annotate rogue5/new_level.c @ 226:b922f66acf4d

Super-Rogue: begin fixing restore failures on Windows. Start to solve the problem by calling md_init() to set _fmode. Now reading a savefile only triggers an error handler and causes an abort instead of a crash.
author John "Elwin" Edwards
date Thu, 03 Mar 2016 21:30:38 -0500
parents f502bf60e6e4
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 4.38 (Berkeley) 02/05/99
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6 *
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7 * Rogue: Exploring the Dungeons of Doom
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8 * Copyright (C) 1980-1983, 1985, 1999 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 <curses.h>
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15 #include <string.h>
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16 #include "rogue.h"
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17
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18 #define TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */
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19 #define MAXTREAS 10 /* maximum number of treasures in a treasure room */
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20 #define MINTREAS 2 /* minimum number of treasures in a treasure room */
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21
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22 void
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23 new_level(void)
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24 {
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25 THING *tp;
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26 PLACE *pp;
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27 int *sp;
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28 int i;
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29
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30 player.t_flags &= ~ISHELD; /* unhold when you go down just in case */
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31 if (level > max_level)
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32 max_level = level;
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33 /*
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34 * Clean things off from last level
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35 */
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36 for (pp = places; pp < &places[MAXCOLS*MAXLINES]; pp++)
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37 {
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38 pp->p_ch = ' ';
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39 pp->p_flags = F_REAL;
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40 pp->p_monst = NULL;
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41 }
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42 clear();
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43 /*
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44 * Free up the monsters on the last level
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45 */
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46 for (tp = mlist; tp != NULL; tp = next(tp))
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47 free_list(tp->t_pack);
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48 free_list(mlist);
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49 /*
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50 * Throw away stuff left on the previous level (if anything)
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51 */
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52 free_list(lvl_obj);
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53 do_rooms(); /* Draw rooms */
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54 do_passages(); /* Draw passages */
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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 * Place the traps
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59 */
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60 if (rnd(10) < level)
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61 {
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62 ntraps = rnd(level / 4) + 1;
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63 if (ntraps > MAXTRAPS)
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64 ntraps = MAXTRAPS;
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65 i = ntraps;
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66 while (i--)
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67 {
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68 /*
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69 * not only wouldn't it be NICE to have traps in mazes
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70 * (not that we care about being nice), since the trap
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71 * number is stored where the passage number is, we
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72 * can't actually do it.
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73 */
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74 do
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75 {
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76 find_floor(NULL, &stairs, FALSE, FALSE);
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77 } while ( (chat(stairs.y, stairs.x) != FLOOR) &&
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78 (flat(stairs.y, stairs.x) & F_REAL) );
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79 sp = &flat(stairs.y, stairs.x);
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80 *sp &= ~(F_REAL | F_TMASK);
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81 *sp |= rnd(NTRAPS);
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82 }
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83 }
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84 /*
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85 * Place the staircase down.
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86 */
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87 find_floor(NULL, &stairs, FALSE, FALSE);
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88 chat(stairs.y, stairs.x) = STAIRS;
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89 seenstairs = FALSE;
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90
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91 for (tp = mlist; tp != NULL; tp = next(tp))
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92 tp->t_room = roomin(&tp->t_pos);
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93
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94 find_floor(NULL, &hero, FALSE, TRUE);
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95 enter_room(&hero);
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96 mvaddch(hero.y, hero.x, PLAYER);
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97 if (on(player, SEEMONST))
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98 turn_see(FALSE);
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99 if (on(player, ISHALU))
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100 visuals();
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101 }
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102
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103 /*
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104 * rnd_room:
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105 * Pick a room that is really there
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106 */