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 |
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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 |