// Copyright (c) 2016-2021 The Hush developers // Distributed under the GPLv3 software license, see the accompanying // file COPYING or https://www.gnu.org/licenses/gpl-3.0.en.html /* * new_level: * Dig and draw a new level * * @(#)new_level.c 4.38 (Berkeley) 02/05/99 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ //#include //#include #include "rogue.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 */ void new_level(struct rogue_state *rs) { THING *tp; PLACE *pp; char *sp; int i; if ( 0 ) { static FILE *fp; if ( fp == 0 ) fp = fopen("debug","wb"); if ( fp != 0 ) { fprintf(fp,"newlevel seed.%llu\n",(long long)seed); fflush(fp); } } 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(rs); /* Draw rooms */ do_passages(rs); /* Draw passages */ no_food++; //fprintf(stderr,"new_level.%d\n",level); put_things(rs); /* 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(rs,(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(rs,(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(rs,&tp->t_pos); find_floor(rs,(struct room *) NULL, &hero, FALSE, TRUE); enter_room(rs,&hero); mvaddch(hero.y, hero.x, PLAYER); if (on(player, SEEMONST)) turn_see(rs,FALSE); if (on(player, ISHALU)) visuals(rs,0); } /* * rnd_room: * Pick a room that is really there */ int rnd_room() { 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(struct rogue_state *rs) { 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(rs); /* * 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(rs); //fprintf(stderr,"put_things i.%d obj.%p\n",i,obj); attach(lvl_obj, obj); /* * Put it somewhere */ find_floor(rs,(struct room *) NULL, &obj->o_pos, FALSE, FALSE); chat(obj->o_pos.y, obj->o_pos.x) = (char) 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; strncpy(obj->o_damage,"0x0",sizeof(obj->o_damage)); strncpy(obj->o_hurldmg,"0x0",sizeof(obj->o_hurldmg)); obj->o_arm = 11; obj->o_type = AMULET; /* * Put it somewhere */ find_floor(rs,(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(struct rogue_state *rs) { 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(rs,rp, &mp, 2 * MAXTRIES, FALSE); //fprintf(stderr,"treas_room\n"); tp = new_thing(rs); tp->o_pos = mp; attach(lvl_obj, tp); chat(mp.y, mp.x) = (char) 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(rs,rp, &mp, MAXTRIES, TRUE)) { tp = new_item(); new_monster(rs,tp, randmonster(FALSE), &mp); tp->t_flags |= ISMEAN; /* no sloughers in THIS room */ give_pack(rs,tp); } } level--; }