Mercurial > hg > early-roguelike
view rogue4/new_level.c @ 58:c6d58901ddc0
rogue3: move default locations to /var.
author | elwin |
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date | Tue, 24 Jan 2012 18:25:21 +0000 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
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/* * new_level: * Dig and draw a new level * * @(#)new_level.c 4.19 (Berkeley) 1/12/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <time.h> #include <curses.h> #include <string.h> #include "rogue.h" #define TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */ #define MAXTREAS 10 /* maximum number of treasures in a treasure room */ #define MINTREAS 2 /* minimum number of treasures in a treasure room */ new_level() { register int rm, i; register THING *tp; register char *sp; register THING **mp; register int index; coord stairs; player.t_flags &= ~ISHELD; /* unhold when you go down just in case */ if (level > max_level) max_level = level; /* * Clean things off from last level */ clear(); for (sp = _level; sp < &_level[MAXCOLS*MAXLINES]; ) *sp++ = ' '; for (sp = _flags; sp < &_flags[MAXCOLS*MAXLINES]; ) *sp++ = F_REAL; for (mp = _monst; mp < &_monst[MAXCOLS*MAXLINES]; ) *mp++ = NULL; clear(); /* * Free up the monsters on the last level */ for (tp = mlist; tp != NULL; tp = next(tp)) free_list(tp->t_pack); free_list(mlist); /* * Throw away stuff left on the previous level (if anything) */ free_list(lvl_obj); do_rooms(); /* Draw rooms */ do_passages(); /* Draw passages */ no_food++; put_things(); /* Place objects (if any) */ /* * Place the staircase down. */ i = 0; do { rm = rnd_room(); rnd_pos(&rooms[rm], &stairs); index = INDEX(stairs.y, stairs.x); if (i++ > 100) { i = 0; srand(getpid() + (int) time((time_t *) NULL)); } } until (_level[index] == FLOOR); _level[index] = STAIRS; /* * Place the traps */ if (rnd(10) < level) { ntraps = rnd(level / 4) + 1; if (ntraps > MAXTRAPS) ntraps = MAXTRAPS; i = ntraps; while (i--) { do { rm = rnd_room(); rnd_pos(&rooms[rm], &stairs); index = INDEX(stairs.y, stairs.x); } until (_level[index] == FLOOR && (_flags[index] & F_REAL)); sp = &_flags[index]; *sp &= ~(F_REAL | F_TMASK); *sp |= rnd(NTRAPS); } } do { rm = rnd_room(); rnd_pos(&rooms[rm], &hero); index = INDEX(hero.y, hero.x); } until (_level[index] == FLOOR && (_flags[index] & F_REAL) && _monst[index] == NULL); enter_room(&hero); move(hero.y, hero.x); addch(PLAYER); if (on(player, SEEMONST)) turn_see(FALSE); } /* * rnd_room: * Pick a room that is really there */ rnd_room() { register int rm; do { rm = rnd(MAXROOMS); } while (rooms[rm].r_flags & ISGONE); return rm; } /* * put_things: * Put potions and scrolls on this level */ put_things() { register int i; register THING *cur; register int rm; coord tp; /* * Once you have found the amulet, the only way to get new stuff is * go down into the dungeon. */ if (amulet && level < max_level) return; /* * check for treasure rooms, and if so, put it in. */ if (rnd(TREAS_ROOM) == 0) treas_room(); /* * Do MAXOBJ attempts to put things on a level */ for (i = 0; i < MAXOBJ; i++) if (rnd(100) < 35) { /* * Pick a new object and link it in the list */ cur = new_thing(); attach(lvl_obj, cur); /* * Put it somewhere */ do { rm = rnd_room(); rnd_pos(&rooms[rm], &tp); } until (chat(tp.y, tp.x) == FLOOR); chat(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 >= AMULETLEVEL && !amulet) { cur = new_item(); attach(lvl_obj, cur); cur->o_hplus = cur->o_dplus = 0; strcpy(cur->o_damage,"0d0"); strcpy(cur->o_hurldmg,"0d0"); cur->o_ac = 11; cur->o_type = AMULET; /* * Put it somewhere */ do { rm = rnd_room(); rnd_pos(&rooms[rm], &tp); } until (winat(tp.y, tp.x) == FLOOR); chat(tp.y, tp.x) = AMULET; cur->o_pos = tp; } } /* * treas_room: * Add a treasure room */ #define MAXTRIES 10 /* max number of tries to put down a monster */ treas_room() { register int nm, index; register THING *tp; register struct room *rp; register int spots, num_monst; coord mp; rp = &rooms[rnd_room()]; spots = (rp->r_max.y - 2) * (rp->r_max.x - 2) - MINTREAS; if (spots > (MAXTREAS - MINTREAS)) spots = (MAXTREAS - MINTREAS); num_monst = nm = rnd(spots) + MINTREAS; while (nm--) { do { rnd_pos(rp, &mp); index = INDEX(mp.y, mp.x); } until (_level[index] == FLOOR); tp = new_thing(); tp->o_pos = mp; attach(lvl_obj, tp); _level[index] = tp->o_type; } /* * fill up room with monsters from the next level down */ if ((nm = rnd(spots) + MINTREAS) < num_monst + 2) nm = num_monst + 2; spots = (rp->r_max.y - 2) * (rp->r_max.x - 2); if (nm > spots) nm = spots; level++; while (nm--) { spots = 0; do { rnd_pos(rp, &mp); index = INDEX(mp.y, mp.x); spots++; } until (_monst[index] == NULL || spots > MAXTRIES); if (_monst[index] == NULL) { tp = new_item(); new_monster(tp, randmonster(FALSE), &mp); tp->t_flags |= ISMEAN; /* no sloughers in THIS room */ give_pack(tp); } } level--; }