view rogue4/new_level.c @ 152:0c775afe0072

arogue7, xrogue: fix command repetition. In both games, command() loops and calls the action function twice for each command: once to schedule it by setting player.t_action and player.t_no_move, and again, to actually do it, once player.t_no_move has been reduced to 0. Each loop decremented count, so repeated commands were only repeated half the number of times the player typed. count is now decremented only when ch has been set to the repeated command.
author John "Elwin" Edwards
date Thu, 28 May 2015 11:08:03 -0400
parents 9535a08ddc39
children 1b73a8641b37
line wrap: on
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/*
 * new_level:
 *	Dig and draw a new level
 *
 * @(#)new_level.c	4.19 (Berkeley) 1/12/82
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include <time.h>
#include <curses.h>
#include <string.h>
#include "rogue.h"

#define TREAS_ROOM 20	/* one chance in TREAS_ROOM for a treasure room */
#define MAXTREAS 10	/* maximum number of treasures in a treasure room */
#define MINTREAS 2	/* minimum number of treasures in a treasure room */

new_level()
{
    register int rm, i;
    register THING *tp;
    register char *sp;
    register THING **mp;
    register int index;
    coord stairs;

    player.t_flags &= ~ISHELD;	/* unhold when you go down just in case */
    if (level > max_level)
	max_level = level;
    /*
     * Clean things off from last level
     */
    clear();
    for (sp = _level; sp < &_level[MAXCOLS*MAXLINES]; )
	*sp++ = ' ';
    for (sp = _flags; sp < &_flags[MAXCOLS*MAXLINES]; )
	*sp++ = F_REAL;
    for (mp = _monst; mp < &_monst[MAXCOLS*MAXLINES]; )
	*mp++ = NULL;
    clear();
    /*
     * Free up the monsters on the last level
     */
    for (tp = mlist; tp != NULL; tp = next(tp))
	free_list(tp->t_pack);
    free_list(mlist);
    /*
     * Throw away stuff left on the previous level (if anything)
     */
    free_list(lvl_obj);
    do_rooms();				/* Draw rooms */
    do_passages();			/* Draw passages */
    no_food++;
    put_things();			/* Place objects (if any) */
    /*
     * Place the staircase down.
     */
    i = 0;
    do {
        rm = rnd_room();
	rnd_pos(&rooms[rm], &stairs);
	index = INDEX(stairs.y, stairs.x);
	if (i++ > 100)
	{
	    i = 0;
	    srand(getpid() + (int) time((time_t *) NULL));
	}
    } until (_level[index] == FLOOR);
    _level[index] = 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);
		index = INDEX(stairs.y, stairs.x);
	    } until (_level[index] == FLOOR && (_flags[index] & F_REAL));
	    sp = &_flags[index];
	    *sp &= ~(F_REAL | F_TMASK);
	    *sp |= rnd(NTRAPS);
	}
    }
    do
    {
	rm = rnd_room();
	rnd_pos(&rooms[rm], &hero);
	index = INDEX(hero.y, hero.x);
    } until (_level[index] == FLOOR && (_flags[index] & F_REAL)
	&& _monst[index] == NULL);
    enter_room(&hero);
    move(hero.y, hero.x);
    addch(PLAYER);
    if (on(player, SEEMONST))
	turn_see(FALSE);
}

/*
 * rnd_room:
 *	Pick a room that is really there
 */
rnd_room()
{
    register int rm;

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

/*
 * put_things:
 *	Put potions and scrolls on this level
 */
put_things()
{
    register int i;
    register THING *cur;
    register int rm;
    coord tp;

    /*
     * 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;
    /*
     * check for treasure rooms, and if so, put it in.
     */
    if (rnd(TREAS_ROOM) == 0)
	treas_room();
    /*
     * 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
	     */
	    cur = new_thing();
	    attach(lvl_obj, cur);
	    /*
	     * Put it somewhere
	     */
	    do {
	        rm = rnd_room();
		rnd_pos(&rooms[rm], &tp);
	    } until (chat(tp.y, tp.x) == FLOOR);
	    chat(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 >= AMULETLEVEL && !amulet)
    {
	cur = new_item();
	attach(lvl_obj, cur);
	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);
	chat(tp.y, tp.x) = AMULET;
	cur->o_pos = tp;
    }
}

/*
 * treas_room:
 *	Add a treasure room
 */
#define MAXTRIES 10	/* max number of tries to put down a monster */

treas_room()
{
    register int nm, index;
    register THING *tp;
    register struct room *rp;
    register int spots, num_monst;
    coord mp;

    rp = &rooms[rnd_room()];
    spots = (rp->r_max.y - 2) * (rp->r_max.x - 2) - MINTREAS;
    if (spots > (MAXTREAS - MINTREAS))
	spots = (MAXTREAS - MINTREAS);
    num_monst = nm = rnd(spots) + MINTREAS;
    while (nm--)
    {
	do
	{
	    rnd_pos(rp, &mp);
	    index = INDEX(mp.y, mp.x);
	} until (_level[index] == FLOOR);
	tp = new_thing();
	tp->o_pos = mp;
	attach(lvl_obj, tp);
	_level[index] = tp->o_type;
    }

    /*
     * fill up room with monsters from the next level down
     */

    if ((nm = rnd(spots) + MINTREAS) < num_monst + 2)
	nm = num_monst + 2;
    spots = (rp->r_max.y - 2) * (rp->r_max.x - 2);
    if (nm > spots)
	nm = spots;
    level++;
    while (nm--)
    {
	spots = 0;
	do
	{
	    rnd_pos(rp, &mp);
	    index = INDEX(mp.y, mp.x);
	    spots++;
	} until (_monst[index] == NULL || spots > MAXTRIES);
	if (_monst[index] == NULL)
	{
	    tp = new_item();
	    new_monster(tp, randmonster(FALSE), &mp);
	    tp->t_flags |= ISMEAN;	/* no sloughers in THIS room */
	    give_pack(tp);
	}
    }
    level--;
}