annotate arogue7/new_level.c @ 295:1e1c81fbb533

Rogue V5: fix elemental wands. Bolts often failed to hit, due to some struct members not being initialized. Reported by 'LazyCat' from RogueTemple.
author John "Elwin" Edwards
date Fri, 12 Jan 2018 18:02:39 -0500
parents f9ef86cf22b2
children
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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 void put_things(LEVTYPE ltype);
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20
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21 /*
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22 * new_level:
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23 * Dig and draw a new level
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24 * ltype: designates type of level to create
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25 */
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26
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27 void
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28 new_level(LEVTYPE ltype)
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29 {
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30 register int rm, i, cnt;
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31 register char ch;
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32 register struct linked_list *item;
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33 register struct thing *tp;
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34 register struct object *obj;
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35 int waslit = 0; /* Was the previous outside level lit? */
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36 int starty, startx, deltay, deltax;
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37 bool fresh=TRUE, vert, top;
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38 struct room *rp;
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39 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL;
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40 coord stairs;
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41
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42 if (wizard) {
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43 msg("Turns: %d", turns); /* Number of turns for last level */
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44 mpos = 0;
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45 }
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46
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47 /* Start player off right */
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48 turn_off(player, ISHELD);
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49 turn_off(player, ISFLEE);
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50 extinguish(suffocate);
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51 hold_count = 0;
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52 trap_tries = 0;
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53
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54 /* Are we just entering a dungeon? If so, how big is it? */
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55 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+10 + rnd(11);
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56
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57 if (level > max_level)
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58 max_level = level;
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59
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60 /* Are we starting a new outside level? */
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61 if (ltype == OUTSIDE) {
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62 register int i, j;
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63
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64 /* Save some information prior to clearing the screen */
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65 if (level == -1 || mvinch(hero.y, hero.x) == '-') vert = TRUE;
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66 else vert = FALSE;
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67
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68 if (level == -1) {
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69 fresh = TRUE;
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70 starty = 2;
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71 startx = 1;
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72 deltay = deltax = 1;
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73 level = 0; /* Restore the level */
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74 }
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75 else { /* Copy several lines of the terrain to the other end */
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76 char cch; /* Copy character */
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77
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78 /* Was the area dark (not magically lit)? */
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79 if (!(rooms[0].r_flags & ISDARK)) waslit = 1;
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80
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81 fresh = FALSE;
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82 if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE;
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83 else top = FALSE;
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84 for (i=0; i<TERRASAVE; i++) {
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85 if (vert)
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86 for (j=1; j<cols-1; j++) {
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87 if (top) {
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88 cch = CCHAR( mvinch(i+2, j) );
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89 mvaddch(lines-6+i, j, cch);
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