view arogue5/rooms.c @ 221:71cb5b647f2b

Rogue V5: remove troublesome automatic platform detection. configure.ac used AC_CANONICAL_SYSTEM to guess the GNU system description triplets. The target description was substituted into the Makefile and formatted into the filename for the binary distribution tarball. But 'target' is only intended for cross-compilers. 'host_os' might have been a better choice. The tarball filename can still be changed manually, by running make with an argument of 'DESTSYS=systemname'. Cross-compiling may be more difficult now, but I am not certain that it worked properly previously, and due to pending autoconf changes, it was likely to break anyway. The top-level config.guess and config.sub are no longer needed, but they may reappear if better support for cross-compilation is added.
author John "Elwin" Edwards
date Fri, 12 Feb 2016 14:25:47 -0500
parents c49f7927b0fa
children 56e748983fa8
line wrap: on
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/*
 * Draw the nine rooms on the screen
 *
 * 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"
#include <stdlib.h>

do_rooms()
{
    register int i;
    register struct room *rp;
    register struct linked_list *item;
    register struct 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-2)/3;
    /*
     * Clear things for a new level
     */
    for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
	rp->r_flags = 0;
	rp->r_fires = NULL;
    }
    /*
     * 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.x = -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) < 50 && 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, NULL, NULL, NULL);
	    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();
		printf("\n");
		abort();
	    }
	}

	/*
	 * Put the monster in
	 */
	if (rnd(100) < (has_gold ? 80 : 25) + vlevel/2)
	{
	    item = new_item(sizeof *tp);
	    tp = THINGPTR(item);
	    do
	    {
		rnd_pos(rp, &mp);
	    } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR);
	    new_monster(item, randmonster(FALSE, FALSE), &mp, FALSE);
	    /*
	     * See if we want to give it a treasure to carry around.
	     */
	    carry_obj(tp, monsters[tp->t_index].m_carry);

	    /*
	     * 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;
	    }
	}
    }
}


/*
 * Draw a box around a room
 */

draw_room(rp)
register 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
 */

horiz(cnt)
register int cnt;
{
    while (cnt--)
	addch('-');
}

/*
 * 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;
}



/*
 * roomin:
 *	Find what room some coordinates are in. NULL means they aren't
 *	in any room.
 */

struct room *
roomin(cp)
register 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
 */

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

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