annotate rogue5/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
date Wed, 12 Aug 2015 16:56:19 -0400
parents f502bf60e6e4
children
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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33
f502bf60e6e4 Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
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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 4.38 (Berkeley) 02/05/99
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6 *
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7 * Rogue: Exploring the Dungeons of Doom
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8 * Copyright (C) 1980-1983, 1985, 1999 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 <curses.h>
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15 #include <string.h>
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16 #include "rogue.h"
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17
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18 #define TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */
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19 #define MAXTREAS 10 /* maximum number of treasures in a treasure room */
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20 #define MINTREAS 2 /* minimum number of treasures in a treasure room */
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21
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22 void
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23 new_level(void)
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24 {
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25 THING *tp;
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26 PLACE *pp;
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27 int *sp;
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28 int i;
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29
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30 player.t_flags &= ~ISHELD; /* unhold when you go down just in case */
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31 if (level > max_level)
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32 max_level = level;
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33 /*
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34 * Clean things off from last level
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35 */
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36 for (pp = places; pp < &places[MAXCOLS*MAXLINES]; pp++)
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37 {
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38 pp->p_ch = ' ';
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39 pp->p_flags = F_REAL;
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40 pp->p_monst = NULL;
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41 }
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42 clear();
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43 /*
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44 * Free up the monsters on the last level
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45 */
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46 for (tp = mlist; tp != NULL; tp = next(tp))
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47 free_list(tp->t_pack);
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48 free_list(mlist);
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49 /*
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50 * Throw away stuff left on the previous level (if anything)
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51 */
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52 free_list(lvl_obj);
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53 do_rooms(); /* Draw rooms */
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54 do_passages(); /* Draw passages */
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55 no_food++;
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56 put_things(); /* Place objects (if any) */
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57 /*
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58 * Place the traps
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59 */
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60 if (rnd(10) < level)
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61 {
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62 ntraps = rnd(level / 4) + 1;
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63 if (ntraps > MAXTRAPS)
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64 ntraps = MAXTRAPS;
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65 i = ntraps;
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66 while (i--)
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67 {
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68 /*
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69 * not only wouldn't it be NICE to have traps in mazes
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70 * (not that we care about being nice), since the trap
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71 * number is stored where the passage number is, we
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72 * can't actually do it.
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73 */
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74 do
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75 {
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76 find_floor(NULL, &stairs, FALSE, FALSE);
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77 } while ( (chat(stairs.y, stairs.x) != FLOOR) &&
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78 (flat(stairs.y, stairs.x) & F_REAL) );
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79 sp = &flat(stairs.y, stairs.x);
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80 *sp &= ~(F_REAL | F_TMASK);
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81 *sp |= rnd(NTRAPS);
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82 }
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83 }
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84 /*
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85 * Place the staircase down.
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86 */
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87 find_floor(NULL, &stairs, FALSE, FALSE);
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88 chat(stairs.y, stairs.x) = STAIRS;
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89 seenstairs = FALSE;
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90
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91 for (tp = mlist; tp != NULL; tp = next(tp))
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92 tp->t_room = roomin(&tp->t_pos);
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93
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94 find_floor(NULL, &hero, FALSE, TRUE);
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95 enter_room(&hero);
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96 mvaddch(hero.y, hero.x, PLAYER);
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97 if (on(player, SEEMONST))
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98 turn_see(FALSE);
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99 if (on(player, ISHALU))
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100 visuals();
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101 }
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102
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103 /*
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104 * rnd_room:
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105 * Pick a room that is really there
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106 */
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107 int
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108 rnd_room(void)
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109 {
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110 int rm;
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111
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112 do
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113 {
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114 rm = rnd(MAXROOMS);
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115 } while (rooms[rm].r_flags & ISGONE);
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116 return rm;
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117 }
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118
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119 /*
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120 * put_things:
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121 * Put potions and scrolls on this level
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122 */
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123
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124 void
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125 put_things(void)
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126 {
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127 int i;
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128 THING *obj;
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129
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130 /*
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131 * Once you have found the amulet, the only way to get new stuff is
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132 * go down into the dungeon.
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133 */
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134 if (amulet && level < max_level)
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135 return;
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136 /*
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137 * check for treasure rooms, and if so, put it in.
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138 */
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139 if (rnd(TREAS_ROOM) == 0)
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140 treas_room();
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141 /*
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142 * Do MAXOBJ attempts to put things on a level
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143 */
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144 for (i = 0; i < MAXOBJ; i++)
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145 if (rnd(100) < 36)
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146 {
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147 /*
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148 * Pick a new object and link it in the list
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149 */
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150 obj = new_thing();
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151 attach(lvl_obj, obj);
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152 /*
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153 * Put it somewhere
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154 */
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155 find_floor(NULL, &obj->o_pos, FALSE, FALSE);
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156 chat(obj->o_pos.y, obj->o_pos.x) = obj->o_type;
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157 }
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158 /*
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159 * If he is really deep in the dungeon and he hasn't found the
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160 * amulet yet, put it somewhere on the ground
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161 */
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162 if (level >= AMULETLEVEL && !amulet)
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163 {
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164 obj = new_item();
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165 attach(lvl_obj, obj);
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166 obj->o_hplus = 0;
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167 obj->o_dplus = 0;
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168 strncpy(obj->o_damage,"0x0",sizeof(obj->o_damage));
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169 strncpy(obj->o_hurldmg,"0x0",sizeof(obj->o_hurldmg));
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170 obj->o_arm = 11;
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171 obj->o_type = AMULET;
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172 /*
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173 * Put it somewhere
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174 */
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175 find_floor(NULL, &obj->o_pos, FALSE, FALSE);
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176 chat(obj->o_pos.y, obj->o_pos.x) = AMULET;
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177 }
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178 }
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179
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180 /*
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181 * treas_room:
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182 * Add a treasure room
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183 */
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184 #define MAXTRIES 10 /* max number of tries to put down a monster */
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185
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186
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187 void
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188 treas_room(void)
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189 {
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190 int nm;
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191 THING *tp;
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192 struct room *rp;
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193 int spots, num_monst;
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194 coord mp;
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195
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196 rp = &rooms[rnd_room()];
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197 spots = (rp->r_max.y - 2) * (rp->r_max.x - 2) - MINTREAS;
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198 if (spots > (MAXTREAS - MINTREAS))
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199 spots = (MAXTREAS - MINTREAS);
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200 num_monst = nm = rnd(spots) + MINTREAS;
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201 while (nm--)
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202 {
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203 find_floor(rp, &mp, 2 * MAXTRIES, FALSE);
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204 tp = new_thing();
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205 tp->o_pos = mp;
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206 attach(lvl_obj, tp);
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207 chat(mp.y, mp.x) = tp->o_type;
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208 }
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209
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210 /*
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211 * fill up room with monsters from the next level down
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212 */
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213
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214 if ((nm = rnd(spots) + MINTREAS) < num_monst + 2)
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215 nm = num_monst + 2;
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216 spots = (rp->r_max.y - 2) * (rp->r_max.x - 2);
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217 if (nm > spots)
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218 nm = spots;
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219 level++;
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220 while (nm--)
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221 {
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222 spots = 0;
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223 if (find_floor(rp, &mp, MAXTRIES, TRUE))
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224 {
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225 tp = new_item();
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226 new_monster(tp, randmonster(FALSE), &mp);
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227 tp->t_flags |= ISMEAN; /* no sloughers in THIS room */
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228 give_pack(tp);
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229 }
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230 }
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231 level--;
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232 }