Mercurial > hg > early-roguelike
view srogue/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 | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
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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" /* * do_rooms: * Place the rooms in the dungeon */ do_rooms() { 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 */ add_mon(rm, treas) 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 */ draw_room(rp) 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 */ horiz(cnt) int cnt; { while (cnt-- > 0) addch('-'); } /* * vert: * draw a vertical line */ vert(cnt) 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(rp) 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 */ rf_on(rm, bit) struct room *rm; long bit; { return (rm->r_flags & bit); }