view srogue/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 e52a8a7ad4c5
children
line wrap: on
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/*
 * Draw the nine rooms on the screen
 *
 * @(#)rooms.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"

void horiz(int cnt);
void vert(int cnt);

/*
 * do_rooms:
 *	Place the rooms in the dungeon
 */
void
do_rooms(void)
{
	int mloops, mchance, nummons, left_out, roomtries;
	bool treas = FALSE;
	reg int i;
	reg struct room *rp;
	struct coord top, bsze;

	/*
	 * bsze is the maximum room size
	 */
	bsze.x = COLS / 3;
	bsze.y = (LINES - 1) / 3;
	/*
	 * Clear things for a new level
	 */
	for (rp = rooms; rp < &rooms[MAXROOMS]; 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 (rf_on(rp,ISGONE)) {
			/*
			 * Place a gone room.  Make certain that there is a
			 * blank line for passage drawing.
			 */
			roomtries = 0;
			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.x = -LINES;
				if (++roomtries > 250)
					fatal("failed to place a gone room");
			} until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2);
			continue;
		}
		if (rnd(10) < level-1)
			rp->r_flags |= ISDARK;
		/*
		 * Find a place and size for a random room
		 */
		roomtries = 0;	
		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);
			if (++roomtries > 250) {
				fatal("failed to place a good room");
			}
		} until (rp->r_pos.y != 0);
		if (level < max_level)
			mchance = 30;	/* 30% when going up (all monsters) */
		else
			mchance = 3;	/* 3% when going down */
		treas = FALSE;
		if (rnd(100) < mchance && (rp->r_max.x * rp->r_max.y) >
		  ((bsze.x * bsze.y * 55) / 100)) {
			treas = TRUE;
			rp->r_flags |= ISTREAS;
			rp->r_flags |= ISDARK;
		}
		/*
		 * Put the gold in
		 */
		if ((rnd(100) < 50 || treas) && (!amulet || level >= max_level)) {
			rp->r_goldval = GOLDCALC;
			if (treas)
				rp->r_goldval += 200 + (15 * (rnd(level) + 2));
			rp->r_gold.y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1;
			rp->r_gold.x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1;
		}
		draw_room(rp);
		/*
		 * Put the monster in
		 */
		if (treas) {
			mloops = rnd(level / 3) + 6;
			mchance = 1;
		}
		else {
			mloops = 1;
			mchance = 100;
		}
		for (nummons = 0; nummons < mloops; nummons++) {
			if (rnd(mchance) < (rp->r_goldval > 0 ? 80 : 25))
				add_mon(rp, treas);
		}
	}
}

/*
 * add_mon:
 *	Add a monster to a room
 */
void
add_mon(struct room *rm, bool treas)
{
	reg struct thing *tp;
	reg struct linked_list *item;
	struct coord mp;
	int chance;

	mp = *rnd_pos(rm);
	item = new_monster(rnd_mon(FALSE,FALSE), &mp, treas);
	tp = THINGPTR(item);
	chance = rnd(100);
	if (levtype == MAZELEV)
		chance = rnd(50);
	/*
	 * See if monster has a treasure
	 */
	if (levtype == MAZELEV && rnd(100) < 20) {
		reg struct linked_list *fd;

		fd = new_thing(FALSE, FOOD, 0);
		attach(tp->t_pack, fd);
	}
	else {
		if (chance < monsters[tp->t_indx].m_carry)
			attach(tp->t_pack, new_thing(FALSE, ANYTHING));
	}
}

/*
 * draw_room:
 *	Draw a box around a room
 */
void
draw_room(struct room *rp)
{
	reg 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 > 0)
		mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD);
}

/*
 * horiz:
 *	draw a horizontal line
 */
void
horiz(int cnt)
{
	while (cnt-- > 0)
	addch('-');
}


/*
 * vert:
 *	draw a vertical line
 */
void
vert(int cnt)
{
	reg int x, y;

	getyx(stdscr, y, x);
	x--;
	while (cnt-- > 0) {
		move(++y, x);
		addch('|');
	}
}


/*
 * rnd_pos:
 *	pick a random spot in a room
 */
struct coord *
rnd_pos(struct room *rp)
{
	reg int y, x, i;
	static struct coord spot;

	i = 0;
	do {
		x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1;
		y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1;
		i += 1;
	} while(winat(y, x) != FLOOR && i < 1000);
	spot.x = x;
	spot.y = y;
	return &spot;
}

/*
 * rf_on:
 * 	Returns TRUE if flag is set for room stuff
 */
bool
rf_on(struct room *rm, long bit)
{
	return (rm->r_flags & bit);
}