Mercurial > hg > early-roguelike
annotate arogue7/new_level.c @ 152:0c775afe0072
arogue7, xrogue: fix command repetition.
In both games, command() loops and calls the action function twice for
each command: once to schedule it by setting player.t_action and
player.t_no_move, and again, to actually do it, once player.t_no_move
has been reduced to 0. Each loop decremented count, so repeated
commands were only repeated half the number of times the player typed.
count is now decremented only when ch has been set to the repeated
command.
author | John "Elwin" Edwards |
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date | Thu, 28 May 2015 11:08:03 -0400 |
parents | adfa37e67084 |
children | f9ef86cf22b2 |
rev | line source |
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1 /* |
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2 * new_level.c - 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, 1986 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 /* |
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20 * new_level: |
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21 * Dig and draw a new level |
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22 * |
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23 */ |
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24 |
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25 new_level(ltype) |
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26 LEVTYPE ltype; /* designates type of level to create */ |
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27 { |
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28 register int rm, i, cnt; |
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29 register char ch; |
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30 register struct linked_list *item; |
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31 register struct thing *tp; |
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32 register struct object *obj; |
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33 int waslit = 0; /* Was the previous outside level lit? */ |
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34 int starty, startx, deltay, deltax; |
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35 bool fresh=TRUE, vert, top; |
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36 struct room *rp; |
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37 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL; |
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38 coord stairs; |
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39 |
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40 if (wizard) { |
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41 msg("Turns: %d", turns); /* Number of turns for last level */ |
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42 mpos = 0; |
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43 } |
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44 |
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45 /* Start player off right */ |
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46 turn_off(player, ISHELD); |
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47 turn_off(player, ISFLEE); |
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48 extinguish(suffocate); |
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49 hold_count = 0; |
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50 trap_tries = 0; |
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51 |
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52 /* Are we just entering a dungeon? If so, how big is it? */ |
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53 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+10 + rnd(11); |
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54 |
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55 if (level > max_level) |
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56 max_level = level; |
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57 |
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58 /* Are we starting a new outside level? */ |
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59 if (ltype == OUTSIDE) { |
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60 register int i, j; |
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61 |
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62 /* Save some information prior to clearing the screen */ |
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63 if (level == -1 || mvinch(hero.y, hero.x) == '-') vert = TRUE; |
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64 else vert = FALSE; |
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65 |
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66 if (level == -1) { |
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67 fresh = TRUE; |
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68 starty = 2; |
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69 startx = 1; |
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70 deltay = deltax = 1; |
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71 level = 0; /* Restore the level */ |
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72 } |
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73 else { /* Copy several lines of the terrain to the other end */ |
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74 char cch; /* Copy character */ |
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75 |
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76 /* Was the area dark (not magically lit)? */ |
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77 if (!(rooms[0].r_flags & ISDARK)) waslit = 1; |
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78 |
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79 fresh = FALSE; |
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80 if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE; |
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81 else top = FALSE; |
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82 for (i=0; i<TERRASAVE; i++) { |
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83 if (vert) |
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84 for (j=1; j<cols-1; j++) { |
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85 if (top) { |
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86 cch = CCHAR( mvinch(i+2, j) ); |
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87 mvaddch(lines-6+i, j, cch); |
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88 } |
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89 else { |
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90 cch = CCHAR( mvinch(lines-4-i, j) ); |
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