Mercurial > hg > early-roguelike
view rogue4/new_level.c @ 246:61283e71037c
Rogue V5: don't limit the high score list to 1 on Windows.
The Visual Studio project file failed to define ALLSCORES, causing the
score file to be limited to one entry per UID. Since the UID is always
set to 42 on Windows, only one entry could ever appear in the list.
author | John "Elwin" Edwards |
---|---|
date | Sun, 15 May 2016 19:04:46 -0400 |
parents | 1b73a8641b37 |
children | 3d4252fa2ed3 |
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/* * new_level: * Dig and draw a new level * * @(#)new_level.c 4.19 (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 <stdlib.h> #include <time.h> #include <curses.h> #include <string.h> #include "rogue.h" #define TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */ #define MAXTREAS 10 /* maximum number of treasures in a treasure room */ #define MINTREAS 2 /* minimum number of treasures in a treasure room */ void put_things(void); void treas_room(void); void new_level(void) { register int rm, i; register THING *tp; register char *sp; register THING **mp; register int index; coord stairs; player.t_flags &= ~ISHELD; /* unhold when you go down just in case */ if (level > max_level) max_level = level; /* * Clean things off from last level */ clear(); for (sp = _level; sp < &_level[MAXCOLS*MAXLINES]; ) *sp++ = ' '; for (sp = _flags; sp < &_flags[MAXCOLS*MAXLINES]; ) *sp++ = F_REAL; for (mp = _monst; mp < &_monst[MAXCOLS*MAXLINES]; ) *mp++ = NULL; clear(); /* * Free up the monsters on the last level */ for (tp = mlist; tp != NULL; tp = next(tp)) free_list(tp->t_pack); free_list(mlist); /* * Throw away stuff left on the previous level (if anything) */ free_list(lvl_obj); do_rooms(); /* Draw rooms */ do_passages(); /* Draw passages */ no_food++; put_things(); /* Place objects (if any) */ /* * Place the staircase down. */ i = 0; do { rm = rnd_room(); rnd_pos(&rooms[rm], &stairs); index = INDEX(stairs.y, stairs.x); if (i++ > 100) { i = 0; srand(getpid() + (int) time((time_t *) NULL)); } } until (_level[index] == FLOOR); _level[index] = STAIRS; /* * Place the traps */ if (rnd(10) < level) { ntraps = rnd(level / 4) + 1; if (ntraps > MAXTRAPS) ntraps = MAXTRAPS; i = ntraps; while (i--) { do { rm = rnd_room(); rnd_pos(&rooms[rm], &stairs); index = INDEX(stairs.y, stairs.x); } until (_level[index] == FLOOR && (_flags[index] & F_REAL)); sp = &_flags[index]; *sp &= ~(F_REAL | F_TMASK); *sp |= rnd(NTRAPS); } } do { rm = rnd_room(); rnd_pos(&rooms[rm], &hero); index = INDEX(hero.y, hero.x); } until (_level[index] == FLOOR && (_flags[index] & F_REAL) && _monst[index] == NULL); enter_room(&hero); move(hero.y, hero.x); addch(PLAYER); if (on(player, SEEMONST)) turn_see(FALSE); } /* * rnd_room: * Pick a room that is really there */ int rnd_room(void) { register int rm; do { rm = rnd(MAXROOMS); } while (rooms[rm].r_flags & ISGONE); return rm; } /* * put_things: * Put potions and scrolls on this level */ void put_things(void) { register int i; register THING *cur; register int rm; coord tp; /* * Once you have found the amulet, the only way to get new stuff is * go down into the dungeon. */ if (amulet && level < max_level) return; /* * check for treasure rooms, and if so, put it in. */ if (rnd(TREAS_ROOM) == 0) treas_room(); /* * Do MAXOBJ attempts to put things on a level */ for (i = 0; i < MAXOBJ; i++) if (rnd(100) < 35) { /* * Pick a new object and link it in the list */ cur = new_thing(); attach(lvl_obj, cur); /* * Put it somewhere */ do { rm = rnd_room(); rnd_pos(&rooms[rm], &tp); } until (chat(tp.y, tp.x) == FLOOR); chat(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 >= AMULETLEVEL && !amulet) { cur = new_item(); attach(lvl_obj, cur); cur->o_hplus = cur->o_dplus = 0; strcpy(cur->o_damage,"0d0"); strcpy(cur->o_hurldmg,"0d0"); cur->o_ac = 11; cur->o_type = AMULET; /* * Put it somewhere */ do { rm = rnd_room(); rnd_pos(&rooms[rm], &tp); } until (winat(tp.y, tp.x) == FLOOR); chat(tp.y, tp.x) = AMULET; cur->o_pos = tp; } } /* * treas_room: * Add a treasure room */ #define MAXTRIES 10 /* max number of tries to put down a monster */ void treas_room(void) { register int nm, index; register THING *tp; register struct room *rp; register int spots, num_monst; coord mp; rp = &rooms[rnd_room()]; spots = (rp->r_max.y - 2) * (rp->r_max.x - 2) - MINTREAS; if (spots > (MAXTREAS - MINTREAS)) spots = (MAXTREAS - MINTREAS); num_monst = nm = rnd(spots) + MINTREAS; while (nm--) { do { rnd_pos(rp, &mp); index = INDEX(mp.y, mp.x); } until (_level[index] == FLOOR); tp = new_thing(); tp->o_pos = mp; attach(lvl_obj, tp); _level[index] = tp->o_type; } /* * fill up room with monsters from the next level down */ if ((nm = rnd(spots) + MINTREAS) < num_monst + 2) nm = num_monst + 2; spots = (rp->r_max.y - 2) * (rp->r_max.x - 2); if (nm > spots) nm = spots; level++; while (nm--) { spots = 0; do { rnd_pos(rp, &mp); index = INDEX(mp.y, mp.x); spots++; } until (_monst[index] == NULL || spots > MAXTRIES); if (_monst[index] == NULL) { tp = new_item(); new_monster(tp, randmonster(FALSE), &mp); tp->t_flags |= ISMEAN; /* no sloughers in THIS room */ give_pack(tp); } } level--; }