Converting all function definitions to ANSI style accounts for most of the change. This has exposed other problems, such as daemons not actually being their stated type, that will require more careful solutions.
277 lines
5.9 KiB
C
277 lines
5.9 KiB
C
/*
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* Create the layout for the new level
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*
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* @(#)rooms.c 4.16 (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 <ctype.h>
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#include <curses.h>
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#include "rogue.h"
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#define GOLDGRP 1
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void draw_room(struct room *rp);
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void vert(struct room *rp, int startx);
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void horiz(struct room *rp, int starty);
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/*
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* do_rooms:
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* Create rooms and corridors with a connectivity graph
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*/
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void
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do_rooms(void)
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{
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register int i;
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register struct room *rp;
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register THING *tp;
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register int left_out;
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coord top;
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coord bsze;
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coord mp;
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/*
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* bsze is the maximum room size
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*/
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bsze.x = COLS/3;
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bsze.y = LINES/3;
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/*
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* Clear things for a new level
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*/
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for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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rp->r_goldval = rp->r_nexits = rp->r_flags = 0;
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/*
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* Put the gone rooms, if any, on the level
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*/
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left_out = rnd(4);
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for (i = 0; i < left_out; i++)
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rooms[rnd_room()].r_flags |= ISGONE;
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/*
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* dig and populate all the rooms on the level
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*/
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for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
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{
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/*
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* Find upper left corner of box that this room goes in
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*/
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top.x = (i%3)*bsze.x + 1;
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top.y = i/3*bsze.y;
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if (rp->r_flags & ISGONE)
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{
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/*
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* Place a gone room. Make certain that there is a blank line
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* for passage drawing.
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*/
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do
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{
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rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
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rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
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rp->r_max.x = -COLS;
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rp->r_max.x = -LINES;
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} until (rp->r_pos.y > 0 && rp->r_pos.y < LINES-1);
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continue;
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}
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if (rnd(10) < level - 1)
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rp->r_flags |= ISDARK;
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/*
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* Find a place and size for a random room
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*/
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do
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{
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rp->r_max.x = rnd(bsze.x - 4) + 4;
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rp->r_max.y = rnd(bsze.y - 4) + 4;
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rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
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rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
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} until (rp->r_pos.y != 0);
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/*
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* Put the gold in
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*/
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if (rnd(2) == 0 && (!amulet || level >= max_level))
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{
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register THING *gold;
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gold = new_item();
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gold->o_goldval = rp->r_goldval = GOLDCALC;
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rnd_pos(rp, &rp->r_gold);
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gold->o_pos = rp->r_gold;
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gold->o_flags = ISMANY;
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gold->o_group = GOLDGRP;
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gold->o_type = GOLD;
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attach(lvl_obj, gold);
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}
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draw_room(rp);
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/*
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* Put the monster in
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*/
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if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25))
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{
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tp = new_item();
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do
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{
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rnd_pos(rp, &mp);
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} until (winat(mp.y, mp.x) == FLOOR);
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new_monster(tp, randmonster(FALSE), &mp);
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give_pack(tp);
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}
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}
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}
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/*
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* draw_room:
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* Draw a box around a room and lay down the floor
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*/
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void
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draw_room(struct room *rp)
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{
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register int y, x;
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vert(rp, rp->r_pos.x); /* Draw left side */
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vert(rp, rp->r_pos.x + rp->r_max.x - 1); /* Draw right side */
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horiz(rp, rp->r_pos.y); /* Draw top */
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horiz(rp, rp->r_pos.y + rp->r_max.y - 1); /* Draw bottom */
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/*
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* Put the floor down
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*/
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for (y = rp->r_pos.y + 1; y < rp->r_pos.y + rp->r_max.y - 1; y++)
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/*strrep(&chat(rp->r_pos.y + 1, j), FLOOR, rp->r_max.y - rp->r_pos.y - 2);*/
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for (x = rp->r_pos.x + 1; x < rp->r_pos.x + rp->r_max.x - 1; x++)
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chat(y, x) = FLOOR;
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/*
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* Put the gold there
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*/
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if (rp->r_goldval)
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chat(rp->r_gold.y, rp->r_gold.x) = GOLD;
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}
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/*
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* vert:
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* Draw a vertical line
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*/
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void
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vert(struct room *rp, int startx)
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{
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register int y;
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for (y = rp->r_pos.y + 1; y <= rp->r_max.y + rp->r_pos.y - 1; y++)
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chat(y, startx) = '|';
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}
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/*
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* horiz:
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* Draw a horizontal line
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*/
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void
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horiz(struct room *rp, int starty)
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{
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register int x;
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for (x = rp->r_pos.x; x <= rp->r_pos.x + rp->r_max.x - 1; x++)
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chat(starty, x) = '-';
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}
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/*
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* rnd_pos:
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* Pick a random spot in a room
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*/
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void
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rnd_pos(struct room *rp, coord *cp)
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{
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cp->x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1;
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cp->y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1;
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}
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/*
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* enter_room:
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* Code that is executed whenver you appear in a room
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*/
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void
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enter_room(coord *cp)
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{
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register struct room *rp;
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register int y, x;
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register THING *tp;
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rp = proom = roomin(cp);
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if (rp->r_flags & ISGONE)
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{
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msg("in a gone room");
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return;
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}
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door_open(rp);
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if (!(rp->r_flags & ISDARK) && !on(player, ISBLIND))
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for (y = rp->r_pos.y; y < rp->r_max.y + rp->r_pos.y; y++)
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{
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move(y, rp->r_pos.x);
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for (x = rp->r_pos.x; x < rp->r_max.x + rp->r_pos.x; x++)
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{
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tp = moat(y, x);
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if (tp == NULL || !see_monst(tp))
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addch(chat(y, x));
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else
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addch(tp->t_disguise);
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}
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}
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}
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/*
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* leave_room:
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* Code for when we exit a room
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*/
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void
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leave_room(coord *cp)
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{
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register int y, x;
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register struct room *rp;
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register char floor;
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register char ch;
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rp = proom;
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proom = &passages[flat(cp->y, cp->x) & F_PNUM];
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floor = ((rp->r_flags & ISDARK) && !on(player, ISBLIND)) ? ' ' : FLOOR;
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for (y = rp->r_pos.y + 1; y < rp->r_max.y + rp->r_pos.y - 1; y++)
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for (x = rp->r_pos.x + 1; x < rp->r_max.x + rp->r_pos.x - 1; x++)
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switch (ch = mvinch(y, x))
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{
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case ' ':
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case TRAP:
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case STAIRS:
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break;
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case FLOOR:
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if (floor == ' ')
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addch(' ');
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break;
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default:
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/*
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* to check for monster, we have to strip out
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* standout bit
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*/
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if (isupper(toascii(ch)))
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if (on(player, SEEMONST))
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{
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standout();
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addch(ch);
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standend();
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break;
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}
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else
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{
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THING *tp = moat(y, x);
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if (tp != NULL)
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tp->t_oldch = floor;
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#ifdef WIZARD
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else
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msg("couldn't find monster in leave_room at (%d,%d)", y, x);
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#endif
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}
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addch(floor);
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}
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door_open(rp);
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}
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