view rogue3/rooms.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

/*
 * Draw the nine rooms on the screen
 *
 * @(#)rooms.c	3.8 (Berkeley) 6/15/81
 *
 * 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 <stdlib.h>
#include "curses.h"
#include "rogue.h"

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

    /*
     * bsze is the maximum room size
     */
    bsze.x = COLS/3;
    bsze.y = LINES/3;
    /*
     * Clear things for a new level
     */
    for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++)
	rp->r_goldval = rp->r_nexits = rp->r_flags = 0;
    /*
     * 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++)
    {
	/*
	 * Find upper left corner of box that this room goes in
	 */
	top.x = (i%3)*bsze.x + 1;
	top.y = i/3*bsze.y;
	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.y = -LINES;
	    } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-1);
	    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);
	/*
	 * Put the gold in
	 */
	if (rnd(100) < 50 && (!amulet || level >= max_level))
	{
	    rp->r_goldval = GOLDCALC;
	    rnd_pos(rp, &rp->r_gold);
	    if (roomin(&rp->r_gold) != rp)
		endwin(), abort();
	}
	draw_room(rp);
	/*
	 * Put the monster in
	 */
	if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25))
	{
	    item = new_item(sizeof *tp);
	    tp = (struct thing *) ldata(item);
	    do
	    {
		rnd_pos(rp, &mp);
	    } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR);
	    new_monster(item, randmonster(FALSE), &mp);
	    /*
	     * See if we want to give it a treasure to carry around.
	     */
	    if (rnd(100) < monsters[tp->t_type-'A'].m_carry)
		attach(tp->t_pack, new_thing());
	}
    }
}

/*
 * Draw a box around a room
 */

void
draw_room(struct room *rp)
{
    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);
    }
    /*
     * Put the gold there
     */
    if (rp->r_goldval)
	mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD);
}

/*
 * horiz:
 *	draw a horizontal line
 */

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

/*
 * vert:
 *	draw a vertical line
 */

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

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