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Annotation of early-roguelike/arogue7/new_level.c, Revision 1.1

1.1     ! rubenllo    1: /*
        !             2:  * new_level.c - Dig and draw a new level
        !             3:  *
        !             4:  * Advanced Rogue
        !             5:  * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
        !             6:  * All rights reserved.
        !             7:  *
        !             8:  * Based on "Rogue: Exploring the Dungeons of Doom"
        !             9:  * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
        !            10:  * All rights reserved.
        !            11:  *
        !            12:  * See the file LICENSE.TXT for full copyright and licensing information.
        !            13:  */
        !            14:
        !            15: #include "curses.h"
        !            16: #include "rogue.h"
        !            17: #define TERRASAVE 3
        !            18:
        !            19: void put_things(LEVTYPE ltype);
        !            20:
        !            21: /*
        !            22:  * new_level:
        !            23:  *     Dig and draw a new level
        !            24:  *     ltype: designates type of level to create
        !            25:  */
        !            26:
        !            27: void
        !            28: new_level(LEVTYPE ltype)
        !            29: {
        !            30:     register int rm, i, cnt;
        !            31:     register char ch;
        !            32:     register struct linked_list *item;
        !            33:     register struct thing *tp;
        !            34:     register struct object *obj;
        !            35:     int waslit = 0;    /* Was the previous outside level lit? */
        !            36:     int starty, startx, deltay, deltax;
        !            37:     bool fresh=TRUE, vert, top;
        !            38:     struct room *rp;
        !            39:     struct linked_list *nitem, *savmonst=NULL, *savitems=NULL;
        !            40:     coord stairs;
        !            41:
        !            42:     if (wizard) {
        !            43:        msg("Turns: %d", turns);        /* Number of turns for last level */
        !            44:        mpos = 0;
        !            45:     }
        !            46:
        !            47:     /* Start player off right */
        !            48:     turn_off(player, ISHELD);
        !            49:     turn_off(player, ISFLEE);
        !            50:     extinguish(suffocate);
        !            51:     hold_count = 0;
        !            52:     trap_tries = 0;
        !            53:
        !            54:     /* Are we just entering a dungeon?  If so, how big is it? */
        !            55:     if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+10  + rnd(11);
        !            56:
        !            57:     if (level > max_level)
        !            58:        max_level = level;
        !            59:
        !            60:     /* Are we starting a new outside level? */
        !            61:     if (ltype == OUTSIDE) {
        !            62:        register int i, j;
        !            63:
        !            64:        /* Save some information prior to clearing the screen */
        !            65:        if (level == -1 || mvinch(hero.y, hero.x)  == '-') vert = TRUE;
        !            66:        else vert = FALSE;
        !            67:
        !            68:        if (level == -1) {
        !            69:            fresh = TRUE;
        !            70:            starty = 2;
        !            71:            startx = 1;
        !            72:            deltay = deltax = 1;
        !            73:            level = 0;  /* Restore the level */
        !            74:        }
        !            75:        else {  /* Copy several lines of the terrain to the other end */
        !            76:            char cch;   /* Copy character */
        !            77:
        !            78:            /* Was the area dark (not magically lit)? */
        !            79:            if (!(rooms[0].r_flags & ISDARK)) waslit = 1;
        !            80:
        !            81:            fresh = FALSE;
        !            82:            if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE;
        !            83:            else top = FALSE;
        !            84:            for (i=0; i<TERRASAVE; i++) {
        !            85:                if (vert)
        !            86:                    for (j=1; j<cols-1; j++) {
        !            87:                        if (top) {
        !            88:                            cch = CCHAR( mvinch(i+2, j) );
        !            89:                            mvaddch(lines-6+i, j, cch);
        !            90:                        }
        !            91:                        else {
        !            92:                            cch = CCHAR( mvinch(lines-4-i, j) );
        !            93:                            mvaddch(4-i, j, cch);
        !            94:                        }
        !            95:                    }
        !            96:                else
        !            97:                    for (j=2; j<lines-3; j++) {
        !            98:                        if (top) {
        !            99:                            cch = CCHAR( mvinch(j, i+1) );
        !           100:                            mvaddch(j, cols-4+i, cch);
        !           101:                        }
        !           102:                        else {
        !           103:                            cch = CCHAR( mvinch(j, cols-2-i) );
        !           104:                            mvaddch(j, 3-i, cch);
        !           105:                        }
        !           106:                    }
        !           107:            }
        !           108:
        !           109:            if (vert) {
        !           110:                startx = deltax = 1;
        !           111:                if (top) {
        !           112:                    starty = lines-4-TERRASAVE;
        !           113:                    deltay = -1;
        !           114:                }
        !           115:                else {
        !           116:                    starty = TERRASAVE + 2;
        !           117:                    deltay = 1;
        !           118:                }
        !           119:            }
        !           120:            else {
        !           121:                starty = 2;
        !           122:                deltay = 1;
        !           123:                if (top) {
        !           124:                    startx = cols-2-TERRASAVE;
        !           125:                    deltax = -1;
        !           126:                }
        !           127:                else {
        !           128:                    deltax = 1;
        !           129:                    startx = TERRASAVE + 1;
        !           130:                }
        !           131:            }
        !           132:
        !           133:            /* Check if any monsters should be saved */
        !           134:            for (item = mlist; item != NULL; item = nitem) {
        !           135:                nitem = next(item);
        !           136:                tp = THINGPTR(item);
        !           137:                if (vert) {
        !           138:                    if (top) {
        !           139:                        if (tp->t_pos.y < TERRASAVE + 2)
        !           140:                            tp->t_pos.y += lines - 5 - TERRASAVE;
        !           141:                        else continue;
        !           142:                    }
        !           143:                    else {
        !           144:                        if (tp->t_pos.y > lines - 4 - TERRASAVE)
        !           145:                            tp->t_pos.y += 5 + TERRASAVE - lines;
        !           146:                        else continue;
        !           147:                    }
        !           148:                }
        !           149:                else {
        !           150:                    if (top) {
        !           151:                        if (tp->t_pos.x < TERRASAVE + 1)
        !           152:                            tp->t_pos.x += cols - 2 - TERRASAVE;
        !           153:                        else continue;
        !           154:                    }
        !           155:                    else {
        !           156:                        if (tp->t_pos.x > cols - 2 - TERRASAVE)
        !           157:                            tp->t_pos.x += 2 + TERRASAVE - cols;
        !           158:                        else continue;
        !           159:                    }
        !           160:                }
        !           161:
        !           162:                /*
        !           163:                 * If the monster is busy chasing another monster, don't save
        !           164:                 * it
        !           165:                 */
        !           166:                if (tp->t_dest && tp->t_dest != &hero) continue;
        !           167:
        !           168:                detach(mlist, item);
        !           169:                attach(savmonst, item);
        !           170:            }
        !           171:
        !           172:            /* Check if any treasure should be saved */
        !           173:            for (item = lvl_obj; item != NULL; item = nitem) {
        !           174:                nitem = next(item);
        !           175:                obj = OBJPTR(item);
        !           176:                if (vert) {
        !           177:                    if (top) {
        !           178:                        if (obj->o_pos.y < TERRASAVE + 2)
        !           179:                            obj->o_pos.y += lines - 5 - TERRASAVE;
        !           180:                        else continue;
        !           181:                    }
        !           182:                    else {
        !           183:                        if (obj->o_pos.y > lines - 4 - TERRASAVE)
        !           184:                            obj->o_pos.y += 5 + TERRASAVE - lines;
        !           185:                        else continue;
        !           186:                    }
        !           187:                }
        !           188:                else {
        !           189:                    if (top) {
        !           190:                        if (obj->o_pos.x < TERRASAVE + 1)
        !           191:                            obj->o_pos.x += cols - 2 - TERRASAVE;
        !           192:                        else continue;
        !           193:                    }
        !           194:                    else {
        !           195:                        if (obj->o_pos.x > cols - 2 - TERRASAVE)
        !           196:                            obj->o_pos.x += 2 + TERRASAVE - cols;
        !           197:                        else continue;
        !           198:                    }
        !           199:                }
        !           200:                detach(lvl_obj, item);
        !           201:                attach(savitems, item);
        !           202:            }
        !           203:        }
        !           204:     }
        !           205:
        !           206:
        !           207:     wclear(cw);
        !           208:     wclear(mw);
        !           209:     if (fresh) clear();
        !           210:     /*
        !           211:      * check to see if he missed a UNIQUE, If he did then put it back
        !           212:      * in the monster table for next time
        !           213:      */
        !           214:     for (item = mlist; item != NULL; item = next(item)) {
        !           215:        tp = THINGPTR(item);
        !           216:        if (on(*tp, ISUNIQUE))
        !           217:            monsters[tp->t_index].m_normal = TRUE;
        !           218:     }
        !           219:     /*
        !           220:      * Free up the monsters on the last level
        !           221:      */
        !           222:     t_free_list(monst_dead);
        !           223:     t_free_list(mlist);
        !           224:     o_free_list(lvl_obj);              /* Free up previous objects (if any) */
        !           225:     for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
        !           226:        r_free_list(rp->r_exit);        /* Free up the exit lists */
        !           227:
        !           228:     levtype = ltype;
        !           229:     foods_this_level = 0;              /* food for hero this level */
        !           230:     if (ltype == POSTLEV || ltype == STARTLEV) {
        !           231:        if (ltype == POSTLEV) do_post(FALSE);   /* Trading post */
        !           232:        else do_post(TRUE);     /* Equippage */
        !           233:        levtype = ltype = POSTLEV;
        !           234:     }
        !           235:     else if (ltype == MAZELEV) {
        !           236:        do_maze();
        !           237:        no_food++;
        !           238:        put_things(ltype);              /* Place objects (if any) */
        !           239:     }
        !           240:     else if (ltype == OUTSIDE) {
        !           241:        init_terrain();
        !           242:        do_terrain(starty, startx, deltay, deltax, (bool) (fresh || !vert));
        !           243:        no_food++;
        !           244:        put_things(ltype);
        !           245:
        !           246:        /* Should we magically light this area? */
        !           247:        if (waslit) rooms[0].r_flags &= ~ISDARK;
        !           248:     }
        !           249:     else {
        !           250:        do_rooms();                     /* Draw rooms */
        !           251:        do_passages();                  /* Draw passages */
        !           252:        no_food++;
        !           253:        put_things(ltype);              /* Place objects (if any) */
        !           254:     }
        !           255:     /*
        !           256:      * Place the staircase down.  Only a small chance for an outside stairway.
        !           257:      */
        !           258:     if (ltype != OUTSIDE || roll(1, 4) == 4) {
        !           259:        cnt = 0;
        !           260:        do {
        !           261:            rm = rnd_room();
        !           262:            rnd_pos(&rooms[rm], &stairs);
        !           263:        } until (mvinch(stairs.y, stairs.x) == FLOOR || cnt++ > 5000);
        !           264:        addch(STAIRS);
        !           265:     }
        !           266:     /*
        !           267:      * maybe add a trading post
        !           268:      */
        !           269:     if (level > 5 && rnd(11) == 7 && ltype == NORMLEV) {
        !           270:        cnt = 0;
        !           271:        do {
        !           272:            rm = rnd_room();
        !           273:            if (rooms[rm].r_flags & ISTREAS)
        !           274:                continue;
        !           275:            rnd_pos(&rooms[rm], &stairs);
        !           276:        } until (winat(stairs.y, stairs.x) == FLOOR || cnt++ > 5000);
        !           277:        addch(POST);
        !           278:     }
        !           279:     if (ltype != POSTLEV) {    /* Add monsters that fell through */
        !           280:        nitem = tlist;
        !           281:        while (nitem != NULL) {
        !           282:            item = nitem;
        !           283:            nitem = next(item); /* because detach and attach mess up ptrs */
        !           284:            tp = THINGPTR(item);
        !           285:            cnt = 0;
        !           286:            do {
        !           287:                rm = rnd_room();
        !           288:                rnd_pos(&rooms[rm], &tp->t_pos);
        !           289:            } until (cnt++ > 5000 || winat(tp->t_pos.y, tp->t_pos.x) == FLOOR);
        !           290:            mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, tp->t_type);
        !           291:            tp->t_oldch = CCHAR( mvwinch(cw, tp->t_pos.y, tp->t_pos.x) );
        !           292:
        !           293:            /*
        !           294:             * If it has a fire, mark it
        !           295:             */
        !           296:            if (on(*tp, HASFIRE)) {
        !           297:                register struct linked_list *fire_item;
        !           298:
        !           299:                fire_item = creat_item();
        !           300:                ldata(fire_item) = (char *) tp;
        !           301:                attach(rooms[rm].r_fires, fire_item);
        !           302:                rooms[rm].r_flags |= HASFIRE;
        !           303:            }
        !           304:            turn_off(*tp,ISELSEWHERE);
        !           305:            detach(tlist, item);
        !           306:            attach(mlist, item);
        !           307:        }
        !           308:     }
        !           309:
        !           310:     /* Restore any saved monsters */
        !           311:     for (item = savmonst; item != NULL; item = nitem) {
        !           312:        nitem = next(item);
        !           313:        tp = THINGPTR(item);
        !           314:        mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, tp->t_type);
        !           315:        tp->t_oldch = CCHAR( mvwinch(cw, tp->t_pos.y, tp->t_pos.x) );
        !           316:
        !           317:        /*
        !           318:         * If it has a fire, mark it
        !           319:         */
        !           320:        if (on(*tp, HASFIRE)) {
        !           321:            register struct linked_list *fire_item;
        !           322:
        !           323:            fire_item = creat_item();
        !           324:            ldata(fire_item) = (char *) tp;
        !           325:            attach(rooms[rm].r_fires, fire_item);
        !           326:            rooms[rm].r_flags |= HASFIRE;
        !           327:        }
        !           328:
        !           329:        detach(savmonst, item);
        !           330:        attach(mlist, item);
        !           331:     }
        !           332:
        !           333:     /* Restore any saved objects */
        !           334:     for(item = savitems; item != NULL; item = nitem) {
        !           335:        nitem = next(item);
        !           336:        obj = OBJPTR(item);
        !           337:        mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type);
        !           338:        detach(savitems, item);
        !           339:        attach(lvl_obj, item);
        !           340:     }
        !           341:
        !           342:
        !           343:     /*
        !           344:      * Place the traps (except for trading post)
        !           345:      */
        !           346:     ntraps = 0;        /* No traps yet */
        !           347:     if (levtype == NORMLEV) {
        !           348:        if (rnd(10) < vlevel) {
        !           349:            ntraps = rnd(vlevel/4)+1;
        !           350:            if (ntraps > MAXTRAPS)
        !           351:                ntraps = MAXTRAPS;
        !           352:            i = ntraps;
        !           353:            while (i--)
        !           354:            {
        !           355:                cnt = 0;
        !           356:                do {
        !           357:                    rm = rnd_room();
        !           358:                    if (rooms[rm].r_flags & ISTREAS)
        !           359:                        continue;
        !           360:                    rnd_pos(&rooms[rm], &stairs);
        !           361:                } until (winat(stairs.y, stairs.x) == FLOOR || cnt++ > 5000);
        !           362:
        !           363:                traps[i].tr_flags = 0;
        !           364:
        !           365:                /* If we are at the bottom, we can't set a trap door */
        !           366:                if (level >= nfloors) ch = (char) rnd(7) + 1;
        !           367:                else ch = (char) rnd(8);
        !           368:
        !           369:                switch((int) ch) {
        !           370:                    case 0: ch = TRAPDOOR;
        !           371:                    when 1: ch = BEARTRAP;
        !           372:                    when 2: ch = SLEEPTRAP;
        !           373:                    when 3: ch = ARROWTRAP;
        !           374:                    when 4: ch = TELTRAP;
        !           375:                    when 5: ch = DARTTRAP;
        !           376:                    when 6: ch = POOL;
        !           377:                            traps[i].tr_flags = ISFOUND;
        !           378:                    when 7: ch = MAZETRAP;
        !           379:                }
        !           380:                addch(ch);
        !           381:                traps[i].tr_type = ch;
        !           382:                traps[i].tr_show = FLOOR;
        !           383:                traps[i].tr_pos = stairs;
        !           384:            }
        !           385:        }
        !           386:     }
        !           387:     if (fresh) {       /* A whole new picture */
        !           388:        /*
        !           389:         * try to find a room for the hero. The objective here is to:
        !           390:         *
        !           391:         * --> don't put him in a treasure room
        !           392:         * --> don't put him on an object
        !           393:         * --> try not to put him next to the stairs
        !           394:         */
        !           395:        cnt = 5000;
        !           396:        do {
        !           397:            rm = rnd_room();
        !           398:            if (rooms[rm].r_flags & ISTREAS)
        !           399:                continue;
        !           400:            rnd_pos(&rooms[rm], &hero);
        !           401:        } until(    cnt-- == 0  ||
        !           402:                    (winat(hero.y, hero.x) == FLOOR &&
        !           403:                     DISTANCE(hero.y, hero.x, stairs.y, stairs.x) > cnt/10));
        !           404:     }
        !           405:     else {             /* We're extending into an adjacent outside plane */
        !           406:        rm = 0;
        !           407:        if (vert) {
        !           408:            if (hero.y == 1) hero.y = lines - 3 - TERRASAVE; /* Top to bottom */
        !           409:            else hero.y = TERRASAVE + 1;        /* Bottom to top */
        !           410:        }
        !           411:        else {
        !           412:            if (hero.x == 0) hero.x = cols - 1 - TERRASAVE; /* Right to left */
        !           413:            else hero.x = TERRASAVE;    /* Left to right */
        !           414:        }
        !           415:     }
        !           416:     oldrp = &rooms[rm];                /* Set the current room */
        !           417:     player.t_oldpos = player.t_pos;    /* Set the current position */
        !           418:     if (ISWEARING(R_AGGR) ||
        !           419:        (cur_misc[WEAR_JEWEL] != NULL &&
        !           420:         cur_misc[WEAR_JEWEL]->o_which == MM_JEWEL))
        !           421:        aggravate(TRUE, TRUE);
        !           422:
        !           423:     /*
        !           424:      * If player is moving up or above his deepest point, wake up any
        !           425:      * non-uniques
        !           426:      */
        !           427:     else if (level < cur_max) aggravate(FALSE, FALSE);
        !           428:
        !           429:     light(&hero);
        !           430:     wmove(cw, hero.y, hero.x);
        !           431:     waddch(cw, PLAYER);
        !           432:
        !           433:     if (level > cur_max)
        !           434:        cur_max = level;
        !           435:
        !           436:     status(TRUE);
        !           437:
        !           438:     /* Do we sense any food on this level? */
        !           439:     if (cur_relic[SURTUR_RING]) quaff(P_FFIND, 0, 0, FALSE);
        !           440: }
        !           441:
        !           442: /*
        !           443:  * Pick a room that is really there
        !           444:  */
        !           445:
        !           446: int
        !           447: rnd_room(void)
        !           448: {
        !           449:     register int rm;
        !           450:
        !           451:     if (levtype != NORMLEV)
        !           452:        rm = 0;
        !           453:     else do
        !           454:        {
        !           455:            rm = rnd(MAXROOMS);
        !           456:        } while (rooms[rm].r_flags & ISGONE);
        !           457:     return rm;
        !           458: }
        !           459:
        !           460: /*
        !           461:  * put_things:
        !           462:  *     put potions and scrolls on this level
        !           463:  *     ltype: designates type of level to create
        !           464:  */
        !           465:
        !           466: void
        !           467: put_things(LEVTYPE ltype)
        !           468: {
        !           469:     register int i, rm, cnt;
        !           470:     register struct object *cur;
        !           471:     register struct linked_list *item, *nextitem, *exitptr;
        !           472:     int length, width;
        !           473:     coord tp, *exit;
        !           474:
        !           475:     /*
        !           476:      * The only way to get new stuff is to go down into the dungeon.
        !           477:      */
        !           478:     if (level <= cur_max)
        !           479:        return;
        !           480:
        !           481:     /*
        !           482:      * There is a chance that there is a treasure room on this level
        !           483:      */
        !           484:     if (ltype != MAZELEV && rnd(HARDER) < level - 10) {
        !           485:        int j;
        !           486:        register struct room *rp;
        !           487:
        !           488:        /* Count the number of free spaces */
        !           489:        i = 0;  /* 0 tries */
        !           490:        do {
        !           491:            rp = &rooms[rnd_room()];
        !           492:            width = rp->r_max.y - 2;
        !           493:            length = rp->r_max.x - 2;
        !           494:        } until ((width*length >= MAXTREAS) || (i++ > MAXROOMS*4));
        !           495:
        !           496:        /* Mark the room as a treasure room */
        !           497:        rp->r_flags |= ISTREAS;
        !           498:
        !           499:        /* Make all the doors secret doors */
        !           500:        for (exitptr = rp->r_exit; exitptr; exitptr = next(exitptr)) {
        !           501:            exit = DOORPTR(exitptr);
        !           502:            move(exit->y, exit->x);
        !           503:            addch(SECRETDOOR);
        !           504:        }
        !           505:
        !           506:        /*
        !           507:         * check to see if there are any monsters in room already
        !           508:         */
        !           509:        for (item = mlist; item != NULL; item = nextitem) {
        !           510:            register struct thing *tp;
        !           511:
        !           512:            tp = THINGPTR(item);
        !           513:            nextitem = next(item);
        !           514:            if (rp == roomin(&tp->t_pos)) {
        !           515:                /*
        !           516:                 * Don't let nice creatures be generated in a treasure
        !           517:                 * room.
        !           518:                 */
        !           519:                if ((player.t_ctype==C_PALADIN || player.t_ctype==C_RANGER) &&
        !           520:                    off(*tp, ISMEAN)) {
        !           521:                    int index;
        !           522:
        !           523:                    if (on(*tp, ISUNIQUE)) index = tp->t_index;
        !           524:                    else index = -1;
        !           525:
        !           526:                    /* Get rid of the monster */
        !           527:                    killed(item, FALSE, FALSE, FALSE);
        !           528:
        !           529:                    /* Restore uniques back in the table */
        !           530:                    if (index != -1) monsters[index].m_normal = TRUE;
        !           531:
        !           532:                    continue;
        !           533:                }
        !           534:                turn_on(*tp, ISMEAN);
        !           535:                turn_on(*tp, ISGUARDIAN);
        !           536:            }
        !           537:        }
        !           538:
        !           539:
        !           540:        /* Put in the monsters and treasures */
        !           541:        for (j=1; j<rp->r_max.y-1; j++)
        !           542:            for (i=1; i<rp->r_max.x-1; i++) {
        !           543:                coord trp;
        !           544:
        !           545:                trp.y = rp->r_pos.y+j;
        !           546:                trp.x = rp->r_pos.x+i;
        !           547:
        !           548:                /* Monsters */
        !           549:                if ((rnd(100) < (MAXTREAS*100)/(width*length)) &&
        !           550:                    (mvwinch(mw, rp->r_pos.y+j, rp->r_pos.x+i) == ' ')) {
        !           551:                    register struct thing *tp;
        !           552:
        !           553:                    /*
        !           554:                     * Put it there and leave it asleep. Wake the monsters
        !           555:                     * when the player enters the room. Hopefully, all bases
        !           556:                     * are covered as far as the ways to get in. This way
        !           557:                     * cpu time is not wasted on the awake monsters that
        !           558:                     * can't get to the player anyway.
        !           559:                     * try not to put any UNIQUEs in a treasure room.
        !           560:                     * note that they may have put put in already by the
        !           561:                     * non-treasure room code.
        !           562:                     * also, try not to put ISMEAN monsters in a treasure
        !           563:                     * room as these are supposed to be non-hostile until
        !           564:                     * attacked. It also makes life simpler for the ranger
        !           565:                     * and paladin.
        !           566:                     */
        !           567:                    while (TRUE) {
        !           568:                        item = new_item(sizeof *tp); /* Make a monster */
        !           569:                        tp = THINGPTR(item);
        !           570:                        new_monster(item,randmonster(FALSE, TRUE),&trp,TRUE);
        !           571:                        if (on(*tp, HASFIRE)) {
        !           572:                            register struct linked_list *fire_item;
        !           573:
        !           574:                            fire_item = creat_item();
        !           575:                            ldata(fire_item) = (char *) tp;
        !           576:                            attach(rp->r_fires, fire_item);
        !           577:                            rp->r_flags |= HASFIRE;
        !           578:                        }
        !           579:                        /*
        !           580:                         * only picky for these classes
        !           581:                         */
        !           582:                        if (player.t_ctype!=C_RANGER&&player.t_ctype!=C_PALADIN)
        !           583:                            break;
        !           584:                        if (on(*tp, ISMEAN))
        !           585:                            break;
        !           586:                        killed (item, FALSE, FALSE, FALSE);
        !           587:                    }
        !           588:                    if (on(*tp, ISUNIQUE)) { /* just in case */
        !           589:                        carry_obj(tp, monsters[tp->t_index].m_carry);
        !           590:                        tp->t_no_move = movement(tp);
        !           591:                    }
        !           592:                    turn_on(*tp, ISGUARDIAN);
        !           593:
        !           594:                }
        !           595:
        !           596:                /* Treasures */
        !           597:                if ((rnd(100) < (MAXTREAS*100)/(width*length)) &&
        !           598:                    (mvinch(rp->r_pos.y+j, rp->r_pos.x+i) == FLOOR)) {
        !           599:                    item = new_thing(ALL, TRUE);
        !           600:                    attach(lvl_obj, item);
        !           601:                    cur = OBJPTR(item);
        !           602:
        !           603:                    mvaddch(trp.y, trp.x, cur->o_type);
        !           604:                    cur->o_pos = trp;
        !           605:                }
        !           606:            }
        !           607:     }
        !           608:
        !           609:     /*
        !           610:      * Do MAXOBJ attempts to put things on a level
        !           611:      * put more things in a maze to entice player to navigate them
        !           612:      */
        !           613:     for (i = 0; i < MAXOBJ; i++)
        !           614:        if (ltype == MAZELEV || rnd(100) < 45) {
        !           615:            /*
        !           616:             * Pick a new object and link it in the list
        !           617:             */
        !           618:            item = new_thing(ALL, TRUE);
        !           619:            attach(lvl_obj, item);
        !           620:            cur = OBJPTR(item);
        !           621:            /*
        !           622:             * Put it somewhere
        !           623:             */
        !           624:            cnt = 0;
        !           625:            do {
        !           626:                rm = rnd_room();
        !           627:                rnd_pos(&rooms[rm], &tp);
        !           628:            } until (winat(tp.y, tp.x) == FLOOR || cnt++ > 500);
        !           629:            mvaddch(tp.y, tp.x, cur->o_type);
        !           630:            cur->o_pos = tp;
        !           631:        }
        !           632: }

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