annotate rogue5/new_level.c @ 222:a666e4a034ed

Fix curses library detection. A custom autoconf macro searched for the curses library, and provided an option to use ncurses instead of a (presumably deficient) curses implementation. Unfortunately, some of the Makefiles ignored the search's results. Now that this is fixed, building against pdcurses should be easier too.
author John "Elwin" Edwards
date Fri, 12 Feb 2016 15:12:37 -0500
parents f502bf60e6e4
children
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f502bf60e6e4 Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
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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 4.38 (Berkeley) 02/05/99
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6 *
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7 * Rogue: Exploring the Dungeons of Doom
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8 * Copyright (C) 1980-1983, 1985, 1999 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 <curses.h>
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15 #include <string.h>
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16 #include "rogue.h"
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17
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18 #define TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */
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19 #define MAXTREAS 10 /* maximum number of treasures in a treasure room */
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20 #define MINTREAS 2 /* minimum number of treasures in a treasure room */
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21
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22 void
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23 new_level(void)
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24 {
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25 THING *tp;
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26 PLACE *pp;
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27 int *sp;
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28 int i;
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29
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30 player.t_flags &= ~ISHELD; /* unhold when you go down just in case */
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31 if (level > max_level)
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32 max_level = level;
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33 /*
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34 * Clean things off from last level
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35 */
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36 for (pp = places; pp < &places[MAXCOLS*MAXLINES]; pp++)
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37 {
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38 pp->p_ch = ' ';
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39 pp->p_flags = F_REAL;
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40 pp->p_monst = NULL;
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41 }
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42 clear();
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43 /*
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44 * Free up the monsters on the last level
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45 */
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46 for (tp = mlist; tp != NULL; tp = next(tp))
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47 free_list(tp->t_pack);
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48 free_list(mlist);
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49 /*
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50 * Throw away stuff left on the previous level (if anything)
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51 */
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52 free_list(lvl_obj);
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53 do_rooms(); /* Draw rooms */
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54 do_passages(); /* Draw passages */
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55 no_food++;
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56 put_things(); /* Place objects (if any) */
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57 /*
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58 * Place the traps
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59 */
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60 if (rnd(10) < level)
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61 {
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62 ntraps = rnd(level / 4) + 1;
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63 if (ntraps > MAXTRAPS)
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64 ntraps = MAXTRAPS;
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65 i = ntraps;
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66 while (i--)
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67 {
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68 /*
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69 * not only wouldn't it be NICE to have traps in mazes
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70 * (not that we care about being nice), since the trap
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71 * number is stored where the passage number is, we
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72 * can't actually do it.
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73 */
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74 do
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75 {
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76 find_floor(NULL, &stairs, FALSE, FALSE);
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77 } while ( (chat(stairs.y, stairs.x) != FLOOR) &&
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78 (flat(stairs.y, stairs.x) & F_REAL) );
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79 sp = &flat(stairs.y, stairs.x);
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80 *sp &= ~(F_REAL | F_TMASK);
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81 *sp |= rnd(NTRAPS);
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82 }
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83 }
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84 /*
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85 * Place the staircase down.
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86 */
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87 find_floor(NULL, &stairs, FALSE, FALSE);
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88 chat(stairs.y, stairs.x) = STAIRS;
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89 seenstairs = FALSE;
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90
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91 for (tp = mlist; tp != NULL; tp = next(tp))
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92 tp->t_room = roomin(&tp->t_pos);
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93
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94 find_floor(NULL, &hero, FALSE, TRUE);
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95 enter_room(&hero);
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96 mvaddch(hero.y, hero.x, PLAYER);
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97 if (on(player, SEEMONST))
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98 turn_see(FALSE);
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99 if (on(player, ISHALU))
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100 visuals();
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101 }
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102
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103 /*
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104 * rnd_room:
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105 * Pick a room that is really there
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