Mercurial > hg > early-roguelike
diff rogue5/rooms.c @ 33:f502bf60e6e4
Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Mon, 24 May 2010 20:10:59 +0000 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/rogue5/rooms.c Mon May 24 20:10:59 2010 +0000 @@ -0,0 +1,472 @@ +/* + * Create the layout for the new level + * + * @(#)rooms.c 4.45 (Berkeley) 02/05/99 + * + * Rogue: Exploring the Dungeons of Doom + * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman + * All rights reserved. + * + * See the file LICENSE.TXT for full copyright and licensing information. + */ + +#include <ctype.h> +#include <curses.h> +#include "rogue.h" + +typedef struct spot { /* position matrix for maze positions */ + int nexits; + coord exits[4]; + int used; +} SPOT; + +#define GOLDGRP 1 + +/* + * do_rooms: + * Create rooms and corridors with a connectivity graph + */ + +void +do_rooms(void) +{ + int i; + struct room *rp; + THING *tp; + int left_out; + coord top; + coord bsze; /* maximum room size */ + coord mp; + + bsze.x = NUMCOLS / 3; + bsze.y = NUMLINES / 3; + /* + * Clear things for a new level + */ + for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) + { + rp->r_goldval = 0; + rp->r_nexits = 0; + 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 = -NUMCOLS; + rp->r_max.y = -NUMLINES; + } until (rp->r_pos.y > 0 && rp->r_pos.y < NUMLINES-1); + continue; + } + /* + * set room type + */ + if (rnd(10) < level - 1) + { + rp->r_flags |= ISDARK; /* dark room */ + if (rnd(15) == 0) + rp->r_flags = ISMAZE; /* maze room */ + } + /* + * Find a place and size for a random room + */ + if (rp->r_flags & ISMAZE) + { + rp->r_max.x = bsze.x - 1; + rp->r_max.y = bsze.y - 1; + if ((rp->r_pos.x = top.x) == 1) + rp->r_pos.x = 0; + if ((rp->r_pos.y = top.y) == 0) + { + rp->r_pos.y++; + rp->r_max.y--; + } + } + else + 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); + draw_room(rp); + /* + * Put the gold in + */ + if (rnd(2) == 0 && (!amulet || level >= max_level)) + { + THING *gold; + + gold = new_item(); + gold->o_goldval = rp->r_goldval = GOLDCALC; + find_floor(rp, &rp->r_gold, FALSE, FALSE); + gold->o_pos = rp->r_gold; + chat(rp->r_gold.y, rp->r_gold.x) = GOLD; + gold->o_flags = ISMANY; + gold->o_group = GOLDGRP; + gold->o_type = GOLD; + attach(lvl_obj, gold); + } + /* + * Put the monster in + */ + if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25)) + { + tp = new_item(); + find_floor(rp, &mp, FALSE, TRUE); + new_monster(tp, randmonster(FALSE), &mp); + give_pack(tp); + } + } +} + +/* + * draw_room: + * Draw a box around a room and lay down the floor for normal + * rooms; for maze rooms, draw maze. + */ + +void +draw_room(const struct room *rp) +{ + int y, x; + + if (rp->r_flags & ISMAZE) + do_maze(rp); + else + { + vert(rp, rp->r_pos.x); /* Draw left side */ + vert(rp, rp->r_pos.x + rp->r_max.x - 1); /* Draw right side */ + horiz(rp, rp->r_pos.y); /* Draw top */ + horiz(rp, rp->r_pos.y + rp->r_max.y - 1); /* Draw bottom */ + + /* + * Put the floor down + */ + for (y = rp->r_pos.y + 1; y < rp->r_pos.y + rp->r_max.y - 1; y++) + for (x = rp->r_pos.x + 1; x < rp->r_pos.x + rp->r_max.x - 1; x++) + chat(y, x) = FLOOR; + } +} + +/* + * vert: + * Draw a vertical line + */ + +void +vert(const struct room *rp, int startx) +{ + int y; + + for (y = rp->r_pos.y + 1; y <= rp->r_max.y + rp->r_pos.y - 1; y++) + chat(y, startx) = '|'; +} + +/* + * horiz: + * Draw a horizontal line + */ + +void +horiz(const struct room *rp, int starty) +{ + int x; + + for (x = rp->r_pos.x; x <= rp->r_pos.x + rp->r_max.x - 1; x++) + chat(starty, x) = '-'; +} + +/* + * do_maze: + * Dig a maze + */ + +static int Maxy, Maxx, Starty, Startx; + +static SPOT maze[NUMLINES/3+1][NUMCOLS/3+1]; + + +void +do_maze(const struct room *rp) +{ + SPOT *sp; + int starty, startx; + coord pos; + + for (sp = &maze[0][0]; sp <= &maze[NUMLINES / 3][NUMCOLS / 3]; sp++) + { + sp->used = FALSE; + sp->nexits = 0; + } + + Maxy = rp->r_max.y; + Maxx = rp->r_max.x; + Starty = rp->r_pos.y; + Startx = rp->r_pos.x; + starty = (rnd(rp->r_max.y) / 2) * 2; + startx = (rnd(rp->r_max.x) / 2) * 2; + pos.y = starty + Starty; + pos.x = startx + Startx; + putpass(&pos); + dig(starty, startx); +} + +/* + * dig: + * Dig out from around where we are now, if possible + */ + +void +dig(int y, int x) +{ + coord *cp; + int cnt, newy, newx, nexty = 0, nextx = 0; + coord pos; + coord del[4] = { + {2, 0}, {-2, 0}, {0, 2}, {0, -2} + }; + + for (;;) + { + cnt = 0; + for (cp = del; cp <= &del[3]; cp++) + { + newy = y + cp->y; + newx = x + cp->x; + if (newy < 0 || newy > Maxy || newx < 0 || newx > Maxx) + continue; + if (flat(newy + Starty, newx + Startx) & F_PASS) + continue; + if (rnd(++cnt) == 0) + { + nexty = newy; + nextx = newx; + } + } + if (cnt == 0) + return; + accnt_maze(y, x, nexty, nextx); + accnt_maze(nexty, nextx, y, x); + if (nexty == y) + { + pos.y = y + Starty; + if (nextx - x < 0) + pos.x = nextx + Startx + 1; + else + pos.x = nextx + Startx - 1; + } + else + { + pos.x = x + Startx; + if (nexty - y < 0) + pos.y = nexty + Starty + 1; + else + pos.y = nexty + Starty - 1; + } + putpass(&pos); + pos.y = nexty + Starty; + pos.x = nextx + Startx; + putpass(&pos); + dig(nexty, nextx); + } +} + +/* + * accnt_maze: + * Account for maze exits + */ + +void +accnt_maze(int y, int x, int ny, int nx) +{ + SPOT *sp; + coord *cp; + + sp = &maze[y][x]; + for (cp = sp->exits; cp < &sp->exits[sp->nexits]; cp++) + if (cp->y == ny && cp->x == nx) + return; + cp->y = ny; + cp->x = nx; +} + +/* + * rnd_pos: + * Pick a random spot in a room + */ + +void +rnd_pos(const 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; +} + +/* + * find_floor: + * Find a valid floor spot in this room. If rp is NULL, then + * pick a new room each time around the loop. + */ +int +find_floor(const struct room *rp, coord *cp, int limit, int monst) +{ + PLACE *pp; + int cnt; + int compchar = 0; + int pickroom; + + pickroom = (rp == NULL); + + if (!pickroom) + compchar = ((rp->r_flags & ISMAZE) ? PASSAGE : FLOOR); + cnt = limit; + for (;;) + { + if (limit && cnt-- == 0) + return FALSE; + if (pickroom) + { + rp = &rooms[rnd_room()]; + compchar = ((rp->r_flags & ISMAZE) ? PASSAGE : FLOOR); + } + rnd_pos(rp, cp); + pp = INDEX(cp->y, cp->x); + if (monst) + { + if (pp->p_monst == NULL && step_ok(pp->p_ch)) + return TRUE; + } + else if (pp->p_ch == compchar) + return TRUE; + } +} + +/* + * enter_room: + * Code that is executed whenver you appear in a room + */ + +void +enter_room(const coord *cp) +{ + struct room *rp; + THING *tp; + int y, x; + chtype ch; + + rp = proom = roomin(cp); + door_open(rp); + if (!(rp->r_flags & ISDARK) && !on(player, ISBLIND)) + for (y = rp->r_pos.y; y < rp->r_max.y + rp->r_pos.y; y++) + { + move(y, rp->r_pos.x); + for (x = rp->r_pos.x; x < rp->r_max.x + rp->r_pos.x; x++) + { + tp = moat(y, x); + ch = chat(y, x); + if (tp == NULL) + if (CCHAR(inch()) != ch) + addch(ch); + else + move(y, x + 1); + else + { + tp->t_oldch = ch; + if (!see_monst(tp)) + if (on(player, SEEMONST)) + { + standout(); + addch(tp->t_disguise); + standend(); + } + else + addch(ch); + else + addch(tp->t_disguise); + } + } + } +} + +/* + * leave_room: + * Code for when we exit a room + */ + +void +leave_room(const coord *cp) +{ + PLACE *pp; + struct room *rp; + int y, x; + int floor; + int ch; + + rp = proom; + + if (rp->r_flags & ISMAZE) + return; + + if (rp->r_flags & ISGONE) + floor = PASSAGE; + else if (!(rp->r_flags & ISDARK) || on(player, ISBLIND)) + floor = FLOOR; + else + floor = ' '; + + proom = &passages[flat(cp->y, cp->x) & F_PNUM]; + for (y = rp->r_pos.y; y < rp->r_max.y + rp->r_pos.y; y++) + for (x = rp->r_pos.x; x < rp->r_max.x + rp->r_pos.x; x++) + { + move(y, x); + switch ( ch = CCHAR(inch()) ) + { + case FLOOR: + if (floor == ' ' && ch != ' ') + addch(' '); + break; + default: + /* + * to check for monster, we have to strip out + * standout bit + */ + if (isupper(toascii(ch))) + { + if (on(player, SEEMONST)) + { + standout(); + addch(ch); + standend(); + break; + } + pp = INDEX(y,x); + addch(pp->p_ch == DOOR ? DOOR : floor); + } + } + } + door_open(rp); +}