annotate arogue7/new_level.c @ 260:b80e1bf4eaec

UltraRogue: don't overwrite the savefile name when restoring.
author John "Elwin" Edwards
date Thu, 09 Feb 2017 20:13:25 -0500
parents f9ef86cf22b2
children
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1 /*
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2 * new_level.c - Dig and draw a new level
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include "curses.h"
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16 #include "rogue.h"
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17 #define TERRASAVE 3
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18
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19 void put_things(LEVTYPE ltype);
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20
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21 /*
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22 * new_level:
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23 * Dig and draw a new level
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24 * ltype: designates type of level to create
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25 */
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26
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27 void
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28 new_level(LEVTYPE ltype)
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29 {
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30 register int rm, i, cnt;
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31 register char ch;
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32 register struct linked_list *item;
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33 register struct thing *tp;
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34 register struct object *obj;
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35 int waslit = 0; /* Was the previous outside level lit? */
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36 int starty, startx, deltay, deltax;
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37 bool fresh=TRUE, vert, top;
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38 struct room *rp;
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39 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL;
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40 coord stairs;
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41
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42 if (wizard) {
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43 msg("Turns: %d", turns); /* Number of turns for last level */
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44 mpos = 0;
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45 }
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46
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47 /* Start player off right */
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48 turn_off(player, ISHELD);
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49 turn_off(player, ISFLEE);
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50 extinguish(suffocate);
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51 hold_count = 0;
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52 trap_tries = 0;
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53
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54 /* Are we just entering a dungeon? If so, how big is it? */
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55 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+10 + rnd(11);
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56
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57 if (level > max_level)
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58 max_level = level;
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59
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60 /* Are we starting a new outside level? */
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61 if (ltype == OUTSIDE) {
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62 register int i, j;
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63
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64 /* Save some information prior to clearing the screen */
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65 if (level == -1 || mvinch(hero.y, hero.x) == '-') vert = TRUE;
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66 else vert = FALSE;
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67
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68 if (level == -1) {
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69 fresh = TRUE;
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70 starty = 2;
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71 startx = 1;
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72 deltay = deltax = 1;
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73 level = 0; /* Restore the level */
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74 }
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75 else { /* Copy several lines of the terrain to the other end */
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76 char cch; /* Copy character */
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77
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78 /* Was the area dark (not magically lit)? */
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79 if (!(rooms[0].r_flags & ISDARK)) waslit = 1;
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80
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81 fresh = FALSE;
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82 if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE;
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83 else top = FALSE;
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84 for (i=0; i<TERRASAVE; i++) {
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85 if (vert)
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86 for (j=1; j<cols-1; j++) {
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87 if (top) {
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88 cch = CCHAR( mvinch(i+2, j) );
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89 mvaddch(lines-6+i, j, cch);
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