annotate xrogue/n_level.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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1 /*
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2 n_level.c - Dig and draw a new level
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3
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4 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <curses.h>
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20 #include "rogue.h"
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21 #define TERRASAVE 3
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22
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23 void put_things(LEVTYPE ltype);
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24
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25 /*
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26 * new_level:
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27 * Dig and draw a new level
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28 * ltype: designates type of level to create
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29 */
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30
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31 void
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32 new_level(LEVTYPE ltype)
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33 {
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34 register int rm = 0, i, cnt;
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35 register unsigned char ch;
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36 register struct linked_list *item;
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37 register struct thing *tp;
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38 register struct object *obj;
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39 int waslit = 0; /* Was the previous outside level lit? */
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40 int starty = 0, startx = 0, deltay = 0, deltax = 0;
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41 bool fresh=TRUE, vert = 0, top;
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42 struct room *rp;
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43 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL;
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44 coord stairs = {0,0};
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45
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46 if (wizard) {
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47 msg("Turns: %ld", turns); /* Number of turns for last level */
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48 mpos = 0;
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49 }
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50
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51 /* Start player off right */
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52 turn_off(player, ISHELD);
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53 turn_off(player, ISFLEE);
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54 extinguish(suffocate);
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55 hold_count = 0;
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56 trap_tries = 0;
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57
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58 /* Are we just entering a dungeon? If so, how big is it? */
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59 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+20 + rnd(51);
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60
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61 if (level > max_level)
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62 max_level = level;
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63
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64 /* Are we starting a new outside level? */
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65 if (ltype == OUTSIDE) {
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66 register int i, j;
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67
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68 /* Save some information prior to clearing the screen */
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69 if (level == -1 || mvinch(hero.y, hero.x) == HORZWALL) vert = TRUE;
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70 else vert = FALSE;
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71
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72 if (level < 1) {
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73 fresh = TRUE;
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74 starty = 2;
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75 startx = 1;
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76 deltay = deltax = 1;
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77 level = max_level; /* Restore level to deepest attempt */
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78 prev_max = level; /* reset for boundary crossings below */
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79 }
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80 else if (level >= 1 && prev_max == 1000) {
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81 fresh = TRUE;
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82 starty = 2;
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83 startx = 1;
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84 deltay = deltax = 1;
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85 prev_max = level; /* reset for boundary crossings below */
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86 }
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87 else { /* Copy several lines of the terrain to the other end */
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88
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89 unsigned char cch; /* Copy character */
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90
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91 if (wizard) msg("Crossing sector boundary ");