view rogue5/rooms.c @ 245:e7aab31362af

Rogue V[345], Super-Rogue: Fix violet fungi/venus flytraps. Violet fungi (renamed venus flytraps in Rogue V5) do an increasing amount of damage each time they hit. If they miss, you still suffer the same number of HP. This worked by keeping a counter and printing new damage strings into monsters[5].m_stats.s_dmg, which is the "prototype" of that particular monster. Each individual monster has its own damage string. Apparently these were once char *, pointing to the same string as the prototype. When the s_dmg member was changed to be an internal char array, changing the prototype's damage string no longer had any effect on actual monsters. As a result, flytraps did no damage on a hit, or only one point in V5. The mechanism for doing damage on a miss continued to work. This has been fixed by overwriting the individual monster's damage string instead of the prototype's. It is now no longer necessary to reset the damage string when the flytrap is killed. The method for resetting it when the hero teleports away had to be modified. Comments referencing the long-unused xstr have been removed.
author John "Elwin" Edwards
date Sun, 01 May 2016 19:39:56 -0400
parents f502bf60e6e4
children
line wrap: on
line source

/*
 * Create the layout for the new level
 *
 * @(#)rooms.c	4.45 (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 <ctype.h>
#include <curses.h>
#include "rogue.h"

typedef struct spot {		/* position matrix for maze positions */
	int	nexits;
	coord	exits[4];
	int	used;
} SPOT;

#define GOLDGRP 1

/*
 * do_rooms:
 *	Create rooms and corridors with a connectivity graph
 */

void
do_rooms(void)
{
    int i;
    struct room *rp;
    THING *tp;
    int left_out;
    coord top;
    coord bsze;				/* maximum room size */
    coord mp;

    bsze.x = NUMCOLS / 3;
    bsze.y = NUMLINES / 3;
    /*
     * Clear things for a new level
     */
    for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
    {
	rp->r_goldval = 0;
	rp->r_nexits = 0;
	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 = -NUMCOLS;
		rp->r_max.y = -NUMLINES;
	    } until (rp->r_pos.y > 0 && rp->r_pos.y < NUMLINES-1);
	    continue;
	}
	/*
	 * set room type
	 */
	if (rnd(10) < level - 1)
	{
	    rp->r_flags |= ISDARK;		/* dark room */
	    if (rnd(15) == 0)
		rp->r_flags = ISMAZE;		/* maze room */
	}
	/*
	 * Find a place and size for a random room
	 */
	if (rp->r_flags & ISMAZE)
	{
	    rp->r_max.x = bsze.x - 1;
	    rp->r_max.y = bsze.y - 1;
	    if ((rp->r_pos.x = top.x) == 1)
		rp->r_pos.x = 0;
	    if ((rp->r_pos.y = top.y) == 0)
	    {
		rp->r_pos.y++;
		rp->r_max.y--;
	    }
	}
	else
	    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);
	draw_room(rp);
	/*
	 * Put the gold in
	 */
	if (rnd(2) == 0 && (!amulet || level >= max_level))
	{
	    THING *gold;

	    gold = new_item();
	    gold->o_goldval = rp->r_goldval = GOLDCALC;
	    find_floor(rp, &rp->r_gold, FALSE, FALSE);
	    gold->o_pos = rp->r_gold;
	    chat(rp->r_gold.y, rp->r_gold.x) = GOLD;
	    gold->o_flags = ISMANY;
	    gold->o_group = GOLDGRP;
	    gold->o_type = GOLD;
	    attach(lvl_obj, gold);
	}
	/*
	 * Put the monster in
	 */
	if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25))
	{
	    tp = new_item();
	    find_floor(rp, &mp, FALSE, TRUE);
	    new_monster(tp, randmonster(FALSE), &mp);
	    give_pack(tp);
	}
    }
}

/*
 * draw_room:
 *	Draw a box around a room and lay down the floor for normal
 *	rooms; for maze rooms, draw maze.
 */

void
draw_room(const struct room *rp)
{
    int y, x;

    if (rp->r_flags & ISMAZE)
	do_maze(rp);
    else
    {
	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++)
	    for (x = rp->r_pos.x + 1; x < rp->r_pos.x + rp->r_max.x - 1; x++)
		chat(y, x) = FLOOR;
    }
}

/*
 * vert:
 *	Draw a vertical line
 */

void
vert(const struct room *rp, int startx)
{
    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
 */

void
horiz(const struct room *rp, int starty)
{
    int x;

    for (x = rp->r_pos.x; x <= rp->r_pos.x + rp->r_max.x - 1; x++)
	chat(starty, x) = '-';
}

/*
 * do_maze:
 *	Dig a maze
 */

static int	Maxy, Maxx, Starty, Startx;

static SPOT	maze[NUMLINES/3+1][NUMCOLS/3+1];


void
do_maze(const struct room *rp)
{
    SPOT *sp;
    int starty, startx;
    coord pos;

    for (sp = &maze[0][0]; sp <= &maze[NUMLINES / 3][NUMCOLS / 3]; sp++)
    {
	sp->used = FALSE;
	sp->nexits = 0;
    }

    Maxy = rp->r_max.y;
    Maxx = rp->r_max.x;
    Starty = rp->r_pos.y;
    Startx = rp->r_pos.x;
    starty = (rnd(rp->r_max.y) / 2) * 2;
    startx = (rnd(rp->r_max.x) / 2) * 2;
    pos.y = starty + Starty;
    pos.x = startx + Startx;
    putpass(&pos);
    dig(starty, startx);
}

/*
 * dig:
 *	Dig out from around where we are now, if possible
 */

void
dig(int y, int x)
{
    coord *cp;
    int cnt, newy, newx, nexty = 0, nextx = 0;
    coord pos;
    coord del[4] = {
	{2, 0}, {-2, 0}, {0, 2}, {0, -2}
    };

    for (;;)
    {
	cnt = 0;
	for (cp = del; cp <= &del[3]; cp++)
	{
	    newy = y + cp->y;
	    newx = x + cp->x;
	    if (newy < 0 || newy > Maxy || newx < 0 || newx > Maxx)
		continue;
	    if (flat(newy + Starty, newx + Startx) & F_PASS)
		continue;
	    if (rnd(++cnt) == 0)
	    {
		nexty = newy;
		nextx = newx;
	    }
	}
	if (cnt == 0)
	    return;
	accnt_maze(y, x, nexty, nextx);
	accnt_maze(nexty, nextx, y, x);
	if (nexty == y)
	{
	    pos.y = y + Starty;
	    if (nextx - x < 0)
		pos.x = nextx + Startx + 1;
	    else
		pos.x = nextx + Startx - 1;
	}
	else
	{
	    pos.x = x + Startx;
	    if (nexty - y < 0)
		pos.y = nexty + Starty + 1;
	    else
		pos.y = nexty + Starty - 1;
	}
	putpass(&pos);
	pos.y = nexty + Starty;
	pos.x = nextx + Startx;
	putpass(&pos);
	dig(nexty, nextx);
    }
}

/*
 * accnt_maze:
 *	Account for maze exits
 */

void
accnt_maze(int y, int x, int ny, int nx)
{
    SPOT *sp;
    coord *cp;

    sp = &maze[y][x];
    for (cp = sp->exits; cp < &sp->exits[sp->nexits]; cp++)
	if (cp->y == ny && cp->x == nx)
	    return;
    cp->y = ny;
    cp->x = nx;
}

/*
 * rnd_pos:
 *	Pick a random spot in a room
 */

void
rnd_pos(const struct room *rp, 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;
}

/*
 * find_floor:
 *	Find a valid floor spot in this room.  If rp is NULL, then
 *	pick a new room each time around the loop.
 */
int
find_floor(const struct room *rp, coord *cp, int limit, int monst)
{
    PLACE *pp;
    int cnt;
    int compchar = 0;
    int pickroom;

    pickroom = (rp == NULL);

    if (!pickroom)
	compchar = ((rp->r_flags & ISMAZE) ? PASSAGE : FLOOR);
    cnt = limit;
    for (;;)
    {
	if (limit && cnt-- == 0)
	    return FALSE;
	if (pickroom)
	{
	    rp = &rooms[rnd_room()];
	    compchar = ((rp->r_flags & ISMAZE) ? PASSAGE : FLOOR);
	}
	rnd_pos(rp, cp);
	pp = INDEX(cp->y, cp->x);
	if (monst)
	{
	    if (pp->p_monst == NULL && step_ok(pp->p_ch))
		return TRUE;
	}
	else if (pp->p_ch == compchar)
	    return TRUE;
    }
}

/*
 * enter_room:
 *	Code that is executed whenver you appear in a room
 */

void
enter_room(const coord *cp)
{
    struct room *rp;
    THING *tp;
    int y, x;
    chtype ch;

    rp = proom = roomin(cp);
    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);
		ch = chat(y, x);
		if (tp == NULL)
		    if (CCHAR(inch()) != ch)
			addch(ch);
		    else
			move(y, x + 1);
		else
		{
		    tp->t_oldch = ch;
		    if (!see_monst(tp))
			if (on(player, SEEMONST))
			{
			    standout();
			    addch(tp->t_disguise);
			    standend();
			}
			else
			    addch(ch);
		    else
			addch(tp->t_disguise);
		}
	    }
	}
}

/*
 * leave_room:
 *	Code for when we exit a room
 */

void
leave_room(const coord *cp)
{
    PLACE *pp;
    struct room *rp;
    int y, x;
    int floor;
    int ch;

    rp = proom;

    if (rp->r_flags & ISMAZE)
	return;

    if (rp->r_flags & ISGONE)
	floor = PASSAGE;
    else if (!(rp->r_flags & ISDARK) || on(player, ISBLIND))
	floor = FLOOR;
    else
	floor = ' ';

    proom = &passages[flat(cp->y, cp->x) & F_PNUM];
    for (y = rp->r_pos.y; y < rp->r_max.y + rp->r_pos.y; y++)
	for (x = rp->r_pos.x; x < rp->r_max.x + rp->r_pos.x; x++)
	{
	    move(y, x);
	    switch ( ch = CCHAR(inch()) )
	    {
		case FLOOR:
		    if (floor == ' ' && ch != ' ')
			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;
			}
                        pp = INDEX(y,x);
			addch(pp->p_ch == DOOR ? DOOR : floor);
		    }
	    }
	}
    door_open(rp);
}