annotate rogue4/new_level.c @ 301:acc3718f50ab

rogue4: delete a duplicate variable definition.
author John "Elwin" Edwards
date Sat, 15 Aug 2020 20:27:06 -0400
parents 3d4252fa2ed3
children
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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 <stdlib.h>
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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
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24 void put_things(void);
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25 void treas_room(void);
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26
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27 void
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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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