Mercurial > hg > early-roguelike
view srogue/new_leve.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 | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
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/* * Do anything associated with a new dungeon level * * @(#)new_level.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * 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 "rogue.h" #include "rogue.ext" /* * new_level: * Dig and draw a new level */ new_level(ltype) int ltype; { register i; register char ch; struct coord traploc; struct room *rp; if (level > max_level) max_level = level; wclear(cw); wclear(mw); clear(); isfight = FALSE; levtype = ltype; free_list(mlist); /* free monster list */ if (levtype == POSTLEV) do_post(); else { lev_mon(); /* fill in monster list */ if (levtype == MAZELEV) do_maze(); else { /* normal levels */ do_rooms(); /* Draw rooms */ do_passages(); /* Draw passages */ } no_food++; put_things(); /* Place objects (if any) */ } /* * Place the staircase down. */ stairs = *rnd_pos(&rooms[rnd_room()]); mvaddch(stairs.y, stairs.x, STAIRS); ntraps = 0; if (levtype == NORMLEV) { struct trap *trp, *maxtrp; /* Place the traps for normal levels only */ if (rnd(10) < level) { ntraps = rnd(level / 4) + 1; if (ntraps > MAXTRAPS) ntraps = MAXTRAPS; maxtrp = &traps[ntraps]; for (trp = &traps[0]; trp < maxtrp; trp++) { again: switch(rnd(TYPETRAPS + 1)) { case 0: if (rnd(100) > 25) goto again; else ch = POST; when 1: ch = TRAPDOOR; when 2: ch = BEARTRAP; when 3: ch = SLEEPTRAP; when 4: ch = ARROWTRAP; when 5: ch = TELTRAP; when 6: ch = DARTTRAP; when 7: ch = MAZETRAP; when 8: case 9: if (rnd(100) > 80) goto again; else ch = POOL; } trp->tr_flags = 0; traploc = *rnd_pos(&rooms[rnd_room()]); mvaddch(traploc.y,traploc.x,ch); trp->tr_type = ch; trp->tr_pos = traploc; if (ch == POOL || ch == POST) trp->tr_flags |= ISFOUND; if (ch==TELTRAP && rnd(100)<20 && trp<maxtrp-1) { struct coord newloc; newloc = *rnd_pos(&rooms[rnd_room()]); trp->tr_goto = newloc; trp++; trp->tr_goto = traploc; trp->tr_type = TELTRAP; trp->tr_pos = newloc; mvaddch(newloc.y, newloc.x, TELTRAP); } else trp->tr_goto = rndspot; } } } do { rp = &rooms[rnd_room()]; hero = *rnd_pos(rp); } while(levtype==MAZELEV&&DISTANCE(hero.y,hero.x,stairs.y,stairs.x)<10); player.t_room = rp; player.t_oldch = mvinch(hero.y, hero.x); light(&hero); mvwaddch(cw,hero.y,hero.x,PLAYER); nochange = FALSE; } /* * rnd_room: * Pick a room that is really there */ rnd_room() { register rm; if (levtype != NORMLEV) rm = 0; else { do { rm = rnd(MAXROOMS); } while (rf_on(&rooms[rm],ISGONE)); } return rm; } /* * put_things: * put potions and scrolls on this level */ put_things() { register i, cnt, rm; struct linked_list *item; struct object *cur; struct coord tp; /* Throw away stuff left on the previous level (if anything) */ free_list(lvl_obj); /* The only way to get new stuff is to go down into the dungeon. */ if (goingup()) return; /* Do MAXOBJ attempts to put things on a level */ for (i = 0; i < MAXOBJ; i++) { if (rnd(100) < 40) { item = new_thing(FALSE, ANYTHING); attach(lvl_obj, item); cur = OBJPTR(item); cnt = 0; do { /* skip treasure rooms */ rm = rnd_room(); if (++cnt > 500) break; } while(rf_on(&rooms[rm],ISTREAS) && levtype!=MAZELEV); tp = *rnd_pos(&rooms[rm]); mvaddch(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 >= AMLEVEL && !amulet && rnd(100) < 70) { item = new_thing(FALSE, AMULET, 0); attach(lvl_obj, item); cur = OBJPTR(item); rm = rnd_room(); tp = *rnd_pos(&rooms[rm]); mvaddch(tp.y, tp.x, cur->o_type); cur->o_pos = tp; } for (i = 0; i < MAXROOMS; i++) /* loop through all */ { if (rf_on(&rooms[i],ISTREAS)) /* treasure rooms */ { int numthgs, isfood; numthgs = rnd(level / 3) + 6; while (numthgs-- >= 0) { isfood = TRUE; do { item = new_thing(TRUE, ANYTHING); cur = OBJPTR(item); /* dont create food for */ if (cur->o_type == FOOD) discard(item); /* treasure rooms */ else isfood = FALSE; } while (isfood); attach(lvl_obj, item); tp = *rnd_pos(&rooms[i]); mvaddch(tp.y, tp.x, cur->o_type); cur->o_pos = tp; } } } }