Mercurial > hg > early-roguelike
view rogue4/new_level.c @ 170:0298a68cc179
Advanced Rogue family: fix messages from some scrolls.
When scrolls of magic mapping or gold detection were read, their
characteristic messages were displayed before overwriting the whole
screen to show the newly discovered information. They are now shown
after updating the screen, so they will be visible.
author | John "Elwin" Edwards |
---|---|
date | Thu, 02 Jul 2015 08:04:16 -0400 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
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/* * new_level: * Dig and draw a new level * * @(#)new_level.c 4.19 (Berkeley) 1/12/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <time.h> #include <curses.h> #include <string.h> #include "rogue.h" #define TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */ #define MAXTREAS 10 /* maximum number of treasures in a treasure room */ #define MINTREAS 2 /* minimum number of treasures in a treasure room */ new_level() { register int rm, i; register THING *tp; register char *sp; register THING **mp; register int index; coord stairs; player.t_flags &= ~ISHELD; /* unhold when you go down just in case */ if (level > max_level) max_level = level; /* * Clean things off from last level */ clear(); for (sp = _level; sp < &_level[MAXCOLS*MAXLINES]; ) *sp++ = ' '; for (sp = _flags; sp < &_flags[MAXCOLS*MAXLINES]; ) *sp++ = F_REAL; for (mp = _monst; mp < &_monst[MAXCOLS*MAXLINES]; ) *mp++ = NULL; clear(); /* * Free up the monsters on the last level */ for (tp = mlist; tp != NULL; tp = next(tp)) free_list(tp->t_pack); free_list(mlist); /* * Throw away stuff left on the previous level (if anything) */ free_list(lvl_obj); do_rooms(); /* Draw rooms */ do_passages(); /* Draw passages */ no_food++; put_things(); /* Place objects (if any) */ /* * Place the staircase down. */ i = 0; do { rm = rnd_room(); rnd_pos(&rooms[rm], &stairs); index = INDEX(stairs.y, stairs.x); if (i++ > 100) { i = 0; srand(getpid() + (int) time((time_t *) NULL)); } } until (_level[index] == FLOOR); _level[index] = STAIRS; /* * Place the traps */ if (rnd(10) < level) { ntraps = rnd(level / 4) + 1; if (ntraps > MAXTRAPS) ntraps = MAXTRAPS; i = ntraps; while (i--) { do { rm = rnd_room(); rnd_pos(&rooms[rm], &stairs); index = INDEX(stairs.y, stairs.x); } until (_level[index] == FLOOR && (_flags[index] & F_REAL)); sp = &_flags[index]; *sp &= ~(F_REAL | F_TMASK); *sp |= rnd(NTRAPS); } } do { rm = rnd_room(); rnd_pos(&rooms[rm], &hero); index = INDEX(hero.y, hero.x); } until (_level[index] == FLOOR && (_flags[index] & F_REAL) && _monst[index] == NULL); enter_room(&hero); move(hero.y, hero.x); addch(PLAYER); if (on(player, SEEMONST)) turn_see(FALSE); } /* * rnd_room: * Pick a room that is really there */ rnd_room() { register int rm; do { rm = rnd(MAXROOMS); } while (rooms[rm].r_flags & ISGONE); return rm; } /* * put_things: * Put potions and scrolls on this level */ put_things() { register int i; register THING *cur; register int rm; coord tp; /* * Once you have found the amulet, the only way to get new stuff is * go down into the dungeon. */ if (amulet && level < max_level) return; /* * check for treasure rooms, and if so, put it in. */ if (rnd(TREAS_ROOM) == 0) treas_room(); /* * Do MAXOBJ attempts to put things on a level */ for (i = 0; i < MAXOBJ; i++) if (rnd(100) < 35) { /* * Pick a new object and link it in the list */ cur = new_thing(); attach(lvl_obj, cur); /* * Put it somewhere */ do { rm = rnd_room(); rnd_pos(&rooms[rm], &tp); } until (chat(tp.y, tp.x) == FLOOR); chat(tp.y, tp.x) = cur->o_type; cur->o_pos = tp; } /* * If he is really deep in the dungeon and he hasn't found the * amulet yet, put it somewhere on the ground */ if (level >= AMULETLEVEL && !amulet) { cur = new_item(); attach(lvl_obj, cur); cur->o_hplus = cur->o_dplus = 0; strcpy(cur->o_damage,"0d0"); strcpy(cur->o_hurldmg,"0d0"); cur->o_ac = 11; cur->o_type = AMULET; /* * Put it somewhere */ do { rm = rnd_room(); rnd_pos(&rooms[rm], &tp); } until (winat(tp.y, tp.x) == FLOOR); chat(tp.y, tp.x) = AMULET; cur->o_pos = tp; } } /* * treas_room: * Add a treasure room */ #define MAXTRIES 10 /* max number of tries to put down a monster */ treas_room() { register int nm, index; register THING *tp; register struct room *rp; register int spots, num_monst; coord mp; rp = &rooms[rnd_room()]; spots = (rp->r_max.y - 2) * (rp->r_max.x - 2) - MINTREAS; if (spots > (MAXTREAS - MINTREAS)) spots = (MAXTREAS - MINTREAS); num_monst = nm = rnd(spots) + MINTREAS; while (nm--) { do { rnd_pos(rp, &mp); index = INDEX(mp.y, mp.x); } until (_level[index] == FLOOR); tp = new_thing(); tp->o_pos = mp; attach(lvl_obj, tp); _level[index] = tp->o_type; } /* * fill up room with monsters from the next level down */ if ((nm = rnd(spots) + MINTREAS) < num_monst + 2) nm = num_monst + 2; spots = (rp->r_max.y - 2) * (rp->r_max.x - 2); if (nm > spots) nm = spots; level++; while (nm--) { spots = 0; do { rnd_pos(rp, &mp); index = INDEX(mp.y, mp.x); spots++; } until (_monst[index] == NULL || spots > MAXTRIES); if (_monst[index] == NULL) { tp = new_item(); new_monster(tp, randmonster(FALSE), &mp); tp->t_flags |= ISMEAN; /* no sloughers in THIS room */ give_pack(tp); } } level--; }