view rogue3/newlevel.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 527e2150eaf0
children
line wrap: on
line source

/*
 * new_level:
 *	Dig and draw a new level
 *
 * @(#)new_level.c	3.7 (Berkeley) 6/2/81
 *
 * 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 <string.h>

void
new_level()
{
    int rm, i;
    int ch = 0;
    coord stairs;

    if (level > max_level)
	max_level = level;
    wclear(cw);
    wclear(mw);
    clear();
    status();
    /*
     * Free up the monsters on the last level
     */
    free_list(mlist);
    do_rooms();				/* Draw rooms */
    do_passages();			/* Draw passages */
    no_food++;
    put_things();			/* Place objects (if any) */
    /*
     * Place the staircase down.
     */
    do {
        rm = rnd_room();
	rnd_pos(&rooms[rm], &stairs);
    } until (winat(stairs.y, stairs.x) == FLOOR);
    addch(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);
	    } until (winat(stairs.y, stairs.x) == FLOOR);
	    switch(rnd(6))
	    {
		case 0: ch = TRAPDOOR;
		when 1: ch = BEARTRAP;
		when 2: ch = SLEEPTRAP;
		when 3: ch = ARROWTRAP;
		when 4: ch = TELTRAP;
		when 5: ch = DARTTRAP;
	    }
	    addch(TRAP);
	    traps[i].tr_type = ch;
	    traps[i].tr_flags = 0;
	    traps[i].tr_pos = stairs;
	}
    }
    do
    {
	rm = rnd_room();
	rnd_pos(&rooms[rm], &hero);
    }
    until(winat(hero.y, hero.x) == FLOOR);
    light(&hero);
    wmove(cw, hero.y, hero.x);
    waddch(cw, PLAYER);
}

/*
 * Pick a room that is really there
 */

int
rnd_room()
{
    int rm;

    do
    {
	rm = rnd(MAXROOMS);
    } while (rooms[rm].r_flags & ISGONE);
    return rm;
}

/*
 * put_things:
 *	put potions and scrolls on this level
 */

void
put_things()
{
    int i;
    struct linked_list *item;
    struct object *cur;
    int rm;
    coord tp;

    /*
     * Throw away stuff left on the previous level (if anything)
     */
    free_list(lvl_obj);
    /*
     * 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;
    /*
     * 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
	     */
	    item = new_thing();
	    attach(lvl_obj, item);
	    cur = (struct object *) ldata(item);
	    /*
	     * Put it somewhere
	     */
	    do {
	        rm = rnd_room();
		rnd_pos(&rooms[rm], &tp);
	    } until (winat(tp.y, tp.x) == FLOOR);
	    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 > 25 && !amulet)
    {
	item = new_item(sizeof *cur);
	attach(lvl_obj, item);
	cur = (struct object *) ldata(item);
	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);
	mvaddch(tp.y, tp.x, cur->o_type);
	cur->o_pos = tp;
    }
}