Mercurial > hg > early-roguelike
view arogue5/rooms.c @ 239:837044d2c362
Merge the GCC5 and build fix branches.
This fixes all warnings produced by GCC 5, except the ones related to
system functions. Those could be fixed by including the proper headers,
but it would be better to replace the system-dependent code with
functions from mdport.c.
author | John "Elwin" Edwards |
---|---|
date | Fri, 11 Mar 2016 19:47:52 -0500 |
parents | 56e748983fa8 |
children |
line wrap: on
line source
/* * Draw the nine rooms on the screen * * 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 "curses.h" #include "rogue.h" #include <stdlib.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; register int left_out; coord top; coord bsze; coord mp; /* * 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; rp->r_fires = NULL; } /* * 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.x = -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) < 50 && 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(); printf("\n"); abort(); } } /* * Put the monster in */ if (rnd(100) < (has_gold ? 80 : 25) + vlevel/2) { item = new_item(sizeof *tp); tp = THINGPTR(item); do { rnd_pos(rp, &mp); } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR); new_monster(item, randmonster(FALSE, FALSE), &mp, FALSE); /* * See if we want to give it a treasure to carry around. */ carry_obj(tp, monsters[tp->t_index].m_carry); /* * 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; } } } } /* * 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('-'); } /* * 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('|'); } }