view srogue/rooms.c @ 165:2d94c32a709e

arogue7: comment out a problematic message. This line causes a segfault on x64. I suspect one of the char* arguments to msg() is being corrupted. But gdb doesn't make it easy to debug variadic functions, and the crash doesn't occur when running under valgrind. So the message is being removed until I can discover the root of the problem.
author John "Elwin" Edwards
date Fri, 26 Jun 2015 11:32:37 -0400
parents 2128c7dc8a40
children 94a0d9dd5ce1
line wrap: on
line source

/*
 * Draw the nine rooms on the screen
 *
 * @(#)rooms.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"

/*
 * do_rooms:
 *	Place the rooms in the dungeon
 */
do_rooms()
{
	int mloops, mchance, nummons, left_out, roomtries;
	bool treas = FALSE;
	reg int i;
	reg struct room *rp;
	reg struct linked_list *item;
	reg struct thing *tp;
	struct coord top, bsze, mp;

	/*
	 * bsze is the maximum room size
	 */
	bsze.x = COLS / 3;
	bsze.y = (LINES - 1) / 3;
	/*
	 * Clear things for a new level
	 */
	for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
		rp->r_goldval = rp->r_nexits = rp->r_flags = 0;
	/*
	 * 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++) {
		/*
		 * Find upper left corner of box that this room goes in
		 */
		top.x = (i%3) * bsze.x + 1;
		top.y = i/3 * bsze.y;
		if (rf_on(rp,ISGONE)) {
			/*
			 * Place a gone room.  Make certain that there is a
			 * blank line for passage drawing.
			 */
			roomtries = 0;
			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.x = -LINES;
				if (++roomtries > 250)
					fatal("failed to place a gone room");
			} 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
		 */
		roomtries = 0;	
		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);
			if (++roomtries > 250) {
				fatal("failed to place a good room");
			}
		} until (rp->r_pos.y != 0);
		if (level < max_level)
			mchance = 30;	/* 30% when going up (all monsters) */
		else
			mchance = 3;	/* 3% when going down */
		treas = FALSE;
		if (rnd(100) < mchance && (rp->r_max.x * rp->r_max.y) >
		  ((bsze.x * bsze.y * 55) / 100)) {
			treas = TRUE;
			rp->r_flags |= ISTREAS;
			rp->r_flags |= ISDARK;
		}
		/*
		 * Put the gold in
		 */
		if ((rnd(100) < 50 || treas) && (!amulet || level >= max_level)) {
			rp->r_goldval = GOLDCALC;
			if (treas)
				rp->r_goldval += 200 + (15 * (rnd(level) + 2));
			rp->r_gold.y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1;
			rp->r_gold.x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1;
		}
		draw_room(rp);
		/*
		 * Put the monster in
		 */
		if (treas) {
			mloops = rnd(level / 3) + 6;
			mchance = 1;
		}
		else {
			mloops = 1;
			mchance = 100;
		}
		for (nummons = 0; nummons < mloops; nummons++) {
			if (rnd(mchance) < (rp->r_goldval > 0 ? 80 : 25))
				add_mon(rp, treas);
		}
	}
}

/*
 * add_mon:
 *	Add a monster to a room
 */
add_mon(rm, treas)
struct room *rm;
bool treas;
{
	reg struct thing *tp;
	reg struct linked_list *item;
	struct coord mp;
	int chance;

	mp = *rnd_pos(rm);
	item = new_monster(rnd_mon(FALSE,FALSE), &mp, treas);
	tp = THINGPTR(item);
	chance = rnd(100);
	if (levtype == MAZELEV)
		chance = rnd(50);
	/*
	 * See if monster has a treasure
	 */
	if (levtype == MAZELEV && rnd(100) < 20) {
		reg struct linked_list *fd;

		fd = new_thing(FALSE, FOOD, 0);
		attach(tp->t_pack, fd);
	}
	else {
		if (chance < monsters[tp->t_indx].m_carry)
			attach(tp->t_pack, new_thing(FALSE, ANYTHING));
	}
}

/*
 * draw_room:
 *	Draw a box around a room
 */
draw_room(rp)
struct room *rp;
{
	reg 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);
		}
	}
	/*
	 * Put the gold there
	 */
	if (rp->r_goldval > 0)
		mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD);
}

/*
 * horiz:
 *	draw a horizontal line
 */
horiz(cnt)
int cnt;
{
	while (cnt-- > 0)
	addch('-');
}


/*
 * vert:
 *	draw a vertical line
 */
vert(cnt)
int cnt;
{
	reg int x, y;

	getyx(stdscr, y, x);
	x--;
	while (cnt-- > 0) {
		move(++y, x);
		addch('|');
	}
}


/*
 * rnd_pos:
 *	pick a random spot in a room
 */
struct coord *
rnd_pos(rp)
struct room *rp;
{
	reg int y, x, i;
	static struct coord spot;

	i = 0;
	do {
		x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1;
		y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1;
		i += 1;
	} while(winat(y, x) != FLOOR && i < 1000);
	spot.x = x;
	spot.y = y;
	return &spot;
}

/*
 * rf_on:
 * 	Returns TRUE if flag is set for room stuff
 */
rf_on(rm, bit)
struct room *rm;
long bit;
{
	return (rm->r_flags & bit);
}