annotate xrogue/n_level.c @ 228:b67b99f6c92b

Daemons and fuses now return void. Functions for starting and stopping daemons and fuses now expect the type 'void (*func)()'. Only a few functions in XRogue needed to be modified to fit. Determining the type of the argument is left for a later date. Building with GCC5 should now produce less than 200 lines of warnings per game.
author John "Elwin" Edwards
date Sat, 05 Mar 2016 20:49:37 -0500
parents f54901b9c39b
children e52a8a7ad4c5
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1 /*
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2 n_level.c - Dig and draw a new level
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3
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4 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <curses.h>
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20 #include "rogue.h"
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21 #define TERRASAVE 3
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22
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23 void put_things(LEVTYPE ltype);
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24
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25 /*
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26 * new_level:
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27 * Dig and draw a new level
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28 * ltype: designates type of level to create
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29 */
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30
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31 void
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32 new_level(LEVTYPE ltype)
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33 {
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34 register int rm = 0, i, cnt;
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35 register unsigned char ch;
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36 register struct linked_list *item;
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37 register struct thing *tp;
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38 register struct object *obj;
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39 int waslit = 0; /* Was the previous outside level lit? */
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40 int starty = 0, startx = 0, deltay = 0, deltax = 0;
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41 bool fresh=TRUE, vert = 0, top;
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42 struct room *rp;
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43 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL;
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44 coord stairs = {0,0};
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45
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46 if (wizard) {
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47 msg("Turns: %ld", turns); /* Number of turns for last level */
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48 mpos = 0;
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49 }
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50
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51 /* Start player off right */
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52 turn_off(player, ISHELD);
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53 turn_off(player, ISFLEE);
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54 extinguish(suffocate);
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55 hold_count = 0;
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56 trap_tries = 0;
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57
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58 /* Are we just entering a dungeon? If so, how big is it? */
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59 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+20 + rnd(51);
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60
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61 if (level > max_level)
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62 max_level = level;
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63
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64 /* Are we starting a new outside level? */
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65 if (ltype == OUTSIDE) {
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66 register int i, j;
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67
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68 /* Save some information prior to clearing the screen */
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69 if (level == -1 || mvinch(hero.y, hero.x) == HORZWALL) vert = TRUE;
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70 else vert = FALSE;
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71
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72 if (level < 1) {
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73 fresh = TRUE;
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74 starty = 2;
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75 startx = 1;
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76 deltay = deltax = 1;
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77 level = max_level; /* Restore level to deepest attempt */
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78 prev_max = level; /* reset for boundary crossings below */
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79 }
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80 else if (level >= 1 && prev_max == 1000) {
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81 fresh = TRUE;
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82 starty = 2;
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83 startx = 1;
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84 deltay = deltax = 1;
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85 prev_max = level; /* reset for boundary crossings below */
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86 }
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87 else { /* Copy several lines of the terrain to the other end */
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88
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89 unsigned char cch; /* Copy character */
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90
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91 if (wizard) msg("Crossing sector boundary ");