annotate srogue/new_leve.c @ 305:3900f3cfe07d

Rogue V4: fix arithmetic operations on boolean variables. Monsters created by scrolls should now have their placement randomized correctly again.
author John "Elwin" Edwards
date Thu, 15 Apr 2021 20:55:34 -0400
parents e52a8a7ad4c5
children
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1 /*
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2 * Do anything associated with a new dungeon level
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3 *
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4 * @(#)new_level.c 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * Based on "Rogue: Exploring the Dungeons of Doom"
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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12 * All rights reserved.
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13 *
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14 * See the file LICENSE.TXT for full copyright and licensing information.
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15 */
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16
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17 #include "rogue.h"
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18 #include "rogue.ext"
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19
217
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20 void put_things(void);
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21
36
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22 /*
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23 * new_level:
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24 * Dig and draw a new level
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25 */
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26 void
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27 new_level(int ltype)
36
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28 {
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29 register char ch;
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30 struct coord traploc;
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31 struct room *rp;
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32
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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 wclear(cw);
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37 wclear(mw);
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38 clear();
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39
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40 isfight = FALSE;
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41 levtype = ltype;
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42
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43 free_list(mlist); /* free monster list */
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44
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45 if (levtype == POSTLEV)
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46 do_post();
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47 else {
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48 lev_mon(); /* fill in monster list */
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49
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50 if (levtype == MAZELEV)
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51 do_maze();
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52 else { /* normal levels */
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53 do_rooms(); /* Draw rooms */
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54 do_passages(); /* Draw passages */
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55 }
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56 no_food++;
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57 put_things(); /* Place objects (if any) */
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58 }
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59 /*
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60 * Place the staircase down.
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61 */
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62 stairs = *rnd_pos(&rooms[rnd_room()]);
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63 mvaddch(stairs.y, stairs.x, STAIRS);
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64 ntraps = 0;
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65
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66 if (levtype == NORMLEV)
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67 {
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68 struct trap *trp, *maxtrp;
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69
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70 /* Place the traps for normal levels only */
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71
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72 if (rnd(10) < level)
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73 {
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74 ntraps = rnd(level / 4) + 1;
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75
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76 if (ntraps > MAXTRAPS)
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77 ntraps = MAXTRAPS;
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78
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79 maxtrp = &traps[ntraps];
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80 for (trp = &traps[0]; trp < maxtrp; trp++)
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81 {
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82 again:
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83 switch(rnd(TYPETRAPS + 1))
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84 {
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85 case 0:
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86 if (rnd(100) > 25)
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87 goto again;
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88 else
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89 ch = POST;
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90
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91 when 1: ch = TRAPDOOR;
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92 when 2: ch = BEARTRAP;
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93 when 3: ch = SLEEPTRAP;
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94 when 4: ch = ARROWTRAP;
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95 when 5: ch = TELTRAP;
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96 when 6: ch = DARTTRAP;
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97 when 7: ch = MAZETRAP;
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98 when 8:
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99 case 9:
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100 if (rnd(100) > 80)
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101 goto again;
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102 else
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103 ch = POOL;
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104 }
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105 trp->tr_flags = 0;