Mercurial > hg > early-roguelike
annotate srogue/new_leve.c @ 239:837044d2c362
Merge the GCC5 and build fix branches.
This fixes all warnings produced by GCC 5, except the ones related to
system functions. Those could be fixed by including the proper headers,
but it would be better to replace the system-dependent code with
functions from mdport.c.
author | John "Elwin" Edwards |
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date | Fri, 11 Mar 2016 19:47:52 -0500 |
parents | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
rev | line source |
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36
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1 /* |
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2 * Do anything associated with a new dungeon level |
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3 * |
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4 * @(#)new_level.c 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include "rogue.h" |
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18 #include "rogue.ext" |
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19 |
217
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20 void put_things(void); |
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21 |
36
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22 /* |
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23 * new_level: |
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24 * Dig and draw a new level |
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25 */ |
217
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26 void |
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27 new_level(int ltype) |
36
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28 { |
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29 register int i; |
36
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30 register char ch; |
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31 struct coord traploc; |
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32 struct room *rp; |
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33 |
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34 if (level > max_level) |
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35 max_level = level; |
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36 |
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37 wclear(cw); |
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38 wclear(mw); |
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39 clear(); |
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40 |
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41 isfight = FALSE; |
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42 levtype = ltype; |
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43 |
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44 free_list(mlist); /* free monster list */ |
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45 |
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46 if (levtype == POSTLEV) |
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47 do_post(); |
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48 else { |
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49 lev_mon(); /* fill in monster list */ |
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50 |
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51 if (levtype == MAZELEV) |
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52 do_maze(); |
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53 else { /* normal levels */ |
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54 do_rooms(); /* Draw rooms */ |
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55 do_passages(); /* Draw passages */ |
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56 } |
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57 no_food++; |
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58 put_things(); /* Place objects (if any) */ |
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59 } |
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60 /* |
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61 * Place the staircase down. |
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62 */ |
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63 stairs = *rnd_pos(&rooms[rnd_room()]); |
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64 mvaddch(stairs.y, stairs.x, STAIRS); |
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65 ntraps = 0; |
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66 |
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67 if (levtype == NORMLEV) |
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68 { |
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69 struct trap *trp, *maxtrp; |
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70 |
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71 /* Place the traps for normal levels only */ |
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72 |
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73 if (rnd(10) < level) |
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74 { |
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75 ntraps = rnd(level / 4) + 1; |
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76 |
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77 if (ntraps > MAXTRAPS) |
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78 ntraps = MAXTRAPS; |
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79 |
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80 maxtrp = &traps[ntraps]; |
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81 for (trp = &traps[0]; trp < maxtrp; trp++) |
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82 { |
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83 again: |
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84 switch(rnd(TYPETRAPS + 1)) |
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85 { |
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86 case 0: |
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87 if (rnd(100) > 25) |
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88 goto again; |
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89 else |
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90 ch = POST; |
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91 |
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92 when 1: ch = TRAPDOOR; |
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93 when 2: ch = BEARTRAP; |
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94 when 3: ch = SLEEPTRAP; |
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95 when 4: ch = ARROWTRAP; |
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96 when 5: ch = TELTRAP; |
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97 when 6: ch = DARTTRAP; |
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98 when 7: ch = MAZETRAP; |
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99 when 8: |
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100 case 9: |
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101 if (rnd(100) > 80) |
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102 goto again; |
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103 else |
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104 ch = POOL; |