/*
* rooms.c - Draw the nine rooms on the screen
*
* Advanced Rogue
* Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
* All rights reserved.
*
* Based on "Rogue: Exploring the Dungeons of Doom"
* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
/*
* Draw the nine rooms on the screen
*
*/
#include <stdlib.h>
#include "curses.h"
#include "rogue.h"
void horiz(int cnt);
void vert(int cnt);
void
do_rooms(void)
{
register int i;
register struct room *rp;
register struct linked_list *item;
register struct thing *tp;
int left_out;
int num_monsters;
int which_monster;
int j;
coord top;
coord bsze;
coord mp;
coord *np;
/*
* bsze is the maximum room size
*/
bsze.x = cols/3;
bsze.y = (lines-2)/3;
/*
* Clear things for a new level
*/
for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
rp->r_flags = 0;
rp->r_fires = NULL;
}
/*
* Put the gone rooms, if any, on the level
*/
left_out = rnd(4);
for (i = 0; i < left_out; i++)
rooms[rnd_room()].r_flags |= ISGONE;
/*
* dig and populate all the rooms on the level
*/
for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
{
bool has_gold=FALSE;
/*
* Find upper left corner of box that this room goes in
*/
top.x = (i%3)*bsze.x;
top.y = i/3*bsze.y + 1;
if (rp->r_flags & ISGONE)
{
/*
* Place a gone room. Make certain that there is a blank line
* for passage drawing.
*/
do
{
rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
rp->r_max.x = -cols;
rp->r_max.x = -lines;
} until(rp->r_pos.y > 0 && rp->r_pos.y < lines-2);
continue;
}
if (rnd(10) < level-1)
rp->r_flags |= ISDARK;
/*
* Find a place and size for a random room
*/
do
{
rp->r_max.x = rnd(bsze.x - 4) + 4;
rp->r_max.y = rnd(bsze.y - 4) + 4;
rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
} until (rp->r_pos.y != 0);
/* Draw the room */
draw_room(rp);
/*
* Put the gold in
*/
if (rnd(100) < 50 && level >= cur_max)
{
register struct linked_list *item;
register struct object *cur;
coord tp;
has_gold = TRUE; /* This room has gold in it */
item = spec_item(GOLD, 0, 0, 0);
cur = OBJPTR(item);
/* Put the gold into the level list of items */
attach(lvl_obj, item);
/* Put it somewhere */
rnd_pos(rp, &tp);
mvaddch(tp.y, tp.x, GOLD);
cur->o_pos = tp;
if (roomin(&tp) != rp) {
endwin();
abort();
}
}
/*
* Put the monster in
*/
if (rnd(100) < (has_gold ? 80 : 25) + vlevel/2)
{
do
{
rnd_pos(rp, &mp);
} until(mvwinch(stdscr, mp.y, mp.x) == FLOOR);
which_monster = randmonster(FALSE, FALSE);
num_monsters = 1;
/*
* see if we should make a whole bunch
*/
for (j=0; j<MAXFLAGS; j++) {
if (monsters[which_monster].m_flags[j] == AREMANY)
num_monsters = roll(3,3);
}
for (j=0; j<num_monsters; j++) {
if ((np = fallpos(&mp, FALSE, 2)) != NULL &&
mvwinch(stdscr, np->y, np->x) == FLOOR) {
item = new_item(sizeof *tp);
tp = THINGPTR(item);
new_monster(item, which_monster, np, FALSE);
/*
* See if we want to give it a treasure to
* carry around.
*/
carry_obj(tp, monsters[tp->t_index].m_carry);
tp->t_no_move = movement(tp);
/*
* If it has a fire, mark it
*/
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;
}
}
}
}
}
}
/*
* Given a room pointer and a pointer to a door, supposedly in that room,
* return the coordinates of the entrance to the doorway.
*/
coord *
doorway(struct room *rp, coord *door)
{
register int misses = 0;
static coord answer;
/* Do we have decent parameters? */
if (rp == NULL || door == NULL) return(NULL);
/* Initialize the answer to be the door, then calculate the offset */
answer = *door;
/* Calculate the x-offset */
if (door->x == rp->r_pos.x) answer.x++;
else if (door->x == rp->r_pos.x + rp->r_max.x - 1) answer.x--;
else misses++;
/* Calculate the y-offset */
if (door->y == rp->r_pos.y) answer.y++;
else if (door->y == rp->r_pos.y + rp->r_max.y - 1) answer.y--;
else misses++;
if (misses <= 1) return(&answer);
else return(NULL);
}
/*
* Draw a box around a room
*/
void
draw_room(struct room *rp)
{
register int j, k;
move(rp->r_pos.y, rp->r_pos.x+1);
vert(rp->r_max.y-2); /* Draw left side */
move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x);
horiz(rp->r_max.x); /* Draw bottom */
move(rp->r_pos.y, rp->r_pos.x);
horiz(rp->r_max.x); /* Draw top */
vert(rp->r_max.y-2); /* Draw right side */
/*
* Put the floor down
*/
for (j = 1; j < rp->r_max.y-1; j++)
{
move(rp->r_pos.y + j, rp->r_pos.x+1);
for (k = 1; k < rp->r_max.x-1; k++)
addch(FLOOR);
}
}
/*
* horiz:
* draw a horizontal line
*/
void
horiz(int cnt)
{
while (cnt--)
addch('-');
}
/*
* rnd_pos:
* pick a random spot in a room
*/
void
rnd_pos(struct room *rp, coord *cp)
{
cp->x = rp->r_pos.x + rnd(rp->r_max.x-2) + 1;
cp->y = rp->r_pos.y + rnd(rp->r_max.y-2) + 1;
}
/*
* roomin:
* Find what room some coordinates are in. NULL means they aren't
* in any room.
*/
struct room *
roomin(coord *cp)
{
register struct room *rp;
for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
if (inroom(rp, cp))
return rp;
return NULL;
}
/*
* vert:
* draw a vertical line
*/
void
vert(int cnt)
{
register int x, y;
getyx(stdscr, y, x);
x--;
while (cnt--) {
move(++y, x);
addch('|');
}
}