view rogue5/new_level.c @ 244:ded75a57405c

Rogue V4, V5: fix messages when viewing the identified items. The functions for displaying the list of identified items begin by prompting for the category of item, using msg(). Rogue V4 left this prompt on the screen after displaying the discovery list. Rogue V5 erased the message window even if the process of printing the list created another message which the player had not read. Messages are now cleared in endline(), which is capable of checking whether clearing should be done.
author John "Elwin" Edwards
date Sun, 24 Apr 2016 13:33:17 -0400
parents f502bf60e6e4
children
line wrap: on
line source

/*
 * new_level:
 *	Dig and draw a new level
 *
 * @(#)new_level.c	4.38 (Berkeley) 02/05/99
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#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 */

void
new_level(void)
{
    THING *tp;
    PLACE *pp;
    int *sp;
    int i;

    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
     */
    for (pp = places; pp < &places[MAXCOLS*MAXLINES]; pp++)
    {
	pp->p_ch = ' ';
	pp->p_flags = F_REAL;
	pp->p_monst = 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 traps
     */
    if (rnd(10) < level)
    {
	ntraps = rnd(level / 4) + 1;
	if (ntraps > MAXTRAPS)
	    ntraps = MAXTRAPS;
	i = ntraps;
	while (i--)
	{
	    /*
	     * not only wouldn't it be NICE to have traps in mazes
	     * (not that we care about being nice), since the trap
	     * number is stored where the passage number is, we
	     * can't actually do it.
	     */
	    do
	    {
		find_floor(NULL, &stairs, FALSE, FALSE);
	    } while ( (chat(stairs.y, stairs.x) != FLOOR) &&
	              (flat(stairs.y, stairs.x) & F_REAL) );
	    sp = &flat(stairs.y, stairs.x);
	    *sp &= ~(F_REAL | F_TMASK);
	    *sp |= rnd(NTRAPS);
	}
    }
    /*
     * Place the staircase down.
     */
    find_floor(NULL, &stairs, FALSE, FALSE);
    chat(stairs.y, stairs.x) = STAIRS;
    seenstairs = FALSE;

    for (tp = mlist; tp != NULL; tp = next(tp))
	tp->t_room = roomin(&tp->t_pos);

    find_floor(NULL, &hero, FALSE, TRUE);
    enter_room(&hero);
    mvaddch(hero.y, hero.x, PLAYER);
    if (on(player, SEEMONST))
	turn_see(FALSE);
    if (on(player, ISHALU))
	visuals();
}

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

    do
    {
	rm = rnd(MAXROOMS);
    } while (rooms[rm].r_flags & ISGONE);
    return rm;
}

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

void
put_things(void)
{
    int i;
    THING *obj;

    /*
     * 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) < 36)
	{
	    /*
	     * Pick a new object and link it in the list
	     */
	    obj = new_thing();
	    attach(lvl_obj, obj);
	    /*
	     * Put it somewhere
	     */
	    find_floor(NULL, &obj->o_pos, FALSE, FALSE);
	    chat(obj->o_pos.y, obj->o_pos.x) = obj->o_type;
	}
    /*
     * 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)
    {
	obj = new_item();
	attach(lvl_obj, obj);
	obj->o_hplus = 0;
	obj->o_dplus = 0;
	strncpy(obj->o_damage,"0x0",sizeof(obj->o_damage));
        strncpy(obj->o_hurldmg,"0x0",sizeof(obj->o_hurldmg));
	obj->o_arm = 11;
	obj->o_type = AMULET;
	/*
	 * Put it somewhere
	 */
	find_floor(NULL, &obj->o_pos, FALSE, FALSE);
	chat(obj->o_pos.y, obj->o_pos.x) = AMULET;
    }
}

/*
 * treas_room:
 *	Add a treasure room
 */
#define MAXTRIES 10	/* max number of tries to put down a monster */


void
treas_room(void)
{
    int nm;
    THING *tp;
    struct room *rp;
    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--)
    {
	find_floor(rp, &mp, 2 * MAXTRIES, FALSE);
	tp = new_thing();
	tp->o_pos = mp;
	attach(lvl_obj, tp);
	chat(mp.y, mp.x) = 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;
	if (find_floor(rp, &mp, MAXTRIES, TRUE))
	{
	    tp = new_item();
	    new_monster(tp, randmonster(FALSE), &mp);
	    tp->t_flags |= ISMEAN;	/* no sloughers in THIS room */
	    give_pack(tp);
	}
    }
    level--;
}