view rogue3/newlevel.c @ 240:163bd1fd4766

Super-Rogue: fix saving and restoring on Windows. The problem turned out to be that the save file wasn't being deleted because it was still open.
author John "Elwin" Edwards
date Sat, 12 Mar 2016 14:29:07 -0500
parents 527e2150eaf0
children
line wrap: on
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/*
 * 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;
    }
}