There should only be two changes in behavior: arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly applied to characters who are not monks instead of monks who are not empty-handed. urogue/fight.c: fixed an interaction with the "debug" macro that could cause the wrong message to be displayed.
677 lines
22 KiB
C
677 lines
22 KiB
C
/*
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n_level.c - Dig and draw a new level
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XRogue: Expeditions into the Dungeons of Doom
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Copyright (C) 1991 Robert Pietkivitch
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All rights reserved.
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Based on "Advanced Rogue"
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Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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All rights reserved.
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Based on "Rogue: Exploring the Dungeons of Doom"
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Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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All rights reserved.
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See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include <curses.h>
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#include "rogue.h"
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#define TERRASAVE 3
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void put_things(LEVTYPE ltype);
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/*
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* new_level:
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* Dig and draw a new level
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* ltype: designates type of level to create
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*/
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void
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new_level(LEVTYPE ltype)
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{
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register int rm = 0, i, cnt;
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register unsigned char ch;
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register struct linked_list *item;
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register struct thing *tp;
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register struct object *obj;
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int waslit = 0; /* Was the previous outside level lit? */
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int starty = 0, startx = 0, deltay = 0, deltax = 0;
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bool fresh=TRUE, vert = 0, top;
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struct room *rp;
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struct linked_list *nitem, *savmonst=NULL, *savitems=NULL;
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coord stairs = {0,0};
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if (wizard) {
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msg("Turns: %ld", turns); /* Number of turns for last level */
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mpos = 0;
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}
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/* Start player off right */
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turn_off(player, ISHELD);
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turn_off(player, ISFLEE);
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extinguish(suffocate);
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hold_count = 0;
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trap_tries = 0;
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/* Are we just entering a dungeon? If so, how big is it? */
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if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+20 + rnd(51);
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if (level > max_level)
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max_level = level;
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/* Are we starting a new outside level? */
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if (ltype == OUTSIDE) {
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register int i, j;
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/* Save some information prior to clearing the screen */
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if (level == -1 || mvinch(hero.y, hero.x) == HORZWALL) vert = TRUE;
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else vert = FALSE;
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if (level < 1) {
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fresh = TRUE;
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starty = 2;
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startx = 1;
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deltay = deltax = 1;
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level = max_level; /* Restore level to deepest attempt */
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prev_max = level; /* reset for boundary crossings below */
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}
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else if (level >= 1 && prev_max == 1000) {
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fresh = TRUE;
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starty = 2;
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startx = 1;
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deltay = deltax = 1;
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prev_max = level; /* reset for boundary crossings below */
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}
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else { /* Copy several lines of the terrain to the other end */
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unsigned char cch; /* Copy character */
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if (wizard) msg("Crossing sector boundary ");
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/* Was the area dark (not magically lit)? */
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if (!(rooms[0].r_flags & ISDARK)) waslit = 1;
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fresh = FALSE;
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if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE;
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else top = FALSE;
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for (i=0; i<TERRASAVE; i++) {
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if (vert)
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for (j=1; j<cols-1; j++) {
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if (top) {
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cch = mvinch(i+2, j) & A_CHARTEXT;
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mvaddch(lines-6+i, j, cch);
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}
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else {
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cch = mvinch(lines-4-i, j) & A_CHARTEXT;
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mvaddch(4-i, j, cch);
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}
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}
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else
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for (j=2; j<lines-3; j++) {
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if (top) {
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cch = mvinch(j, i+1) & A_CHARTEXT;
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mvaddch(j, cols-4+i, cch);
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}
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else {
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cch = mvinch(j, cols-2-i) & A_CHARTEXT;
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mvaddch(j, 3-i, cch);
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}
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}
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}
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if (vert) {
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startx = deltax = 1;
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if (top) {
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starty = lines-4-TERRASAVE;
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deltay = -1;
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}
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else {
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starty = TERRASAVE + 2;
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deltay = 1;
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}
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}
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else {
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starty = 2;
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deltay = 1;
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if (top) {
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startx = cols-2-TERRASAVE;
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deltax = -1;
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}
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else {
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deltax = 1;
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startx = TERRASAVE + 1;
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}
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}
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/* Check if any monsters should be saved */
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for (item = mlist; item != NULL; item = nitem) {
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nitem = next(item);
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tp = THINGPTR(item);
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if (vert) {
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if (top) {
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if (tp->t_pos.y < TERRASAVE + 2)
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tp->t_pos.y += lines - 5 - TERRASAVE;
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else continue;
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}
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else {
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if (tp->t_pos.y > lines - 4 - TERRASAVE)
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tp->t_pos.y += 5 + TERRASAVE - lines;
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else continue;
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}
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}
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else {
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if (top) {
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if (tp->t_pos.x < TERRASAVE + 1)
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tp->t_pos.x += cols - 2 - TERRASAVE;
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else continue;
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}
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else {
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if (tp->t_pos.x > cols - 2 - TERRASAVE)
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tp->t_pos.x += 2 + TERRASAVE - cols;
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else continue;
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}
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}
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/*
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* If the monster is busy chasing another monster, don't save
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* it
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*/
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if (tp->t_dest && tp->t_dest != &hero) continue;
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/* Outside has plenty of monsters, don't need these.
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* detach(mlist, item);
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* attach(savmonst, item);
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*/
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}
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/* Check if any treasure should be saved */
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for (item = lvl_obj; item != NULL; item = nitem) {
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nitem = next(item);
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obj = OBJPTR(item);
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if (vert) {
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if (top) {
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if (obj->o_pos.y < TERRASAVE + 2)
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obj->o_pos.y += lines - 5 - TERRASAVE;
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else continue;
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}
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else {
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if (obj->o_pos.y > lines - 4 - TERRASAVE)
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obj->o_pos.y += 5 + TERRASAVE - lines;
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else continue;
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}
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}
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else {
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if (top) {
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if (obj->o_pos.x < TERRASAVE + 1)
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obj->o_pos.x += cols - 2 - TERRASAVE;
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else continue;
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}
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else {
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if (obj->o_pos.x > cols - 2 - TERRASAVE)
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obj->o_pos.x += 2 + TERRASAVE - cols;
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else continue;
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}
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}
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detach(lvl_obj, item);
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attach(savitems, item);
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}
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}
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}
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wclear(cw);
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wclear(mw);
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if (fresh || levtype != OUTSIDE) clear();
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/*
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* check to see if he missed a UNIQUE, If he did then put it back
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* in the monster table for next time
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*/
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for (item = mlist; item != NULL; item = next(item)) {
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tp = THINGPTR(item);
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if (on(*tp, ISUNIQUE))
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monsters[tp->t_index].m_normal = TRUE;
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}
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/*
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* Free up the monsters on the last level
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*/
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t_free_list(mlist);
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o_free_list(lvl_obj); /* Free up previous objects (if any) */
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for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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r_free_list(rp->r_exit); /* Free up the exit lists */
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levtype = ltype;
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foods_this_level = 0; /* food for hero this level */
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/* What kind of level are we on? */
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if (ltype == POSTLEV || ltype == STARTLEV) {
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if (ltype == POSTLEV)
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do_post(FALSE); /* Trading post */
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else
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do_post(TRUE); /* Equipage */
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levtype = ltype = POSTLEV;
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}
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else if (ltype == MAZELEV) {
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do_maze();
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no_food++;
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put_things(ltype); /* Place objects (if any) */
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}
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else if (ltype == OUTSIDE) {
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/* Move the cursor back onto the hero */
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wmove(cw, hero.y, hero.x);
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init_terrain();
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do_terrain(starty, startx, deltay, deltax, (bool) (fresh || !vert));
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no_food++;
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put_things(ltype);
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/* Should we magically light this area? */
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if (waslit) rooms[0].r_flags &= ~ISDARK;
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}
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else {
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do_rooms(); /* Draw rooms */
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do_passages(); /* Draw passages */
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no_food++;
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put_things(ltype); /* Place objects (if any) */
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}
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/*
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* Place the staircase down. Only a small chance for an outside stairway.
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*/
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if (ltype != OUTSIDE || roll(1, 5) == 5) {
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cnt = 0;
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do {
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rm = rnd_room();
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rnd_pos(&rooms[rm], &stairs);
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} until (mvinch(stairs.y, stairs.x) == FLOOR || cnt++ > 2500);
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addch(STAIRS);
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}
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/*
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* maybe add a trading post
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*/
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if (level > 5 && rnd(10) == 7 && ltype == NORMLEV) {
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cnt = 0;
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do {
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rm = rnd_room();
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if (rooms[rm].r_flags & ISTREAS)
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continue;
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rnd_pos(&rooms[rm], &stairs);
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} until (winat(stairs.y, stairs.x) == FLOOR || cnt++ > 2500);
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addch(POST);
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}
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if (ltype != POSTLEV) { /* Add monsters that fell through */
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nitem = tlist;
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while (nitem != NULL) {
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item = nitem;
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nitem = next(item); /* because detach and attach mess up ptrs */
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tp = THINGPTR(item);
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cnt = 0;
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do {
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rm = rnd_room();
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rnd_pos(&rooms[rm], &tp->t_pos);
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} until (cnt++ > 2500 || winat(tp->t_pos.y, tp->t_pos.x) == FLOOR);
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mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, tp->t_type);
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tp->t_oldch = mvwinch(cw, tp->t_pos.y, tp->t_pos.x) & A_CHARTEXT;
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/*
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* If it has a fire, mark it
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*/
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if (on(*tp, HASFIRE)) {
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register struct linked_list *fire_item;
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fire_item = creat_item();
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ldata(fire_item) = (char *) tp;
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attach(rooms[rm].r_fires, fire_item);
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rooms[rm].r_flags |= HASFIRE;
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}
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detach(tlist, item);
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turn_off(*tp,ISELSEWHERE);
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attach(mlist, item);
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}
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}
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/* Restore any saved monsters */
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for (item = savmonst; item != NULL; item = nitem) {
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nitem = next(item);
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tp = THINGPTR(item);
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mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, tp->t_type);
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tp->t_oldch = mvwinch(cw, tp->t_pos.y, tp->t_pos.x) & A_CHARTEXT;
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/*
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* If it has a fire, mark it
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*/
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if (on(*tp, HASFIRE)) {
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register struct linked_list *fire_item;
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fire_item = creat_item();
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ldata(fire_item) = (char *) tp;
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attach(rooms[rm].r_fires, fire_item);
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rooms[rm].r_flags |= HASFIRE;
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}
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detach(savmonst, item);
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attach(mlist, item);
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}
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/* Restore any saved objects */
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for(item = savitems; item != NULL; item = nitem) {
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nitem = next(item);
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obj = OBJPTR(item);
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mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type);
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detach(savitems, item);
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attach(lvl_obj, item);
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}
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/*
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* Place the traps (except for trading post)
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*/
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ntraps = 0; /* No traps yet */
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if (levtype == NORMLEV) {
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if (rnd(10) < vlevel) {
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ntraps = rnd(vlevel/4)+2;
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if (ntraps > MAXTRAPS)
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ntraps = MAXTRAPS;
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i = ntraps;
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while (i--)
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{
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cnt = 0;
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do {
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rm = rnd_room();
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if (rooms[rm].r_flags & ISTREAS)
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continue;
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rnd_pos(&rooms[rm], &stairs);
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} until (winat(stairs.y, stairs.x) == FLOOR || cnt++ > 2500);
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traps[i].tr_flags = 0;
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/* If we are at the bottom, we can't set a trap door */
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if (level >= nfloors) ch = (unsigned char) rnd(8) + 1;
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else ch = (unsigned char) rnd(9);
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switch((int) ch) {
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case 0: ch = TRAPDOOR;
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when 1: ch = BEARTRAP;
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when 2: ch = SLEEPTRAP;
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when 3: ch = ARROWTRAP;
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when 4: ch = TELTRAP;
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when 5: ch = DARTTRAP;
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when 6: ch = POOL;
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traps[i].tr_flags = ISFOUND;
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when 7: ch = MAZETRAP;
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when 8: ch = WORMHOLE;
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}
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addch(ch);
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traps[i].tr_type = ch;
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traps[i].tr_show = FLOOR;
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traps[i].tr_pos = stairs;
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}
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}
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}
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if (fresh) { /* A whole new picture */
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/*
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* try to find a room for the hero. The objective here is to:
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* --> don't put him in a treasure room
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* --> don't put him on an object
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* --> try not to put him next to the stairs
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*/
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cnt = 2500;
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do {
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if (ltype != OUTSIDE) rm = rnd_room();
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else continue;
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if (rooms[rm].r_flags & ISTREAS)
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continue;
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rnd_pos(&rooms[rm], &hero);
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} until( cnt-- == 0 ||
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(winat(hero.y, hero.x) == FLOOR &&
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DISTANCE(hero.y, hero.x, stairs.y, stairs.x) > cnt/10));
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}
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else { /* We're extending into an adjacent outside plane */
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rm = 0;
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if (vert) {
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if (hero.y == 1) hero.y = lines - 3 - TERRASAVE; /* Top to bottom */
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else hero.y = TERRASAVE + 1; /* Bottom to top */
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}
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else {
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if (hero.x == 0) hero.x = cols - 1 - TERRASAVE; /* Right to left */
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else hero.x = TERRASAVE; /* Left to right */
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}
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}
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oldrp = &rooms[rm]; /* Set the current room */
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player.t_oldpos = player.t_pos; /* Set the current position */
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if (ISWEARING(R_AGGR) ||
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(cur_misc[WEAR_JEWEL] != NULL &&
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cur_misc[WEAR_JEWEL]->o_which == MM_JEWEL))
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aggravate(TRUE, TRUE); /* affect all charactors */
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/*
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* If player is moving up or above his deepest point, wake up any
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* non-uniques
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*/
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else if (level < cur_max) {
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aggravate(FALSE, FALSE);
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}
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light(&hero);
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wmove(cw, hero.y, hero.x);
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waddch(cw, PLAYER);
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if (level > cur_max)
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cur_max = level;
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draw(cw);
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status(TRUE);
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/* Do we sense any food on this level? */
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if (cur_relic[SURTUR_RING])
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quaff(P_FFIND, 0, 0, FALSE);
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}
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/*
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* Pick a room that is really there
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*/
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int
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rnd_room(void)
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{
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register int rm;
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if (levtype != NORMLEV)
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rm = 0;
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else do
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{
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rm = rnd(MAXROOMS);
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} while (rooms[rm].r_flags & ISGONE);
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return rm;
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}
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/*
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* put_things:
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* put potions and scrolls on this level
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* ltype: designates type of level to create
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*/
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void
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put_things(LEVTYPE ltype)
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{
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register int i, rm, cnt;
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register struct object *cur;
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register struct linked_list *item, *nextitem, *exitptr;
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int length, width;
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int ITEMS = 0; /* number of items to place */
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coord tp, *exit;
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/*
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* The only way to get new stuff is to go down into the dungeon.
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*/
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if (level < cur_max) {
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if (ltype == NORMLEV)
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return;
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}
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if (ltype == OUTSIDE) goto jmp_here; /* a jump for outside */
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/*
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* There is a chance that there is a Treasure Room on this level
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*/
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if (ltype == NORMLEV && rnd(150) < level) {
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register int j;
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register struct room *rp;
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/* Count the number of free spaces */
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i = 0; /* 0 tries */
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do {
|
|
rp = &rooms[rnd_room()];
|
|
width = rp->r_max.y - 2;
|
|
length = rp->r_max.x - 2;
|
|
} until ((width*length >= MAXTREAS) || (i++ > MAXROOMS*4));
|
|
|
|
/* Mark the room as a treasure room */
|
|
rp->r_flags |= ISTREAS;
|
|
|
|
/* Make all the doors secret doors */
|
|
for (exitptr = rp->r_exit; exitptr; exitptr = next(exitptr)) {
|
|
exit = DOORPTR(exitptr);
|
|
move(exit->y, exit->x);
|
|
addch(SECRETDOOR);
|
|
}
|
|
|
|
/*
|
|
* check to see if there are any monsters in room already
|
|
*/
|
|
for (item = mlist; item != NULL; item = nextitem) {
|
|
register struct thing *tp;
|
|
|
|
tp = THINGPTR(item);
|
|
nextitem = next(item);
|
|
if (rp == roomin(&tp->t_pos)) {
|
|
/*
|
|
* Don't let nice creatures be generated in a treasure
|
|
* room.
|
|
*/
|
|
if ((player.t_ctype==C_PALADIN || player.t_ctype==C_RANGER ||
|
|
player.t_ctype==C_MONK) && off(*tp, ISMEAN)) {
|
|
int index;
|
|
|
|
if (on(*tp, ISUNIQUE)) index = tp->t_index;
|
|
else index = -1;
|
|
|
|
/* Get rid of the monster */
|
|
killed(item, FALSE, FALSE, FALSE);
|
|
|
|
/* Restore uniques back in the table */
|
|
if (index != -1) monsters[index].m_normal = TRUE;
|
|
|
|
continue;
|
|
}
|
|
turn_on(*tp, ISMEAN);
|
|
turn_on(*tp, ISGUARDIAN);
|
|
}
|
|
}
|
|
|
|
/* Put in the monsters and treasures */
|
|
for (j=1; j<rp->r_max.y-1; j++)
|
|
for (i=1; i<rp->r_max.x-1; i++) {
|
|
coord trp;
|
|
|
|
trp.y = rp->r_pos.y+j;
|
|
trp.x = rp->r_pos.x+i;
|
|
|
|
/* Monsters */
|
|
if ((rnd(100) < (MAXTREAS*100)/(width*length)) &&
|
|
(mvwinch(mw, rp->r_pos.y+j, rp->r_pos.x+i) == ' ')) {
|
|
register struct thing *tp;
|
|
|
|
/*
|
|
* Put it there and leave it asleep. Wake the monsters
|
|
* when the player enters the room. Hopefully, all bases
|
|
* are covered as far as the ways to get in. This way
|
|
* cpu time is not wasted on the awake monsters that
|
|
* can't get to the player anyway.
|
|
* try not to put any UNIQUEs in a treasure room.
|
|
* note that they may have put put in already by the
|
|
* non-treasure room code.
|
|
* also, try not to put ISMEAN monsters in a treasure
|
|
* room as these are supposed to be non-hostile until
|
|
* attacked. It also makes life simpler for the ranger,
|
|
* paladin, and monk.
|
|
*/
|
|
for(;;) {
|
|
item = new_item(sizeof *tp); /* Make a monster */
|
|
tp = THINGPTR(item);
|
|
new_monster(item,randmonster(FALSE, TRUE),&trp,TRUE);
|
|
if (on(*tp, HASFIRE)) {
|
|
register struct linked_list *fire_item;
|
|
|
|
fire_item = creat_item();
|
|
ldata(fire_item) = (char *) tp;
|
|
attach(rp->r_fires, fire_item);
|
|
rp->r_flags |= HASFIRE;
|
|
}
|
|
/*
|
|
* only picky for these classes
|
|
*/
|
|
if (player.t_ctype != C_RANGER &&
|
|
player.t_ctype != C_PALADIN &&
|
|
player.t_ctype != C_MONK)
|
|
break;
|
|
if (on(*tp, ISMEAN))
|
|
break;
|
|
killed (item, FALSE, FALSE, FALSE);
|
|
}
|
|
if (on(*tp, ISUNIQUE)) { /* just in case */
|
|
carry_obj(tp, monsters[tp->t_index].m_carry);
|
|
tp->t_no_move = movement(tp);
|
|
}
|
|
turn_on(*tp, ISGUARDIAN);
|
|
|
|
}
|
|
|
|
/* Treasures */
|
|
if ((rnd(100) < (MAXTREAS*100)/(width*length)) &&
|
|
(mvinch(rp->r_pos.y+j, rp->r_pos.x+i) == FLOOR)) {
|
|
item = new_thing(ALL, TRUE);
|
|
attach(lvl_obj, item);
|
|
cur = OBJPTR(item);
|
|
|
|
mvaddch(trp.y, trp.x, cur->o_type);
|
|
cur->o_pos = trp;
|
|
}
|
|
}
|
|
}
|
|
|
|
jmp_here: /* outside jumper for equippage */
|
|
|
|
/*
|
|
* Do ITEMS attempts to put things in dungeon, maze, or outside
|
|
*/
|
|
|
|
if (ltype == OUTSIDE) ITEMS = rnd(15)+1;
|
|
else if (ltype == MAZELEV) ITEMS = rnd(20)+1;
|
|
else ITEMS = MAXOBJ + rnd(4);
|
|
|
|
for (i = 0; i < ITEMS; i++)
|
|
if (rnd(100) < 65) {
|
|
/*
|
|
* Pick a new object and link it in the list
|
|
*/
|
|
item = new_thing(ALL, TRUE);
|
|
attach(lvl_obj, item);
|
|
cur = OBJPTR(item);
|
|
/*
|
|
* Put it somewhere
|
|
*/
|
|
cnt = 0;
|
|
do {
|
|
if (ltype == OUTSIDE) rm = 0;
|
|
else rm = rnd_room();
|
|
rnd_pos(&rooms[rm], &tp);
|
|
} until (winat(tp.y, tp.x) == FLOOR || cnt++ > 2500);
|
|
mvaddch(tp.y, tp.x, cur->o_type);
|
|
cur->o_pos = tp;
|
|
}
|
|
}
|
|
|