annotate srogue/new_leve.c @ 309:11aeff9acc07

Advanced Rogue 7: ignore file locations in the save file when restoring. The variables file_name, score_file, and home are no longer overwritten with the values stored in the save file. Those values could be inaccurate if the files have been moved or configuration has changed.
author John "Elwin" Edwards
date Sun, 02 May 2021 21:54:11 -0400
parents e52a8a7ad4c5
children
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36
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1 /*
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2 * Do anything associated with a new dungeon level
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3 *
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4 * @(#)new_level.c 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * Based on "Rogue: Exploring the Dungeons of Doom"
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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12 * All rights reserved.
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13 *
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14 * See the file LICENSE.TXT for full copyright and licensing information.
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15 */
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16
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17 #include "rogue.h"
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18 #include "rogue.ext"
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19
217
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20 void put_things(void);
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21
36
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22 /*
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23 * new_level:
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24 * Dig and draw a new level
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25 */
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26 void
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27 new_level(int ltype)
36
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28 {
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29 register char ch;
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30 struct coord traploc;
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31 struct room *rp;
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32
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33 if (level > max_level)
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34 max_level = level;
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35
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36 wclear(cw);
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37 wclear(mw);
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38 clear();
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39
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40 isfight = FALSE;
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41 levtype = ltype;
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42
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43 free_list(mlist); /* free monster list */
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44
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45 if (levtype == POSTLEV)
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46 do_post();
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47 else {
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48 lev_mon(); /* fill in monster list */
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49
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50 if (levtype == MAZELEV)
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51 do_maze();
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52 else { /* normal levels */
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53 do_rooms(); /* Draw rooms */
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54 do_passages(); /* Draw passages */
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55 }
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56 no_food++;
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57 put_things(); /* Place objects (if any) */
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58 }
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59 /*
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60 * Place the staircase down.
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61 */
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62 stairs = *rnd_pos(&rooms[rnd_room()]);
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63 mvaddch(stairs.y, stairs.x, STAIRS);
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64 ntraps = 0;
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65
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66 if (levtype == NORMLEV)
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67 {
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68 struct trap *trp, *maxtrp;
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69
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70 /* Place the traps for normal levels only */
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71
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72 if (rnd(10) < level)
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73 {
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74 ntraps = rnd(level / 4) + 1;
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75
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76 if (ntraps > MAXTRAPS)
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77 ntraps = MAXTRAPS;
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78
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79 maxtrp = &traps[ntraps];
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80 for (trp = &traps[0]; trp < maxtrp; trp++)
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81 {
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82 again:
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83 switch(rnd(TYPETRAPS + 1))
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84 {
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85 case 0:
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86 if (rnd(100) > 25)
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87 goto again;
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88 else
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89 ch = POST;
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90
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91 when 1: ch = TRAPDOOR;
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92 when 2: ch = BEARTRAP;
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93 when 3: ch = SLEEPTRAP;
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94 when 4: ch = ARROWTRAP;
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95 when 5: ch = TELTRAP;
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96 when 6: ch = DARTTRAP;
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97 when 7: ch = MAZETRAP;
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98 when 8:
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99 case 9:
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100 if (rnd(100) > 80)
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101 goto again;
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102 else
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103 ch = POOL;
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104 }
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105 trp->tr_flags = 0;
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106 traploc = *rnd_pos(&rooms[rnd_room()]);
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107 mvaddch(traploc.y,traploc.x,ch);
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108 trp->tr_type = ch;
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109 trp->tr_pos = traploc;
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110
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111 if (ch == POOL || ch == POST)
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112 trp->tr_flags |= ISFOUND;
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113
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114 if (ch==TELTRAP && rnd(100)<20 && trp<maxtrp-1)
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115 {
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116 struct coord newloc;
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117
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118 newloc = *rnd_pos(&rooms[rnd_room()]);
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119 trp->tr_goto = newloc;
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120 trp++;
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121 trp->tr_goto = traploc;
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122 trp->tr_type = TELTRAP;
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123 trp->tr_pos = newloc;
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124 mvaddch(newloc.y, newloc.x, TELTRAP);
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125 }
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126 else
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127 trp->tr_goto = rndspot;
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128 }
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129 }
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130 }
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131 do
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132 {
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133 rp = &rooms[rnd_room()];
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134 hero = *rnd_pos(rp);
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135 } while(levtype==MAZELEV&&DISTANCE(hero.y,hero.x,stairs.y,stairs.x)<10);
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136
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137 player.t_room = rp;
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138 player.t_oldch = mvinch(hero.y, hero.x) & A_CHARTEXT;
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139 light(&hero);
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140 mvwaddch(cw,hero.y,hero.x,PLAYER);
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141 nochange = FALSE;
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142 }
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143
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144
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145 /*
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146 * rnd_room:
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147 * Pick a room that is really there
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148 */
217
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149 int
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150 rnd_room(void)
36
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151 {
217
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152 register int rm;
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153
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154 if (levtype != NORMLEV)
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155 rm = 0;
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156 else
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157 {
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158 do {
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159 rm = rnd(MAXROOMS);
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160 } while (rf_on(&rooms[rm],ISGONE));
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161 }
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162 return rm;
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163 }
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164
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165
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166 /*
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167 * put_things:
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168 * put potions and scrolls on this level
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169 */
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170
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171 void
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172 put_things(void)
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173 {
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174 register int i, cnt, rm;
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175 struct linked_list *item;
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176 struct object *cur;
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177 struct coord tp;
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178
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179 /* Throw away stuff left on the previous level (if anything) */
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180
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181 free_list(lvl_obj);
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182
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183 /* The only way to get new stuff is to go down into the dungeon. */
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184
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185 if (goingup())
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186 return;
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187
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188 /* Do MAXOBJ attempts to put things on a level */
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189
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190 for (i = 0; i < MAXOBJ; i++)
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191 {
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192 if (rnd(100) < 40)
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193 {
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194 item = new_thing(FALSE, ANYTHING);
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195 attach(lvl_obj, item);
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196 cur = OBJPTR(item);
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197 cnt = 0;
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198 do {
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199 /* skip treasure rooms */
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200 rm = rnd_room();
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201 if (++cnt > 500)
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202 break;
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203 } while(rf_on(&rooms[rm],ISTREAS) && levtype!=MAZELEV);
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204
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205 tp = *rnd_pos(&rooms[rm]);
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206 mvaddch(tp.y, tp.x, cur->o_type);
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207 cur->o_pos = tp;
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208 }
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209 }
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210 /*
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211 * If he is really deep in the dungeon and he hasn't found the
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212 * amulet yet, put it somewhere on the ground
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213 */
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214 if (level >= AMLEVEL && !amulet && rnd(100) < 70)
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215 {
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216 item = new_thing(FALSE, AMULET, 0);
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217 attach(lvl_obj, item);
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218 cur = OBJPTR(item);
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219 rm = rnd_room();
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220 tp = *rnd_pos(&rooms[rm]);
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221 mvaddch(tp.y, tp.x, cur->o_type);
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222 cur->o_pos = tp;
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223 }
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224
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225 for (i = 0; i < MAXROOMS; i++) /* loop through all */
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226 {
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227 if (rf_on(&rooms[i],ISTREAS)) /* treasure rooms */
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228 {
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229 int numthgs, isfood;
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230
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231 numthgs = rnd(level / 3) + 6;
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232 while (numthgs-- >= 0)
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233 {
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234 isfood = TRUE;
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235 do {
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236 item = new_thing(TRUE, ANYTHING);
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237 cur = OBJPTR(item);
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238
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239 /* dont create food for */
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240 if (cur->o_type == FOOD)
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241 discard(item);
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242
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243 /* treasure rooms */
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244 else
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245 isfood = FALSE;
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246
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247 } while (isfood);
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248
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249 attach(lvl_obj, item);
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250 tp = *rnd_pos(&rooms[i]);
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251 mvaddch(tp.y, tp.x, cur->o_type);
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252 cur->o_pos = tp;
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253 }
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254 }
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255 }
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256 }