Mercurial > hg > early-roguelike
annotate arogue7/new_level.c @ 167:a0a57cf42810
ARogue family: don't hide messages caused by moving to a new level.
new_level() redraws the whole screen, including the message line, so if
msg() has just been called, the message will likely not last long
enough to be noticed. These cases have been changed so that msg() is
called after new_level().
If a fall through a trapdoor is fatal, "You fall into a trap!" is no
longer printed, but the tombstone should make things clear.
author | John "Elwin" Edwards |
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date | Mon, 29 Jun 2015 20:37:32 -0400 |
parents | adfa37e67084 |
children | f9ef86cf22b2 |
rev | line source |
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1 /* |
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2 * new_level.c - 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, 1986 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 /* |
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20 * new_level: |
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21 * Dig and draw a new level |
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22 * |
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23 */ |
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24 |
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25 new_level(ltype) |
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26 LEVTYPE ltype; /* designates type of level to create */ |
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27 { |
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28 register int rm, i, cnt; |
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29 register char ch; |
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30 register struct linked_list *item; |
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31 register struct thing *tp; |
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32 register struct object *obj; |
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33 int waslit = 0; /* Was the previous outside level lit? */ |
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34 int starty, startx, deltay, deltax; |
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35 bool fresh=TRUE, vert, top; |
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36 struct room *rp; |
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37 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL; |
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38 coord stairs; |
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39 |
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40 if (wizard) { |
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41 msg("Turns: %d", turns); /* Number of turns for last level */ |
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42 mpos = 0; |
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43 } |
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44 |
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45 /* Start player off right */ |
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46 turn_off(player, ISHELD); |
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47 turn_off(player, ISFLEE); |
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48 extinguish(suffocate); |
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49 hold_count = 0; |
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50 trap_tries = 0; |
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51 |
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52 /* Are we just entering a dungeon? If so, how big is it? */ |
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53 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+10 + rnd(11); |
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54 |
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55 if (level > max_level) |
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56 max_level = level; |
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57 |
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58 /* Are we starting a new outside level? */ |
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59 if (ltype == OUTSIDE) { |
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60 register int i, j; |
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61 |
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62 /* Save some information prior to clearing the screen */ |
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63 if (level == -1 || mvinch(hero.y, hero.x) == '-') vert = TRUE; |
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64 else vert = FALSE; |
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65 |
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66 if (level == -1) { |
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67 fresh = TRUE; |
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68 starty = 2; |
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69 startx = 1; |
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70 deltay = deltax = 1; |
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71 level = 0; /* Restore the level */ |
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72 } |
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73 else { /* Copy several lines of the terrain to the other end */ |
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74 char cch; /* Copy character */ |
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75 |
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76 /* Was the area dark (not magically lit)? */ |
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77 if (!(rooms[0].r_flags & ISDARK)) waslit = 1; |
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78 |
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79 fresh = FALSE; |
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80 if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE; |
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81 else top = FALSE; |
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82 for (i=0; i<TERRASAVE; i++) { |
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83 if (vert) |
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84 for (j=1; j<cols-1; j++) { |
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85 if (top) { |
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86 cch = CCHAR( mvinch(i+2, j) ); |
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87 mvaddch(lines-6+i, j, cch); |
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88 } |
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89 else { |
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90 cch = CCHAR( mvinch(lines-4-i, j) ); |
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