📄 level.c
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/* * Copyright (c) 1988, 1993 * The Regents of the University of California. All rights reserved. * * This code is derived from software contributed to Berkeley by * Timothy C. Stoehr. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * 3. All advertising materials mentioning features or use of this software * must display the following acknowledgement: * This product includes software developed by the University of * California, Berkeley and its contributors. * 4. Neither the name of the University nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF * SUCH DAMAGE. */#ifndef lintstatic char sccsid[] = "@(#)level.c 8.1 (Berkeley) 5/31/93";#endif /* not lint *//* * level.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. * */#include "rogue.h"#define swap(x,y) {t = x; x = y; y = t;}short cur_level = 0;short max_level = 1;short cur_room;char *new_level_message = 0;short party_room = NO_ROOM;short r_de;long level_points[MAX_EXP_LEVEL] = { 10L, 20L, 40L, 80L, 160L, 320L, 640L, 1300L, 2600L, 5200L, 10000L, 20000L, 40000L, 80000L, 160000L, 320000L, 1000000L, 3333333L, 6666666L, MAX_EXP, 99900000L};short random_rooms[MAXROOMS] = {3, 7, 5, 2, 0, 6, 1, 4, 8};extern boolean being_held, wizard, detect_monster;extern boolean see_invisible;extern short bear_trap, levitate, extra_hp, less_hp, cur_room;make_level(){ short i, j; short must_1, must_2, must_3; boolean big_room; if (cur_level < LAST_DUNGEON) { cur_level++; } if (cur_level > max_level) { max_level = cur_level; } must_1 = get_rand(0, 5); switch(must_1) { case 0: must_1 = 0; must_2 = 1; must_3 = 2; break; case 1: must_1 = 3; must_2 = 4; must_3 = 5; break; case 2: must_1 = 6; must_2 = 7; must_3 = 8; break; case 3: must_1 = 0; must_2 = 3; must_3 = 6; break; case 4: must_1 = 1; must_2 = 4; must_3 = 7; break; case 5: must_1 = 2; must_2 = 5; must_3 = 8; break; } if (rand_percent(8)) { party_room = 0; } big_room = ((party_room != NO_ROOM) && rand_percent(1)); if (big_room) { make_room(BIG_ROOM, 0, 0, 0); } else { for (i = 0; i < MAXROOMS; i++) { make_room(i, must_1, must_2, must_3); } } if (!big_room) { add_mazes(); mix_random_rooms(); for (j = 0; j < MAXROOMS; j++) { i = random_rooms[j]; if (i < (MAXROOMS-1)) { (void) connect_rooms(i, i+1); } if (i < (MAXROOMS-3)) { (void) connect_rooms(i, i+3); } if (i < (MAXROOMS-2)) { if (rooms[i+1].is_room & R_NOTHING) { if (connect_rooms(i, i+2)) { rooms[i+1].is_room = R_CROSS; } } } if (i < (MAXROOMS-6)) { if (rooms[i+3].is_room & R_NOTHING) { if (connect_rooms(i, i+6)) { rooms[i+3].is_room = R_CROSS; } } } if (is_all_connected()) { break; } } fill_out_level(); } if (!has_amulet() && (cur_level >= AMULET_LEVEL)) { put_amulet(); }}make_room(rn, r1, r2, r3)short rn, r1, r2, r3;{ short left_col, right_col, top_row, bottom_row; short width, height; short row_offset, col_offset; short i, j, ch; switch(rn) { case 0: left_col = 0; right_col = COL1-1; top_row = MIN_ROW; bottom_row = ROW1-1; break; case 1: left_col = COL1+1; right_col = COL2-1; top_row = MIN_ROW; bottom_row = ROW1-1; break; case 2: left_col = COL2+1; right_col = DCOLS-1; top_row = MIN_ROW; bottom_row = ROW1-1; break; case 3: left_col = 0; right_col = COL1-1; top_row = ROW1+1; bottom_row = ROW2-1; break; case 4: left_col = COL1+1; right_col = COL2-1; top_row = ROW1+1; bottom_row = ROW2-1; break; case 5: left_col = COL2+1; right_col = DCOLS-1; top_row = ROW1+1; bottom_row = ROW2-1; break; case 6: left_col = 0; right_col = COL1-1; top_row = ROW2+1; bottom_row = DROWS - 2; break; case 7: left_col = COL1+1; right_col = COL2-1; top_row = ROW2+1; bottom_row = DROWS - 2; break; case 8: left_col = COL2+1; right_col = DCOLS-1; top_row = ROW2+1; bottom_row = DROWS - 2; break; case BIG_ROOM: top_row = get_rand(MIN_ROW, MIN_ROW+5); bottom_row = get_rand(DROWS-7, DROWS-2); left_col = get_rand(0, 10);; right_col = get_rand(DCOLS-11, DCOLS-1); rn = 0; goto B; } height = get_rand(4, (bottom_row - top_row + 1)); width = get_rand(7, (right_col - left_col - 2)); row_offset = get_rand(0, ((bottom_row - top_row) - height + 1)); col_offset = get_rand(0, ((right_col - left_col) - width + 1)); top_row += row_offset; bottom_row = top_row + height - 1; left_col += col_offset; right_col = left_col + width - 1; if ((rn != r1) && (rn != r2) && (rn != r3) && rand_percent(40)) { goto END; }B: rooms[rn].is_room = R_ROOM; for (i = top_row; i <= bottom_row; i++) { for (j = left_col; j <= right_col; j++) { if ((i == top_row) || (i == bottom_row)) { ch = HORWALL; } else if ( ((i != top_row) && (i != bottom_row)) && ((j == left_col) || (j == right_col))) { ch = VERTWALL; } else { ch = FLOOR; } dungeon[i][j] = ch; } }END: rooms[rn].top_row = top_row; rooms[rn].bottom_row = bottom_row; rooms[rn].left_col = left_col; rooms[rn].right_col = right_col;}connect_rooms(room1, room2)short room1, room2;{ short row1, col1, row2, col2, dir; if ((!(rooms[room1].is_room & (R_ROOM | R_MAZE))) || (!(rooms[room2].is_room & (R_ROOM | R_MAZE)))) { return(0); } if (same_row(room1, room2) && (rooms[room1].left_col > rooms[room2].right_col)) { put_door(&rooms[room1], LEFT, &row1, &col1); put_door(&rooms[room2], RIGHT, &row2, &col2); dir = LEFT; } else if (same_row(room1, room2) && (rooms[room2].left_col > rooms[room1].right_col)) { put_door(&rooms[room1], RIGHT, &row1, &col1); put_door(&rooms[room2], LEFT, &row2, &col2); dir = RIGHT; } else if (same_col(room1, room2) && (rooms[room1].top_row > rooms[room2].bottom_row)) { put_door(&rooms[room1], UPWARD, &row1, &col1); put_door(&rooms[room2], DOWN, &row2, &col2); dir = UPWARD; } else if (same_col(room1, room2) && (rooms[room2].top_row > rooms[room1].bottom_row)) { put_door(&rooms[room1], DOWN, &row1, &col1); put_door(&rooms[room2], UPWARD, &row2, &col2); dir = DOWN; } else { return(0); } do { draw_simple_passage(row1, col1, row2, col2, dir); } while (rand_percent(4)); rooms[room1].doors[dir/2].oth_room = room2; rooms[room1].doors[dir/2].oth_row = row2; rooms[room1].doors[dir/2].oth_col = col2; rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_room = room1; rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_row = row1; rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_col = col1; return(1);}clear_level(){ short i, j; for (i = 0; i < MAXROOMS; i++) { rooms[i].is_room = R_NOTHING; for (j = 0; j < 4; j++) { rooms[i].doors[j].oth_room = NO_ROOM; } } for (i = 0; i < MAX_TRAPS; i++) { traps[i].trap_type = NO_TRAP; } for (i = 0; i < DROWS; i++) { for (j = 0; j < DCOLS; j++) { dungeon[i][j] = NOTHING; } } detect_monster = see_invisible = 0; being_held = bear_trap = 0; party_room = NO_ROOM; rogue.row = rogue.col = -1; clear();}put_door(rm, dir, row, col)room *rm;short dir;short *row, *col;{ short wall_width; wall_width = (rm->is_room & R_MAZE) ? 0 : 1; switch(dir) { case UPWARD: case DOWN: *row = ((dir == UPWARD) ? rm->top_row : rm->bottom_row); do { *col = get_rand(rm->left_col+wall_width, rm->right_col-wall_width); } while (!(dungeon[*row][*col] & (HORWALL | TUNNEL))); break; case RIGHT: case LEFT: *col = (dir == LEFT) ? rm->left_col : rm->right_col; do { *row = get_rand(rm->top_row+wall_width, rm->bottom_row-wall_width); } while (!(dungeon[*row][*col] & (VERTWALL | TUNNEL))); break; } if (rm->is_room & R_ROOM) { dungeon[*row][*col] = DOOR; } if ((cur_level > 2) && rand_percent(HIDE_PERCENT)) { dungeon[*row][*col] |= HIDDEN; } rm->doors[dir/2].door_row = *row; rm->doors[dir/2].door_col = *col;}draw_simple_passage(row1, col1, row2, col2, dir)short row1, col1, row2, col2, dir;{ short i, middle, t; if ((dir == LEFT) || (dir == RIGHT)) { if (col1 > col2) { swap(row1, row2); swap(col1, col2); } middle = get_rand(col1+1, col2-1); for (i = col1+1; i != middle; i++) { dungeon[row1][i] = TUNNEL; } for (i = row1; i != row2; i += (row1 > row2) ? -1 : 1) { dungeon[i][middle] = TUNNEL; } for (i = middle; i != col2; i++) { dungeon[row2][i] = TUNNEL; } } else { if (row1 > row2) { swap(row1, row2); swap(col1, col2); } middle = get_rand(row1+1, row2-1); for (i = row1+1; i != middle; i++) { dungeon[i][col1] = TUNNEL; } for (i = col1; i != col2; i += (col1 > col2) ? -1 : 1) { dungeon[middle][i] = TUNNEL; }
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