2 * Copyright (c) 1988, 1993
3 * The Regents of the University of California. All rights reserved.
5 * This code is derived from software contributed to Berkeley by
8 * Redistribution and use in source and binary forms, with or without
9 * modification, are permitted provided that the following conditions
11 * 1. Redistributions of source code must retain the above copyright
12 * notice, this list of conditions and the following disclaimer.
13 * 2. Redistributions in binary form must reproduce the above copyright
14 * notice, this list of conditions and the following disclaimer in the
15 * documentation and/or other materials provided with the distribution.
16 * 3. All advertising materials mentioning features or use of this software
17 * must display the following acknowledgement:
18 * This product includes software developed by the University of
19 * California, Berkeley and its contributors.
20 * 4. Neither the name of the University nor the names of its contributors
21 * may be used to endorse or promote products derived from this software
22 * without specific prior written permission.
24 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
25 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
26 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
27 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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29 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
30 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
31 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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33 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
39 static char sccsid[] = "@(#)room.c 8.1 (Berkeley) 5/31/93";
41 static const char rcsid[] =
48 * This source herein may be modified and/or distributed by anybody who
49 * so desires, with the following restrictions:
50 * 1.) No portion of this notice shall be removed.
51 * 2.) Credit shall not be taken for the creation of this source.
52 * 3.) This code is not to be traded, sold, or used for personal
60 boolean rooms_visited[MAXROOMS];
63 extern boolean detect_monster, jump, passgo, no_skull, ask_quit, flush;
64 extern char *nick_name, *fruit, *save_file, *press_space;
75 "Flush typeahead during battle (\"flush\"): ",
76 1, (char **) 0, &flush
79 "Show position only at end of run (\"jump\"): ",
83 "Follow turnings in passageways (\"passgo\"): ",
84 1, (char **) 0, &passgo
87 "Don't print skull when killed (\"noskull\" or \"notombstone\"): ",
88 1, (char **) 0, &no_skull
91 "Ask player before saying 'Okay, bye-bye!' (\"askquit\"): ",
92 1, (char **) 0, &ask_quit
99 "Fruit (\"fruit\"): ",
103 "Save file (\"file\"): ",
114 for (i = rooms[rn].top_row;
115 i <= rooms[rn].bottom_row; i++) {
116 for (j = rooms[rn].left_col;
117 j <= rooms[rn].right_col; j++) {
118 if (dungeon[i][j] & MONSTER) {
121 if (monster = object_at(&level_monsters, i, j)) {
122 dungeon[monster->row][monster->col] &= (~MONSTER);
123 monster->trail_char =
124 get_dungeon_char(monster->row, monster->col);
125 dungeon[monster->row][monster->col] |= MONSTER;
128 mvaddch(i, j, get_dungeon_char(i, j));
131 mvaddch(rogue.row, rogue.col, rogue.fchar);
135 light_passage(row, col)
138 short i, j, i_end, j_end;
143 i_end = (row < (DROWS-2)) ? 1 : 0;
144 j_end = (col < (DCOLS-1)) ? 1 : 0;
146 for (i = ((row > MIN_ROW) ? -1 : 0); i <= i_end; i++) {
147 for (j = ((col > 0) ? -1 : 0); j <= j_end; j++) {
148 if (can_move(row, col, row+i, col+j)) {
149 mvaddch(row+i, col+j, get_dungeon_char(row+i, col+j));
160 for (i = rooms[rn].top_row + 1; i < rooms[rn].bottom_row; i++) {
161 for (j = rooms[rn].left_col + 1; j < rooms[rn].right_col; j++) {
165 if (!(dungeon[i][j] & (OBJECT | STAIRS)) &&
166 !(detect_monster && (dungeon[i][j] & MONSTER))) {
167 if (!imitating(i, j)) {
170 if ((dungeon[i][j] & TRAP) && (!(dungeon[i][j] & HIDDEN))) {
179 get_dungeon_char(row, col)
182 unsigned short mask = dungeon[row][col];
184 if (mask & MONSTER) {
185 return(gmc_row_col(row, col));
190 obj = object_at(&level_objects, row, col);
191 return(get_mask_char(obj->what_is));
193 if (mask & (TUNNEL | STAIRS | HORWALL | VERTWALL | FLOOR | DOOR)) {
194 if ((mask & (TUNNEL| STAIRS)) && (!(mask & HIDDEN))) {
195 return(((mask & STAIRS) ? '%' : '#'));
197 if (mask & HORWALL) {
200 if (mask & VERTWALL) {
205 if (!(dungeon[row][col] & HIDDEN)) {
213 if (((col > 0) && (dungeon[row][col-1] & HORWALL)) ||
214 ((col < (DCOLS-1)) && (dungeon[row][col+1] & HORWALL))) {
250 return('~'); /* unknown, something is wrong */
254 gr_row_col(row, col, mask)
262 r = get_rand(MIN_ROW, DROWS-2);
263 c = get_rand(0, DCOLS-1);
264 rn = get_room_number(r, c);
265 } while ((rn == NO_ROOM) ||
266 (!(dungeon[r][c] & mask)) ||
267 (dungeon[r][c] & (~mask)) ||
268 (!(rooms[rn].is_room & (R_ROOM | R_MAZE))) ||
269 ((r == rogue.row) && (c == rogue.col)));
280 i = get_rand(0, MAXROOMS-1);
281 } while (!(rooms[i].is_room & (R_ROOM | R_MAZE)));
290 short n, N, row, col;
293 N = ((rooms[rn].bottom_row - rooms[rn].top_row) - 1) *
294 ((rooms[rn].right_col - rooms[rn].left_col) - 1);
299 for (i = 0; i < n; i++) {
300 for (j = found = 0; ((!found) && (j < 250)); j++) {
301 row = get_rand(rooms[rn].top_row+1,
302 rooms[rn].bottom_row-1);
303 col = get_rand(rooms[rn].left_col+1,
304 rooms[rn].right_col-1);
305 if ((dungeon[row][col] == FLOOR) || (dungeon[row][col] == TUNNEL)) {
311 place_at(obj, row, col);
318 get_room_number(row, col)
323 for (i = 0; i < MAXROOMS; i++) {
324 if ((row >= rooms[i].top_row) && (row <= rooms[i].bottom_row) &&
325 (col >= rooms[i].left_col) && (col <= rooms[i].right_col)) {
334 short i, starting_room;
336 for (i = 0; i < MAXROOMS; i++) {
337 rooms_visited[i] = 0;
338 if (rooms[i].is_room & (R_ROOM | R_MAZE)) {
343 visit_rooms(starting_room);
345 for (i = 0; i < MAXROOMS; i++) {
346 if ((rooms[i].is_room & (R_ROOM | R_MAZE)) && (!rooms_visited[i])) {
359 rooms_visited[rn] = 1;
361 for (i = 0; i < 4; i++) {
362 oth_rn = rooms[rn].doors[i].oth_room;
363 if ((oth_rn >= 0) && (!rooms_visited[oth_rn])) {
372 unsigned short mask = (HORWALL | VERTWALL | DOOR | TUNNEL | TRAP | STAIRS |
376 for (i = 0; i < DROWS; i++) {
377 for (j = 0; j < DCOLS; j++) {
380 if (((ch = mvinch(i, j)) == ' ') ||
381 ((ch >= 'A') && (ch <= 'Z')) || (s & (TRAP | HIDDEN))) {
383 dungeon[i][j] &= (~HIDDEN);
386 } else if (s & VERTWALL) {
388 } else if (s & DOOR) {
390 } else if (s & TRAP) {
392 } else if (s & STAIRS) {
394 } else if (s & TUNNEL) {
399 if ((!(s & MONSTER)) || (och == ' ')) {
405 if (monster = object_at(&level_monsters, i, j)) {
406 monster->trail_char = ch;
415 dr_course(monster, entering, row, col)
426 if (mon_sees(monster, rogue.row, rogue.col)) {
427 monster->trow = NO_ROOM;
430 rn = get_room_number(row, col);
432 if (entering) { /* entering room */
433 /* look for door to some other room */
434 r = get_rand(0, MAXROOMS-1);
435 for (i = 0; i < MAXROOMS; i++) {
436 rr = (r + i) % MAXROOMS;
437 if ((!(rooms[rr].is_room & (R_ROOM | R_MAZE))) || (rr == rn)) {
440 for (k = 0; k < 4; k++) {
441 if (rooms[rr].doors[k].oth_room == rn) {
442 monster->trow = rooms[rr].doors[k].oth_row;
443 monster->tcol = rooms[rr].doors[k].oth_col;
444 if ((monster->trow == row) &&
445 (monster->tcol == col)) {
452 /* look for door to dead end */
453 for (i = rooms[rn].top_row; i <= rooms[rn].bottom_row; i++) {
454 for (j = rooms[rn].left_col; j <= rooms[rn].right_col; j++) {
455 if ((i != monster->row) && (j != monster->col) &&
456 (dungeon[i][j] & DOOR)) {
463 /* return monster to room that he came from */
464 for (i = 0; i < MAXROOMS; i++) {
465 for (j = 0; j < 4; j++) {
466 if (rooms[i].doors[j].oth_room == rn) {
467 for (k = 0; k < 4; k++) {
468 if (rooms[rn].doors[k].oth_room == i) {
469 monster->trow = rooms[rn].doors[k].oth_row;
470 monster->tcol = rooms[rn].doors[k].oth_col;
477 /* no place to send monster */
478 monster->trow = NO_ROOM;
479 } else { /* exiting room */
480 if (!get_oth_room(rn, &row, &col)) {
481 monster->trow = NO_ROOM;
489 get_oth_room(rn, row, col)
490 short rn, *row, *col;
494 if (*row == rooms[rn].top_row) {
496 } else if (*row == rooms[rn].bottom_row) {
498 } else if (*col == rooms[rn].left_col) {
500 } else if (*col == rooms[rn].right_col) {
503 if ((d != -1) && (rooms[rn].doors[d].oth_room >= 0)) {
504 *row = rooms[rn].doors[d].oth_row;
505 *col = rooms[rn].doors[d].oth_col;
513 char save[NOPTS+1][DCOLS];
517 char buf[MAX_OPT_LEN + 2];
519 for (i = 0; i < NOPTS+1; i++) {
520 for (j = 0; j < DCOLS; j++) {
521 save[i][j] = mvinch(i, j);
540 if (i == (NOPTS - 1)) {
541 mvaddstr(NOPTS, 0, press_space);
561 if (options[i].is_bool) {
562 *(options[i].bval) = (((ch == 't') || (ch == 'T')) ? 1 : 0);
568 if (options[i].is_bool) {
573 if ((ch == '\010') || ((ch >= ' ') && (ch <= '~'))) {
576 if ((ch >= ' ') && (ch <= '~') && (j < MAX_OPT_LEN)) {
580 } else if ((ch == '\010') && (j > 0)) {
582 move(i, j + strlen(options[i].prompt));
584 move(i, j + strlen(options[i].prompt));
588 } while ((ch != '\012') && (ch != '\015') && (ch != '\033'));
590 (void) strcpy(*(options[i].strval), buf);
601 for (i = 0; i < NOPTS+1; i++) {
603 for (j = 0; j < DCOLS; j++) {
613 struct option *opt = &options[i];
618 s = *(opt->bval) ? "True" : "False";
628 struct option *opt = &options[i];
630 mvaddstr(i, 0, opt->prompt);
637 move(i, strlen(options[i].prompt));
646 if (!(sh = md_getenv("SHELL"))) {
652 printf("\nCreating new shell...\n");