annotate rogue5/new_level.c @ 179:ca876944b196

Advanced Rogue 7: rename magic users to magicians. Class names with spaces in them confuse anything that parses the logfile. The documentation does refer mostly to magicians.
author John "Elwin" Edwards
date Sat, 22 Aug 2015 10:55:53 -0400
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 */