Mercurial > hg > early-roguelike
view rogue3/rooms.c @ 104:fbc75509f4cd
Add config.h to the list of headers in the Makefiles.
Some .o files need to be rebuilt if config.h changes. Adding it to the
list of headers may still fail to solve the problem, because some of
the Makefiles use implicit rules or do not list dependencies properly.
author | John "Elwin" Edwards |
---|---|
date | Tue, 03 Sep 2013 14:14:48 -0700 |
parents | 527e2150eaf0 |
children |
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/* * Draw the nine rooms on the screen * * @(#)rooms.c 3.8 (Berkeley) 6/15/81 * * 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 <stdlib.h> #include "curses.h" #include "rogue.h" void do_rooms() { int i; struct room *rp; struct linked_list *item; struct thing *tp; 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-1]; 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.y = -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(100) < 50 && (!amulet || level >= max_level)) { rp->r_goldval = GOLDCALC; rnd_pos(rp, &rp->r_gold); if (roomin(&rp->r_gold) != rp) endwin(), abort(); } draw_room(rp); /* * Put the monster in */ if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25)) { item = new_item(sizeof *tp); tp = (struct thing *) ldata(item); do { rnd_pos(rp, &mp); } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR); new_monster(item, randmonster(FALSE), &mp); /* * See if we want to give it a treasure to carry around. */ if (rnd(100) < monsters[tp->t_type-'A'].m_carry) attach(tp->t_pack, new_thing()); } } } /* * Draw a box around a room */ void draw_room(struct room *rp) { 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) mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD); } /* * horiz: * draw a horizontal line */ void horiz(int cnt) { while (cnt--) addch('-'); } /* * vert: * draw a vertical line */ void vert(int cnt) { int x, y; getyx(stdscr, y, x); x--; while (cnt--) { move(++y, x); addch('|'); } } /* * rnd_pos: * pick a random spot in a room */ void rnd_pos(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; }