view xrogue/rooms.c @ 264:778938a5c21d

UltraRogue: add location for character files. When using the -n option, UltraRogue will look for character files in a single location, similar to save files. The location is chosen by defining CHRDIR in getplay.c, at least until UltraRogue gets integrated with the build systems.
author John "Elwin" Edwards
date Sun, 19 Feb 2017 19:47:09 -0500
parents f54901b9c39b
children
line wrap: on
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/*
    rooms.c - Draw the nine rooms on the screen
    
    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 <stdlib.h>
#include <curses.h>
#include "rogue.h"

void horiz(int cnt);
void vert(int cnt);

void
do_rooms(void)
{
    register int i;
    register struct room *rp;
    register struct linked_list *item;
    register struct thing *tp;
    int left_out;
    int num_monsters;
    int which_monster;
    int j;
    coord top;
    coord bsze;
    coord mp;
    coord *np;

    /*
     * 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;
        _r_free_fire_list(&rp->r_fires);
    }
    /*
     * 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.y = -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) < 55 && 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, 0, 0, 0);
            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();
                abort();
            }
        }

        /*
         * Put the monster in
         */
        if (rnd(100) < (has_gold ? 80 : 25) + vlevel/2)
        {
            do
            {
                rnd_pos(rp, &mp);
            } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR);
            which_monster = randmonster(FALSE, FALSE);
            num_monsters = 1;
            /*
             * see if we should make a whole bunch
             */
            for (j=0; j<MAXFLAGS; j++) {
                if (monsters[which_monster].m_flags[j] == AREMANY)
                        num_monsters = roll(7,2);
            }
            for (j=0; j<num_monsters; j++) {
                    if ((np = fallpos(&mp, FALSE, 2)) != NULL &&
                         mvwinch(stdscr, np->y, np->x) == FLOOR) {
                            item = new_item(sizeof *tp);
                            tp = THINGPTR(item);
                            new_monster(item, which_monster, np, FALSE);
                            /*
                             * See if we want to give it a treasure to 
                             * carry around.
                             */
                            carry_obj(tp, monsters[tp->t_index].m_carry);
                            tp->t_no_move = movement(tp);

                            /*
                             * 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;
                            }
                    }
            }
        }
    }
}

/*
 * Given a room pointer and a pointer to a door, supposedly in that room,
 * return the coordinates of the entrance to the doorway.
 */

coord *
doorway(struct room *rp, coord *door)
{
    register int misses = 0;
    static coord answer;

    /* Do we have decent parameters? */
    if (rp == NULL || door == NULL) return(NULL);

    /* Initialize the answer to be the door, then calculate the offset */
    answer = *door;

    /* Calculate the x-offset */
    if (door->x == rp->r_pos.x) answer.x++;
    else if (door->x == rp->r_pos.x + rp->r_max.x - 1) answer.x--;
    else misses++;

    /* Calculate the y-offset */
    if (door->y == rp->r_pos.y) answer.y++;
    else if (door->y == rp->r_pos.y + rp->r_max.y - 1) answer.y--;
    else misses++;

    if (misses <= 1) return(&answer);
    else return(NULL);
}

/*
 * Draw a box around a room
 */

void
draw_room(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
 */

void
horiz(int cnt)
{
    while (cnt--)
        addch(HORZWALL);
}

/*
 * rnd_pos:
 *      pick a random spot in a room
 */

void
rnd_pos(struct room *rp, 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(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
 */

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

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