Mercurial > hg > early-roguelike
annotate xrogue/n_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 |
parents | e6179860cb76 |
children | f54901b9c39b |
rev | line source |
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133
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1 /* |
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2 n_level.c - Dig and draw a new level |
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3 |
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4 XRogue: Expeditions into the Dungeons of Doom |
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5 Copyright (C) 1991 Robert Pietkivitch |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include <curses.h> |
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20 #include "rogue.h" |
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21 #define TERRASAVE 3 |
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22 |
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23 /* |
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24 * new_level: |
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25 * Dig and draw a new level |
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26 */ |
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27 |
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28 new_level(ltype) |
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29 LEVTYPE ltype; /* designates type of level to create */ |
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30 { |
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31 register int rm = 0, i, cnt; |
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32 register unsigned char ch; |
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33 register struct linked_list *item; |
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34 register struct thing *tp; |
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35 register struct object *obj; |
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36 int waslit = 0; /* Was the previous outside level lit? */ |
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37 int starty = 0, startx = 0, deltay = 0, deltax = 0; |
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38 bool fresh=TRUE, vert = 0, top; |
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39 struct room *rp; |
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40 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL; |
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41 coord stairs = {0,0}; |
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42 |
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43 if (wizard) { |
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44 msg("Turns: %ld", turns); /* Number of turns for last level */ |
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45 mpos = 0; |
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46 } |
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47 |
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48 /* Start player off right */ |
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49 turn_off(player, ISHELD); |
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50 turn_off(player, ISFLEE); |
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51 extinguish(suffocate); |
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52 hold_count = 0; |
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53 trap_tries = 0; |
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54 |
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55 /* Are we just entering a dungeon? If so, how big is it? */ |
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56 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+20 + rnd(51); |
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57 |
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58 if (level > max_level) |
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59 max_level = level; |
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60 |
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61 /* Are we starting a new outside level? */ |
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62 if (ltype == OUTSIDE) { |
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63 register int i, j; |
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64 |
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65 /* Save some information prior to clearing the screen */ |
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66 if (level == -1 || mvinch(hero.y, hero.x) == HORZWALL) vert = TRUE; |
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67 else vert = FALSE; |
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68 |
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69 if (level < 1) { |
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70 fresh = TRUE; |
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71 starty = 2; |
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72 startx = 1; |
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73 deltay = deltax = 1; |
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74 level = max_level; /* Restore level to deepest attempt */ |
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75 prev_max = level; /* reset for boundary crossings below */ |
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76 } |
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77 else if (level >= 1 && prev_max == 1000) { |
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78 fresh = TRUE; |
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79 starty = 2; |
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80 startx = 1; |
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81 deltay = deltax = 1; |
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82 prev_max = level; /* reset for boundary crossings below */ |
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83 } |
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84 else { /* Copy several lines of the terrain to the other end */ |
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85 |
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86 unsigned char cch; /* Copy character */ |
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87 |
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88 if (wizard) msg("Crossing sector boundary "); |
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89 |
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90 /* Was the area dark (not magically lit)? */ |
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91 if (!(rooms[0].r_flags & ISDARK)) waslit = 1; |
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92 |