Mercurial > hg > early-roguelike
view xrogue/rooms.c @ 155:1af259ac4ed2
arogue7, xrogue: fix save/restore of alchemy jugs.
state.c now saves the fuse that refills alchemy jugs, using the method
of numbering objects previously applied to Advanced Rogue 5. Alchemy
jugs that are empty when the game is saved will continue to function
after it is restored.
Savefile compatibility should not be affected.
author | John "Elwin" Edwards |
---|---|
date | Fri, 29 May 2015 17:34:04 -0400 |
parents | ce0cf824c192 |
children | f54901b9c39b |
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/* rooms.c - Draw the nine rooms on the screen XRogue: Expeditions into the Dungeons of Doom Copyright (C) 1991 Robert Pietkivitch All rights reserved. Based on "Advanced Rogue" Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T 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 <stdlib.h> #include <curses.h> #include "rogue.h" do_rooms() { register int i; register struct room *rp; register struct linked_list *item; register struct thing *tp; int left_out; int num_monsters; int which_monster; int j; coord top; coord bsze; coord mp; coord *np; /* * bsze is the maximum room size */ bsze.x = cols/3; bsze.y = (lines-2)/3; /* * Clear things for a new level */ for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { rp->r_flags = 0; _r_free_fire_list(&rp->r_fires); } /* * 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++) { bool has_gold=FALSE; /* * Find upper left corner of box that this room goes in */ top.x = (i%3)*bsze.x; top.y = i/3*bsze.y + 1; 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-2); 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); /* Draw the room */ draw_room(rp); /* * Put the gold in */ if (rnd(100) < 55 && level >= cur_max) { register struct linked_list *item; register struct object *cur; coord tp; has_gold = TRUE; /* This room has gold in it */ item = spec_item(GOLD, NULL, NULL, NULL); cur = OBJPTR(item); /* Put the gold into the level list of items */ attach(lvl_obj, item); /* Put it somewhere */ rnd_pos(rp, &tp); mvaddch(tp.y, tp.x, GOLD); cur->o_pos = tp; if (roomin(&tp) != rp) { endwin(); abort(); } } /* * Put the monster in */ if (rnd(100) < (has_gold ? 80 : 25) + vlevel/2) { do { rnd_pos(rp, &mp); } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR); which_monster = randmonster(FALSE, FALSE); num_monsters = 1; /* * see if we should make a whole bunch */ for (j=0; j<MAXFLAGS; j++) { if (monsters[which_monster].m_flags[j] == AREMANY) num_monsters = roll(7,2); } for (j=0; j<num_monsters; j++) { if ((np = fallpos(&mp, FALSE, 2)) != NULL && mvwinch(stdscr, np->y, np->x) == FLOOR) { item = new_item(sizeof *tp); tp = THINGPTR(item); new_monster(item, which_monster, np, FALSE); /* * See if we want to give it a treasure to * carry around. */ carry_obj(tp, monsters[tp->t_index].m_carry); tp->t_no_move = movement(tp); /* * If it has a fire, mark it */ if (on(*tp, HASFIRE)) { register struct linked_list *fire_item; fire_item = creat_item(); ldata(fire_item) = (char *) tp; attach(rp->r_fires, fire_item); rp->r_flags |= HASFIRE; } } } } } } /* * Given a room pointer and a pointer to a door, supposedly in that room, * return the coordinates of the entrance to the doorway. */ coord * doorway(rp, door) register struct room *rp; register coord *door; { register int misses = 0; static coord answer; /* Do we have decent parameters? */ if (rp == NULL || door == NULL) return(NULL); /* Initialize the answer to be the door, then calculate the offset */ answer = *door; /* Calculate the x-offset */ if (door->x == rp->r_pos.x) answer.x++; else if (door->x == rp->r_pos.x + rp->r_max.x - 1) answer.x--; else misses++; /* Calculate the y-offset */ if (door->y == rp->r_pos.y) answer.y++; else if (door->y == rp->r_pos.y + rp->r_max.y - 1) answer.y--; else misses++; if (misses <= 1) return(&answer); else return(NULL); } /* * Draw a box around a room */ draw_room(rp) register struct room *rp; { register 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); } } /* * horiz: * draw a horizontal line */ horiz(cnt) register int cnt; { while (cnt--) addch(HORZWALL); } /* * rnd_pos: * pick a random spot in a room */ rnd_pos(rp, cp) register struct room *rp; register 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; } /* * roomin: * Find what room some coordinates are in. NULL means they aren't * in any room. */ struct room * roomin(cp) register coord *cp; { register struct room *rp; for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) if (inroom(rp, cp)) return rp; return NULL; } /* * vert: * draw a vertical line */ vert(cnt) register int cnt; { register int x, y; getyx(stdscr, y, x); x--; while (cnt--) { move(++y, x); addch(VERTWALL); } }