view srogue/new_leve.c @ 282:8b6aba552f6f

Excise md_putchar(). The function wrapped the standard putchar(), doing nothing beside discarding the return value. That could cause problems with tputs(), which expects an int to be returned.
author John "Elwin" Edwards
date Mon, 18 Sep 2017 19:11:57 -0400
parents 94a0d9dd5ce1
children e52a8a7ad4c5
line wrap: on
line source

/*
 * 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"

void put_things(void);

/*
 * new_level:
 *	Dig and draw a new level 
 */
void
new_level(int ltype)
{
	register int 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
 */
int
rnd_room(void)
{
	register int 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
 */

void
put_things(void)
{
	register int 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;
			}
		}
	}
}