view arogue5/rooms.c @ 296:000b1c5b8d63

UltraRogue: fix inventory collision after save and restore. Inventory letters are based on "identifiers" stored in objects' o_ident field. Identifiers are allocated by get_ident(), which keeps a list of objects that have them, to avoid giving the same identifier to multiple objects. The list is not stored in the savefile, so after restore, get_ident() was not aware of existing identifiers. This resulted in picked-up objects having the same inventory letters as objects restored from the file. The restore code now adds all objects with identifiers to the list.
author John "Elwin" Edwards
date Mon, 15 Jan 2018 20:20:35 -0500
parents 56e748983fa8
children
line wrap: on
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/*
 * Draw the nine rooms on the screen
 *
 * 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"
#include <stdlib.h>

void horiz(int cnt);
void vert(int cnt);

void
do_rooms(void)
{
    register int i;
    register struct room *rp;
    register struct linked_list *item;
    register struct thing *tp;
    register int left_out;
    coord top;
    coord bsze;
    coord mp;

    /*
     * bsze is the maximum room size
     */
    bsze.x = COLS/3;
    bsze.y = (LINES-2)/3;
    /*
     * Clear things for a new level
     */
    for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
	rp->r_flags = 0;
	rp->r_fires = NULL;
    }
    /*
     * 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++)
    {
	bool has_gold=FALSE;

	/*
	 * Find upper left corner of box that this room goes in
	 */
	top.x = (i%3)*bsze.x;
	top.y = i/3*bsze.y + 1;
	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.x = -LINES;
	    } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2);
	    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);

	/* Draw the room */
	draw_room(rp);

	/*
	 * Put the gold in
	 */
	if (rnd(100) < 50 && level >= cur_max)
	{
	    register struct linked_list *item;
	    register struct object *cur;
	    coord tp;

	    has_gold = TRUE;	/* This room has gold in it */

	    item = spec_item(GOLD, 0, 0, 0);
	    cur = OBJPTR(item);

	    /* Put the gold into the level list of items */
	    attach(lvl_obj, item);

	    /* Put it somewhere */
	    rnd_pos(rp, &tp);
	    mvaddch(tp.y, tp.x, GOLD);
	    cur->o_pos = tp;
	    if (roomin(&tp) != rp) {
		endwin();
		printf("\n");
		abort();
	    }
	}

	/*
	 * Put the monster in
	 */
	if (rnd(100) < (has_gold ? 80 : 25) + vlevel/2)
	{
	    item = new_item(sizeof *tp);
	    tp = THINGPTR(item);
	    do
	    {
		rnd_pos(rp, &mp);
	    } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR);
	    new_monster(item, randmonster(FALSE, FALSE), &mp, FALSE);
	    /*
	     * See if we want to give it a treasure to carry around.
	     */
	    carry_obj(tp, monsters[tp->t_index].m_carry);

	    /*
	     * 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(rp->r_fires, fire_item);
		rp->r_flags |= HASFIRE;
	    }
	}
    }
}


/*
 * Draw a box around a room
 */

void
draw_room(struct room *rp)
{
    register 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);
    }
}

/*
 * horiz:
 *	draw a horizontal line
 */

void
horiz(int cnt)
{
    while (cnt--)
	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;
}



/*
 * roomin:
 *	Find what room some coordinates are in. NULL means they aren't
 *	in any room.
 */

struct room *
roomin(coord *cp)
{
    register struct room *rp;

    for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
	if (inroom(rp, cp))
	    return rp;
    return NULL;
}

/*
 * vert:
 *	draw a vertical line
 */

void
vert(int cnt)
{
    register int x, y;

    getyx(stdscr, y, x);
    x--;
    while (cnt--) {
	move(++y, x);
	addch('|');
    }
}