Mercurial > hg > early-roguelike
annotate xrogue/n_level.c @ 200:1cd604c827a3
Advanced Rogue 7: initialize multiple variables.
MSVC complained that they might be used uninitialized. In some cases,
this might have been possible.
XRogue already has initializations for all these variables.
author | John "Elwin" Edwards |
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date | Wed, 12 Aug 2015 15:42:02 -0400 |
parents | e6179860cb76 |
children | f54901b9c39b |
rev | line source |
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133
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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 /* |
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24 * new_level: |
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25 * Dig and draw a new level |
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26 */ |
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27 |
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28 new_level(ltype) |
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29 LEVTYPE ltype; /* designates type of level to create */ |
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30 { |
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31 register int rm = 0, i, cnt; |
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32 register unsigned char ch; |
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33 register struct linked_list *item; |
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34 register struct thing *tp; |
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35 register struct object *obj; |
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36 int waslit = 0; /* Was the previous outside level lit? */ |
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37 int starty = 0, startx = 0, deltay = 0, deltax = 0; |
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38 bool fresh=TRUE, vert = 0, top; |
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39 struct room *rp; |
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40 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL; |
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41 coord stairs = {0,0}; |
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42 |
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43 if (wizard) { |
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44 msg("Turns: %ld", turns); /* Number of turns for last level */ |
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45 mpos = 0; |
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46 } |
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47 |
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48 /* Start player off right */ |
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49 turn_off(player, ISHELD); |
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50 turn_off(player, ISFLEE); |
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51 extinguish(suffocate); |
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52 hold_count = 0; |
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53 trap_tries = 0; |
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54 |
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55 /* Are we just entering a dungeon? If so, how big is it? */ |
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56 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+20 + rnd(51); |
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57 |
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58 if (level > max_level) |
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59 max_level = level; |
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60 |
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61 /* Are we starting a new outside level? */ |
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62 if (ltype == OUTSIDE) { |
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63 register int i, j; |
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64 |
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65 /* Save some information prior to clearing the screen */ |
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66 if (level == -1 || mvinch(hero.y, hero.x) == HORZWALL) vert = TRUE; |
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67 else vert = FALSE; |
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68 |
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69 if (level < 1) { |
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70 fresh = TRUE; |
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71 starty = 2; |
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72 startx = 1; |
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73 deltay = deltax = 1; |
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74 level = max_level; /* Restore level to deepest attempt */ |
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75 prev_max = level; /* reset for boundary crossings below */ |
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76 } |
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77 else if (level >= 1 && prev_max == 1000) { |
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78 fresh = TRUE; |
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79 starty = 2; |
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80 startx = 1; |
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81 deltay = deltax = 1; |
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82 prev_max = level; /* reset for boundary crossings below */ |
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83 } |
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84 else { /* Copy several lines of the terrain to the other end */ |
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85 |
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86 unsigned char cch; /* Copy character */ |
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87 |
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88 if (wizard) msg("Crossing sector boundary "); |
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89 |
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90 /* Was the area dark (not magically lit)? */ |
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91 if (!(rooms[0].r_flags & ISDARK)) waslit = 1; |
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92 |