annotate arogue5/new_level.c @ 215:1b73a8641b37

rogue4: fix most GCC5 warnings. Converting all function definitions to ANSI style accounts for most of the change. This has exposed other problems, such as daemons not actually being their stated type, that will require more careful solutions.
author John "Elwin" Edwards
date Wed, 27 Jan 2016 19:41:05 -0500
parents 0ed67132cf10
children 56e748983fa8
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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0ed67132cf10 Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
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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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