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- /*
- * room.c
- *
- * This source herein may be modified and/or distributed by anybody who
- * so desires, with the following restrictions:
- * 1.) No portion of this notice shall be removed.
- * 2.) Credit shall not be taken for the creation of this source.
- * 3.) This code is not to be traded, sold, or used for personal
- * gain or profit.
- *
- */
-
- #ifndef CURSES
- #include <curses.h>
- #endif CURSES
- #include "rogue.h"
-
- room rooms[MAXROOMS];
- boolean rooms_visited[MAXROOMS];
-
- extern short blind;
- extern boolean detect_monster;
-
- light_up_room(rn)
- int rn;
- {
- short i, j;
-
- if (!blind) {
- for (i = rooms[rn].top_row;
- i <= rooms[rn].bottom_row; i++) {
- for (j = rooms[rn].left_col;
- j <= rooms[rn].right_col; j++) {
- if (dungeon[i][j] & MONSTER) {
- object *monster;
-
- if (monster = object_at(&level_monsters, i, j)) {
- dungeon[monster->row][monster->col] &= (~MONSTER);
- monster->trail_char =
- get_dungeon_char(monster->row, monster->col);
- dungeon[monster->row][monster->col] |= MONSTER;
- }
- }
- mvaddch(i, j, get_dungeon_char(i, j));
- }
- }
- mvaddch(rogue.row, rogue.col, rogue.fchar);
- }
- }
-
- light_passage(row, col)
- {
- short i, j, i_end, j_end;
-
- if (blind) {
- return;
- }
- i_end = (row < (DROWS-2)) ? 1 : 0;
- j_end = (col < (DCOLS-1)) ? 1 : 0;
-
- for (i = ((row > MIN_ROW) ? -1 : 0); i <= i_end; i++) {
- for (j = ((col > 0) ? -1 : 0); j <= j_end; j++) {
- if (can_move(row, col, row+i, col+j)) {
- mvaddch(row+i, col+j, get_dungeon_char(row+i, col+j));
- }
- }
- }
- }
-
- darken_room(rn)
- short rn;
- {
- short i, j;
-
- for (i = rooms[rn].top_row + 1; i < rooms[rn].bottom_row; i++) {
- for (j = rooms[rn].left_col + 1; j < rooms[rn].right_col; j++) {
- if (blind) {
- mvaddch(i, j, ' ');
- } else {
- if (!(dungeon[i][j] & (OBJECT | STAIRS)) &&
- !(detect_monster && (dungeon[i][j] & MONSTER))) {
- if (!imitating(i, j)) {
- mvaddch(i, j, ' ');
- }
- if ((dungeon[i][j] & TRAP) && (!(dungeon[i][j] & HIDDEN))) {
- mvaddch(i, j, '^');
- }
- }
- }
- }
- }
- }
-
- get_dungeon_char(row, col)
- register row, col;
- {
- register unsigned short mask = dungeon[row][col];
-
- if (mask & MONSTER) {
- return(gmc_row_col(row, col));
- }
- if (mask & OBJECT) {
- object *obj;
-
- obj = object_at(&level_objects, row, col);
- return(get_mask_char(obj->what_is));
- }
- if (mask & (TUNNEL | STAIRS | HORWALL | VERTWALL | FLOOR | DOOR)) {
- if ((mask & (TUNNEL| STAIRS)) && (!(mask & HIDDEN))) {
- return(((mask & STAIRS) ? '%' : '#'));
- }
- if (mask & HORWALL) {
- return('-');
- }
- if (mask & VERTWALL) {
- return('|');
- }
- if (mask & FLOOR) {
- if (mask & TRAP) {
- if (!(dungeon[row][col] & HIDDEN)) {
- return('^');
- }
- }
- return('.');
- }
- if (mask & DOOR) {
- if (mask & HIDDEN) {
- if (((col > 0) && (dungeon[row][col-1] & HORWALL)) ||
- ((col < (DCOLS-1)) && (dungeon[row][col+1] & HORWALL))) {
- return('-');
- } else {
- return('|');
- }
- } else {
- return('+');
- }
- }
- }
- return(' ');
- }
-
- get_mask_char(mask)
- register unsigned short mask;
- {
- switch(mask) {
- case SCROLL:
- return('?');
- case POTION:
- return('!');
- case GOLD:
- return('*');
- case FOOD:
- return(':');
- case WAND:
- return('/');
- case ARMOR:
- return(']');
- case WEAPON:
- return(')');
- case RING:
- return('=');
- case AMULET:
- return(',');
- default:
- return('~'); /* unknown, something is wrong */
- }
- }
-
- gr_row_col(row, col, mask)
- short *row, *col;
- unsigned short mask;
- {
- short rn;
- short r, c;
-
- do {
- r = get_rand(MIN_ROW, DROWS-2);
- c = get_rand(0, DCOLS-1);
- rn = get_room_number(r, c);
- } while ((rn == NO_ROOM) ||
- (!(dungeon[r][c] & mask)) ||
- (dungeon[r][c] & (~mask)) ||
- (!(rooms[rn].is_room & (R_ROOM | R_MAZE))) ||
- ((r == rogue.row) && (c == rogue.col)));
-
- *row = r;
- *col = c;
- }
-
- gr_room()
- {
- short i;
-
- do {
- i = get_rand(0, MAXROOMS-1);
- } while (!(rooms[i].is_room & (R_ROOM | R_MAZE)));
-
- return(i);
- }
-
- party_objects(rn)
- {
- short i, j, nf = 0;
- object *obj;
- short n, N, row, col;
- boolean found;
-
- N = ((rooms[rn].bottom_row - rooms[rn].top_row) - 1) *
- ((rooms[rn].right_col - rooms[rn].left_col) - 1);
- n = get_rand(5, 10);
- if (n > N) {
- n = N - 2;
- }
- for (i = 0; i < n; i++) {
- for (j = found = 0; ((!found) && (j < 250)); j++) {
- row = get_rand(rooms[rn].top_row+1,
- rooms[rn].bottom_row-1);
- col = get_rand(rooms[rn].left_col+1,
- rooms[rn].right_col-1);
- if ((dungeon[row][col] == FLOOR) || (dungeon[row][col] == TUNNEL)) {
- found = 1;
- }
- }
- if (found) {
- obj = gr_object();
- place_at(obj, row, col);
- nf++;
- }
- }
- return(nf);
- }
-
- get_room_number(row, col)
- register row, col;
- {
- short i;
-
- for (i = 0; i < MAXROOMS; i++) {
- if ((row >= rooms[i].top_row) && (row <= rooms[i].bottom_row) &&
- (col >= rooms[i].left_col) && (col <= rooms[i].right_col)) {
- return(i);
- }
- }
- return(NO_ROOM);
- }
-
- is_all_connected()
- {
- short i, starting_room;
-
- for (i = 0; i < MAXROOMS; i++) {
- rooms_visited[i] = 0;
- if (rooms[i].is_room & (R_ROOM | R_MAZE)) {
- starting_room = i;
- }
- }
-
- visit_rooms(starting_room);
-
- for (i = 0; i < MAXROOMS; i++) {
- if ((rooms[i].is_room & (R_ROOM | R_MAZE)) && (!rooms_visited[i])) {
- return(0);
- }
- }
- return(1);
- }
-
- visit_rooms(rn)
- int rn;
- {
- short i;
- short oth_rn;
-
- rooms_visited[rn] = 1;
-
- for (i = 0; i < 4; i++) {
- oth_rn = rooms[rn].doors[i].oth_room;
- if ((oth_rn >= 0) && (!rooms_visited[oth_rn])) {
- visit_rooms(oth_rn);
- }
- }
- }
-
- draw_magic_map()
- {
- short i, j, ch, och;
- unsigned short mask = (HORWALL | VERTWALL | DOOR | TUNNEL | TRAP | STAIRS |
- MONSTER);
- unsigned short s;
-
- for (i = 0; i < DROWS; i++) {
- for (j = 0; j < DCOLS; j++) {
- s = dungeon[i][j];
- if (s & mask) {
- if (((ch = mvinch(i, j)) == ' ') ||
- ((ch >= 'A') && (ch <= 'Z')) || (s & (TRAP | HIDDEN))) {
- och = ch;
- dungeon[i][j] &= (~HIDDEN);
- if (s & HORWALL) {
- ch = '-';
- } else if (s & VERTWALL) {
- ch = '|';
- } else if (s & DOOR) {
- ch = '+';
- } else if (s & TRAP) {
- ch = '^';
- } else if (s & STAIRS) {
- ch = '%';
- } else if (s & TUNNEL) {
- ch = '#';
- } else {
- continue;
- }
- if ((!(s & MONSTER)) || (och == ' ')) {
- addch(ch);
- }
- if (s & MONSTER) {
- object *monster;
-
- if (monster = object_at(&level_monsters, i, j)) {
- monster->trail_char = ch;
- }
- }
- }
- }
- }
- }
- }
-
- dr_course(monster, entering, row, col)
- object *monster;
- boolean entering;
- short row, col;
- {
- short i, j, k, rn;
- short r, rr;
-
- monster->row = row;
- monster->col = col;
-
- if (mon_sees(monster, rogue.row, rogue.col)) {
- monster->trow = NO_ROOM;
- return;
- }
- rn = get_room_number(row, col);
-
- if (entering) { /* entering room */
- /* look for door to some other room */
- r = get_rand(0, MAXROOMS-1);
- for (i = 0; i < MAXROOMS; i++) {
- rr = (r + i) % MAXROOMS;
- if ((!(rooms[rr].is_room & (R_ROOM | R_MAZE))) || (rr == rn)) {
- continue;
- }
- for (k = 0; k < 4; k++) {
- if (rooms[rr].doors[k].oth_room == rn) {
- monster->trow = rooms[rr].doors[k].oth_row;
- monster->tcol = rooms[rr].doors[k].oth_col;
- if ((monster->trow == row) &&
- (monster->tcol == col)) {
- continue;
- }
- return;
- }
- }
- }
- /* look for door to dead end */
- for (i = rooms[rn].top_row; i <= rooms[rn].bottom_row; i++) {
- for (j = rooms[rn].left_col; j <= rooms[rn].right_col; j++) {
- if ((i != monster->row) && (j != monster->col) &&
- (dungeon[i][j] & DOOR)) {
- monster->trow = i;
- monster->tcol = j;
- return;
- }
- }
- }
- /* return monster to room that he came from */
- for (i = 0; i < MAXROOMS; i++) {
- for (j = 0; j < 4; j++) {
- if (rooms[i].doors[j].oth_room == rn) {
- for (k = 0; k < 4; k++) {
- if (rooms[rn].doors[k].oth_room == i) {
- monster->trow = rooms[rn].doors[k].oth_row;
- monster->tcol = rooms[rn].doors[k].oth_col;
- return;
- }
- }
- }
- }
- }
- /* no place to send monster */
- monster->trow = -1;
- } else { /* exiting room */
- if (!get_oth_room(rn, &row, &col)) {
- monster->trow = NO_ROOM;
- } else {
- monster->trow = row;
- monster->tcol = col;
- }
- }
- }
-
- get_oth_room(rn, row, col)
- short rn, *row, *col;
- {
- short d = -1;
-
- if (*row == rooms[rn].top_row) {
- d = UP/2;
- } else if (*row == rooms[rn].bottom_row) {
- d = DOWN/2;
- } else if (*col == rooms[rn].left_col) {
- d = LEFT/2;
- } else if (*col == rooms[rn].right_col) {
- d = RIGHT/2;
- }
- if ((d != -1) && (rooms[rn].doors[d].oth_room >= 0)) {
- *row = rooms[rn].doors[d].oth_row;
- *col = rooms[rn].doors[d].oth_col;
- return(1);
- }
- return(0);
- }
-