Mercurial > hg > early-roguelike
view rogue4/rooms.c @ 58:c6d58901ddc0
rogue3: move default locations to /var.
author | elwin |
---|---|
date | Tue, 24 Jan 2012 18:25:21 +0000 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
line wrap: on
line source
/* * Create the layout for the new level * * @(#)rooms.c 4.16 (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 <ctype.h> #include <curses.h> #include "rogue.h" #define GOLDGRP 1 /* * do_rooms: * Create rooms and corridors with a connectivity graph */ do_rooms() { register int i; register struct room *rp; register 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/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 (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-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(2) == 0 && (!amulet || level >= max_level)) { register THING *gold; gold = new_item(); gold->o_goldval = rp->r_goldval = GOLDCALC; rnd_pos(rp, &rp->r_gold); gold->o_pos = rp->r_gold; gold->o_flags = ISMANY; gold->o_group = GOLDGRP; gold->o_type = GOLD; attach(lvl_obj, gold); } draw_room(rp); /* * Put the monster in */ if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25)) { tp = new_item(); do { rnd_pos(rp, &mp); } until (winat(mp.y, mp.x) == FLOOR); new_monster(tp, randmonster(FALSE), &mp); give_pack(tp); } } } /* * draw_room: * Draw a box around a room and lay down the floor */ draw_room(rp) register struct room *rp; { register int y, x; vert(rp, rp->r_pos.x); /* Draw left side */ vert(rp, rp->r_pos.x + rp->r_max.x - 1); /* Draw right side */ horiz(rp, rp->r_pos.y); /* Draw top */ horiz(rp, rp->r_pos.y + rp->r_max.y - 1); /* Draw bottom */ /* * Put the floor down */ for (y = rp->r_pos.y + 1; y < rp->r_pos.y + rp->r_max.y - 1; y++) /*strrep(&chat(rp->r_pos.y + 1, j), FLOOR, rp->r_max.y - rp->r_pos.y - 2);*/ for (x = rp->r_pos.x + 1; x < rp->r_pos.x + rp->r_max.x - 1; x++) chat(y, x) = FLOOR; /* * Put the gold there */ if (rp->r_goldval) chat(rp->r_gold.y, rp->r_gold.x) = GOLD; } /* * vert: * Draw a vertical line */ vert(rp, startx) register struct room *rp; register int startx; { register int y; for (y = rp->r_pos.y + 1; y <= rp->r_max.y + rp->r_pos.y - 1; y++) chat(y, startx) = '|'; } /* * horiz: * Draw a horizontal line */ horiz(rp, starty) register struct room *rp; int starty; { register int x; for (x = rp->r_pos.x; x <= rp->r_pos.x + rp->r_max.x - 1; x++) chat(starty, x) = '-'; } /* * 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; } /* * enter_room: * Code that is executed whenver you appear in a room */ enter_room(cp) register coord *cp; { register struct room *rp; register int y, x; register THING *tp; rp = proom = roomin(cp); if (rp->r_flags & ISGONE) { msg("in a gone room"); return; } door_open(rp); if (!(rp->r_flags & ISDARK) && !on(player, ISBLIND)) for (y = rp->r_pos.y; y < rp->r_max.y + rp->r_pos.y; y++) { move(y, rp->r_pos.x); for (x = rp->r_pos.x; x < rp->r_max.x + rp->r_pos.x; x++) { tp = moat(y, x); if (tp == NULL || !see_monst(tp)) addch(chat(y, x)); else addch(tp->t_disguise); } } } /* * leave_room: * Code for when we exit a room */ leave_room(cp) register coord *cp; { register int y, x; register struct room *rp; register char floor; register char ch; rp = proom; proom = &passages[flat(cp->y, cp->x) & F_PNUM]; floor = ((rp->r_flags & ISDARK) && !on(player, ISBLIND)) ? ' ' : FLOOR; for (y = rp->r_pos.y + 1; y < rp->r_max.y + rp->r_pos.y - 1; y++) for (x = rp->r_pos.x + 1; x < rp->r_max.x + rp->r_pos.x - 1; x++) switch (ch = mvinch(y, x)) { case ' ': case TRAP: case STAIRS: break; case FLOOR: if (floor == ' ') addch(' '); break; default: /* * to check for monster, we have to strip out * standout bit */ if (isupper(toascii(ch))) if (on(player, SEEMONST)) { standout(); addch(ch); standend(); break; } else { THING *tp = moat(y, x); if (tp != NULL) tp->t_oldch = floor; #ifdef WIZARD else msg("couldn't find monster in leave_room at (%d,%d)", y, x); #endif } addch(floor); } door_open(rp); }