Mercurial > hg > early-roguelike
view arogue5/rooms.c @ 167:a0a57cf42810
ARogue family: don't hide messages caused by moving to a new level.
new_level() redraws the whole screen, including the message line, so if
msg() has just been called, the message will likely not last long
enough to be noticed. These cases have been changed so that msg() is
called after new_level().
If a fall through a trapdoor is fatal, "You fall into a trap!" is no
longer printed, but the tombstone should make things clear.
author | John "Elwin" Edwards |
---|---|
date | Mon, 29 Jun 2015 20:37:32 -0400 |
parents | c49f7927b0fa |
children | 56e748983fa8 |
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/* * 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('|'); } }