Mercurial > hg > early-roguelike
annotate rogue5/new_level.c @ 233:0990adf580ee
Declare some function arguments as const.
Some functions, mostly in fight.c, declared variables as pointers to
const char but passed them to functions that took pointers to ordinary
char. The strings did not actually get modified, so adding 'const' to
the function definitions removed the warnings.
author | John "Elwin" Edwards |
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date | Sun, 06 Mar 2016 19:32:47 -0500 |
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33
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1 /* |
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2 * new_level: |
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3 * Dig and draw a new level |
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4 * |
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5 * @(#)new_level.c 4.38 (Berkeley) 02/05/99 |
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6 * |
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7 * Rogue: Exploring the Dungeons of Doom |
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8 * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman |
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9 * All rights reserved. |
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10 * |
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11 * See the file LICENSE.TXT for full copyright and licensing information. |
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12 */ |
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13 |
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14 #include <curses.h> |
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15 #include <string.h> |
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16 #include "rogue.h" |
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17 |
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18 #define TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */ |
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19 #define MAXTREAS 10 /* maximum number of treasures in a treasure room */ |
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20 #define MINTREAS 2 /* minimum number of treasures in a treasure room */ |
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21 |
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22 void |
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23 new_level(void) |
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24 { |
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25 THING *tp; |
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26 PLACE *pp; |
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27 int *sp; |
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28 int i; |
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29 |
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30 player.t_flags &= ~ISHELD; /* unhold when you go down just in case */ |
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31 if (level > max_level) |
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32 max_level = level; |
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33 /* |
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34 * Clean things off from last level |
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35 */ |
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36 for (pp = places; pp < &places[MAXCOLS*MAXLINES]; pp++) |
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37 { |
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38 pp->p_ch = ' '; |
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39 pp->p_flags = F_REAL; |
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40 pp->p_monst = NULL; |
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41 } |
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42 clear(); |
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43 /* |
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44 * Free up the monsters on the last level |
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45 */ |
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46 for (tp = mlist; tp != NULL; tp = next(tp)) |
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47 free_list(tp->t_pack); |
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48 free_list(mlist); |
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49 /* |
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50 * Throw away stuff left on the previous level (if anything) |
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51 */ |
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52 free_list(lvl_obj); |
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53 do_rooms(); /* Draw rooms */ |
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54 do_passages(); /* Draw passages */ |
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55 no_food++; |
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56 put_things(); /* Place objects (if any) */ |
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57 /* |
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58 * Place the traps |
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59 */ |
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60 if (rnd(10) < level) |
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61 { |
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62 ntraps = rnd(level / 4) + 1; |
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63 if (ntraps > MAXTRAPS) |
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64 ntraps = MAXTRAPS; |
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65 i = ntraps; |
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66 while (i--) |
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67 { |
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68 /* |
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69 * not only wouldn't it be NICE to have traps in mazes |
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70 * (not that we care about being nice), since the trap |
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71 * number is stored where the passage number is, we |
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72 * can't actually do it. |
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73 */ |
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74 do |
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75 { |
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76 find_floor(NULL, &stairs, FALSE, FALSE); |
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77 } while ( (chat(stairs.y, stairs.x) != FLOOR) && |
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78 (flat(stairs.y, stairs.x) & F_REAL) ); |
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79 sp = &flat(stairs.y, stairs.x); |
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80 *sp &= ~(F_REAL | F_TMASK); |
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81 *sp |= rnd(NTRAPS); |
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82 } |
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83 } |
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84 /* |
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85 * Place the staircase down. |
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86 */ |
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87 find_floor(NULL, &stairs, FALSE, FALSE); |
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88 chat(stairs.y, stairs.x) = STAIRS; |
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89 seenstairs = FALSE; |
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90 |
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91 for (tp = mlist; tp != NULL; tp = next(tp)) |
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92 tp->t_room = roomin(&tp->t_pos); |
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93 |
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94 find_floor(NULL, &hero, FALSE, TRUE); |
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95 enter_room(&hero); |
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96 mvaddch(hero.y, hero.x, PLAYER); |
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97 if (on(player, SEEMONST)) |
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98 turn_see(FALSE); |
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99 if (on(player, ISHALU)) |
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100 visuals(); |
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101 } |
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102 |
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103 /* |
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104 * rnd_room: |
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105 * Pick a room that is really there |
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