view srogue/new_leve.c @ 168:82b2a046d151

arogue7: fix inventory display bug again. Removing the call to msg() in restore() resulted in msgw remaining as it was when the game was saved. This results in another display glitch like that fixed by r163. Adding an empty message puts msgw into a reliable state.
author John "Elwin" Edwards
date Tue, 30 Jun 2015 12:00:02 -0400
parents 2128c7dc8a40
children 94a0d9dd5ce1
line wrap: on
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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;
			}
		}
	}
}