Mercurial > hg > early-roguelike
annotate arogue7/new_level.c @ 281:4a3f4729257c
Merge the urogue and bugfix branches.
author | John "Elwin" Edwards |
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date | Fri, 15 Sep 2017 21:16:28 -0400 |
parents | f9ef86cf22b2 |
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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 |
125
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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 |
125
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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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90 } |