Mercurial > hg > early-roguelike
view rogue3/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 | 527e2150eaf0 |
children |
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/* * Draw the nine rooms on the screen * * @(#)rooms.c 3.8 (Berkeley) 6/15/81 * * 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 <stdlib.h> #include "curses.h" #include "rogue.h" void do_rooms() { int i; struct room *rp; struct linked_list *item; struct thing *tp; int left_out; coord top; coord bsze; coord mp; /* * bsze is the maximum room size */ bsze.x = COLS/3; bsze.y = LINES/3; /* * Clear things for a new level */ for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++) rp->r_goldval = rp->r_nexits = rp->r_flags = 0; /* * 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++) { /* * Find upper left corner of box that this room goes in */ top.x = (i%3)*bsze.x + 1; top.y = i/3*bsze.y; 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.y = -LINES; } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-1); 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); /* * Put the gold in */ if (rnd(100) < 50 && (!amulet || level >= max_level)) { rp->r_goldval = GOLDCALC; rnd_pos(rp, &rp->r_gold); if (roomin(&rp->r_gold) != rp) endwin(), abort(); } draw_room(rp); /* * Put the monster in */ if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25)) { item = new_item(sizeof *tp); tp = (struct thing *) ldata(item); do { rnd_pos(rp, &mp); } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR); new_monster(item, randmonster(FALSE), &mp); /* * See if we want to give it a treasure to carry around. */ if (rnd(100) < monsters[tp->t_type-'A'].m_carry) attach(tp->t_pack, new_thing()); } } } /* * Draw a box around a room */ void draw_room(struct room *rp) { 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); } /* * Put the gold there */ if (rp->r_goldval) mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD); } /* * horiz: * draw a horizontal line */ void horiz(int cnt) { while (cnt--) addch('-'); } /* * vert: * draw a vertical line */ void vert(int cnt) { int x, y; getyx(stdscr, y, x); x--; while (cnt--) { move(++y, x); 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; }