view xrogue/rooms.c @ 273:51ddbe7b992d

UltraRogue: begin autoconfiscation. Build options can now be set with configure.
author John "Elwin" Edwards
date Mon, 04 Sep 2017 21:08:09 -0400
parents f54901b9c39b
children
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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"

void horiz(int cnt);
void vert(int cnt);

void
do_rooms(void)
{
    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, 0, 0, 0);
            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(struct room *rp, 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
 */

void
draw_room(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
 */

void
horiz(int cnt)
{
    while (cnt--)
        addch(HORZWALL);
}

/*
 * rnd_pos:
 *      pick a random spot in a room
 */

void
rnd_pos(struct room *rp, 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(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
 */

void
vert(int cnt)
{
    register int x, y;

    getyx(stdscr, y, x);
    x--;
    while (cnt--) {
        move(++y, x);
        addch(VERTWALL);
    }
}