Mercurial > hg > early-roguelike
view xrogue/n_level.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 | e6179860cb76 |
children | f54901b9c39b |
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/* n_level.c - Dig and draw a new level 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 <curses.h> #include "rogue.h" #define TERRASAVE 3 /* * new_level: * Dig and draw a new level */ new_level(ltype) LEVTYPE ltype; /* designates type of level to create */ { register int rm = 0, i, cnt; register unsigned char ch; register struct linked_list *item; register struct thing *tp; register struct object *obj; int waslit = 0; /* Was the previous outside level lit? */ int starty = 0, startx = 0, deltay = 0, deltax = 0; bool fresh=TRUE, vert = 0, top; struct room *rp; struct linked_list *nitem, *savmonst=NULL, *savitems=NULL; coord stairs = {0,0}; if (wizard) { msg("Turns: %ld", turns); /* Number of turns for last level */ mpos = 0; } /* Start player off right */ turn_off(player, ISHELD); turn_off(player, ISFLEE); extinguish(suffocate); hold_count = 0; trap_tries = 0; /* Are we just entering a dungeon? If so, how big is it? */ if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+20 + rnd(51); if (level > max_level) max_level = level; /* Are we starting a new outside level? */ if (ltype == OUTSIDE) { register int i, j; /* Save some information prior to clearing the screen */ if (level == -1 || mvinch(hero.y, hero.x) == HORZWALL) vert = TRUE; else vert = FALSE; if (level < 1) { fresh = TRUE; starty = 2; startx = 1; deltay = deltax = 1; level = max_level; /* Restore level to deepest attempt */ prev_max = level; /* reset for boundary crossings below */ } else if (level >= 1 && prev_max == 1000) { fresh = TRUE; starty = 2; startx = 1; deltay = deltax = 1; prev_max = level; /* reset for boundary crossings below */ } else { /* Copy several lines of the terrain to the other end */ unsigned char cch; /* Copy character */ if (wizard) msg("Crossing sector boundary "); /* Was the area dark (not magically lit)? */ if (!(rooms[0].r_flags & ISDARK)) waslit = 1; fresh = FALSE; if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE; else top = FALSE; for (i=0; i<TERRASAVE; i++) { if (vert) for (j=1; j<cols-1; j++) { if (top) { cch = mvinch(i+2, j); mvaddch(lines-6+i, j, cch); } else { cch = mvinch(lines-4-i, j); mvaddch(4-i, j, cch); } } else for (j=2; j<lines-3; j++) { if (top) { cch = mvinch(j, i+1); mvaddch(j, cols-4+i, cch); } else { cch = mvinch(j, cols-2-i); mvaddch(j, 3-i, cch); } } } if (vert) { startx = deltax = 1; if (top) { starty = lines-4-TERRASAVE; deltay = -1; } else { starty = TERRASAVE + 2; deltay = 1; } } else { starty = 2; deltay = 1; if (top) { startx = cols-2-TERRASAVE; deltax = -1; } else { deltax = 1; startx = TERRASAVE + 1; } } /* Check if any monsters should be saved */ for (item = mlist; item != NULL; item = nitem) { nitem = next(item); tp = THINGPTR(item); if (vert) { if (top) { if (tp->t_pos.y < TERRASAVE + 2) tp->t_pos.y += lines - 5 - TERRASAVE; else continue; } else { if (tp->t_pos.y > lines - 4 - TERRASAVE) tp->t_pos.y += 5 + TERRASAVE - lines; else continue; } } else { if (top) { if (tp->t_pos.x < TERRASAVE + 1) tp->t_pos.x += cols - 2 - TERRASAVE; else continue; } else { if (tp->t_pos.x > cols - 2 - TERRASAVE) tp->t_pos.x += 2 + TERRASAVE - cols; else continue; } } /* * If the monster is busy chasing another monster, don't save * it */ if (tp->t_dest && tp->t_dest != &hero) continue; /* Outside has plenty of monsters, don't need these. * detach(mlist, item); * attach(savmonst, item); */ } /* Check if any treasure should be saved */ for (item = lvl_obj; item != NULL; item = nitem) { nitem = next(item); obj = OBJPTR(item); if (vert) { if (top) { if (obj->o_pos.y < TERRASAVE + 2) obj->o_pos.y += lines - 5 - TERRASAVE; else continue; } else { if (obj->o_pos.y > lines - 4 - TERRASAVE) obj->o_pos.y += 5 + TERRASAVE - lines; else continue; } } else { if (top) { if (obj->o_pos.x < TERRASAVE + 1) obj->o_pos.x += cols - 2 - TERRASAVE; else continue; } else { if (obj->o_pos.x > cols - 2 - TERRASAVE) obj->o_pos.x += 2 + TERRASAVE - cols; else continue; } } detach(lvl_obj, item); attach(savitems, item); } } } wclear(cw); wclear(mw); if (fresh || levtype != OUTSIDE) clear(); /* * check to see if he missed a UNIQUE, If he did then put it back * in the monster table for next time */ for (item = mlist; item != NULL; item = next(item)) { tp = THINGPTR(item); if (on(*tp, ISUNIQUE)) monsters[tp->t_index].m_normal = TRUE; } /* * Free up the monsters on the last level */ t_free_list(mlist); o_free_list(lvl_obj); /* Free up previous objects (if any) */ for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) r_free_list(rp->r_exit); /* Free up the exit lists */ levtype = ltype; foods_this_level = 0; /* food for hero this level */ /* What kind of level are we on? */ if (ltype == POSTLEV || ltype == STARTLEV) { if (ltype == POSTLEV) do_post(FALSE); /* Trading post */ else do_post(TRUE); /* Equipage */ levtype = ltype = POSTLEV; } else if (ltype == MAZELEV) { do_maze(); no_food++; put_things(ltype); /* Place objects (if any) */ } else if (ltype == OUTSIDE) { /* Move the cursor back onto the hero */ wmove(cw, hero.y, hero.x); init_terrain(); do_terrain(starty, startx, deltay, deltax, (bool) (fresh || !vert)); no_food++; put_things(ltype); /* Should we magically light this area? */ if (waslit) rooms[0].r_flags &= ~ISDARK; } else { do_rooms(); /* Draw rooms */ do_passages(); /* Draw passages */ no_food++; put_things(ltype); /* Place objects (if any) */ } /* * Place the staircase down. Only a small chance for an outside stairway. */ if (ltype != OUTSIDE || roll(1, 5) == 5) { cnt = 0; do { rm = rnd_room(); rnd_pos(&rooms[rm], &stairs); } until (mvinch(stairs.y, stairs.x) == FLOOR || cnt++ > 2500); addch(STAIRS); } /* * maybe add a trading post */ if (level > 5 && rnd(10) == 7 && ltype == NORMLEV) { cnt = 0; do { rm = rnd_room(); if (rooms[rm].r_flags & ISTREAS) continue; rnd_pos(&rooms[rm], &stairs); } until (winat(stairs.y, stairs.x) == FLOOR || cnt++ > 2500); addch(POST); } if (ltype != POSTLEV) { /* Add monsters that fell through */ nitem = tlist; while (nitem != NULL) { item = nitem; nitem = next(item); /* because detach and attach mess up ptrs */ tp = THINGPTR(item); cnt = 0; do { rm = rnd_room(); rnd_pos(&rooms[rm], &tp->t_pos); } until (cnt++ > 2500 || winat(tp->t_pos.y, tp->t_pos.x) == FLOOR); mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, tp->t_type); tp->t_oldch = mvwinch(cw, tp->t_pos.y, tp->t_pos.x); /* * 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(rooms[rm].r_fires, fire_item); rooms[rm].r_flags |= HASFIRE; } detach(tlist, item); turn_off(*tp,ISELSEWHERE); attach(mlist, item); } } /* Restore any saved monsters */ for (item = savmonst; item != NULL; item = nitem) { nitem = next(item); tp = THINGPTR(item); mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, tp->t_type); tp->t_oldch = mvwinch(cw, tp->t_pos.y, tp->t_pos.x); /* * 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(rooms[rm].r_fires, fire_item); rooms[rm].r_flags |= HASFIRE; } detach(savmonst, item); attach(mlist, item); } /* Restore any saved objects */ for(item = savitems; item != NULL; item = nitem) { nitem = next(item); obj = OBJPTR(item); mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type); detach(savitems, item); attach(lvl_obj, item); } /* * Place the traps (except for trading post) */ ntraps = 0; /* No traps yet */ if (levtype == NORMLEV) { if (rnd(10) < vlevel) { ntraps = rnd(vlevel/4)+2; if (ntraps > MAXTRAPS) ntraps = MAXTRAPS; i = ntraps; while (i--) { cnt = 0; do { rm = rnd_room(); if (rooms[rm].r_flags & ISTREAS) continue; rnd_pos(&rooms[rm], &stairs); } until (winat(stairs.y, stairs.x) == FLOOR || cnt++ > 2500); traps[i].tr_flags = 0; /* If we are at the bottom, we can't set a trap door */ if (level >= nfloors) ch = (unsigned char) rnd(8) + 1; else ch = (unsigned char) rnd(9); switch((int) ch) { case 0: ch = TRAPDOOR; when 1: ch = BEARTRAP; when 2: ch = SLEEPTRAP; when 3: ch = ARROWTRAP; when 4: ch = TELTRAP; when 5: ch = DARTTRAP; when 6: ch = POOL; traps[i].tr_flags = ISFOUND; when 7: ch = MAZETRAP; when 8: ch = WORMHOLE; } addch(ch); traps[i].tr_type = ch; traps[i].tr_show = FLOOR; traps[i].tr_pos = stairs; } } } if (fresh) { /* A whole new picture */ /* * try to find a room for the hero. The objective here is to: * --> don't put him in a treasure room * --> don't put him on an object * --> try not to put him next to the stairs */ cnt = 2500; do { if (ltype != OUTSIDE) rm = rnd_room(); else continue; if (rooms[rm].r_flags & ISTREAS) continue; rnd_pos(&rooms[rm], &hero); } until( cnt-- == 0 || (winat(hero.y, hero.x) == FLOOR && DISTANCE(hero.y, hero.x, stairs.y, stairs.x) > cnt/10)); } else { /* We're extending into an adjacent outside plane */ rm = 0; if (vert) { if (hero.y == 1) hero.y = lines - 3 - TERRASAVE; /* Top to bottom */ else hero.y = TERRASAVE + 1; /* Bottom to top */ } else { if (hero.x == 0) hero.x = cols - 1 - TERRASAVE; /* Right to left */ else hero.x = TERRASAVE; /* Left to right */ } } oldrp = &rooms[rm]; /* Set the current room */ player.t_oldpos = player.t_pos; /* Set the current position */ if (ISWEARING(R_AGGR) || (cur_misc[WEAR_JEWEL] != NULL && cur_misc[WEAR_JEWEL]->o_which == MM_JEWEL)) aggravate(TRUE, TRUE); /* affect all charactors */ /* * If player is moving up or above his deepest point, wake up any * non-uniques */ else if (level < cur_max) { aggravate(FALSE, FALSE); } light(&hero); wmove(cw, hero.y, hero.x); waddch(cw, PLAYER); if (level > cur_max) cur_max = level; draw(cw); status(TRUE); /* Do we sense any food on this level? */ if (cur_relic[SURTUR_RING]) quaff(P_FFIND, NULL, NULL, FALSE); } /* * Pick a room that is really there */ rnd_room() { register int rm; if (levtype != NORMLEV) rm = 0; else do { rm = rnd(MAXROOMS); } while (rooms[rm].r_flags & ISGONE); return rm; } /* * put_things: * put potions and scrolls on this level */ put_things(ltype) LEVTYPE ltype; /* designates type of level to create */ { register int i, rm, cnt; register struct object *cur; register struct linked_list *item, *nextitem, *exitptr; int length, width; int ITEMS = 0; /* number of items to place */ coord tp, *exit; /* * The only way to get new stuff is to go down into the dungeon. */ if (level < cur_max) { if (ltype == NORMLEV) return; } if (ltype == OUTSIDE) goto jmp_here; /* a jump for outside */ /* * There is a chance that there is a Treasure Room on this level */ if (ltype == NORMLEV && rnd(150) < level) { register int j; register struct room *rp; /* Count the number of free spaces */ i = 0; /* 0 tries */ do { rp = &rooms[rnd_room()]; width = rp->r_max.y - 2; length = rp->r_max.x - 2; } until ((width*length >= MAXTREAS) || (i++ > MAXROOMS*4)); /* Mark the room as a treasure room */ rp->r_flags |= ISTREAS; /* Make all the doors secret doors */ for (exitptr = rp->r_exit; exitptr; exitptr = next(exitptr)) { exit = DOORPTR(exitptr); move(exit->y, exit->x); addch(SECRETDOOR); } /* * check to see if there are any monsters in room already */ for (item = mlist; item != NULL; item = nextitem) { register struct thing *tp; tp = THINGPTR(item); nextitem = next(item); if (rp == roomin(&tp->t_pos)) { /* * Don't let nice creatures be generated in a treasure * room. */ if ((player.t_ctype==C_PALADIN || player.t_ctype==C_RANGER || player.t_ctype==C_MONK) && off(*tp, ISMEAN)) { int index; if (on(*tp, ISUNIQUE)) index = tp->t_index; else index = -1; /* Get rid of the monster */ killed(item, FALSE, FALSE, FALSE); /* Restore uniques back in the table */ if (index != -1) monsters[index].m_normal = TRUE; continue; } turn_on(*tp, ISMEAN); turn_on(*tp, ISGUARDIAN); } } /* Put in the monsters and treasures */ for (j=1; j<rp->r_max.y-1; j++) for (i=1; i<rp->r_max.x-1; i++) { coord trp; trp.y = rp->r_pos.y+j; trp.x = rp->r_pos.x+i; /* Monsters */ if ((rnd(100) < (MAXTREAS*100)/(width*length)) && (mvwinch(mw, rp->r_pos.y+j, rp->r_pos.x+i) == ' ')) { register struct thing *tp; /* * Put it there and leave it asleep. Wake the monsters * when the player enters the room. Hopefully, all bases * are covered as far as the ways to get in. This way * cpu time is not wasted on the awake monsters that * can't get to the player anyway. * try not to put any UNIQUEs in a treasure room. * note that they may have put put in already by the * non-treasure room code. * also, try not to put ISMEAN monsters in a treasure * room as these are supposed to be non-hostile until * attacked. It also makes life simpler for the ranger, * paladin, and monk. */ for(;;) { item = new_item(sizeof *tp); /* Make a monster */ tp = THINGPTR(item); new_monster(item,randmonster(FALSE, TRUE),&trp,TRUE); 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; } /* * only picky for these classes */ if (player.t_ctype != C_RANGER && player.t_ctype != C_PALADIN && player.t_ctype != C_MONK) break; if (on(*tp, ISMEAN)) break; killed (item, FALSE, FALSE, FALSE); } if (on(*tp, ISUNIQUE)) { /* just in case */ carry_obj(tp, monsters[tp->t_index].m_carry); tp->t_no_move = movement(tp); } turn_on(*tp, ISGUARDIAN); } /* Treasures */ if ((rnd(100) < (MAXTREAS*100)/(width*length)) && (mvinch(rp->r_pos.y+j, rp->r_pos.x+i) == FLOOR)) { item = new_thing(ALL, TRUE); attach(lvl_obj, item); cur = OBJPTR(item); mvaddch(trp.y, trp.x, cur->o_type); cur->o_pos = trp; } } } jmp_here: /* outside jumper for equippage */ /* * Do ITEMS attempts to put things in dungeon, maze, or outside */ if (ltype == OUTSIDE) ITEMS = rnd(15)+1; else if (ltype == MAZELEV) ITEMS = rnd(20)+1; else ITEMS = MAXOBJ + rnd(4); for (i = 0; i < ITEMS; i++) if (rnd(100) < 65) { /* * Pick a new object and link it in the list */ item = new_thing(ALL, TRUE); attach(lvl_obj, item); cur = OBJPTR(item); /* * Put it somewhere */ cnt = 0; do { if (ltype == OUTSIDE) rm = 0; else rm = rnd_room(); rnd_pos(&rooms[rm], &tp); } until (winat(tp.y, tp.x) == FLOOR || cnt++ > 2500); mvaddch(tp.y, tp.x, cur->o_type); cur->o_pos = tp; } }