view srogue/new_leve.c @ 85:d852b8f088c5

Refuse to restore if the character is dead. This prevents recovering from death by killing the game between death and exit, producing an automatic save.
author John "Elwin" Edwards
date Fri, 09 Aug 2013 09:34:07 -0700
parents 2128c7dc8a40
children 94a0d9dd5ce1
line wrap: on
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/*
 * Do anything associated with a new dungeon level
 *
 * @(#)new_level.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"

/*
 * new_level:
 *	Dig and draw a new level 
 */
new_level(ltype)
int ltype;
{
	register i;
	register char ch;
	struct coord traploc;
	struct room *rp;

	if (level > max_level)
		max_level = level;

	wclear(cw);
	wclear(mw);
	clear();

	isfight = FALSE;
	levtype = ltype;

	free_list(mlist);			/* free monster list */

	if (levtype == POSTLEV)
		do_post();
	else {
		lev_mon();			/* fill in monster list */

		if (levtype == MAZELEV)
			do_maze();
		else {				/* normal levels */
			do_rooms();		/* Draw rooms */
			do_passages();		/* Draw passages */
		}
		no_food++;
		put_things();			/* Place objects (if any) */
	}
	/*
	 * Place the staircase down.
	 */
	stairs = *rnd_pos(&rooms[rnd_room()]);
	mvaddch(stairs.y, stairs.x, STAIRS);
	ntraps = 0;

	if (levtype == NORMLEV)
	{
		struct trap *trp, *maxtrp;

		/* Place the traps for normal levels only */

		if (rnd(10) < level)
		{
			ntraps = rnd(level / 4) + 1;

			if (ntraps > MAXTRAPS)
				ntraps = MAXTRAPS;

			maxtrp = &traps[ntraps];
			for (trp = &traps[0]; trp < maxtrp; trp++)
			{
again:
				switch(rnd(TYPETRAPS + 1))
				{
					case 0:
						if (rnd(100) > 25)
							goto again;
						else
							ch = POST;

					when 1: ch = TRAPDOOR;
					when 2: ch = BEARTRAP;
					when 3: ch = SLEEPTRAP;
					when 4: ch = ARROWTRAP;
					when 5: ch = TELTRAP;
					when 6: ch = DARTTRAP;
					when 7: ch = MAZETRAP;
					when 8:
					case 9:
						if (rnd(100) > 80)
							goto again;
						else
							ch = POOL;
				}
				trp->tr_flags = 0;
				traploc = *rnd_pos(&rooms[rnd_room()]);
				mvaddch(traploc.y,traploc.x,ch);
				trp->tr_type = ch;
				trp->tr_pos = traploc;

				if (ch == POOL || ch == POST)
					trp->tr_flags |= ISFOUND;

				if (ch==TELTRAP && rnd(100)<20 && trp<maxtrp-1)
				{
					struct coord newloc;

					newloc = *rnd_pos(&rooms[rnd_room()]);
					trp->tr_goto = newloc;
					trp++;
					trp->tr_goto = traploc;
					trp->tr_type = TELTRAP;
					trp->tr_pos = newloc;
					mvaddch(newloc.y, newloc.x, TELTRAP);
				}
				else
					trp->tr_goto = rndspot;
			}
		}
	}
	do
	{
		rp = &rooms[rnd_room()];
		hero = *rnd_pos(rp);
	} while(levtype==MAZELEV&&DISTANCE(hero.y,hero.x,stairs.y,stairs.x)<10);

	player.t_room = rp;
	player.t_oldch = mvinch(hero.y, hero.x);
	light(&hero);
	mvwaddch(cw,hero.y,hero.x,PLAYER);
	nochange = FALSE;
}


/*
 * rnd_room:
 *	Pick a room that is really there
 */
rnd_room()
{
	register rm;

	if (levtype != NORMLEV)
		rm = 0;
	else
	{
		do {
			rm = rnd(MAXROOMS);
		} while (rf_on(&rooms[rm],ISGONE));
	}
	return rm;
}


/*
 * put_things:
 *	put potions and scrolls on this level
 */

put_things()
{
	register i, cnt, rm;
	struct linked_list *item;
	struct object *cur;
	struct coord tp;

	/* Throw away stuff left on the previous level (if anything) */

	free_list(lvl_obj);

	/* The only way to get new stuff is to go down into the dungeon. */

	if (goingup())
		return;

	/* Do MAXOBJ attempts to put things on a level */

	for (i = 0; i < MAXOBJ; i++)
	{
		if (rnd(100) < 40)
		{
			item = new_thing(FALSE, ANYTHING);
			attach(lvl_obj, item);
			cur = OBJPTR(item);
			cnt = 0;
			do {
				/* skip treasure rooms */
				rm = rnd_room();
				if (++cnt > 500)
					break;
			} while(rf_on(&rooms[rm],ISTREAS) && levtype!=MAZELEV);

			tp = *rnd_pos(&rooms[rm]);
			mvaddch(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 >= AMLEVEL && !amulet && rnd(100) < 70)
	{
		item = new_thing(FALSE, AMULET, 0);
		attach(lvl_obj, item);
		cur = OBJPTR(item);
		rm = rnd_room();
		tp = *rnd_pos(&rooms[rm]);
		mvaddch(tp.y, tp.x, cur->o_type);
		cur->o_pos = tp;
	}

	for (i = 0; i < MAXROOMS; i++)		/* loop through all */
	{
		if (rf_on(&rooms[i],ISTREAS))	/* treasure rooms */
		{
			int numthgs, isfood;

			numthgs = rnd(level / 3) + 6;
			while (numthgs-- >= 0)
			{
				isfood = TRUE;
				do {
					item = new_thing(TRUE, ANYTHING);
					cur = OBJPTR(item);

					/* dont create food for */
					if (cur->o_type == FOOD)
						discard(item);

					/* treasure rooms */
					else
						isfood = FALSE;

				} while (isfood);

				attach(lvl_obj, item);
				tp = *rnd_pos(&rooms[i]);
				mvaddch(tp.y, tp.x, cur->o_type);
				cur->o_pos = tp;
			}
		}
	}
}