Mercurial > hg > early-roguelike
view srogue/rooms.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 | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
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/* * Draw the nine rooms on the screen * * @(#)rooms.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 horiz(int cnt); void vert(int cnt); /* * do_rooms: * Place the rooms in the dungeon */ void do_rooms(void) { int mloops, mchance, nummons, left_out, roomtries; bool treas = FALSE; reg int i; reg struct room *rp; reg struct linked_list *item; reg struct thing *tp; struct coord top, bsze, mp; /* * bsze is the maximum room size */ bsze.x = COLS / 3; bsze.y = (LINES - 1) / 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 (rf_on(rp,ISGONE)) { /* * Place a gone room. Make certain that there is a * blank line for passage drawing. */ roomtries = 0; 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; if (++roomtries > 250) fatal("failed to place a gone room"); } 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 */ roomtries = 0; 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); if (++roomtries > 250) { fatal("failed to place a good room"); } } until (rp->r_pos.y != 0); if (level < max_level) mchance = 30; /* 30% when going up (all monsters) */ else mchance = 3; /* 3% when going down */ treas = FALSE; if (rnd(100) < mchance && (rp->r_max.x * rp->r_max.y) > ((bsze.x * bsze.y * 55) / 100)) { treas = TRUE; rp->r_flags |= ISTREAS; rp->r_flags |= ISDARK; } /* * Put the gold in */ if ((rnd(100) < 50 || treas) && (!amulet || level >= max_level)) { rp->r_goldval = GOLDCALC; if (treas) rp->r_goldval += 200 + (15 * (rnd(level) + 2)); rp->r_gold.y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; rp->r_gold.x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; } draw_room(rp); /* * Put the monster in */ if (treas) { mloops = rnd(level / 3) + 6; mchance = 1; } else { mloops = 1; mchance = 100; } for (nummons = 0; nummons < mloops; nummons++) { if (rnd(mchance) < (rp->r_goldval > 0 ? 80 : 25)) add_mon(rp, treas); } } } /* * add_mon: * Add a monster to a room */ void add_mon(struct room *rm, bool treas) { reg struct thing *tp; reg struct linked_list *item; struct coord mp; int chance; mp = *rnd_pos(rm); item = new_monster(rnd_mon(FALSE,FALSE), &mp, treas); tp = THINGPTR(item); chance = rnd(100); if (levtype == MAZELEV) chance = rnd(50); /* * See if monster has a treasure */ if (levtype == MAZELEV && rnd(100) < 20) { reg struct linked_list *fd; fd = new_thing(FALSE, FOOD, 0); attach(tp->t_pack, fd); } else { if (chance < monsters[tp->t_indx].m_carry) attach(tp->t_pack, new_thing(FALSE, ANYTHING)); } } /* * draw_room: * Draw a box around a room */ void draw_room(struct room *rp) { reg 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); } } /* * Put the gold there */ if (rp->r_goldval > 0) mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD); } /* * horiz: * draw a horizontal line */ void horiz(int cnt) { while (cnt-- > 0) addch('-'); } /* * vert: * draw a vertical line */ void vert(int cnt) { reg int x, y; getyx(stdscr, y, x); x--; while (cnt-- > 0) { move(++y, x); addch('|'); } } /* * rnd_pos: * pick a random spot in a room */ struct coord * rnd_pos(struct room *rp) { reg int y, x, i; static struct coord spot; i = 0; do { x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; i += 1; } while(winat(y, x) != FLOOR && i < 1000); spot.x = x; spot.y = y; return &spot; } /* * rf_on: * Returns TRUE if flag is set for room stuff */ bool rf_on(struct room *rm, long bit) { return (rm->r_flags & bit); }