Mercurial > hg > early-roguelike
view srogue/new_leve.c @ 229:50b89f165a34
Use uniform return types for functions related to options.
Functions for printing options now return void. Functions for setting
options now return int. Argument types still vary, though converting
all the option pointers to void* would be possible.
author | John "Elwin" Edwards |
---|---|
date | Sun, 06 Mar 2016 14:45:18 -0500 |
parents | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
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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" void put_things(void); /* * new_level: * Dig and draw a new level */ void new_level(int ltype) { register int 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 */ int rnd_room(void) { register int 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 */ void put_things(void) { register int 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; } } } }