Mercurial > hg > early-roguelike
view srogue/rooms.c @ 150:a307ff9cd95e
arogue7: fix the backspace key in prompts.
md_readchar() now translates KEY_BACKSPACE to the erase character.
XRogue seems to work already.
author | John "Elwin" Edwards |
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date | Thu, 28 May 2015 09:41:29 -0400 |
parents | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
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/* * Draw the nine rooms on the screen * * @(#)rooms.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" /* * do_rooms: * Place the rooms in the dungeon */ do_rooms() { int mloops, mchance, nummons, left_out, roomtries; bool treas = FALSE; reg int i; reg struct room *rp; reg struct linked_list *item; reg struct thing *tp; struct coord top, bsze, mp; /* * bsze is the maximum room size */ bsze.x = COLS / 3; bsze.y = (LINES - 1) / 3; /* * Clear things for a new level */ for (rp = rooms; rp < &rooms[MAXROOMS]; 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 (rf_on(rp,ISGONE)) { /* * Place a gone room. Make certain that there is a * blank line for passage drawing. */ roomtries = 0; 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; if (++roomtries > 250) fatal("failed to place a gone room"); } 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 */ roomtries = 0; 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); if (++roomtries > 250) { fatal("failed to place a good room"); } } until (rp->r_pos.y != 0); if (level < max_level) mchance = 30; /* 30% when going up (all monsters) */ else mchance = 3; /* 3% when going down */ treas = FALSE; if (rnd(100) < mchance && (rp->r_max.x * rp->r_max.y) > ((bsze.x * bsze.y * 55) / 100)) { treas = TRUE; rp->r_flags |= ISTREAS; rp->r_flags |= ISDARK; } /* * Put the gold in */ if ((rnd(100) < 50 || treas) && (!amulet || level >= max_level)) { rp->r_goldval = GOLDCALC; if (treas) rp->r_goldval += 200 + (15 * (rnd(level) + 2)); rp->r_gold.y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; rp->r_gold.x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; } draw_room(rp); /* * Put the monster in */ if (treas) { mloops = rnd(level / 3) + 6; mchance = 1; } else { mloops = 1; mchance = 100; } for (nummons = 0; nummons < mloops; nummons++) { if (rnd(mchance) < (rp->r_goldval > 0 ? 80 : 25)) add_mon(rp, treas); } } } /* * add_mon: * Add a monster to a room */ add_mon(rm, treas) struct room *rm; bool treas; { reg struct thing *tp; reg struct linked_list *item; struct coord mp; int chance; mp = *rnd_pos(rm); item = new_monster(rnd_mon(FALSE,FALSE), &mp, treas); tp = THINGPTR(item); chance = rnd(100); if (levtype == MAZELEV) chance = rnd(50); /* * See if monster has a treasure */ if (levtype == MAZELEV && rnd(100) < 20) { reg struct linked_list *fd; fd = new_thing(FALSE, FOOD, 0); attach(tp->t_pack, fd); } else { if (chance < monsters[tp->t_indx].m_carry) attach(tp->t_pack, new_thing(FALSE, ANYTHING)); } } /* * draw_room: * Draw a box around a room */ draw_room(rp) struct room *rp; { reg 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 > 0) mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD); } /* * horiz: * draw a horizontal line */ horiz(cnt) int cnt; { while (cnt-- > 0) addch('-'); } /* * vert: * draw a vertical line */ vert(cnt) int cnt; { reg int x, y; getyx(stdscr, y, x); x--; while (cnt-- > 0) { move(++y, x); addch('|'); } } /* * rnd_pos: * pick a random spot in a room */ struct coord * rnd_pos(rp) struct room *rp; { reg int y, x, i; static struct coord spot; i = 0; do { x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; i += 1; } while(winat(y, x) != FLOOR && i < 1000); spot.x = x; spot.y = y; return &spot; } /* * rf_on: * Returns TRUE if flag is set for room stuff */ rf_on(rm, bit) struct room *rm; long bit; { return (rm->r_flags & bit); }