annotate srogue/new_leve.c @ 145:aac28331e71d

Advanced Rogue family: fix the "score" option. Changing the score file (when permitted) now works again, closing the old score file and opening the new one.
author John "Elwin" Edwards
date Wed, 20 May 2015 08:42:17 -0400
parents 2128c7dc8a40
children 94a0d9dd5ce1
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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
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20 /*
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21 * new_level:
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22 * Dig and draw a new level
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23 */
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24 new_level(ltype)
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25 int ltype;
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26 {
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27 register i;
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28 register char ch;
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29 struct coord traploc;
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30 struct room *rp;
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31
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32 if (level > max_level)
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33 max_level = level;
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34
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35 wclear(cw);
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36 wclear(mw);
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37 clear();
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38
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39 isfight = FALSE;
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40 levtype = ltype;
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41
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42 free_list(mlist); /* free monster list */
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43
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44 if (levtype == POSTLEV)
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45 do_post();
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46 else {
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47 lev_mon(); /* fill in monster list */
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48
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49 if (levtype == MAZELEV)
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50 do_maze();
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51 else { /* normal levels */
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52 do_rooms(); /* Draw rooms */
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53 do_passages(); /* Draw passages */
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54 }
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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 /*
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59 * Place the staircase down.
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60 */
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61 stairs = *rnd_pos(&rooms[rnd_room()]);
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62 mvaddch(stairs.y, stairs.x, STAIRS);
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63 ntraps = 0;
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64
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65 if (levtype == NORMLEV)
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66 {
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67 struct trap *trp, *maxtrp;
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68
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69 /* Place the traps for normal levels only */
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70
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71 if (rnd(10) < level)
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72 {
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73 ntraps = rnd(level / 4) + 1;
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74
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75 if (ntraps > MAXTRAPS)
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76 ntraps = MAXTRAPS;
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77
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78 maxtrp = &traps[ntraps];
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79 for (trp = &traps[0]; trp < maxtrp; trp++)
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80 {
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81 again:
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82 switch(rnd(TYPETRAPS + 1))
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83 {
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84 case 0:
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85 if (rnd(100) > 25)
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86 goto again;
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87 else
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88 ch = POST;
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89
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90 when 1: ch = TRAPDOOR;
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91 when 2: ch = BEARTRAP;
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92 when 3: ch = SLEEPTRAP;
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93 when 4: ch = ARROWTRAP;
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94 when 5: ch = TELTRAP;
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95 when 6: ch = DARTTRAP;
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96 when 7: ch = MAZETRAP;
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97 when 8:
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98 case 9:
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99 if (rnd(100) > 80)
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100 goto again;
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101 else
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102 ch = POOL;
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103 }
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104 trp->tr_flags = 0;
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105 traploc = *rnd_pos(&rooms[rnd_room()]);
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106 mvaddch(traploc.y,traploc.x,ch);