Mercurial > hg > early-roguelike
annotate rogue4/new_level.c @ 301:acc3718f50ab
rogue4: delete a duplicate variable definition.
author | John "Elwin" Edwards |
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date | Sat, 15 Aug 2020 20:27:06 -0400 |
parents | 3d4252fa2ed3 |
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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 |
215 | 14 #include <stdlib.h> |
12
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15 #include <time.h> |
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16 #include <curses.h> |
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17 #include <string.h> |
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18 #include "rogue.h" |
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19 |
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20 #define TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */ |
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21 #define MAXTREAS 10 /* maximum number of treasures in a treasure room */ |
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22 #define MINTREAS 2 /* minimum number of treasures in a treasure room */ |
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23 |
215 | 24 void put_things(void); |
25 void treas_room(void); | |
26 | |
27 void | |
28 new_level(void) | |
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29 { |
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30 register int rm, i; |
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31 register THING *tp; |
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32 register char *sp; |
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33 register THING **mp; |
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34 register int index; |
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35 coord stairs; |
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36 |
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37 player.t_flags &= ~ISHELD; /* unhold when you go down just in case */ |
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38 if (level > max_level) |
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39 max_level = level; |
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40 /* |
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41 * Clean things off from last level |
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42 */ |
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43 clear(); |
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44 for (sp = _level; sp < &_level[MAXCOLS*MAXLINES]; ) |
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45 *sp++ = ' '; |
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46 for (sp = _flags; sp < &_flags[MAXCOLS*MAXLINES]; ) |
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47 *sp++ = F_REAL; |
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48 for (mp = _monst; mp < &_monst[MAXCOLS*MAXLINES]; ) |
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49 *mp++ = NULL; |
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50 clear(); |
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51 /* |
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52 * Free up the monsters on the last level |
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53 */ |
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54 for (tp = mlist; tp != NULL; tp = next(tp)) |
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55 free_list(tp->t_pack); |
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56 free_list(mlist); |
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57 /* |
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58 * Throw away stuff left on the previous level (if anything) |
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59 */ |
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60 free_list(lvl_obj); |
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61 do_rooms(); /* Draw rooms */ |
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62 do_passages(); /* Draw passages */ |
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63 no_food++; |
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64 put_things(); /* Place objects (if any) */ |
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65 /* |
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66 * Place the staircase down. |
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67 */ |
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68 i = 0; |
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69 do { |
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70 rm = rnd_room(); |
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71 rnd_pos(&rooms[rm], &stairs); |
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72 index = INDEX(stairs.y, stairs.x); |
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73 if (i++ > 100) |
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74 { |
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75 i = 0; |
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76 srand(md_random_seed()); |
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77 } |
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78 } until (_level[index] == FLOOR); |
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79 _level[index] = STAIRS; |
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80 /* |
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81 * Place the traps |
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82 */ |
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83 if (rnd(10) < level) |
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84 { |
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85 ntraps = rnd(level / 4) + 1; |
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86 if (ntraps > MAXTRAPS) |
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87 ntraps = MAXTRAPS; |
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88 i = ntraps; |
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89 while (i--) |
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90 { |
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91 do |
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92 { |
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93 rm = rnd_room(); |
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94 rnd_pos(&rooms[rm], &stairs); |
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95 index = INDEX(stairs.y, stairs.x); |
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96 } until (_level[index] == FLOOR && (_flags[index] & F_REAL)); |
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97 sp = &_flags[index]; |
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98 *sp &= ~(F_REAL | F_TMASK); |
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99 *sp |= rnd(NTRAPS); |
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100 } |
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101 } |
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102 do |
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