Mercurial > hg > early-roguelike
annotate rogue3/newlevel.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 |
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date | Fri, 12 Feb 2016 14:25:47 -0500 |
parents | 527e2150eaf0 |
children |
rev | line source |
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0
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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 3.7 (Berkeley) 6/2/81 |
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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 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 "rogue.h" |
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16 |
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17 #include <string.h> |
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18 |
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19 void |
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20 new_level() |
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21 { |
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22 int rm, i; |
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23 int ch = 0; |
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24 coord stairs; |
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25 |
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26 if (level > max_level) |
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27 max_level = level; |
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28 wclear(cw); |
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29 wclear(mw); |
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30 clear(); |
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31 status(); |
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32 /* |
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33 * Free up the monsters on the last level |
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34 */ |
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35 free_list(mlist); |
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36 do_rooms(); /* Draw rooms */ |
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37 do_passages(); /* Draw passages */ |
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38 no_food++; |
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39 put_things(); /* Place objects (if any) */ |
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40 /* |
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41 * Place the staircase down. |
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42 */ |
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43 do { |
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44 rm = rnd_room(); |
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45 rnd_pos(&rooms[rm], &stairs); |
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46 } until (winat(stairs.y, stairs.x) == FLOOR); |
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47 addch(STAIRS); |
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48 /* |
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49 * Place the traps |
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50 */ |
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51 if (rnd(10) < level) |
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52 { |
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53 ntraps = rnd(level/4)+1; |
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54 if (ntraps > MAXTRAPS) |
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55 ntraps = MAXTRAPS; |
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56 i = ntraps; |
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57 while (i--) |
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58 { |
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59 do |
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60 { |
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61 rm = rnd_room(); |
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62 rnd_pos(&rooms[rm], &stairs); |
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63 } until (winat(stairs.y, stairs.x) == FLOOR); |
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64 switch(rnd(6)) |
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65 { |
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66 case 0: ch = TRAPDOOR; |
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67 when 1: ch = BEARTRAP; |
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68 when 2: ch = SLEEPTRAP; |
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69 when 3: ch = ARROWTRAP; |
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70 when 4: ch = TELTRAP; |
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71 when 5: ch = DARTTRAP; |
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72 } |
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73 addch(TRAP); |
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74 traps[i].tr_type = ch; |
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75 traps[i].tr_flags = 0; |
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76 traps[i].tr_pos = stairs; |
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77 } |
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78 } |
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79 do |
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80 { |
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81 rm = rnd_room(); |
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82 rnd_pos(&rooms[rm], &hero); |
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83 } |
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84 until(winat(hero.y, hero.x) == FLOOR); |
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85 light(&hero); |
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86 wmove(cw, hero.y, hero.x); |
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87 waddch(cw, PLAYER); |
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88 } |
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89 |
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90 /* |
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91 * Pick a room that is really there |
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92 */ |
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93 |
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94 int |
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95 rnd_room() |
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96 { |
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97 int rm; |
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98 |
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99 do |
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100 { |
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101 rm = rnd(MAXROOMS); |
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102 } while (rooms[rm].r_flags & ISGONE); |
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103 return rm; |
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104 } |
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105 |
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106 /* |
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107 * put_things: |
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108 * put potions and scrolls on this level |
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109 */ |
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110 |
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111 void |
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112 put_things() |
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113 { |
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114 int i; |
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115 struct linked_list *item; |
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116 struct object *cur; |
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117 int rm; |
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118 coord tp; |
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119 |
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120 /* |
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121 * Throw away stuff left on the previous level (if anything) |
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122 */ |
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123 free_list(lvl_obj); |
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124 /* |
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125 * Once you have found the amulet, the only way to get new stuff is |
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126 * go down into the dungeon. |
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127 */ |
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128 if (amulet && level < max_level) |
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129 return; |
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130 /* |
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131 * Do MAXOBJ attempts to put things on a level |
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132 */ |
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133 for (i = 0; i < MAXOBJ; i++) |
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134 if (rnd(100) < 35) |
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135 { |
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136 /* |
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137 * Pick a new object and link it in the list |
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138 */ |
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139 item = new_thing(); |
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140 attach(lvl_obj, item); |
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141 cur = (struct object *) ldata(item); |
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142 /* |
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143 * Put it somewhere |
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144 */ |
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145 do { |
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146 rm = rnd_room(); |
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147 rnd_pos(&rooms[rm], &tp); |
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148 } until (winat(tp.y, tp.x) == FLOOR); |
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149 mvaddch(tp.y, tp.x, cur->o_type); |
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150 cur->o_pos = tp; |
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151 } |
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152 /* |
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153 * If he is really deep in the dungeon and he hasn't found the |
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154 * amulet yet, put it somewhere on the ground |
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155 */ |
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156 if (level > 25 && !amulet) |
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157 { |
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158 item = new_item(sizeof *cur); |
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159 attach(lvl_obj, item); |
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160 cur = (struct object *) ldata(item); |
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161 cur->o_hplus = cur->o_dplus = 0; |
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162 strcpy(cur->o_damage, "0d0"); |
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163 strcpy(cur->o_hurldmg, "0d0"); |
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164 cur->o_ac = 11; |
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165 cur->o_type = AMULET; |
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166 /* |
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167 * Put it somewhere |
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168 */ |
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169 do { |
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170 rm = rnd_room(); |
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171 rnd_pos(&rooms[rm], &tp); |
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172 } until (winat(tp.y, tp.x) == FLOOR); |
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173 mvaddch(tp.y, tp.x, cur->o_type); |
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174 cur->o_pos = tp; |
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175 } |
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176 } |