Mercurial > hg > early-roguelike
annotate rogue4/new_level.c @ 112:ee250e3646fd
Don't truncate player name in savefile name or log message.
The player name is stored in whoami[], which is length 80 in most games
(1024 in rogue5). Only the first 10 chars were used to create
file_name, because that buffer is the same length. Increasing the size
of file_name to 256 permits using all of whoami.
The name is also no longer truncated to 20 chars when writing the log.
All games should now be able to handle 79-character names without
collisions. Anything more would break save compatibility.
author | John "Elwin" Edwards |
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date | Sun, 23 Mar 2014 21:27:14 -0700 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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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 4.19 (Berkeley) 1/12/82 |
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6 * |
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7 * Rogue: Exploring the Dungeons of Doom |
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8 * Copyright (C) 1980, 1981, 1982 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 <time.h> |
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15 #include <curses.h> |
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16 #include <string.h> |
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17 #include "rogue.h" |
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18 |
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19 #define TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */ |
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20 #define MAXTREAS 10 /* maximum number of treasures in a treasure room */ |
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21 #define MINTREAS 2 /* minimum number of treasures in a treasure room */ |
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22 |
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23 new_level() |
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24 { |
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25 register int rm, i; |
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26 register THING *tp; |
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27 register char *sp; |
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28 register THING **mp; |
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29 register int index; |
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30 coord stairs; |
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31 |
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32 player.t_flags &= ~ISHELD; /* unhold when you go down just in case */ |
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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 * Clean things off from last level |
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37 */ |
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38 clear(); |
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39 for (sp = _level; sp < &_level[MAXCOLS*MAXLINES]; ) |
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40 *sp++ = ' '; |
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41 for (sp = _flags; sp < &_flags[MAXCOLS*MAXLINES]; ) |
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42 *sp++ = F_REAL; |
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43 for (mp = _monst; mp < &_monst[MAXCOLS*MAXLINES]; ) |
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44 *mp++ = NULL; |
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45 clear(); |
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46 /* |
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47 * Free up the monsters on the last level |
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48 */ |
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49 for (tp = mlist; tp != NULL; tp = next(tp)) |
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50 free_list(tp->t_pack); |
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51 free_list(mlist); |
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52 /* |
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53 * Throw away stuff left on the previous level (if anything) |
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54 */ |
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55 free_list(lvl_obj); |
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56 do_rooms(); /* Draw rooms */ |
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57 do_passages(); /* Draw passages */ |
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58 no_food++; |
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59 put_things(); /* Place objects (if any) */ |
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60 /* |
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61 * Place the staircase down. |
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62 */ |
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63 i = 0; |
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64 do { |
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65 rm = rnd_room(); |
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66 rnd_pos(&rooms[rm], &stairs); |
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67 index = INDEX(stairs.y, stairs.x); |
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68 if (i++ > 100) |
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69 { |
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70 i = 0; |
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71 srand(getpid() + (int) time((time_t *) NULL)); |
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72 } |
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73 } until (_level[index] == FLOOR); |
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74 _level[index] = STAIRS; |
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75 /* |
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76 * Place the traps |
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77 */ |
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78 if (rnd(10) < level) |
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79 { |
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80 ntraps = rnd(level / 4) + 1; |
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81 if (ntraps > MAXTRAPS) |
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82 ntraps = MAXTRAPS; |
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83 i = ntraps; |
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84 while (i--) |
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85 { |
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86 do |
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87 { |
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88 rm = rnd_room(); |
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89 rnd_pos(&rooms[rm], &stairs); |
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90 index = INDEX(stairs.y, stairs.x); |
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91 } until (_level[index] == FLOOR && (_flags[index] & F_REAL)); |
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92 sp = &_flags[index]; |
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93 *sp &= ~(F_REAL | F_TMASK); |
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94 *sp |= rnd(NTRAPS); |
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95 } |
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96 } |
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97 do |
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98 { |
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99 rm = rnd_room(); |
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100 rnd_pos(&rooms[rm], &hero); |
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101 index = INDEX(hero.y, hero.x); |
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102 } until (_level[index] == FLOOR && (_flags[index] & F_REAL) |
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103 && _monst[index] == NULL); |
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104 enter_room(&hero); |
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105 move(hero.y, hero.x); |
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106 addch(PLAYER); |
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107 if (on(player, SEEMONST)) |
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108 turn_see(FALSE); |
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109 } |
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110 |
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111 /* |
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112 * rnd_room: |
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113 * Pick a room that is really there |
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114 */ |
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115 rnd_room() |
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116 { |
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117 register int rm; |
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118 |
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119 do |
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120 { |
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121 rm = rnd(MAXROOMS); |
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122 } while (rooms[rm].r_flags & ISGONE); |
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123 return rm; |
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124 } |
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125 |
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126 /* |
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127 * put_things: |
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128 * Put potions and scrolls on this level |
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129 */ |
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130 put_things() |
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131 { |
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132 register int i; |
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133 register THING *cur; |
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134 register int rm; |
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135 coord tp; |
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136 |
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137 /* |
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138 * Once you have found the amulet, the only way to get new stuff is |
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139 * go down into the dungeon. |
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140 */ |
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141 if (amulet && level < max_level) |
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142 return; |
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143 /* |
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144 * check for treasure rooms, and if so, put it in. |
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145 */ |
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146 if (rnd(TREAS_ROOM) == 0) |
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147 treas_room(); |
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148 /* |
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149 * Do MAXOBJ attempts to put things on a level |
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150 */ |
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151 for (i = 0; i < MAXOBJ; i++) |
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152 if (rnd(100) < 35) |
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153 { |
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154 /* |
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155 * Pick a new object and link it in the list |
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156 */ |
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157 cur = new_thing(); |
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158 attach(lvl_obj, cur); |
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159 /* |
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160 * Put it somewhere |
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161 */ |
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162 do { |
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163 rm = rnd_room(); |
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164 rnd_pos(&rooms[rm], &tp); |
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165 } until (chat(tp.y, tp.x) == FLOOR); |
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166 chat(tp.y, tp.x) = cur->o_type; |
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167 cur->o_pos = tp; |
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168 } |
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169 /* |
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170 * If he is really deep in the dungeon and he hasn't found the |
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171 * amulet yet, put it somewhere on the ground |
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172 */ |
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173 if (level >= AMULETLEVEL && !amulet) |
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174 { |
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175 cur = new_item(); |
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176 attach(lvl_obj, cur); |
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177 cur->o_hplus = cur->o_dplus = 0; |
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178 strcpy(cur->o_damage,"0d0"); |
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179 strcpy(cur->o_hurldmg,"0d0"); |
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180 cur->o_ac = 11; |
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181 cur->o_type = AMULET; |
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182 /* |
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183 * Put it somewhere |
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184 */ |
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185 do { |
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186 rm = rnd_room(); |
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187 rnd_pos(&rooms[rm], &tp); |
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188 } until (winat(tp.y, tp.x) == FLOOR); |
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189 chat(tp.y, tp.x) = AMULET; |
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190 cur->o_pos = tp; |
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191 } |
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192 } |
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193 |
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194 /* |
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195 * treas_room: |
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196 * Add a treasure room |
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197 */ |
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198 #define MAXTRIES 10 /* max number of tries to put down a monster */ |
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199 |
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200 treas_room() |
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201 { |
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202 register int nm, index; |
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203 register THING *tp; |
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204 register struct room *rp; |
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205 register int spots, num_monst; |
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206 coord mp; |
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207 |
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208 rp = &rooms[rnd_room()]; |
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209 spots = (rp->r_max.y - 2) * (rp->r_max.x - 2) - MINTREAS; |
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210 if (spots > (MAXTREAS - MINTREAS)) |
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211 spots = (MAXTREAS - MINTREAS); |
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212 num_monst = nm = rnd(spots) + MINTREAS; |
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213 while (nm--) |
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214 { |
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215 do |
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216 { |
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217 rnd_pos(rp, &mp); |
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218 index = INDEX(mp.y, mp.x); |
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219 } until (_level[index] == FLOOR); |
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220 tp = new_thing(); |
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221 tp->o_pos = mp; |
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222 attach(lvl_obj, tp); |
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223 _level[index] = tp->o_type; |
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224 } |
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225 |
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226 /* |
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227 * fill up room with monsters from the next level down |
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228 */ |
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229 |
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230 if ((nm = rnd(spots) + MINTREAS) < num_monst + 2) |
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231 nm = num_monst + 2; |
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232 spots = (rp->r_max.y - 2) * (rp->r_max.x - 2); |
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233 if (nm > spots) |
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234 nm = spots; |
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235 level++; |
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236 while (nm--) |
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237 { |
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238 spots = 0; |
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239 do |
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240 { |
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241 rnd_pos(rp, &mp); |
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242 index = INDEX(mp.y, mp.x); |
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243 spots++; |
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244 } until (_monst[index] == NULL || spots > MAXTRIES); |
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245 if (_monst[index] == NULL) |
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246 { |
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247 tp = new_item(); |
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248 new_monster(tp, randmonster(FALSE), &mp); |
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249 tp->t_flags |= ISMEAN; /* no sloughers in THIS room */ |
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250 give_pack(tp); |
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251 } |
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252 } |
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253 level--; |
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254 } |