Mercurial > hg > early-roguelike
view rogue3/newlevel.c @ 171:80c060734f51
arogue7: fix messages from detection potions.
Another fix for overwritten messages, this time for potions of monster
detection and magic detection.
I've made the message appear before the display of information, which
may be closer to the originally intended behavior.
author | John "Elwin" Edwards |
---|---|
date | Thu, 02 Jul 2015 16:27:39 -0400 |
parents | 527e2150eaf0 |
children |
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/* * new_level: * Dig and draw a new level * * @(#)new_level.c 3.7 (Berkeley) 6/2/81 * * 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 <string.h> void new_level() { int rm, i; int ch = 0; coord stairs; if (level > max_level) max_level = level; wclear(cw); wclear(mw); clear(); status(); /* * Free up the monsters on the last level */ free_list(mlist); do_rooms(); /* Draw rooms */ do_passages(); /* Draw passages */ no_food++; put_things(); /* Place objects (if any) */ /* * Place the staircase down. */ do { rm = rnd_room(); rnd_pos(&rooms[rm], &stairs); } until (winat(stairs.y, stairs.x) == FLOOR); addch(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); } until (winat(stairs.y, stairs.x) == FLOOR); switch(rnd(6)) { case 0: ch = TRAPDOOR; when 1: ch = BEARTRAP; when 2: ch = SLEEPTRAP; when 3: ch = ARROWTRAP; when 4: ch = TELTRAP; when 5: ch = DARTTRAP; } addch(TRAP); traps[i].tr_type = ch; traps[i].tr_flags = 0; traps[i].tr_pos = stairs; } } do { rm = rnd_room(); rnd_pos(&rooms[rm], &hero); } until(winat(hero.y, hero.x) == FLOOR); light(&hero); wmove(cw, hero.y, hero.x); waddch(cw, PLAYER); } /* * Pick a room that is really there */ int rnd_room() { 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() { int i; struct linked_list *item; struct object *cur; int rm; coord tp; /* * Throw away stuff left on the previous level (if anything) */ free_list(lvl_obj); /* * 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; /* * 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 */ item = new_thing(); attach(lvl_obj, item); cur = (struct object *) ldata(item); /* * Put it somewhere */ do { rm = rnd_room(); rnd_pos(&rooms[rm], &tp); } until (winat(tp.y, tp.x) == FLOOR); mvaddch(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 > 25 && !amulet) { item = new_item(sizeof *cur); attach(lvl_obj, item); cur = (struct object *) ldata(item); 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); mvaddch(tp.y, tp.x, cur->o_type); cur->o_pos = tp; } }