annotate rogue4/new_level.c @ 164:49af2fd0bb0c

Move some autotools files to where configure can find them. rogue5 uses config.guess and config.sub to find the canonical system names. The configure script expects them to be in the same directory as install-sh. So they have been relocated to the top level. This is a quick and dirty fix. The eventual plan is to relocate them to /dev/null. I also suspect they should be used to set HOST, not TARGET. Rogue is not a cross-compiler.
author John "Elwin" Edwards
date Tue, 16 Jun 2015 11:44:49 -0400
parents 9535a08ddc39
children 1b73a8641b37
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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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