Mercurial > hg > early-roguelike
view srogue/new_leve.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 | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
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/* * Do anything associated with a new dungeon level * * @(#)new_level.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" /* * new_level: * Dig and draw a new level */ new_level(ltype) int ltype; { register i; register char ch; struct coord traploc; struct room *rp; if (level > max_level) max_level = level; wclear(cw); wclear(mw); clear(); isfight = FALSE; levtype = ltype; free_list(mlist); /* free monster list */ if (levtype == POSTLEV) do_post(); else { lev_mon(); /* fill in monster list */ if (levtype == MAZELEV) do_maze(); else { /* normal levels */ do_rooms(); /* Draw rooms */ do_passages(); /* Draw passages */ } no_food++; put_things(); /* Place objects (if any) */ } /* * Place the staircase down. */ stairs = *rnd_pos(&rooms[rnd_room()]); mvaddch(stairs.y, stairs.x, STAIRS); ntraps = 0; if (levtype == NORMLEV) { struct trap *trp, *maxtrp; /* Place the traps for normal levels only */ if (rnd(10) < level) { ntraps = rnd(level / 4) + 1; if (ntraps > MAXTRAPS) ntraps = MAXTRAPS; maxtrp = &traps[ntraps]; for (trp = &traps[0]; trp < maxtrp; trp++) { again: switch(rnd(TYPETRAPS + 1)) { case 0: if (rnd(100) > 25) goto again; else ch = POST; when 1: ch = TRAPDOOR; when 2: ch = BEARTRAP; when 3: ch = SLEEPTRAP; when 4: ch = ARROWTRAP; when 5: ch = TELTRAP; when 6: ch = DARTTRAP; when 7: ch = MAZETRAP; when 8: case 9: if (rnd(100) > 80) goto again; else ch = POOL; } trp->tr_flags = 0; traploc = *rnd_pos(&rooms[rnd_room()]); mvaddch(traploc.y,traploc.x,ch); trp->tr_type = ch; trp->tr_pos = traploc; if (ch == POOL || ch == POST) trp->tr_flags |= ISFOUND; if (ch==TELTRAP && rnd(100)<20 && trp<maxtrp-1) { struct coord newloc; newloc = *rnd_pos(&rooms[rnd_room()]); trp->tr_goto = newloc; trp++; trp->tr_goto = traploc; trp->tr_type = TELTRAP; trp->tr_pos = newloc; mvaddch(newloc.y, newloc.x, TELTRAP); } else trp->tr_goto = rndspot; } } } do { rp = &rooms[rnd_room()]; hero = *rnd_pos(rp); } while(levtype==MAZELEV&&DISTANCE(hero.y,hero.x,stairs.y,stairs.x)<10); player.t_room = rp; player.t_oldch = mvinch(hero.y, hero.x); light(&hero); mvwaddch(cw,hero.y,hero.x,PLAYER); nochange = FALSE; } /* * rnd_room: * Pick a room that is really there */ rnd_room() { register rm; if (levtype != NORMLEV) rm = 0; else { do { rm = rnd(MAXROOMS); } while (rf_on(&rooms[rm],ISGONE)); } return rm; } /* * put_things: * put potions and scrolls on this level */ put_things() { register i, cnt, rm; struct linked_list *item; struct object *cur; struct coord tp; /* Throw away stuff left on the previous level (if anything) */ free_list(lvl_obj); /* The only way to get new stuff is to go down into the dungeon. */ if (goingup()) return; /* Do MAXOBJ attempts to put things on a level */ for (i = 0; i < MAXOBJ; i++) { if (rnd(100) < 40) { item = new_thing(FALSE, ANYTHING); attach(lvl_obj, item); cur = OBJPTR(item); cnt = 0; do { /* skip treasure rooms */ rm = rnd_room(); if (++cnt > 500) break; } while(rf_on(&rooms[rm],ISTREAS) && levtype!=MAZELEV); tp = *rnd_pos(&rooms[rm]); 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 >= AMLEVEL && !amulet && rnd(100) < 70) { item = new_thing(FALSE, AMULET, 0); attach(lvl_obj, item); cur = OBJPTR(item); rm = rnd_room(); tp = *rnd_pos(&rooms[rm]); mvaddch(tp.y, tp.x, cur->o_type); cur->o_pos = tp; } for (i = 0; i < MAXROOMS; i++) /* loop through all */ { if (rf_on(&rooms[i],ISTREAS)) /* treasure rooms */ { int numthgs, isfood; numthgs = rnd(level / 3) + 6; while (numthgs-- >= 0) { isfood = TRUE; do { item = new_thing(TRUE, ANYTHING); cur = OBJPTR(item); /* dont create food for */ if (cur->o_type == FOOD) discard(item); /* treasure rooms */ else isfood = FALSE; } while (isfood); attach(lvl_obj, item); tp = *rnd_pos(&rooms[i]); mvaddch(tp.y, tp.x, cur->o_type); cur->o_pos = tp; } } } }