Mercurial > hg > early-roguelike
annotate rogue4/new_level.c @ 201:6fb21004a981
Fix some preprocessor directives.
Include process.h in the right place, and use the correct definition of
PATH_MAX, when compiling on Windows.
author | John "Elwin" Edwards |
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date | Wed, 12 Aug 2015 16:56:19 -0400 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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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); |
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105 move(hero.y, hero.x); |
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106 addch(PLAYER); |
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107 if (on(player, SEEMONST)) |
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108 turn_see(FALSE); |
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109 } |
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110 |
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111 /* |
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112 * rnd_room: |
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113 * Pick a room that is really there |
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114 */ |
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115 rnd_room() |
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116 { |
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117 register int rm; |
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118 |
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119 do |
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120 { |
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121 rm = rnd(MAXROOMS); |
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122 } while (rooms[rm].r_flags & ISGONE); |
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123 return rm; |
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124 } |
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125 |
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126 /* |
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127 * put_things: |
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128 * Put potions and scrolls on this level |
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129 */ |
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130 put_things() |
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131 { |
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132 register int i; |
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133 register THING *cur; |
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134 register int rm; |
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135 coord tp; |
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136 |
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137 /* |
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138 * Once you have found the amulet, the only way to get new stuff is |
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139 * go down into the dungeon. |
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140 */ |
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141 if (amulet && level < max_level) |
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142 return; |
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143 /* |
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144 * check for treasure rooms, and if so, put it in. |
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145 */ |
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146 if (rnd(TREAS_ROOM) == 0) |
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147 treas_room(); |
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148 /* |
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149 * Do MAXOBJ attempts to put things on a level |
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150 */ |
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151 for (i = 0; i < MAXOBJ; i++) |
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152 if (rnd(100) < 35) |
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153 { |
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154 /* |
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155 * Pick a new object and link it in the list |
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156 */ |
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157 cur = new_thing(); |
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158 attach(lvl_obj, cur); |
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159 /* |
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160 * Put it somewhere |
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161 */ |
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162 do { |
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163 rm = rnd_room(); |
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164 rnd_pos(&rooms[rm], &tp); |
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165 } until (chat(tp.y, tp.x) == FLOOR); |
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166 chat(tp.y, tp.x) = cur->o_type; |
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167 cur->o_pos = tp; |
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168 } |
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169 /* |
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170 * If he is really deep in the dungeon and he hasn't found the |
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171 * amulet yet, put it somewhere on the ground |
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172 */ |
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173 if (level >= AMULETLEVEL && !amulet) |
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174 { |
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175 cur = new_item(); |
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176 attach(lvl_obj, cur); |
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177 cur->o_hplus = cur->o_dplus = 0; |
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178 strcpy(cur->o_damage,"0d0"); |
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179 strcpy(cur->o_hurldmg,"0d0"); |
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180 cur->o_ac = 11; |
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181 cur->o_type = AMULET; |
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182 /* |
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183 * Put it somewhere |
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184 */ |
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185 do { |
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186 rm = rnd_room(); |
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187 rnd_pos(&rooms[rm], &tp); |
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188 } until (winat(tp.y, tp.x) == FLOOR); |
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189 chat(tp.y, tp.x) = AMULET; |
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190 cur->o_pos = tp; |
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191 } |
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192 } |
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193 |
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194 /* |
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195 * treas_room: |
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196 * Add a treasure room |
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197 */ |
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198 #define MAXTRIES 10 /* max number of tries to put down a monster */ |
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199 |
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200 treas_room() |
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201 { |
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202 register int nm, index; |
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203 register THING *tp; |
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204 register struct room *rp; |
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205 register int spots, num_monst; |
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206 coord mp; |
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207 |
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208 rp = &rooms[rnd_room()]; |
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209 spots = (rp->r_max.y - 2) * (rp->r_max.x - 2) - MINTREAS; |
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210 if (spots > (MAXTREAS - MINTREAS)) |
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211 spots = (MAXTREAS - MINTREAS); |
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212 num_monst = nm = rnd(spots) + MINTREAS; |
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213 while (nm--) |
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214 { |
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215 do |
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216 { |
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217 rnd_pos(rp, &mp); |
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218 index = INDEX(mp.y, mp.x); |
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219 } until (_level[index] == FLOOR); |
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220 tp = new_thing(); |
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221 tp->o_pos = mp; |
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222 attach(lvl_obj, tp); |
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223 _level[index] = tp->o_type; |
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224 } |
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225 |
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226 /* |
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227 * fill up room with monsters from the next level down |
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228 */ |
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229 |
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230 if ((nm = rnd(spots) + MINTREAS) < num_monst + 2) |
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231 nm = num_monst + 2; |
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232 spots = (rp->r_max.y - 2) * (rp->r_max.x - 2); |
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233 if (nm > spots) |
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234 nm = spots; |
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235 level++; |
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236 while (nm--) |
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237 { |
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238 spots = 0; |
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239 do |
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240 { |
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241 rnd_pos(rp, &mp); |
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242 index = INDEX(mp.y, mp.x); |
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243 spots++; |
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244 } until (_monst[index] == NULL || spots > MAXTRIES); |
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245 if (_monst[index] == NULL) |
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246 { |
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247 tp = new_item(); |
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248 new_monster(tp, randmonster(FALSE), &mp); |
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249 tp->t_flags |= ISMEAN; /* no sloughers in THIS room */ |
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250 give_pack(tp); |
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251 } |
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252 } |
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253 level--; |
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254 } |