annotate xrogue/n_level.c @ 181:d53b13637783

rogue4: rearrange some includes. Using MSVC with pdcurses, curses.h has to be included after windows.h and before process.h. This is apparently because bool is now a built-in type which pdcurses is not allowed to redefine. But I don't entirely understand how the headers are interacting, and I don't think the MSDN page does either.
author John "Elwin" Edwards
date Fri, 31 Jul 2015 20:01:44 -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