Mercurial > hg > early-roguelike
annotate rogue4/new_level.c @ 96:9fb343307b6b
Fix some 'test' failures when running 'make install'.
When shell variables are unexpectedly empty, 'test' gets the wrong
number of arguments and becomes unhappy. Logical AND should not be
done with 'test EXPR1 -a EXPR2' in such cases, because 'test' logic
does not short-circuit. Replace with 'test EXPR1 && test EXPR2'.
Shell logic does short-circuit, and if the first test invocation
fails, the second will never occur, and will never encounter missing
arguments.
author | John "Elwin" Edwards |
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date | Tue, 27 Aug 2013 22:54:28 -0700 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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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 4.19 (Berkeley) 1/12/82 |
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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, 1982 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 <time.h> |
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15 #include <curses.h> |
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16 #include <string.h> |
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17 #include "rogue.h" |
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18 |
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19 #define TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */ |
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20 #define MAXTREAS 10 /* maximum number of treasures in a treasure room */ |
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21 #define MINTREAS 2 /* minimum number of treasures in a treasure room */ |
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22 |
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23 new_level() |
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24 { |
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25 register int rm, i; |
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26 register THING *tp; |
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27 register char *sp; |
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28 register THING **mp; |
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29 register int index; |
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30 coord stairs; |
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31 |
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32 player.t_flags &= ~ISHELD; /* unhold when you go down just in case */ |
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33 if (level > max_level) |
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34 max_level = level; |
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35 /* |
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36 * Clean things off from last level |
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37 */ |
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38 clear(); |
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39 for (sp = _level; sp < &_level[MAXCOLS*MAXLINES]; ) |
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40 *sp++ = ' '; |
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41 for (sp = _flags; sp < &_flags[MAXCOLS*MAXLINES]; ) |
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42 *sp++ = F_REAL; |
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43 for (mp = _monst; mp < &_monst[MAXCOLS*MAXLINES]; ) |
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44 *mp++ = NULL; |
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45 clear(); |
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46 /* |
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47 * Free up the monsters on the last level |
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48 */ |
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49 for (tp = mlist; tp != NULL; tp = next(tp)) |
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50 free_list(tp->t_pack); |
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51 free_list(mlist); |
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52 /* |
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53 * Throw away stuff left on the previous level (if anything) |
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54 */ |
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55 free_list(lvl_obj); |
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56 do_rooms(); /* Draw rooms */ |
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57 do_passages(); /* Draw passages */ |
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58 no_food++; |
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59 put_things(); /* Place objects (if any) */ |
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60 /* |
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61 * Place the staircase down. |
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62 */ |
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63 i = 0; |
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64 do { |
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65 rm = rnd_room(); |
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66 rnd_pos(&rooms[rm], &stairs); |
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67 index = INDEX(stairs.y, stairs.x); |
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68 if (i++ > 100) |
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69 { |
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70 i = 0; |
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71 srand(getpid() + (int) time((time_t *) NULL)); |
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72 } |
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73 } until (_level[index] == FLOOR); |
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74 _level[index] = STAIRS; |
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75 /* |
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76 * Place the traps |
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77 */ |
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78 if (rnd(10) < level) |
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79 { |
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80 ntraps = rnd(level / 4) + 1; |
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81 if (ntraps > MAXTRAPS) |
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82 ntraps = MAXTRAPS; |
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83 i = ntraps; |
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84 while (i--) |
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85 { |
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86 do |
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87 { |
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88 rm = rnd_room(); |
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89 rnd_pos(&rooms[rm], &stairs); |
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90 index = INDEX(stairs.y, stairs.x); |
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91 } until (_level[index] == FLOOR && (_flags[index] & F_REAL)); |
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92 sp = &_flags[index]; |
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93 *sp &= ~(F_REAL | F_TMASK); |
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94 *sp |= rnd(NTRAPS); |
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95 } |
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96 } |
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97 do |
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98 { |
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99 rm = rnd_room(); |
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100 rnd_pos(&rooms[rm], &hero); |
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101 index = INDEX(hero.y, hero.x); |
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102 } until (_level[index] == FLOOR && (_flags[index] & F_REAL) |
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103 && _monst[index] == NULL); |