annotate arogue5/new_level.c @ 221:71cb5b647f2b

Rogue V5: remove troublesome automatic platform detection. configure.ac used AC_CANONICAL_SYSTEM to guess the GNU system description triplets. The target description was substituted into the Makefile and formatted into the filename for the binary distribution tarball. But 'target' is only intended for cross-compilers. 'host_os' might have been a better choice. The tarball filename can still be changed manually, by running make with an argument of 'DESTSYS=systemname'. Cross-compiling may be more difficult now, but I am not certain that it worked properly previously, and due to pending autoconf changes, it was likely to break anyway. The top-level config.guess and config.sub are no longer needed, but they may reappear if better support for cross-compilation is added.
author John "Elwin" Edwards
date Fri, 12 Feb 2016 14:25:47 -0500
parents 0ed67132cf10
children 56e748983fa8
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1 /*
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2 * new_level: 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 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 new_level(ltype)
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20 LEVTYPE ltype; /* designates type of level to create */
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21 {
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22 register int rm = 0, i, cnt;
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23 register char ch;
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24 register struct linked_list *item;
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25 register struct thing *tp;
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26 register struct object *obj;
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27 int waslit = 0; /* Was the previous outside level lit? */
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28 int starty = 0, startx = 0, deltay = 0, deltax = 0;
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29 bool fresh=TRUE, vert = 0, top;
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30 struct room *rp;
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31 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL;
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32 coord stairs = { 0, 0 };
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33
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34 if (wizard) {
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35 msg("Turns: %d", turns); /* Number of turns for last level */
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36 mpos = 0;
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37 }
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38
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39 /* Start player off right */
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40 turn_off(player, ISHELD);
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41 turn_off(player, ISFLEE);
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42 extinguish(suffocate);
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43 hold_count = 0;
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44 trap_tries = 0;
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45
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46 /* Are we just entering a dungeon? If so, how big is it? */
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47 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+10 + rnd(11);
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48
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49 if (level > max_level)
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50 max_level = level;
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51
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52 /* Are we starting a new outside level? */
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53 if (ltype == OUTSIDE) {
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54 register int i, j;
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55
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56 /* Save some information prior to clearing the screen */
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57 if (level == -1 || mvinch(hero.y, hero.x) == '-') vert = TRUE;
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58 else vert = FALSE;
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59
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60 if (level == -1) {
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61 fresh = TRUE;
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62 starty = 2;
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63 startx = 1;
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64 deltay = deltax = 1;
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65 level = 0; /* Restore the level */
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66 }
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67 else { /* Copy several lines of the terrain to the other end */
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68 char cch; /* Copy character */
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69
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70 /* Was the area dark (not magically lit)? */
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71 if (!(rooms[0].r_flags & ISDARK)) waslit = 1;
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72
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73 fresh = FALSE;
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74 if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE;
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75 else top = FALSE;
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76 for (i=0; i<TERRASAVE; i++) {
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77 if (vert)
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78 for (j=1; j<COLS-1; j++) {
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79 if (top) {
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80 cch = CCHAR( mvinch(i+2, j) );
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81 mvaddch(LINES-6+i, j, cch);
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82 }
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83 else {
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84 cch = CCHAR( mvinch(LINES-4-i, j) );
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85 mvaddch(4-i, j, cch);
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86 }
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87 }
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88 else
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89 for (j=2; j<LINES-3; j++) {
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90 if (top) {
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91 cch = CCHAR( mvinch(j, i+1) );
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92 mvaddch(j, COLS-4+i, cch);
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93 }
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94 else {
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95 cch = CCHAR( mvinch(j, COLS-2-i) );
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96 mvaddch(j, 3-i, cch);
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97 }
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98 }
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99 }
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100
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101 if (vert) {
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102 startx = deltax = 1;
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