Mercurial > hg > early-roguelike
annotate rogue5/new_level.c @ 168:82b2a046d151
arogue7: fix inventory display bug again.
Removing the call to msg() in restore() resulted in msgw remaining as
it was when the game was saved. This results in another display glitch
like that fixed by r163. Adding an empty message puts msgw into a
reliable state.
author | John "Elwin" Edwards |
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date | Tue, 30 Jun 2015 12:00:02 -0400 |
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rev | line source |
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33
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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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