annotate arogue5/new_level.c @ 170:0298a68cc179

Advanced Rogue family: fix messages from some scrolls. When scrolls of magic mapping or gold detection were read, their characteristic messages were displayed before overwriting the whole screen to show the newly discovered information. They are now shown after updating the screen, so they will be visible.
author John "Elwin" Edwards
date Thu, 02 Jul 2015 08:04:16 -0400
parents 0ed67132cf10
children 56e748983fa8
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1 /*
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2 * new_level: Dig and draw a new level
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include "curses.h"
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16 #include "rogue.h"
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17 #define TERRASAVE 3
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18
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19 new_level(ltype)
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20 LEVTYPE ltype; /* designates type of level to create */
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21 {
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22 register int rm = 0, i, cnt;
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23 register char ch;
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24 register struct linked_list *item;
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25 register struct thing *tp;
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26 register struct object *obj;
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27 int waslit = 0; /* Was the previous outside level lit? */
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28 int starty = 0, startx = 0, deltay = 0, deltax = 0;
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29 bool fresh=TRUE, vert = 0, top;
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30 struct room *rp;
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31 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL;
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32 coord stairs = { 0, 0 };
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33
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34 if (wizard) {
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35 msg("Turns: %d", turns); /* Number of turns for last level */
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36 mpos = 0;
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37 }
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38
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39 /* Start player off right */
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40 turn_off(player, ISHELD);
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41 turn_off(player, ISFLEE);
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42 extinguish(suffocate);
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43 hold_count = 0;
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44 trap_tries = 0;
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45
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46 /* Are we just entering a dungeon? If so, how big is it? */
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47 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+10 + rnd(11);
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48
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49 if (level > max_level)
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50 max_level = level;
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51
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52 /* Are we starting a new outside level? */
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53 if (ltype == OUTSIDE) {
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54 register int i, j;
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55
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56 /* Save some information prior to clearing the screen */
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57 if (level == -1 || mvinch(hero.y, hero.x) == '-') vert = TRUE;
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58 else vert = FALSE;
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59
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60 if (level == -1) {
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61 fresh = TRUE;
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62 starty = 2;
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63 startx = 1;
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64 deltay = deltax = 1;
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65 level = 0; /* Restore the level */
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66 }
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67 else { /* Copy several lines of the terrain to the other end */
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68 char cch; /* Copy character */
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69
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70 /* Was the area dark (not magically lit)? */
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71 if (!(rooms[0].r_flags & ISDARK)) waslit = 1;
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72
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73 fresh = FALSE;
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74 if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE;
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75 else top = FALSE;
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76 for (i=0; i<TERRASAVE; i++) {
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77 if (vert)
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78 for (j=1; j<COLS-1; j++) {
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79 if (top) {
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80 cch = CCHAR( mvinch(i+2, j) );
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81 mvaddch(LINES-6+i, j, cch);
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82 }
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83 else {
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84 cch = CCHAR( mvinch(LINES-4-i, j) );
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85 mvaddch(4-i, j, cch);
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86 }
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87 }
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88 else
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89 for (j=2; j<LINES-3; j++) {
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90 if (top) {
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91 cch = CCHAR( mvinch(j, i+1) );
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92 mvaddch(j, COLS-4+i, cch);
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93 }
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94 else {
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95 cch = CCHAR( mvinch(j, COLS-2-i) );
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96 mvaddch(j, 3-i, cch);
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97 }
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98 }
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99 }
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100
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101 if (vert) {
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102 startx = deltax = 1;
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103 if (top) {
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