Mercurial > hg > early-roguelike
view rogue5/new_level.c @ 237:2236ef808bcb
XRogue: fix some uses of entire structs instead of their members.
Some calls to runto() were given a pointer to the player struct instead
of to the player's coordinates. A call to death() was passed a pointer
to a monster instead of the monster's type number.
author | John "Elwin" Edwards |
---|---|
date | Tue, 08 Mar 2016 20:47:57 -0500 |
parents | f502bf60e6e4 |
children |
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/* * new_level: * Dig and draw a new level * * @(#)new_level.c 4.38 (Berkeley) 02/05/99 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980-1983, 1985, 1999 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 <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 */ void new_level(void) { THING *tp; PLACE *pp; int *sp; int i; 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 */ for (pp = places; pp < &places[MAXCOLS*MAXLINES]; pp++) { pp->p_ch = ' '; pp->p_flags = F_REAL; pp->p_monst = 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 traps */ if (rnd(10) < level) { ntraps = rnd(level / 4) + 1; if (ntraps > MAXTRAPS) ntraps = MAXTRAPS; i = ntraps; while (i--) { /* * not only wouldn't it be NICE to have traps in mazes * (not that we care about being nice), since the trap * number is stored where the passage number is, we * can't actually do it. */ do { find_floor(NULL, &stairs, FALSE, FALSE); } while ( (chat(stairs.y, stairs.x) != FLOOR) && (flat(stairs.y, stairs.x) & F_REAL) ); sp = &flat(stairs.y, stairs.x); *sp &= ~(F_REAL | F_TMASK); *sp |= rnd(NTRAPS); } } /* * Place the staircase down. */ find_floor(NULL, &stairs, FALSE, FALSE); chat(stairs.y, stairs.x) = STAIRS; seenstairs = FALSE; for (tp = mlist; tp != NULL; tp = next(tp)) tp->t_room = roomin(&tp->t_pos); find_floor(NULL, &hero, FALSE, TRUE); enter_room(&hero); mvaddch(hero.y, hero.x, PLAYER); if (on(player, SEEMONST)) turn_see(FALSE); if (on(player, ISHALU)) visuals(); } /* * rnd_room: * Pick a room that is really there */ int rnd_room(void) { 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(void) { int i; THING *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; /* * 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) < 36) { /* * Pick a new object and link it in the list */ obj = new_thing(); attach(lvl_obj, obj); /* * Put it somewhere */ find_floor(NULL, &obj->o_pos, FALSE, FALSE); chat(obj->o_pos.y, obj->o_pos.x) = obj->o_type; } /* * 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) { obj = new_item(); attach(lvl_obj, obj); obj->o_hplus = 0; obj->o_dplus = 0; strncpy(obj->o_damage,"0x0",sizeof(obj->o_damage)); strncpy(obj->o_hurldmg,"0x0",sizeof(obj->o_hurldmg)); obj->o_arm = 11; obj->o_type = AMULET; /* * Put it somewhere */ find_floor(NULL, &obj->o_pos, FALSE, FALSE); chat(obj->o_pos.y, obj->o_pos.x) = AMULET; } } /* * treas_room: * Add a treasure room */ #define MAXTRIES 10 /* max number of tries to put down a monster */ void treas_room(void) { int nm; THING *tp; struct room *rp; 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--) { find_floor(rp, &mp, 2 * MAXTRIES, FALSE); tp = new_thing(); tp->o_pos = mp; attach(lvl_obj, tp); chat(mp.y, mp.x) = 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; if (find_floor(rp, &mp, MAXTRIES, TRUE)) { tp = new_item(); new_monster(tp, randmonster(FALSE), &mp); tp->t_flags |= ISMEAN; /* no sloughers in THIS room */ give_pack(tp); } } level--; }