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

1.1     ! rubenllo    1: /*
        !             2:  * rooms.c - Draw the nine rooms on the screen
        !             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: /*
        !            16:  * Draw the nine rooms on the screen
        !            17:  *
        !            18:  */
        !            19:
        !            20: #include <stdlib.h>
        !            21: #include "curses.h"
        !            22: #include "rogue.h"
        !            23:
        !            24: void horiz(int cnt);
        !            25: void vert(int cnt);
        !            26:
        !            27: void
        !            28: do_rooms(void)
        !            29: {
        !            30:     register int i;
        !            31:     register struct room *rp;
        !            32:     register struct linked_list *item;
        !            33:     register struct thing *tp;
        !            34:     int left_out;
        !            35:     int num_monsters;
        !            36:     int which_monster;
        !            37:     int j;
        !            38:     coord top;
        !            39:     coord bsze;
        !            40:     coord mp;
        !            41:     coord *np;
        !            42:
        !            43:     /*
        !            44:      * bsze is the maximum room size
        !            45:      */
        !            46:     bsze.x = cols/3;
        !            47:     bsze.y = (lines-2)/3;
        !            48:     /*
        !            49:      * Clear things for a new level
        !            50:      */
        !            51:     for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
        !            52:        rp->r_flags = 0;
        !            53:        rp->r_fires = NULL;
        !            54:     }
        !            55:     /*
        !            56:      * Put the gone rooms, if any, on the level
        !            57:      */
        !            58:     left_out = rnd(4);
        !            59:     for (i = 0; i < left_out; i++)
        !            60:        rooms[rnd_room()].r_flags |= ISGONE;
        !            61:     /*
        !            62:      * dig and populate all the rooms on the level
        !            63:      */
        !            64:     for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
        !            65:     {
        !            66:        bool has_gold=FALSE;
        !            67:
        !            68:        /*
        !            69:         * Find upper left corner of box that this room goes in
        !            70:         */
        !            71:        top.x = (i%3)*bsze.x;
        !            72:        top.y = i/3*bsze.y + 1;
        !            73:        if (rp->r_flags & ISGONE)
        !            74:        {
        !            75:            /*
        !            76:             * Place a gone room.  Make certain that there is a blank line
        !            77:             * for passage drawing.
        !            78:             */
        !            79:            do
        !            80:            {
        !            81:                rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
        !            82:                rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
        !            83:                rp->r_max.x = -cols;
        !            84:                rp->r_max.x = -lines;
        !            85:            } until(rp->r_pos.y > 0 && rp->r_pos.y < lines-2);
        !            86:            continue;
        !            87:        }
        !            88:        if (rnd(10) < level-1)
        !            89:            rp->r_flags |= ISDARK;
        !            90:        /*
        !            91:         * Find a place and size for a random room
        !            92:         */
        !            93:        do
        !            94:        {
        !            95:            rp->r_max.x = rnd(bsze.x - 4) + 4;
        !            96:            rp->r_max.y = rnd(bsze.y - 4) + 4;
        !            97:            rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
        !            98:            rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
        !            99:        } until (rp->r_pos.y != 0);
        !           100:
        !           101:        /* Draw the room */
        !           102:        draw_room(rp);
        !           103:
        !           104:        /*
        !           105:         * Put the gold in
        !           106:         */
        !           107:        if (rnd(100) < 50 && level >= cur_max)
        !           108:        {
        !           109:            register struct linked_list *item;
        !           110:            register struct object *cur;
        !           111:            coord tp;
        !           112:
        !           113:            has_gold = TRUE;    /* This room has gold in it */
        !           114:
        !           115:            item = spec_item(GOLD, 0, 0, 0);
        !           116:            cur = OBJPTR(item);
        !           117:
        !           118:            /* Put the gold into the level list of items */
        !           119:            attach(lvl_obj, item);
        !           120:
        !           121:            /* Put it somewhere */
        !           122:            rnd_pos(rp, &tp);
        !           123:            mvaddch(tp.y, tp.x, GOLD);
        !           124:            cur->o_pos = tp;
        !           125:            if (roomin(&tp) != rp) {
        !           126:                endwin();
        !           127:                abort();
        !           128:            }
        !           129:        }
        !           130:
        !           131:        /*
        !           132:         * Put the monster in
        !           133:         */
        !           134:        if (rnd(100) < (has_gold ? 80 : 25) + vlevel/2)
        !           135:        {
        !           136:            do
        !           137:            {
        !           138:                rnd_pos(rp, &mp);
        !           139:            } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR);
        !           140:            which_monster = randmonster(FALSE, FALSE);
        !           141:            num_monsters = 1;
        !           142:            /*
        !           143:             * see if we should make a whole bunch
        !           144:             */
        !           145:            for (j=0; j<MAXFLAGS; j++) {
        !           146:                if (monsters[which_monster].m_flags[j] == AREMANY)
        !           147:                        num_monsters = roll(3,3);
        !           148:            }
        !           149:            for (j=0; j<num_monsters; j++) {
        !           150:                    if ((np = fallpos(&mp, FALSE, 2)) != NULL &&
        !           151:                         mvwinch(stdscr, np->y, np->x) == FLOOR) {
        !           152:                            item = new_item(sizeof *tp);
        !           153:                            tp = THINGPTR(item);
        !           154:                            new_monster(item, which_monster, np, FALSE);
        !           155:                            /*
        !           156:                             * See if we want to give it a treasure to
        !           157:                             * carry around.
        !           158:                             */
        !           159:                            carry_obj(tp, monsters[tp->t_index].m_carry);
        !           160:                            tp->t_no_move = movement(tp);
        !           161:
        !           162:                            /*
        !           163:                             * If it has a fire, mark it
        !           164:                             */
        !           165:                            if (on(*tp, HASFIRE)) {
        !           166:                                register struct linked_list *fire_item;
        !           167:
        !           168:                                fire_item = creat_item();
        !           169:                                ldata(fire_item) = (char *) tp;
        !           170:                                attach(rp->r_fires, fire_item);
        !           171:                                rp->r_flags |= HASFIRE;
        !           172:                            }
        !           173:                    }
        !           174:            }
        !           175:        }
        !           176:     }
        !           177: }
        !           178: 
        !           179: /*
        !           180:  * Given a room pointer and a pointer to a door, supposedly in that room,
        !           181:  * return the coordinates of the entrance to the doorway.
        !           182:  */
        !           183:
        !           184: coord *
        !           185: doorway(struct room *rp, coord *door)
        !           186: {
        !           187:     register int misses = 0;
        !           188:     static coord answer;
        !           189:
        !           190:     /* Do we have decent parameters? */
        !           191:     if (rp == NULL || door == NULL) return(NULL);
        !           192:
        !           193:     /* Initialize the answer to be the door, then calculate the offset */
        !           194:     answer = *door;
        !           195:
        !           196:     /* Calculate the x-offset */
        !           197:     if (door->x == rp->r_pos.x) answer.x++;
        !           198:     else if (door->x == rp->r_pos.x + rp->r_max.x - 1) answer.x--;
        !           199:     else misses++;
        !           200:
        !           201:     /* Calculate the y-offset */
        !           202:     if (door->y == rp->r_pos.y) answer.y++;
        !           203:     else if (door->y == rp->r_pos.y + rp->r_max.y - 1) answer.y--;
        !           204:     else misses++;
        !           205:
        !           206:     if (misses <= 1) return(&answer);
        !           207:     else return(NULL);
        !           208: }
        !           209: 
        !           210: /*
        !           211:  * Draw a box around a room
        !           212:  */
        !           213:
        !           214: void
        !           215: draw_room(struct room *rp)
        !           216: {
        !           217:     register int j, k;
        !           218:
        !           219:     move(rp->r_pos.y, rp->r_pos.x+1);
        !           220:     vert(rp->r_max.y-2);                               /* Draw left side */
        !           221:     move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x);
        !           222:     horiz(rp->r_max.x);                                        /* Draw bottom */
        !           223:     move(rp->r_pos.y, rp->r_pos.x);
        !           224:     horiz(rp->r_max.x);                                        /* Draw top */
        !           225:     vert(rp->r_max.y-2);                               /* Draw right side */
        !           226:     /*
        !           227:      * Put the floor down
        !           228:      */
        !           229:     for (j = 1; j < rp->r_max.y-1; j++)
        !           230:     {
        !           231:        move(rp->r_pos.y + j, rp->r_pos.x+1);
        !           232:        for (k = 1; k < rp->r_max.x-1; k++)
        !           233:            addch(FLOOR);
        !           234:     }
        !           235: }
        !           236: 
        !           237: /*
        !           238:  * horiz:
        !           239:  *     draw a horizontal line
        !           240:  */
        !           241:
        !           242: void
        !           243: horiz(int cnt)
        !           244: {
        !           245:     while (cnt--)
        !           246:        addch('-');
        !           247: }
        !           248: 
        !           249: /*
        !           250:  * rnd_pos:
        !           251:  *     pick a random spot in a room
        !           252:  */
        !           253:
        !           254: void
        !           255: rnd_pos(struct room *rp, coord *cp)
        !           256: {
        !           257:     cp->x = rp->r_pos.x + rnd(rp->r_max.x-2) + 1;
        !           258:     cp->y = rp->r_pos.y + rnd(rp->r_max.y-2) + 1;
        !           259: }
        !           260:
        !           261:
        !           262: 
        !           263: /*
        !           264:  * roomin:
        !           265:  *     Find what room some coordinates are in. NULL means they aren't
        !           266:  *     in any room.
        !           267:  */
        !           268:
        !           269: struct room *
        !           270: roomin(coord *cp)
        !           271: {
        !           272:     register struct room *rp;
        !           273:
        !           274:     for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
        !           275:        if (inroom(rp, cp))
        !           276:            return rp;
        !           277:     return NULL;
        !           278: }
        !           279: 
        !           280: /*
        !           281:  * vert:
        !           282:  *     draw a vertical line
        !           283:  */
        !           284:
        !           285: void
        !           286: vert(int cnt)
        !           287: {
        !           288:     register int x, y;
        !           289:
        !           290:     getyx(stdscr, y, x);
        !           291:     x--;
        !           292:     while (cnt--) {
        !           293:        move(++y, x);
        !           294:        addch('|');
        !           295:     }
        !           296: }

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