annotate rogue4/new_level.c @ 211:382ff498acdd

Initialize some more pointers for the benefit of MSVC. There should be no more errors with Visual Studio 2015, in Debug or Release mode.
author John "Elwin" Edwards
date Thu, 21 Jan 2016 21:10:23 -0500
parents 9535a08ddc39
children 1b73a8641b37
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12
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1 /*
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2 * new_level:
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3 * Dig and draw a new level
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4 *
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5 * @(#)new_level.c 4.19 (Berkeley) 1/12/82
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6 *
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7 * Rogue: Exploring the Dungeons of Doom
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8 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
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9 * All rights reserved.
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10 *
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11 * See the file LICENSE.TXT for full copyright and licensing information.
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12 */
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13
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14 #include <time.h>
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15 #include <curses.h>
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16 #include <string.h>
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17 #include "rogue.h"
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18
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19 #define TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */
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20 #define MAXTREAS 10 /* maximum number of treasures in a treasure room */
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21 #define MINTREAS 2 /* minimum number of treasures in a treasure room */
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22
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23 new_level()
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24 {
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25 register int rm, i;
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26 register THING *tp;
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27 register char *sp;
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28 register THING **mp;
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29 register int index;
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30 coord stairs;
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31
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32 player.t_flags &= ~ISHELD; /* unhold when you go down just in case */
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33 if (level > max_level)
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34 max_level = level;
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35 /*
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36 * Clean things off from last level
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37 */
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38 clear();
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39 for (sp = _level; sp < &_level[MAXCOLS*MAXLINES]; )
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40 *sp++ = ' ';
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41 for (sp = _flags; sp < &_flags[MAXCOLS*MAXLINES]; )
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42 *sp++ = F_REAL;
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43 for (mp = _monst; mp < &_monst[MAXCOLS*MAXLINES]; )
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44 *mp++ = NULL;
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45 clear();
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46 /*
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47 * Free up the monsters on the last level
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48 */
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49 for (tp = mlist; tp != NULL; tp = next(tp))
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50 free_list(tp->t_pack);
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51 free_list(mlist);
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52 /*
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53 * Throw away stuff left on the previous level (if anything)
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54 */
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55 free_list(lvl_obj);
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56 do_rooms(); /* Draw rooms */
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57 do_passages(); /* Draw passages */
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58 no_food++;
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59 put_things(); /* Place objects (if any) */
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60 /*
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61 * Place the staircase down.
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62 */
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63 i = 0;
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64 do {
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65 rm = rnd_room();
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66 rnd_pos(&rooms[rm], &stairs);
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67 index = INDEX(stairs.y, stairs.x);
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68 if (i++ > 100)
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69 {
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70 i = 0;
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71 srand(getpid() + (int) time((time_t *) NULL));
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72 }
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73 } until (_level[index] == FLOOR);
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74 _level[index] = STAIRS;
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75 /*
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76 * Place the traps
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77 */
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78 if (rnd(10) < level)
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79 {
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80 ntraps = rnd(level / 4) + 1;
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81 if (ntraps > MAXTRAPS)
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82 ntraps = MAXTRAPS;
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83 i = ntraps;
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84 while (i--)
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85 {
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86 do
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87 {
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88 rm = rnd_room();
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89 rnd_pos(&rooms[rm], &stairs);
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90 index = INDEX(stairs.y, stairs.x);
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91 } until (_level[index] == FLOOR && (_flags[index] & F_REAL));
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92 sp = &_flags[index];
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93 *sp &= ~(F_REAL | F_TMASK);
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94 *sp |= rnd(NTRAPS);
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95 }
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96 }
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97 do
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98 {
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99 rm = rnd_room();
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100 rnd_pos(&rooms[rm], &hero);
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101 index = INDEX(hero.y, hero.x);
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102 } until (_level[index] == FLOOR && (_flags[index] & F_REAL)
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103 && _monst[index] == NULL);
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104 enter_room(&hero);