Mercurial > hg > early-roguelike
view arogue5/new_level.c @ 306:057c5114e244
Super-Rogue: fix some out-of-range constants.
Constants K_ARROW etc., for causes of death other than monsters, are in
the 240-255 range. They were often passed to functions taking char,
which is usually signed, making the values out of range.
The function declarations have been changed to unsigned char, which is
also the type used by the scoreboard code.
author | John "Elwin" Edwards |
---|---|
date | Sat, 17 Apr 2021 15:41:12 -0400 |
parents | 56e748983fa8 |
children |
line wrap: on
line source
/* * new_level: Dig and draw a new level * * 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 void put_things(LEVTYPE ltype); /* ltype designates type of level to create */ void new_level(LEVTYPE ltype) { register int rm = 0, i, cnt; register 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: %d", 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+10 + rnd(11); 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) == '-') vert = TRUE; else vert = FALSE; if (level == -1) { fresh = TRUE; starty = 2; startx = 1; deltay = deltax = 1; level = 0; /* Restore the level */ } else { /* Copy several lines of the terrain to the other end */ char cch; /* Copy character */ /* 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 = CCHAR( mvinch(i+2, j) ); mvaddch(LINES-6+i, j, cch); } else { cch = CCHAR( mvinch(LINES-4-i, j) ); mvaddch(4-i, j, cch); } } else for (j=2; j<LINES-3; j++) { if (top) { cch = CCHAR( mvinch(j, i+1) ); mvaddch(j, COLS-4+i, cch); } else { cch = CCHAR( 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; } } 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) 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(monst_dead); t_free_list(mlist); o_free_list(lvl_obj); /* Free up previous objects (if any) */ for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) t_free_list(rp->r_exit); /* Free up the exit lists */ levtype = ltype; foods_this_level = 0; /* food for hero this level */ if (ltype == POSTLEV) { do_post(); /* do post stuff */ } else if (ltype == MAZELEV) { do_maze(); no_food++; put_things(ltype); /* Place objects (if any) */ } else if (ltype == OUTSIDE) { 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, 4) == 4) { cnt = 0; do { rm = rnd_room(); rnd_pos(&rooms[rm], &stairs); } until (mvinch(stairs.y, stairs.x) == FLOOR || cnt++ > 5000); addch(STAIRS); } /* * maybe add a trading post */ if (level > 5 && rnd(11) == 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++ > 5000); 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++ > 5000 || 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 = CCHAR( 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; } turn_off(*tp, ISELSEWHERE); detach(tlist, item); 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 = CCHAR( 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)+1; 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++ > 5000); traps[i].tr_flags = 0; /* If we are at the bottom, we can't set a trap door */ if (level >= nfloors) ch = (char) rnd(7) + 1; else ch = (char) rnd(8); 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; } addch(ch); traps[i].tr_type = ch; traps[i].tr_show = FLOOR; traps[i].tr_pos = stairs; } } } if (fresh) { /* A whole new picture */ cnt = 0; do { rm = rnd_room(); if (rooms[rm].r_flags & ISTREAS) continue; rnd_pos(&rooms[rm], &hero); } until( cnt++ > 5000 || (winat(hero.y, hero.x) == FLOOR && DISTANCE(hero.y, hero.x, stairs.y, stairs.x) > 16)); } 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(); light(&hero); wmove(cw, hero.y, hero.x); waddch(cw, PLAYER); if (level > cur_max) cur_max = level; status(TRUE); } /* * Pick a room that is really there */ int rnd_room(void) { 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 * ltype: designates type of level to create */ void put_things(LEVTYPE ltype) { register int i, rm, cnt; register struct object *cur; register struct linked_list *item, *exitptr; bool got_unique = FALSE; int length, width; coord tp, *exit; /* * The only way to get new stuff is to go down into the dungeon. */ if (level <= cur_max) return; /* * There is a chance that there is a treasure room on this level * Increasing chance after level 9 */ if (ltype != MAZELEV && rnd(HARDER) < level - 8) { 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 = next(item)) { register struct thing *tp; tp = THINGPTR(item); if (rp == roomin(&tp->t_pos)) { turn_on(*tp, ISMEAN); if (off(*tp, CANINWALL)) { tp->t_dest = &hero; turn_on(*tp, ISRUN); } if (on(*tp, ISUNIQUE)) got_unique = TRUE; /* If it is a mimic, undisguise it */ if (on(*tp, ISDISGUISE)) turn_off(*tp, ISDISGUISE); } } /* 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; /* Make a monster */ item = new_item(sizeof *tp); tp = THINGPTR(item); /* * Put it there and aggravate it (unless it can escape) * only put one UNIQUE per treasure room at most */ if (got_unique) new_monster(item,randmonster(FALSE, TRUE),&trp,TRUE); else new_monster(item,randmonster(FALSE, FALSE),&trp,TRUE); if (on(*tp, ISUNIQUE)) { got_unique = TRUE; carry_obj(tp, monsters[tp->t_index].m_carry); } turn_on(*tp, ISMEAN); if (off(*tp, CANINWALL)) { tp->t_dest = &hero; turn_on(*tp, ISRUN); } /* If it is a mimic, undisguise it */ if (on(*tp, ISDISGUISE)) turn_off(*tp, ISDISGUISE); 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; } } /* Treasures */ if ((rnd(100) < (MAXTREAS*100)/(width*length)) && (mvinch(rp->r_pos.y+j, rp->r_pos.x+i) == FLOOR)) { item = new_thing(ALL); attach(lvl_obj, item); cur = OBJPTR(item); mvaddch(trp.y, trp.x, cur->o_type); cur->o_pos = trp; } } } /* * Do MAXOBJ attempts to put things on a level */ for (i = 0; i < MAXOBJ; i++) if (rnd(100) < 45) { /* * Pick a new object and link it in the list */ item = new_thing(ALL); attach(lvl_obj, item); cur = OBJPTR(item); /* * Put it somewhere */ cnt = 0; do { rm = rnd_room(); rnd_pos(&rooms[rm], &tp); } until (winat(tp.y, tp.x) == FLOOR || cnt++ > 500); mvaddch(tp.y, tp.x, cur->o_type); cur->o_pos = tp; } }