rogue/handle.c

221 lines
4.7 KiB
C

#include <curses.h>
#include "netprot.h"
#define TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */
#define MAXTREAS 10 /* maximum number of treasures in a treasure room */
#define MINTREAS 2 /* minimum number of treasures in a treasure room */
/*
* new_level:
* Dig and draw a new level
*
* @(#)handle.c 4.38 (Berkeley) 02/05/99
*/
void
new_level(void)
{
THING *tp;
PLACE *pp;
char *sp;
int i;
Player.t_flags &= ~ISHELD; /* unhold when you go down just in case */
if (Level > Max_level)
Max_level = Level;
/*
* Clean things off from last level
*/
for (pp = Places; pp < &Places[MAXCOLS*MAXLINES]; pp++)
{
pp->p_ch = ' ';
pp->p_flags = F_REAL;
pp->p_monst = NULL;
}
clear();
/*
* Free up the monsters on the last level
*/
for (tp = Mlist; tp != NULL; tp = next(tp))
free_list(tp->t_pack);
free_list(Mlist);
/*
* Throw away stuff left on the previous level (if anything)
*/
free_list(Lvl_obj);
do_rooms(); /* Draw rooms */
do_passages(); /* Draw passages */
No_food++;
put_things(); /* Place objects (if any) */
/*
* Place the traps
*/
if (rnd(10) < Level)
{
Ntraps = rnd(Level / 4) + 1;
if (Ntraps > MAXTRAPS)
Ntraps = MAXTRAPS;
i = Ntraps;
while (i--)
{
/*
* not only wouldn't it be NICE to have traps in mazes
* (not that we care about being nice), since the trap
* number is stored where the passage number is, we
* can't actually do it.
*/
do
{
find_floor((struct room *) NULL, &Stairs, FALSE, FALSE);
} while (chat(Stairs.y, Stairs.x) != FLOOR);
sp = &flat(Stairs.y, Stairs.x);
*sp &= ~F_REAL;
*sp |= rnd(NTRAPS);
}
}
/*
* Place the staircase down.
*/
find_floor((struct room *) NULL, &Stairs, FALSE, FALSE);
chat(Stairs.y, Stairs.x) = STAIRS;
Seenstairs = FALSE;
for (tp = Mlist; tp != NULL; tp = next(tp))
tp->t_room = roomin(&tp->t_pos);
find_floor((struct room *) NULL, &Hero, FALSE, TRUE);
enter_room(&Hero);
mvaddch(Hero.y, Hero.x, PLAYER);
if (on(Player, SEEMONST))
turn_see(FALSE);
if (on(Player, ISHALU))
visuals();
}
/*
* rnd_room:
* Pick a room that is really there
*/
int
rnd_room(void)
{
int rm;
do
{
rm = rnd(MAXROOMS);
} while (Rooms[rm].r_flags & ISGONE);
return rm;
}
/*
* put_things:
* Put potions and scrolls on this level
*/
void
put_things(void)
{
int i;
THING *obj;
/*
* Once you have found the amulet, the only way to get new stuff is
* go down into the dungeon.
*/
if (Amulet && Level < Max_level)
return;
/*
* check for treasure rooms, and if so, put it in.
*/
if (rnd(TREAS_ROOM) == 0)
treas_room();
/*
* Do MAXOBJ attempts to put things on a level
*/
for (i = 0; i < MAXOBJ; i++)
if (rnd(100) < 36)
{
/*
* Pick a new object and link it in the list
*/
obj = new_thing();
attach(Lvl_obj, obj);
/*
* Put it somewhere
*/
find_floor((struct room *) NULL, &obj->o_pos, FALSE, FALSE);
chat(obj->o_pos.y, obj->o_pos.x) = obj->o_type;
}
/*
* If he is really deep in the dungeon and he hasn't found the
* amulet yet, put it somewhere on the ground
*/
if (Level >= AMULETLEVEL && !Amulet)
{
obj = new_item();
attach(Lvl_obj, obj);
obj->o_hplus = 0;
obj->o_dplus = 0;
obj->o_damage = obj->o_hurldmg = "0x0";
obj->o_arm = 11;
obj->o_type = AMULET;
/*
* Put it somewhere
*/
find_floor((struct room *) NULL, &obj->o_pos, FALSE, FALSE);
chat(obj->o_pos.y, obj->o_pos.x) = AMULET;
}
}
/*
* treas_room:
* Add a treasure room
*/
#define MAXTRIES 10 /* max number of tries to put down a monster */
void
treas_room(void)
{
int nm;
THING *tp;
struct room *rp;
int spots, num_monst;
static coord mp;
rp = &Rooms[rnd_room()];
spots = (rp->r_max.y - 2) * (rp->r_max.x - 2) - MINTREAS;
if (spots > (MAXTREAS - MINTREAS))
spots = (MAXTREAS - MINTREAS);
num_monst = nm = rnd(spots) + MINTREAS;
while (nm--)
{
find_floor(rp, &mp, 2 * MAXTRIES, FALSE);
tp = new_thing();
tp->o_pos = mp;
attach(Lvl_obj, tp);
chat(mp.y, mp.x) = tp->o_type;
}
/*
* fill up room with monsters from the next level down
*/
if ((nm = rnd(spots) + MINTREAS) < num_monst + 2)
nm = num_monst + 2;
spots = (rp->r_max.y - 2) * (rp->r_max.x - 2);
if (nm > spots)
nm = spots;
Level++;
while (nm--)
{
spots = 0;
if (find_floor(rp, &mp, MAXTRIES, TRUE))
{
tp = new_item();
new_monster(tp, randmonster(FALSE), &mp);
tp->t_flags |= ISMEAN; /* no sloughers in THIS room */
give_pack(tp);
}
}
Level--;
}