annotate arogue5/new_level.c @ 93:8f7c082fde46

Don't set DESTDIR via configure. DESTDIR ought to be set via option passed to 'make install'.
author John "Elwin" Edwards
date Mon, 26 Aug 2013 19:58:44 -0700
parents 0ed67132cf10
children 56e748983fa8
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0ed67132cf10 Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
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1 /*
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2 * new_level: Dig and draw a new level
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include "curses.h"
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16 #include "rogue.h"
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17 #define TERRASAVE 3
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18
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19 new_level(ltype)
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20 LEVTYPE ltype; /* designates type of level to create */
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21 {
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22 register int rm = 0, i, cnt;
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23 register char ch;
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24 register struct linked_list *item;
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25 register struct thing *tp;
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26 register struct object *obj;
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27 int waslit = 0; /* Was the previous outside level lit? */
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28 int starty = 0, startx = 0, deltay = 0, deltax = 0;
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29 bool fresh=TRUE, vert = 0, top;
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30 struct room *rp;
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31 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL;
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32 coord stairs = { 0, 0 };
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33
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34 if (wizard) {
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35 msg("Turns: %d", turns); /* Number of turns for last level */
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36 mpos = 0;
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37 }
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38
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39 /* Start player off right */
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40 turn_off(player, ISHELD);
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41 turn_off(player, ISFLEE);
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42 extinguish(suffocate);
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43 hold_count = 0;
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44 trap_tries = 0;
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45
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46 /* Are we just entering a dungeon? If so, how big is it? */
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47 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+10 + rnd(11);
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48
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49 if (level > max_level)
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50 max_level = level;
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51
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52 /* Are we starting a new outside level? */
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53 if (ltype == OUTSIDE) {
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54 register int i, j;
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55
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56 /* Save some information prior to clearing the screen */
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57 if (level == -1 || mvinch(hero.y, hero.x) == '-') vert = TRUE;
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58 else vert = FALSE;
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59
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60 if (level == -1) {
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61 fresh = TRUE;
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62 starty = 2;
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63 startx = 1;
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64 deltay = deltax = 1;
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65 level = 0; /* Restore the level */
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66 }
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67 else { /* Copy several lines of the terrain to the other end */
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68 char cch; /* Copy character */
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69
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70 /* Was the area dark (not magically lit)? */
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71 if (!(rooms[0].r_flags & ISDARK)) waslit = 1;
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72
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73 fresh = FALSE;
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74 if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE;
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75 else top = FALSE;
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76 for (i=0; i<TERRASAVE; i++) {
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77 if (vert)
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78 for (j=1; j<COLS-1; j++) {
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79 if (top) {
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80 cch = CCHAR( mvinch(i+2, j) );
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81 mvaddch(LINES-6+i, j, cch);
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82 }
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83 else {
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84 cch = CCHAR( mvinch(LINES-4-i, j) );
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85 mvaddch(4-i, j, cch);
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86 }
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87 }
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88 else
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89 for (j=2; j<LINES-3; j++) {
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90 if (top) {
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91 cch = CCHAR( mvinch(j, i+1) );
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92 mvaddch(j, COLS-4+i, cch);
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93 }
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94 else {
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95 cch = CCHAR( mvinch(j, COLS-2-i) );
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96 mvaddch(j, 3-i, cch);
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97 }
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98 }
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99 }
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100
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101 if (vert) {
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102 startx = deltax = 1;
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103 if (top) {
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