Mercurial > hg > early-roguelike
annotate srogue/new_leve.c @ 304:e52a8a7ad4c5
Fix many compiler warnings.
There should only be two changes in behavior:
arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly
applied to characters who are not monks instead of monks who are not
empty-handed.
urogue/fight.c: fixed an interaction with the "debug" macro that could
cause the wrong message to be displayed.
author | John "Elwin" Edwards |
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date | Wed, 14 Apr 2021 18:55:33 -0400 |
parents | 94a0d9dd5ce1 |
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rev | line source |
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1 /* |
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2 * Do anything associated with a new dungeon level |
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3 * |
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4 * @(#)new_level.c 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include "rogue.h" |
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18 #include "rogue.ext" |
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19 |
217
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20 void put_things(void); |
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21 |
36
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22 /* |
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23 * new_level: |
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24 * Dig and draw a new level |
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25 */ |
217
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26 void |
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27 new_level(int ltype) |
36
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28 { |
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29 register char ch; |
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30 struct coord traploc; |
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31 struct room *rp; |
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32 |
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33 if (level > max_level) |
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34 max_level = level; |
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35 |
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36 wclear(cw); |
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37 wclear(mw); |
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38 clear(); |
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39 |
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40 isfight = FALSE; |
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41 levtype = ltype; |
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42 |
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43 free_list(mlist); /* free monster list */ |
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44 |
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45 if (levtype == POSTLEV) |
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46 do_post(); |
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47 else { |
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48 lev_mon(); /* fill in monster list */ |
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49 |
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50 if (levtype == MAZELEV) |
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51 do_maze(); |
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52 else { /* normal levels */ |
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53 do_rooms(); /* Draw rooms */ |
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54 do_passages(); /* Draw passages */ |
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55 } |
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56 no_food++; |
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57 put_things(); /* Place objects (if any) */ |
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58 } |
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59 /* |
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60 * Place the staircase down. |
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61 */ |
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62 stairs = *rnd_pos(&rooms[rnd_room()]); |
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63 mvaddch(stairs.y, stairs.x, STAIRS); |
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64 ntraps = 0; |
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65 |
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66 if (levtype == NORMLEV) |
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67 { |
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68 struct trap *trp, *maxtrp; |
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69 |
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70 /* Place the traps for normal levels only */ |
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71 |
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72 if (rnd(10) < level) |
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73 { |
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74 ntraps = rnd(level / 4) + 1; |
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75 |
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76 if (ntraps > MAXTRAPS) |
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77 ntraps = MAXTRAPS; |
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78 |
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79 maxtrp = &traps[ntraps]; |
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80 for (trp = &traps[0]; trp < maxtrp; trp++) |
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81 { |
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82 again: |
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83 switch(rnd(TYPETRAPS + 1)) |
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84 { |
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85 case 0: |
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86 if (rnd(100) > 25) |
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87 goto again; |
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88 else |
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89 ch = POST; |
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90 |
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91 when 1: ch = TRAPDOOR; |
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92 when 2: ch = BEARTRAP; |
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93 when 3: ch = SLEEPTRAP; |
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94 when 4: ch = ARROWTRAP; |
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95 when 5: ch = TELTRAP; |
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96 when 6: ch = DARTTRAP; |
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97 when 7: ch = MAZETRAP; |
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98 when 8: |
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99 case 9: |
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100 if (rnd(100) > 80) |
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101 goto again; |
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102 else |
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103 ch = POOL; |
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104 } |
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