/* * 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 #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; jy, 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('|'); } }