254 lines
5.4 KiB
C
254 lines
5.4 KiB
C
/*
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* new_level:
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* Dig and draw a new level
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*
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* @(#)new_level.c 4.19 (Berkeley) 1/12/82
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include <time.h>
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#include <curses.h>
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#include <string.h>
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#include "rogue.h"
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#define TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */
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#define MAXTREAS 10 /* maximum number of treasures in a treasure room */
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#define MINTREAS 2 /* minimum number of treasures in a treasure room */
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new_level()
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{
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register int rm, i;
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register THING *tp;
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register char *sp;
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register THING **mp;
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register int index;
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coord stairs;
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player.t_flags &= ~ISHELD; /* unhold when you go down just in case */
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if (level > max_level)
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max_level = level;
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/*
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* Clean things off from last level
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*/
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clear();
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for (sp = _level; sp < &_level[MAXCOLS*MAXLINES]; )
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*sp++ = ' ';
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for (sp = _flags; sp < &_flags[MAXCOLS*MAXLINES]; )
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*sp++ = F_REAL;
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for (mp = _monst; mp < &_monst[MAXCOLS*MAXLINES]; )
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*mp++ = NULL;
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clear();
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/*
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* Free up the monsters on the last level
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*/
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for (tp = mlist; tp != NULL; tp = next(tp))
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free_list(tp->t_pack);
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free_list(mlist);
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/*
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* Throw away stuff left on the previous level (if anything)
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*/
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free_list(lvl_obj);
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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(); /* Place objects (if any) */
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/*
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* Place the staircase down.
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*/
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i = 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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index = INDEX(stairs.y, stairs.x);
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if (i++ > 100)
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{
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i = 0;
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srand(getpid() + (int) time((time_t *) NULL));
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}
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} until (_level[index] == FLOOR);
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_level[index] = STAIRS;
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/*
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* Place the traps
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*/
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if (rnd(10) < level)
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{
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ntraps = rnd(level / 4) + 1;
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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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do
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{
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rm = rnd_room();
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rnd_pos(&rooms[rm], &stairs);
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index = INDEX(stairs.y, stairs.x);
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} until (_level[index] == FLOOR && (_flags[index] & F_REAL));
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sp = &_flags[index];
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*sp &= ~(F_REAL | F_TMASK);
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*sp |= rnd(NTRAPS);
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}
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}
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do
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{
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rm = rnd_room();
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rnd_pos(&rooms[rm], &hero);
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index = INDEX(hero.y, hero.x);
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} until (_level[index] == FLOOR && (_flags[index] & F_REAL)
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&& _monst[index] == NULL);
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enter_room(&hero);
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move(hero.y, hero.x);
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addch(PLAYER);
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if (on(player, SEEMONST))
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turn_see(FALSE);
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}
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/*
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* rnd_room:
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* Pick a room that is really there
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*/
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rnd_room()
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{
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register int rm;
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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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*/
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put_things()
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{
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register int i;
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register THING *cur;
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register int rm;
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coord tp;
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/*
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* Once you have found the amulet, the only way to get new stuff is
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* go down into the dungeon.
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*/
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if (amulet && level < max_level)
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return;
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/*
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* check for treasure rooms, and if so, put it in.
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*/
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if (rnd(TREAS_ROOM) == 0)
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treas_room();
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/*
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* Do MAXOBJ attempts to put things on a level
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*/
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for (i = 0; i < MAXOBJ; i++)
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if (rnd(100) < 35)
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{
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/*
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* Pick a new object and link it in the list
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*/
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cur = new_thing();
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attach(lvl_obj, cur);
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/*
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* Put it somewhere
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*/
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do {
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rm = rnd_room();
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rnd_pos(&rooms[rm], &tp);
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} until (chat(tp.y, tp.x) == FLOOR);
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chat(tp.y, tp.x) = cur->o_type;
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cur->o_pos = tp;
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}
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/*
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* If he is really deep in the dungeon and he hasn't found the
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* amulet yet, put it somewhere on the ground
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*/
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if (level >= AMULETLEVEL && !amulet)
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{
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cur = new_item();
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attach(lvl_obj, cur);
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cur->o_hplus = cur->o_dplus = 0;
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strcpy(cur->o_damage,"0d0");
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strcpy(cur->o_hurldmg,"0d0");
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cur->o_ac = 11;
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cur->o_type = AMULET;
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/*
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* Put it somewhere
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*/
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do {
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rm = rnd_room();
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rnd_pos(&rooms[rm], &tp);
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} until (winat(tp.y, tp.x) == FLOOR);
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chat(tp.y, tp.x) = AMULET;
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cur->o_pos = tp;
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}
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}
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/*
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* treas_room:
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* Add a treasure room
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*/
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#define MAXTRIES 10 /* max number of tries to put down a monster */
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treas_room()
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{
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register int nm, index;
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register THING *tp;
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register struct room *rp;
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register int spots, num_monst;
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coord mp;
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rp = &rooms[rnd_room()];
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spots = (rp->r_max.y - 2) * (rp->r_max.x - 2) - MINTREAS;
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if (spots > (MAXTREAS - MINTREAS))
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spots = (MAXTREAS - MINTREAS);
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num_monst = nm = rnd(spots) + MINTREAS;
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while (nm--)
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{
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do
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{
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rnd_pos(rp, &mp);
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index = INDEX(mp.y, mp.x);
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} until (_level[index] == FLOOR);
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tp = new_thing();
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tp->o_pos = mp;
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attach(lvl_obj, tp);
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_level[index] = tp->o_type;
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}
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/*
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* fill up room with monsters from the next level down
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*/
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if ((nm = rnd(spots) + MINTREAS) < num_monst + 2)
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nm = num_monst + 2;
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spots = (rp->r_max.y - 2) * (rp->r_max.x - 2);
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if (nm > spots)
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nm = spots;
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level++;
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while (nm--)
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{
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spots = 0;
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do
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{
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rnd_pos(rp, &mp);
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index = INDEX(mp.y, mp.x);
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spots++;
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} until (_monst[index] == NULL || spots > MAXTRIES);
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if (_monst[index] == NULL)
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{
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tp = new_item();
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new_monster(tp, randmonster(FALSE), &mp);
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tp->t_flags |= ISMEAN; /* no sloughers in THIS room */
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give_pack(tp);
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}
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}
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level--;
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}
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