view rogue4/rooms.c @ 162:600873555ec0

Don't swap signal handlers in md_shellescape(). md_shellescape() sets SIGINT and SIGQUIT to be ignored, storing the previous handlers, and restores them after the shell exits. But it mixed up the two handlers. Since the signals were usually handled by the same function, this fix doesn't have much effect, but anything that makes signal code less confusing is a good thing.
author John "Elwin" Edwards
date Mon, 08 Jun 2015 10:01:25 -0400
parents 9535a08ddc39
children 1b73a8641b37
line wrap: on
line source

/*
 * Create the layout for the new level
 *
 * @(#)rooms.c	4.16 (Berkeley) 1/12/82
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include <ctype.h>
#include <curses.h>
#include "rogue.h"

#define GOLDGRP 1

/*
 * do_rooms:
 *	Create rooms and corridors with a connectivity graph
 */
do_rooms()
{
    register int i;
    register struct room *rp;
    register THING *tp;
    register int left_out;
    coord top;
    coord bsze;
    coord mp;

    /*
     * bsze is the maximum room size
     */
    bsze.x = COLS/3;
    bsze.y = LINES/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 (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.x = -LINES;
	    } until (rp->r_pos.y > 0 && rp->r_pos.y < LINES-1);
	    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);
	/*
	 * Put the gold in
	 */
	if (rnd(2) == 0 && (!amulet || level >= max_level))
	{
	    register THING *gold;

	    gold = new_item();
	    gold->o_goldval = rp->r_goldval = GOLDCALC;
	    rnd_pos(rp, &rp->r_gold);
	    gold->o_pos = rp->r_gold;
	    gold->o_flags = ISMANY;
	    gold->o_group = GOLDGRP;
	    gold->o_type = GOLD;
	    attach(lvl_obj, gold);
	}
	draw_room(rp);
	/*
	 * Put the monster in
	 */
	if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25))
	{
	    tp = new_item();
	    do
	    {
		rnd_pos(rp, &mp);
	    } until (winat(mp.y, mp.x) == FLOOR);
	    new_monster(tp, randmonster(FALSE), &mp);
	    give_pack(tp);
	}
    }
}

/*
 * draw_room:
 *	Draw a box around a room and lay down the floor
 */
draw_room(rp)
register struct room *rp;
{
    register int y, x;

    vert(rp, rp->r_pos.x);				/* Draw left side */
    vert(rp, rp->r_pos.x + rp->r_max.x - 1);		/* Draw right side */
    horiz(rp, rp->r_pos.y);				/* Draw top */
    horiz(rp, rp->r_pos.y + rp->r_max.y - 1);		/* Draw bottom */
    /*
     * Put the floor down
     */
    for (y = rp->r_pos.y + 1; y < rp->r_pos.y + rp->r_max.y - 1; y++)
	/*strrep(&chat(rp->r_pos.y + 1, j), FLOOR, rp->r_max.y - rp->r_pos.y - 2);*/
	for (x = rp->r_pos.x + 1; x < rp->r_pos.x + rp->r_max.x - 1; x++)
	    chat(y, x) = FLOOR;
    /*
     * Put the gold there
     */
    if (rp->r_goldval)
	chat(rp->r_gold.y, rp->r_gold.x) = GOLD;
}

/*
 * vert:
 *	Draw a vertical line
 */
vert(rp, startx)
register struct room *rp;
register int startx;
{
    register int y;

    for (y = rp->r_pos.y + 1; y <= rp->r_max.y + rp->r_pos.y - 1; y++)
	chat(y, startx) = '|';
}

/*
 * horiz:
 *	Draw a horizontal line
 */
horiz(rp, starty)
register struct room *rp;
int starty;
{
    register int x;

    for (x = rp->r_pos.x; x <= rp->r_pos.x + rp->r_max.x - 1; x++)
	chat(starty, x) = '-';
}

/*
 * 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;
}

/*
 * enter_room:
 *	Code that is executed whenver you appear in a room
 */
enter_room(cp)
register coord *cp;
{
    register struct room *rp;
    register int y, x;
    register THING *tp;

    rp = proom = roomin(cp);
    if (rp->r_flags & ISGONE)
    {
	msg("in a gone room");
	return;
    }
    door_open(rp);
    if (!(rp->r_flags & ISDARK) && !on(player, ISBLIND))
	for (y = rp->r_pos.y; y < rp->r_max.y + rp->r_pos.y; y++)
	{
	    move(y, rp->r_pos.x);
	    for (x = rp->r_pos.x; x < rp->r_max.x + rp->r_pos.x; x++)
	    {
		tp = moat(y, x);
		if (tp == NULL || !see_monst(tp))
		    addch(chat(y, x));
		else
		    addch(tp->t_disguise);
	    }
	}
}

/*
 * leave_room:
 *	Code for when we exit a room
 */
leave_room(cp)
register coord *cp;
{
    register int y, x;
    register struct room *rp;
    register char floor;
    register char ch;

    rp = proom;
    proom = &passages[flat(cp->y, cp->x) & F_PNUM];
    floor = ((rp->r_flags & ISDARK) && !on(player, ISBLIND)) ? ' ' : FLOOR;
    for (y = rp->r_pos.y + 1; y < rp->r_max.y + rp->r_pos.y - 1; y++)
	for (x = rp->r_pos.x + 1; x < rp->r_max.x + rp->r_pos.x - 1; x++)
	    switch (ch = mvinch(y, x))
	    {
		case ' ':
		case TRAP:
		case STAIRS:
		    break;
		case FLOOR:
		    if (floor == ' ')
			addch(' ');
		    break;
		default:
		    /*
		     * to check for monster, we have to strip out
		     * standout bit
		     */
		    if (isupper(toascii(ch)))
			if (on(player, SEEMONST))
			{
			    standout();
			    addch(ch);
			    standend();
			    break;
			}
			else
                        {
                            THING *tp = moat(y, x);

                            if (tp != NULL)
                                tp->t_oldch = floor;

#ifdef WIZARD
                            else
                                msg("couldn't find monster in leave_room at (%d,%d)", y, x);
#endif
                        }

		    addch(floor);
	    }
    door_open(rp);
}