Mercurial > hg > early-roguelike
view srogue/new_leve.c @ 223:0e99eade579c
Generate text documentation from the troff source files.
This is done by make, in the 'docs' target, which is now part of the
normal build process.
Unfortunately, not all the games include troff sources. Getting decent
HTML output from groff is still a difficult process which will not be
attempted at this time. There are a few bugs in the 'install' and
'uninstall' rules.
Not to mention that the documentation is sometimes inaccurate.
author | John "Elwin" Edwards |
---|---|
date | Sun, 21 Feb 2016 20:47:12 -0500 |
parents | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
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/* * Do anything associated with a new dungeon level * * @(#)new_level.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" /* * new_level: * Dig and draw a new level */ new_level(ltype) int ltype; { register i; register char ch; struct coord traploc; struct room *rp; if (level > max_level) max_level = level; wclear(cw); wclear(mw); clear(); isfight = FALSE; levtype = ltype; free_list(mlist); /* free monster list */ if (levtype == POSTLEV) do_post(); else { lev_mon(); /* fill in monster list */ if (levtype == MAZELEV) do_maze(); else { /* normal levels */ do_rooms(); /* Draw rooms */ do_passages(); /* Draw passages */ } no_food++; put_things(); /* Place objects (if any) */ } /* * Place the staircase down. */ stairs = *rnd_pos(&rooms[rnd_room()]); mvaddch(stairs.y, stairs.x, STAIRS); ntraps = 0; if (levtype == NORMLEV) { struct trap *trp, *maxtrp; /* Place the traps for normal levels only */ if (rnd(10) < level) { ntraps = rnd(level / 4) + 1; if (ntraps > MAXTRAPS) ntraps = MAXTRAPS; maxtrp = &traps[ntraps]; for (trp = &traps[0]; trp < maxtrp; trp++) { again: switch(rnd(TYPETRAPS + 1)) { case 0: if (rnd(100) > 25) goto again; else ch = POST; when 1: ch = TRAPDOOR; when 2: ch = BEARTRAP; when 3: ch = SLEEPTRAP; when 4: ch = ARROWTRAP; when 5: ch = TELTRAP; when 6: ch = DARTTRAP; when 7: ch = MAZETRAP; when 8: case 9: if (rnd(100) > 80) goto again; else ch = POOL; } trp->tr_flags = 0; traploc = *rnd_pos(&rooms[rnd_room()]); mvaddch(traploc.y,traploc.x,ch); trp->tr_type = ch; trp->tr_pos = traploc; if (ch == POOL || ch == POST) trp->tr_flags |= ISFOUND; if (ch==TELTRAP && rnd(100)<20 && trp<maxtrp-1) { struct coord newloc; newloc = *rnd_pos(&rooms[rnd_room()]); trp->tr_goto = newloc; trp++; trp->tr_goto = traploc; trp->tr_type = TELTRAP; trp->tr_pos = newloc; mvaddch(newloc.y, newloc.x, TELTRAP); } else trp->tr_goto = rndspot; } } } do { rp = &rooms[rnd_room()]; hero = *rnd_pos(rp); } while(levtype==MAZELEV&&DISTANCE(hero.y,hero.x,stairs.y,stairs.x)<10); player.t_room = rp; player.t_oldch = mvinch(hero.y, hero.x); light(&hero); mvwaddch(cw,hero.y,hero.x,PLAYER); nochange = FALSE; } /* * rnd_room: * Pick a room that is really there */ rnd_room() { register rm; if (levtype != NORMLEV) rm = 0; else { do { rm = rnd(MAXROOMS); } while (rf_on(&rooms[rm],ISGONE)); } return rm; } /* * put_things: * put potions and scrolls on this level */ put_things() { register i, cnt, rm; struct linked_list *item; struct object *cur; struct coord tp; /* Throw away stuff left on the previous level (if anything) */ free_list(lvl_obj); /* The only way to get new stuff is to go down into the dungeon. */ if (goingup()) return; /* Do MAXOBJ attempts to put things on a level */ for (i = 0; i < MAXOBJ; i++) { if (rnd(100) < 40) { item = new_thing(FALSE, ANYTHING); attach(lvl_obj, item); cur = OBJPTR(item); cnt = 0; do { /* skip treasure rooms */ rm = rnd_room(); if (++cnt > 500) break; } while(rf_on(&rooms[rm],ISTREAS) && levtype!=MAZELEV); tp = *rnd_pos(&rooms[rm]); 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 >= AMLEVEL && !amulet && rnd(100) < 70) { item = new_thing(FALSE, AMULET, 0); attach(lvl_obj, item); cur = OBJPTR(item); rm = rnd_room(); tp = *rnd_pos(&rooms[rm]); mvaddch(tp.y, tp.x, cur->o_type); cur->o_pos = tp; } for (i = 0; i < MAXROOMS; i++) /* loop through all */ { if (rf_on(&rooms[i],ISTREAS)) /* treasure rooms */ { int numthgs, isfood; numthgs = rnd(level / 3) + 6; while (numthgs-- >= 0) { isfood = TRUE; do { item = new_thing(TRUE, ANYTHING); cur = OBJPTR(item); /* dont create food for */ if (cur->o_type == FOOD) discard(item); /* treasure rooms */ else isfood = FALSE; } while (isfood); attach(lvl_obj, item); tp = *rnd_pos(&rooms[i]); mvaddch(tp.y, tp.x, cur->o_type); cur->o_pos = tp; } } } }