annotate urogue/newlvl.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
date Wed, 14 Apr 2021 18:55:33 -0400
parents c495a4f288c6
children 13b482bd9e66
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1 /*
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2 newlvl.c - Dig and draw a new level
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3
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4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
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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
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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 /*
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20 Notes
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21
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22 Add treasure room code from Rogue 5.2,
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23 put in #ifdef 0/#endif bracket at end of code
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24 */
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25
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26 #include "rogue.h"
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27
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28 /*
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29 new_level()
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30 Dig and draw a new level
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31 */
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32
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33 void
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34 new_level(LEVTYPE ltype, int special)
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35 {
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36 int rm, i, cnt;
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37 struct linked_list *item, *nitem;
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38 struct thing *tp;
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39 struct linked_list *fpack = NULL;
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40 int going_down = TRUE;
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41 coord stairs;
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42
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43 /* Start player off right */
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44
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45 turn_off(player, ISHELD);
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46 turn_off(player, ISFLEE);
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47 extinguish_fuse(FUSE_SUFFOCATE);
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48 hold_count = 0;
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49 trap_tries = 0;
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50 no_food++;
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51
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52 if (level >= max_level)
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53 max_level = level;
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54 else
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55 going_down = FALSE;
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56
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57 /* Free up the monsters on the last level */
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58
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59 if (fam_ptr != NULL) /* save what familiar is carrying */
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60 {
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61 fpack = (THINGPTR(fam_ptr))->t_pack;
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62 (THINGPTR(fam_ptr))->t_pack = NULL;
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63 fam_ptr = NULL; /* just in case */
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64 }
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65
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66 for (i = 1; i <= mons_summoned; i++)
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67 extinguish_fuse(FUSE_UNSUMMON);
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68
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69 mons_summoned = 0;
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70
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71 for (item = mlist; item != NULL; item = nitem)
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72 {
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73 tp = THINGPTR(item);
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74 nitem = next(item);
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75
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76 if (on(*tp, ISUNIQUE)) /* Put alive UNIQUE on next level */
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77 monsters[tp->t_index].m_normal = TRUE;
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78
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79 killed(NULL, item, NOMESSAGE, NOPOINTS);
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80 }
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81
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82 free_list(lvl_obj); /* Free up previous objects (if any) */
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83
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84 wclear(cw);
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85 wclear(mw);
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86 clear();
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87 refresh();
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88 levtype = ltype;
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89
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90 switch (ltype)
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91 {
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92 case THRONE:
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93 do_throne(special); /* do monster throne stuff */
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