view arogue5/rooms.c @ 163:89deb1197a2d

arogue7: fix a display bug when viewing inventory after restoring. The restore() function displayed a status message via wprintw() instead of using the msg() functions. If the inventory was then viewed before a call to msg(), msgw would obscure the first lines of the inventory list. There are surely more bugs related to messages.
author John "Elwin" Edwards
date Fri, 12 Jun 2015 12:09:16 -0400
parents c49f7927b0fa
children 56e748983fa8
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>

do_rooms()
{
    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, NULL, NULL, NULL);
	    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
 */

draw_room(rp)
register 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
 */

horiz(cnt)
register int cnt;
{
    while (cnt--)
	addch('-');
}

/*
 * rnd_pos:
 *	pick a random spot in a room
 */

rnd_pos(rp, cp)
register struct room *rp;
register 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(cp)
register 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
 */

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

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