annotate xrogue/n_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 e6179860cb76
children f54901b9c39b
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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 /*
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24 * new_level:
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25 * Dig and draw a new level
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26 */
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27
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28 new_level(ltype)
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29 LEVTYPE ltype; /* designates type of level to create */
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30 {
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31 register int rm = 0, i, cnt;
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32 register unsigned char ch;
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33 register struct linked_list *item;
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34 register struct thing *tp;
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35 register struct object *obj;
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36 int waslit = 0; /* Was the previous outside level lit? */
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37 int starty = 0, startx = 0, deltay = 0, deltax = 0;
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38 bool fresh=TRUE, vert = 0, top;
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39 struct room *rp;
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40 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL;
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41 coord stairs = {0,0};
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42
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43 if (wizard) {
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44 msg("Turns: %ld", turns); /* Number of turns for last level */
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45 mpos = 0;
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46 }
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47
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48 /* Start player off right */
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49 turn_off(player, ISHELD);
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50 turn_off(player, ISFLEE);
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51 extinguish(suffocate);
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52 hold_count = 0;
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53 trap_tries = 0;
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54
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55 /* Are we just entering a dungeon? If so, how big is it? */
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56 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+20 + rnd(51);
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57
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58 if (level > max_level)
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59 max_level = level;
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60
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61 /* Are we starting a new outside level? */
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62 if (ltype == OUTSIDE) {
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63 register int i, j;
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64
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65 /* Save some information prior to clearing the screen */
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66 if (level == -1 || mvinch(hero.y, hero.x) == HORZWALL) vert = TRUE;
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67 else vert = FALSE;
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68
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69 if (level < 1) {
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70 fresh = TRUE;
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71 starty = 2;
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72 startx = 1;
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73 deltay = deltax = 1;
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74 level = max_level; /* Restore level to deepest attempt */
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75 prev_max = level; /* reset for boundary crossings below */
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76 }
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77 else if (level >= 1 && prev_max == 1000) {
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78 fresh = TRUE;
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79 starty = 2;
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80 startx = 1;
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81 deltay = deltax = 1;
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82 prev_max = level; /* reset for boundary crossings below */
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83 }
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84 else { /* Copy several lines of the terrain to the other end */
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85
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86 unsigned char cch; /* Copy character */
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87
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88 if (wizard) msg("Crossing sector boundary ");
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89
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90 /* Was the area dark (not magically lit)? */
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91 if (!(rooms[0].r_flags & ISDARK)) waslit = 1;
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92