TERRASAVE; /* Right to left */
+            else hero.x = TERRASAVE;    /* Left to right */
+        }
+    }
+    oldrp = &rooms[rm];         /* Set the current room */
+    player.t_oldpos = player.t_pos;     /* Set the current position */
+
+    if (ISWEARING(R_AGGR) || 
+        (cur_misc[WEAR_JEWEL] != NULL && 
+         cur_misc[WEAR_JEWEL]->o_which == MM_JEWEL))
+        aggravate(TRUE, TRUE);  /* affect all charactors */
+
+    /*
+     * If player is moving up or above his deepest point, wake up any
+     * non-uniques
+     */
+    else if (level < cur_max) {
+            aggravate(FALSE, FALSE);
+    }
+
+    light(&hero);
+    wmove(cw, hero.y, hero.x);
+    waddch(cw, PLAYER);
+
+    if (level > cur_max)
+        cur_max = level;
+
+    draw(cw);
+
+    status(TRUE);
+
+    /* Do we sense any food on this level? */
+    if (cur_relic[SURTUR_RING])
+        quaff(P_FFIND, NULL, NULL, FALSE);
+}
+
+/*
+ * Pick a room that is really there
+ */
+
+rnd_room()
+{
+    register int rm;
+
+    if (levtype != NORMLEV)
+        rm = 0;
+    else do
+        {
+            rm = rnd(MAXROOMS);
+        } while (rooms[rm].r_flags & ISGONE);
+    return rm;
+}
+
+/*
+ * put_things:
+ *      put potions and scrolls on this level
+ */
+
+put_things(ltype)
+LEVTYPE ltype;          /* designates type of level to create */
+{
+    register int i, rm, cnt;
+    register struct object *cur;
+    register struct linked_list *item, *nextitem, *exitptr;
+    int length, width;
+    int ITEMS = 0;      /* number of items to place */
+    coord tp, *exit;
+
+    /*
+     * The only way to get new stuff is to go down into the dungeon.
+     */
+    if (level < cur_max) {
+        if (ltype == NORMLEV)
+        return;
+    }
+
+    if (ltype == OUTSIDE) goto jmp_here;  /* a jump for outside */
+
+    /* 
+     * There is a chance that there is a Treasure Room on this level 
+     */
+    if (ltype == NORMLEV && rnd(150) < level) {
+        register int j;
+        register struct room *rp;
+
+        /* Count the number of free spaces */
+        i = 0;  /* 0 tries */
+        do {
+            rp = &rooms[rnd_room()];
+            width = rp->r_max.y - 2;
+            length = rp->r_max.x - 2;
+        } until ((width*length >= MAXTREAS) || (i++ > MAXROOMS*4));
+
+        /* Mark the room as a treasure room */
+        rp->r_flags |= ISTREAS;
+
+        /* Make all the doors secret doors */
+        for (exitptr = rp->r_exit; exitptr; exitptr = next(exitptr)) {
+            exit = DOORPTR(exitptr);
+            move(exit->y, exit->x);
+            addch(SECRETDOOR);
+        }
+
+        /*
+         * check to see if there are any monsters in room already
+         */
+        for (item = mlist; item != NULL; item = nextitem) {
+            register struct thing *tp;
+
+            tp = THINGPTR(item);
+            nextitem = next(item);
+            if (rp == roomin(&tp->t_pos)) {
+                /*
+                 * Don't let nice creatures be generated in a treasure
+                 * room.
+                 */
+                if ((player.t_ctype==C_PALADIN || player.t_ctype==C_RANGER ||
+                     player.t_ctype==C_MONK) && off(*tp, ISMEAN)) {
+                    int index;
+
+                    if (on(*tp, ISUNIQUE)) index = tp->t_index;
+                    else index = -1;
+
+                    /* Get rid of the monster */
+                    killed(item, FALSE, FALSE, FALSE);
+
+                    /* Restore uniques back in the table */
+                    if (index != -1) monsters[index].m_normal = TRUE;
+
+                    continue;
+                }
+                turn_on(*tp, ISMEAN);
+                turn_on(*tp, ISGUARDIAN);
+            }
+        }
+
+        /* Put in the monsters and treasures */
+        for (j=1; j<rp->r_max.y-1; j++)
+            for (i=1; i<rp->r_max.x-1; i++) {
+                coord trp;
+
+                trp.y = rp->r_pos.y+j;
+                trp.x = rp->r_pos.x+i;
+
+                /* Monsters */
+                if ((rnd(100) < (MAXTREAS*100)/(width*length)) &&
+                    (mvwinch(mw, rp->r_pos.y+j, rp->r_pos.x+i) == ' ')) {
+                    register struct thing *tp;
+
+                    /* 
+                     * Put it there and leave it asleep. Wake the monsters
+                     * when the player enters the room. Hopefully, all bases
+                     * are covered as far as the ways to get in. This way
+                     * cpu time is not wasted on the awake monsters that
+                     * can't get to the player anyway.
+                     * try not to put any UNIQUEs in a treasure room.
+                     * note that they may have put put in already by the 
+                     * non-treasure room code.
+                     * also, try not to put ISMEAN monsters in a treasure
+                     * room as these are supposed to be non-hostile until
+                     * attacked. It also makes life simpler for the ranger,
+                     * paladin, and monk.
+                     */
+                    for(;;) {
+                        item = new_item(sizeof *tp); /* Make a monster */
+                        tp = THINGPTR(item);
+                        new_monster(item,randmonster(FALSE, TRUE),&trp,TRUE);
+                        if (on(*tp, HASFIRE)) {
+                            register struct linked_list *fire_item;
+
+                            fire_item = creat_item();
+                            ldata(fire_item) = (char *) tp;
+                            attach(rp->r_fires, fire_item);
+                            rp->r_flags |= HASFIRE;
+                        }
+                        /*
+                         * only picky for these classes
+                         */
+                        if (player.t_ctype != C_RANGER  &&
+                            player.t_ctype != C_PALADIN &&
+                            player.t_ctype != C_MONK)
+                            break;
+                        if (on(*tp, ISMEAN))
+                            break;
+                        killed (item, FALSE, FALSE, FALSE);
+                    }
+                    if (on(*tp, ISUNIQUE)) { /* just in case */
+                        carry_obj(tp, monsters[tp->t_index].m_carry);
+                        tp->t_no_move = movement(tp);
+                    }
+                    turn_on(*tp, ISGUARDIAN);
+
+                }
+
+                /* Treasures */
+                if ((rnd(100) < (MAXTREAS*100)/(width*length)) &&
+                    (mvinch(rp->r_pos.y+j, rp->r_pos.x+i) == FLOOR)) {
+                    item = new_thing(ALL, TRUE);
+                    attach(lvl_obj, item);
+                    cur = OBJPTR(item);
+        
+                    mvaddch(trp.y, trp.x, cur->o_type);
+                    cur->o_pos = trp;
+                }
+            }
+    }
+
+    jmp_here:   /* outside jumper for equippage */
+
+    /*
+     * Do ITEMS attempts to put things in dungeon, maze, or outside
+     */
+
+    if (ltype == OUTSIDE) ITEMS = rnd(15)+1;
+    else if (ltype == MAZELEV) ITEMS = rnd(20)+1;
+    else ITEMS = MAXOBJ + rnd(4);
+
+    for (i = 0; i < ITEMS; i++)
+        if (rnd(100) < 65) {
+            /*
+             * Pick a new object and link it in the list
+             */
+            item = new_thing(ALL, TRUE);
+            attach(lvl_obj, item);
+            cur = OBJPTR(item);
+            /*
+             * Put it somewhere
+             */
+            cnt = 0;
+            do {
+                if (ltype == OUTSIDE) rm = 0;
+                else rm = rnd_room();
+                rnd_pos(&rooms[rm], &tp);
+            } until (winat(tp.y, tp.x) == FLOOR || cnt++ > 2500);
+            mvaddch(tp.y, tp.x, cur->o_type);
+            cur->o_pos = tp;
+        }
+}
+