view srogue/rooms.c @ 87:f871cb0539d3

Don't set the player's ISRUN flag. rogue4 and rogue5 set the player's ISRUN flag upon exit from sleep or holding. This is apparently supposed to indicate that the player can move again. What it actually does is make it harder for monsters to hit the player, until the flag is reset. As this behavior makes little sense and seems like a cheat, it has been deemed a bug and removed.
author John "Elwin" Edwards
date Tue, 13 Aug 2013 09:19:56 -0700
parents 2128c7dc8a40
children 94a0d9dd5ce1
line wrap: on
line source

/*
 * Draw the nine rooms on the screen
 *
 * @(#)rooms.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"

/*
 * do_rooms:
 *	Place the rooms in the dungeon
 */
do_rooms()
{
	int mloops, mchance, nummons, left_out, roomtries;
	bool treas = FALSE;
	reg int i;
	reg struct room *rp;
	reg struct linked_list *item;
	reg struct thing *tp;
	struct coord top, bsze, mp;

	/*
	 * bsze is the maximum room size
	 */
	bsze.x = COLS / 3;
	bsze.y = (LINES - 1) / 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 (rf_on(rp,ISGONE)) {
			/*
			 * Place a gone room.  Make certain that there is a
			 * blank line for passage drawing.
			 */
			roomtries = 0;
			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;
				if (++roomtries > 250)
					fatal("failed to place a gone room");
			} until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2);
			continue;
		}
		if (rnd(10) < level-1)
			rp->r_flags |= ISDARK;
		/*
		 * Find a place and size for a random room
		 */
		roomtries = 0;	
		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);
			if (++roomtries > 250) {
				fatal("failed to place a good room");
			}
		} until (rp->r_pos.y != 0);
		if (level < max_level)
			mchance = 30;	/* 30% when going up (all monsters) */
		else
			mchance = 3;	/* 3% when going down */
		treas = FALSE;
		if (rnd(100) < mchance && (rp->r_max.x * rp->r_max.y) >
		  ((bsze.x * bsze.y * 55) / 100)) {
			treas = TRUE;
			rp->r_flags |= ISTREAS;
			rp->r_flags |= ISDARK;
		}
		/*
		 * Put the gold in
		 */
		if ((rnd(100) < 50 || treas) && (!amulet || level >= max_level)) {
			rp->r_goldval = GOLDCALC;
			if (treas)
				rp->r_goldval += 200 + (15 * (rnd(level) + 2));
			rp->r_gold.y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1;
			rp->r_gold.x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1;
		}
		draw_room(rp);
		/*
		 * Put the monster in
		 */
		if (treas) {
			mloops = rnd(level / 3) + 6;
			mchance = 1;
		}
		else {
			mloops = 1;
			mchance = 100;
		}
		for (nummons = 0; nummons < mloops; nummons++) {
			if (rnd(mchance) < (rp->r_goldval > 0 ? 80 : 25))
				add_mon(rp, treas);
		}
	}
}

/*
 * add_mon:
 *	Add a monster to a room
 */
add_mon(rm, treas)
struct room *rm;
bool treas;
{
	reg struct thing *tp;
	reg struct linked_list *item;
	struct coord mp;
	int chance;

	mp = *rnd_pos(rm);
	item = new_monster(rnd_mon(FALSE,FALSE), &mp, treas);
	tp = THINGPTR(item);
	chance = rnd(100);
	if (levtype == MAZELEV)
		chance = rnd(50);
	/*
	 * See if monster has a treasure
	 */
	if (levtype == MAZELEV && rnd(100) < 20) {
		reg struct linked_list *fd;

		fd = new_thing(FALSE, FOOD, 0);
		attach(tp->t_pack, fd);
	}
	else {
		if (chance < monsters[tp->t_indx].m_carry)
			attach(tp->t_pack, new_thing(FALSE, ANYTHING));
	}
}

/*
 * draw_room:
 *	Draw a box around a room
 */
draw_room(rp)
struct room *rp;
{
	reg int j, k;

	move(rp->r_pos.y, rp->r_pos.x+1);
	vert(rp->r_max.y-2);			/* Draw left side */
	move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x);
	horiz(rp->r_max.x);				/* Draw bottom */
	move(rp->r_pos.y, rp->r_pos.x);
	horiz(rp->r_max.x);				/* Draw top */
	vert(rp->r_max.y-2);			/* Draw right side */
	/*
	 * Put the floor down
	 */
	for (j = 1; j < rp->r_max.y - 1; j++) {
		move(rp->r_pos.y + j, rp->r_pos.x + 1);
		for (k = 1; k < rp->r_max.x - 1; k++) {
			addch(FLOOR);
		}
	}
	/*
	 * Put the gold there
	 */
	if (rp->r_goldval > 0)
		mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD);
}

/*
 * horiz:
 *	draw a horizontal line
 */
horiz(cnt)
int cnt;
{
	while (cnt-- > 0)
	addch('-');
}


/*
 * vert:
 *	draw a vertical line
 */
vert(cnt)
int cnt;
{
	reg int x, y;

	getyx(stdscr, y, x);
	x--;
	while (cnt-- > 0) {
		move(++y, x);
		addch('|');
	}
}


/*
 * rnd_pos:
 *	pick a random spot in a room
 */
struct coord *
rnd_pos(rp)
struct room *rp;
{
	reg int y, x, i;
	static struct coord spot;

	i = 0;
	do {
		x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1;
		y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1;
		i += 1;
	} while(winat(y, x) != FLOOR && i < 1000);
	spot.x = x;
	spot.y = y;
	return &spot;
}

/*
 * rf_on:
 * 	Returns TRUE if flag is set for room stuff
 */
rf_on(rm, bit)
struct room *rm;
long bit;
{
	return (rm->r_flags & bit);
}