annotate urogue/newlvl.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 c495a4f288c6
children e52a8a7ad4c5
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1 /*
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2 newlvl.c - Dig and draw a new level
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3
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4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
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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
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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 /*
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20 Notes
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21
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22 Add treasure room code from Rogue 5.2,
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23 put in #ifdef 0/#endif bracket at end of code
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24 */
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25
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26 #include "rogue.h"
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27
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28 /*
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29 new_level()
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30 Dig and draw a new level
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31 */
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32
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33 void
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34 new_level(LEVTYPE ltype, int special)
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35 {
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36 int rm, i, cnt;
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37 struct linked_list *item, *nitem;
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38 struct thing *tp;
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39 struct linked_list *fpack = NULL;
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40 int going_down = TRUE;
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41 coord stairs;
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42
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43 /* Start player off right */
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44
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45 turn_off(player, ISHELD);
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46 turn_off(player, ISFLEE);
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47 extinguish_fuse(FUSE_SUFFOCATE);
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48 hold_count = 0;
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49 trap_tries = 0;
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50 no_food++;
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51
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52 if (level >= max_level)
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53 max_level = level;
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54 else
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55 going_down = FALSE;
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56
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57 /* Free up the monsters on the last level */
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58
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59 if (fam_ptr != NULL) /* save what familiar is carrying */
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60 {
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61 fpack = (THINGPTR(fam_ptr))->t_pack;
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62 (THINGPTR(fam_ptr))->t_pack = NULL;
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63 fam_ptr = NULL; /* just in case */
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64 }
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65
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66 for (i = 1; i <= mons_summoned; i++)
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67 extinguish_fuse(FUSE_UNSUMMON);
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68
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69 mons_summoned = 0;
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70
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71 for (item = mlist; item != NULL; item = nitem)
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72 {
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73 tp = THINGPTR(item);
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74 nitem = next(item);
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75
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76 if (on(*tp, ISUNIQUE)) /* Put alive UNIQUE on next level */
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77 monsters[tp->t_index].m_normal = TRUE;
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78
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79 killed(NULL, item, NOMESSAGE, NOPOINTS);
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80 }
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81
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82 free_list(lvl_obj); /* Free up previous objects (if any) */
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83
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84 wclear(cw);
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85 wclear(mw);
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86 clear();
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87 refresh();
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88 levtype = ltype;
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89
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90 switch (ltype)
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91 {
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92 case THRONE:
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93 do_throne(special); /* do monster throne stuff */
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94