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https://codeberg.org/noisytoot/notnotdnethack.git
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Ron Nazarov
378f50efd6
Always enabled: TERMLIB ASCIIGRAPH TERMINFO TEXTCOLOR STATUS_COLORS Removed: NO_TERMS
1565 lines
36 KiB
C
1565 lines
36 KiB
C
/* SCCS Id: @(#)lev_main.c 3.4 2002/03/27 */
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/* Copyright (c) 1989 by Jean-Christophe Collet */
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/* NetHack may be freely redistributed. See license for details. */
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/*
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* This file contains the main function for the parser
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* and some useful functions needed by yacc
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*/
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#define SPEC_LEV /* for MPW */
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/* although, why don't we move those special defines here.. and in dgn_main? */
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#include "hack.h"
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#include "verinfo.h"
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#include "sp_lev.h"
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#ifdef STRICT_REF_DEF
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#include "tcap.h"
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#endif
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/* ALI - We need the list of artifact names for artifact doors */
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#define MAKEDEFS_C /* We only want the names, not the complete defn */
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#include "artilist.h"
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#include "godlist.h"
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#undef MAKEDEFS_C
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#ifndef MPWTOOL
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# define SpinCursor(x)
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#endif
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#ifndef O_WRONLY
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#include <fcntl.h>
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#endif
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#ifndef O_CREAT /* some older BSD systems do not define O_CREAT in <fcntl.h> */
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#include <sys/file.h>
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#endif
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#ifndef O_BINARY /* used for micros, no-op for others */
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# define O_BINARY 0
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#endif
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# define OMASK 0644
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#define ERR (-1)
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#define NewTab(type, size) (type **) alloc(sizeof(type *) * size)
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#define Free(ptr) if(ptr) free((void *) (ptr))
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#define Write(fd, item, size) if (write(fd, (void *)(item), size) != size) return FALSE;
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#define MAX_ERRORS 25
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extern int yyparse(void);
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extern void init_yyin(FILE *);
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extern void init_yyout(FILE *);
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int main(int, char **);
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void yyerror(const char *);
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void yywarning(const char *);
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int yywrap(void);
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int get_artifact_id(char *);
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int get_floor_type(char);
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int get_room_type(char *);
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int get_trap_type(char *);
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int get_monster_id(char *,char);
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int get_object_id(char *,char);
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int get_god_id(char *);
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boolean check_monster_char(char);
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boolean check_object_char(char);
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char what_map_char(char);
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void scan_map(char *);
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void wallify_map(void);
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boolean check_subrooms(void);
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void check_coord(int,int,const char *);
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void store_part(void);
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void store_room(void);
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boolean write_level_file(char *,splev *,specialmaze *);
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void free_rooms(splev *);
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extern void monst_init(void);
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extern void objects_init(void);
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extern void decl_init(void);
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static boolean write_common_data(int,int,lev_init *,long);
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static boolean write_monsters(int,char *,monster ***);
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static boolean write_objects(int,char *,object ***);
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static boolean write_engravings(int,char *,engraving ***);
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static boolean write_maze(int,specialmaze *);
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static boolean write_rooms(int,splev *);
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static void init_obj_classes(void);
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static struct {
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const char *name;
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int type;
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} trap_types[] = {
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{ "arrow", ARROW_TRAP },
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{ "dart", DART_TRAP },
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{ "falling rock", ROCKTRAP },
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{ "board", SQKY_BOARD },
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{ "bear", BEAR_TRAP },
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{ "flesh hook", FLESH_HOOK },
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{ "land mine", LANDMINE },
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{ "rolling boulder", ROLLING_BOULDER_TRAP },
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{ "mummy trap", MUMMY_TRAP },
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{ "switch", SWITCH_TRAP },
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{ "sleep gas", SLP_GAS_TRAP },
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{ "rust", RUST_TRAP },
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{ "fire", FIRE_TRAP },
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{ "pit", PIT },
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{ "spiked pit", SPIKED_PIT },
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{ "hole", HOLE },
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{ "trap door", TRAPDOOR },
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{ "teleport", TELEP_TRAP },
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{ "level teleport", LEVEL_TELEP },
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{ "magic portal", MAGIC_PORTAL },
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{ "web", WEB },
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{ "statue", STATUE_TRAP },
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{ "magic", MAGIC_TRAP },
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{ "anti magic", ANTI_MAGIC },
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{ "polymorph", POLY_TRAP },
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{ "essence", VIVI_TRAP },
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{ 0, 0 }
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};
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static struct {
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const char *name;
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int type;
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} room_types[] = {
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/* for historical reasons, room types are not contiguous numbers */
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/* (type 1 is skipped) */
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{ "ordinary", OROOM },
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{ "throne", COURT },
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{ "swamp", SWAMP },
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{ "vault", VAULT },
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{ "beehive", BEEHIVE },
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{ "morgue", MORGUE },
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{ "barracks", BARRACKS },
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{ "zoo", ZOO },
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{ "delphi", DELPHI },
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{ "temple", TEMPLE },
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{ "anthole", ANTHOLE },
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{ "cocknest", COCKNEST },
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{ "leprehall", LEPREHALL },
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{ "shop", SHOPBASE },
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{ "armor shop", ARMORSHOP },
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{ "scroll shop", SCROLLSHOP },
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{ "potion shop", POTIONSHOP },
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{ "weapon shop", WEAPONSHOP },
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{ "food shop", FOODSHOP },
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{ "ring shop", RINGSHOP },
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{ "wand shop", WANDSHOP },
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{ "tool shop", TOOLSHOP },
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{ "book shop", BOOKSHOP },
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{ "candle shop", CANDLESHOP },
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{ "hive outpost", JELLYSHOP },
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{ "nest outpost", ACIDSHOP },
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{ "garrison outpost", PETSHOP },
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{ "mound outpost", CERAMICSHOP },
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{ "sea garden", SEAGARDEN },
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{ "fish shop", SEAFOOD },
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{ "explorer shop", SANDWALKER },
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{ "naiad shop", NAIADSHOP },
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{ 0, 0 }
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};
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const char *fname = "(stdin)";
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int fatal_error = 0;
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int want_warnings = 0;
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#ifdef FLEX23_BUG
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/* Flex 2.3 bug work around; not needed for 2.3.6 or later */
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int yy_more_len = 0;
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#endif
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extern char tmpmessage[];
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extern altar *tmpaltar[];
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extern lad *tmplad[];
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extern stair *tmpstair[];
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extern digpos *tmpdig[];
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extern digpos *tmppass[];
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extern char *tmpmap[];
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extern region *tmpreg[];
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extern lev_region *tmplreg[];
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extern door *tmpdoor[];
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extern room_door *tmprdoor[];
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extern trap *tmptrap[];
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extern monster *tmpmonst[];
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extern object *tmpobj[];
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extern drawbridge *tmpdb[];
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extern walk *tmpwalk[];
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extern gold *tmpgold[];
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extern fountain *tmpfountain[];
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extern forge *tmpforge[];
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extern sink *tmpsink[];
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extern pool *tmppool[];
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extern engraving *tmpengraving[];
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extern mazepart *tmppart[];
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extern room *tmproom[];
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extern int n_olist, n_mlist, n_plist;
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extern unsigned int nlreg, nreg, ndoor, ntrap, nmons, nobj;
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extern unsigned int ndb, nwalk, npart, ndig, npass, nlad, nstair;
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extern unsigned int naltar, ncorridor, nrooms, ngold, nengraving;
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extern unsigned int nfountain, nforge, npool, nsink;
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extern unsigned int max_x_map, max_y_map;
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extern int line_number, colon_line_number;
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int
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main(int argc, char **argv)
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{
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FILE *fin;
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int i;
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boolean errors_encountered = FALSE;
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/* Note: these initializers don't do anything except guarantee that
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we're linked properly.
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*/
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monst_init();
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objects_init();
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/* these do something... */
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decl_init();
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init_obj_classes();
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init_yyout(stdout);
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if (argc == 1) { /* Read standard input */
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init_yyin(stdin);
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(void) yyparse();
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if (fatal_error > 0) {
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errors_encountered = TRUE;
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}
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} else { /* Otherwise every argument is a filename */
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for(i=1; i<argc; i++) {
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fname = argv[i];
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if(!strcmp(fname, "-w")) {
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want_warnings++;
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continue;
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}
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fin = freopen(fname, "r", stdin);
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if (!fin) {
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(void) fprintf(stderr,"Can't open \"%s\" for input.\n",
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fname);
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perror(fname);
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errors_encountered = TRUE;
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} else {
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init_yyin(fin);
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(void) yyparse();
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line_number = 1;
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if (fatal_error > 0) {
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errors_encountered = TRUE;
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fatal_error = 0;
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}
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}
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}
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}
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exit(errors_encountered ? EXIT_FAILURE : EXIT_SUCCESS);
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/*NOTREACHED*/
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return 0;
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}
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/*
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* Each time the parser detects an error, it uses this function.
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* Here we take count of the errors. To continue farther than
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* MAX_ERRORS wouldn't be reasonable.
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* Assume that explicit calls from lev_comp.y have the 1st letter
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* capitalized, to allow printing of the line containing the start of
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* the current declaration, instead of the beginning of the next declaration.
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*/
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void
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yyerror(const char *s)
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{
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(void) fprintf(stderr, "%s: line %d : %s\n", fname,
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(*s >= 'A' && *s <= 'Z') ? colon_line_number : line_number, s);
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if (++fatal_error > MAX_ERRORS) {
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(void) fprintf(stderr,"Too many errors, good bye!\n");
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exit(EXIT_FAILURE);
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}
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}
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/*
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* Just display a warning (that is : a non fatal error)
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*/
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void
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yywarning(const char *s)
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{
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(void) fprintf(stderr, "%s: line %d : WARNING : %s\n",
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fname, colon_line_number, s);
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}
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/*
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* Stub needed for lex interface.
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*/
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int
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yywrap(void)
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{
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return 1;
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}
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/*
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* Find the index of an artifact in the table, knowing its name.
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*/
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int
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get_artifact_id(char *s)
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{
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register int i;
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SpinCursor(3);
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for(i=0; artifact_names[i]; i++)
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if (!strcmp(s, artifact_names[i]))
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return ((int) i);
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return ERR;
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}
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/*
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* Find the type of floor, knowing its char representation.
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*/
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int
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get_floor_type(char c)
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{
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int val;
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SpinCursor(3);
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val = what_map_char(c);
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if(val == INVALID_TYPE) {
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val = ERR;
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yywarning("Invalid fill character in MAZE declaration");
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}
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return val;
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}
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/*
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* Find the type of a room in the table, knowing its name.
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*/
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int
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get_room_type(char *s)
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{
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register int i;
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SpinCursor(3);
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for(i=0; room_types[i].name; i++)
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if (!strcmp(s, room_types[i].name))
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return ((int) room_types[i].type);
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return ERR;
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}
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/*
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* Find the type of a trap in the table, knowing its name.
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*/
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int
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get_trap_type(char *s)
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{
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register int i;
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SpinCursor(3);
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for (i=0; trap_types[i].name; i++)
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if(!strcmp(s,trap_types[i].name))
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return trap_types[i].type;
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return ERR;
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}
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/*
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* Find the index of a monster in the table, knowing its name.
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*/
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int
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get_monster_id(char *s, char c)
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{
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register int i, class;
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SpinCursor(3);
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class = c ? def_char_to_monclass(c) : 0;
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if (class == MAXMCLASSES) return ERR;
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for (i = LOW_PM; i < NUMMONS; i++)
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if (!class || class == mons[i].mlet)
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if (!strcmp(s, mons[i].mname)) return i;
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return ERR;
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}
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/*
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* Find the index of an object in the table, knowing its name.
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*/
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int
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get_object_id(char *s, char c) /* c = class */
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{
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int i, class;
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const char *objname;
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SpinCursor(3);
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class = (c > 0) ? def_char_to_objclass(c) : 0;
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if (class == MAXOCLASSES) return ERR;
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for (i = class ? bases[class] : 0; i < NUM_OBJECTS; i++) {
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if (class && objects[i].oc_class != class) break;
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objname = obj_descr[i].oc_name;
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if (objname && !strcmp(s, objname))
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return i;
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}
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return ERR;
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}
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/*
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* Find the index of a god in the table, knowing its name.
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*/
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int
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get_god_id(char *s)
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{
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int i;
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SpinCursor(3);
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for (i = 1; i < MAX_GOD; i++) {
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if (god_names[i] && !strcmp(s, god_names[i]))
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return i;
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}
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char ebuf[60];
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Sprintf(ebuf, "Bad god name \"%s\"", s);
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yywarning(ebuf);
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return GOD_NONE;
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}
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static void
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init_obj_classes(void)
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{
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int i, class, prev_class;
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prev_class = -1;
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for (i = 0; i < NUM_OBJECTS; i++) {
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class = objects[i].oc_class;
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if (class != prev_class) {
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bases[class] = i;
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prev_class = class;
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}
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}
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}
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/*
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* Is the character 'c' a valid monster class ?
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*/
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boolean
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check_monster_char(char c)
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{
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return (def_char_to_monclass(c) != MAXMCLASSES);
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}
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/*
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* Is the character 'c' a valid object class ?
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*/
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boolean
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check_object_char(char c)
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{
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return (def_char_to_objclass(c) != MAXOCLASSES);
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}
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/*
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* Convert .des map letter into floor type.
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*/
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char
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what_map_char(char c)
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{
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SpinCursor(3);
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switch(c) {
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case ' ' : return(STONE);
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case '#' : return(CORR);
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case '.' : return(ROOM);
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case '-' : return(HWALL);
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case '|' : return(VWALL);
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case '+' : return(DOOR);
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case 'A' : return(AIR);
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case 'B' : return(CROSSWALL); /* hack: boundary location */
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case 'C' : return(CLOUD);
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case 'S' : return(SDOOR);
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case 'H' : return(SCORR);
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case '{' : return(FOUNTAIN);
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case 'O' : return(FORGE);
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case '\\' : return(THRONE);
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case 'K' :
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return(SINK);
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case '}' : return(MOAT);
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case 'P' : return(POOL);
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case 'L' : return(LAVAPOOL);
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case 'I' : return(ICE);
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case ',' :
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return(GRASS);
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case 'G' :
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return(GRASS);
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case 'e' :
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return(SOIL);
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case 's' :
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return(SAND);
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case 'W' : return(WATER);
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case 'w' : return(PUDDLE);
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case 'T' : return (TREE);
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case 't' : return (DEADTREE);
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case 'F' : return (IRONBARS); /* Fe = iron */
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}
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return(INVALID_TYPE);
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}
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/*
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* Yep! LEX gives us the map in a raw mode.
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* Just analyze it here.
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*/
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void
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scan_map(char *map)
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{
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register int i, len;
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register char *s1, *s2;
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int max_len = 0;
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int max_hig = 0;
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char msg[256];
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/* First, strip out digits 0-9 (line numbering) */
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for (s1 = s2 = map; *s1; s1++)
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if (*s1 < '0' || *s1 > '9')
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*s2++ = *s1;
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*s2 = '\0';
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/* Second, find the max width of the map */
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s1 = map;
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while (s1 && *s1) {
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s2 = index(s1, '\n');
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if (s2) {
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len = (int) (s2 - s1);
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s1 = s2 + 1;
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} else {
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len = (int) strlen(s1);
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s1 = (char *) 0;
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}
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if (len > max_len) max_len = len;
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}
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/* Then parse it now */
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while (map && *map) {
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tmpmap[max_hig] = (char *) alloc(max_len);
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s1 = index(map, '\n');
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if (s1) {
|
|
len = (int) (s1 - map);
|
|
s1++;
|
|
} else {
|
|
len = (int) strlen(map);
|
|
s1 = map + len;
|
|
}
|
|
for(i=0; i<len; i++)
|
|
if((tmpmap[max_hig][i] = what_map_char(map[i])) == INVALID_TYPE) {
|
|
Sprintf(msg,
|
|
"Invalid character @ (%d, %d) - replacing with stone",
|
|
max_hig, i);
|
|
yywarning(msg);
|
|
tmpmap[max_hig][i] = STONE;
|
|
}
|
|
while(i < max_len)
|
|
tmpmap[max_hig][i++] = STONE;
|
|
map = s1;
|
|
max_hig++;
|
|
}
|
|
|
|
/* Memorize boundaries */
|
|
|
|
max_x_map = max_len - 1;
|
|
max_y_map = max_hig - 1;
|
|
|
|
/* Store the map into the mazepart structure */
|
|
|
|
if(max_len > MAP_X_LIM || max_hig > MAP_Y_LIM) {
|
|
Sprintf(msg, "Map too large! (max %d x %d)", MAP_X_LIM, MAP_Y_LIM);
|
|
yyerror(msg);
|
|
}
|
|
|
|
tmppart[npart]->xsize = max_len;
|
|
tmppart[npart]->ysize = max_hig;
|
|
tmppart[npart]->map = (char **) alloc(max_hig*sizeof(char *));
|
|
for(i = 0; i< max_hig; i++)
|
|
tmppart[npart]->map[i] = tmpmap[i];
|
|
}
|
|
|
|
/*
|
|
* If we have drawn a map without walls, this allows us to
|
|
* auto-magically wallify it.
|
|
*/
|
|
#define Map_point(x,y) *(tmppart[npart]->map[y] + x)
|
|
|
|
void
|
|
wallify_map(void)
|
|
{
|
|
unsigned int x, y, xx, yy, lo_xx, lo_yy, hi_xx, hi_yy;
|
|
|
|
for (y = 0; y <= max_y_map; y++) {
|
|
SpinCursor(3);
|
|
lo_yy = (y > 0) ? y - 1 : 0;
|
|
hi_yy = (y < max_y_map) ? y + 1 : max_y_map;
|
|
for (x = 0; x <= max_x_map; x++) {
|
|
if (Map_point(x,y) != STONE) continue;
|
|
lo_xx = (x > 0) ? x - 1 : 0;
|
|
hi_xx = (x < max_x_map) ? x + 1 : max_x_map;
|
|
for (yy = lo_yy; yy <= hi_yy; yy++)
|
|
for (xx = lo_xx; xx <= hi_xx; xx++)
|
|
if (IS_ROOM(Map_point(xx,yy)) ||
|
|
Map_point(xx,yy) == CROSSWALL) {
|
|
Map_point(x,y) = (yy != y) ? HWALL : VWALL;
|
|
yy = hi_yy; /* end `yy' loop */
|
|
break; /* end `xx' loop */
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* We need to check the subrooms apartenance to an existing room.
|
|
*/
|
|
boolean
|
|
check_subrooms(void)
|
|
{
|
|
unsigned i, j, n_subrooms;
|
|
boolean found, ok = TRUE;
|
|
char *last_parent, msg[256];
|
|
|
|
for (i = 0; i < nrooms; i++)
|
|
if (tmproom[i]->parent) {
|
|
found = FALSE;
|
|
for(j = 0; j < nrooms; j++)
|
|
if (tmproom[j]->name &&
|
|
!strcmp(tmproom[i]->parent, tmproom[j]->name)) {
|
|
found = TRUE;
|
|
break;
|
|
}
|
|
if (!found) {
|
|
Sprintf(msg,
|
|
"Subroom error : parent room '%s' not found!",
|
|
tmproom[i]->parent);
|
|
yyerror(msg);
|
|
ok = FALSE;
|
|
}
|
|
}
|
|
|
|
msg[0] = '\0';
|
|
last_parent = msg;
|
|
for (i = 0; i < nrooms; i++)
|
|
if (tmproom[i]->parent) {
|
|
n_subrooms = 0;
|
|
for(j = i; j < nrooms; j++) {
|
|
/*
|
|
* This is by no means perfect, but should cut down the duplicate error
|
|
* messages by over 90%. The only problem will be when either subrooms
|
|
* are mixed in the level definition (not likely but possible) or rooms
|
|
* have subrooms that have subrooms.
|
|
*/
|
|
if (!strcmp(tmproom[i]->parent, last_parent)) continue;
|
|
if (tmproom[j]->parent &&
|
|
!strcmp(tmproom[i]->parent, tmproom[j]->parent)) {
|
|
n_subrooms++;
|
|
if(n_subrooms > MAX_SUBROOMS) {
|
|
|
|
Sprintf(msg,
|
|
"Subroom error: too many subrooms attached to parent room '%s'!",
|
|
tmproom[i]->parent);
|
|
yyerror(msg);
|
|
last_parent = tmproom[i]->parent;
|
|
ok = FALSE;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return ok;
|
|
}
|
|
|
|
/*
|
|
* Check that coordinates (x,y) are roomlike locations.
|
|
* Print warning "str" if they aren't.
|
|
*/
|
|
void
|
|
check_coord(int x, int y, const char *str)
|
|
{
|
|
char ebuf[60];
|
|
|
|
if (x >= 0 && y >= 0 && x <= (int)max_x_map && y <= (int)max_y_map &&
|
|
(IS_ROCK(tmpmap[y][x]) || IS_DOOR(tmpmap[y][x]))) {
|
|
Sprintf(ebuf, "%s placed in wall at (%02d,%02d)?!", str, x, y);
|
|
yywarning(ebuf);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Here we want to store the maze part we just got.
|
|
*/
|
|
void
|
|
store_part(void)
|
|
{
|
|
register unsigned i;
|
|
|
|
/* Ok, We got the whole part, now we store it. */
|
|
|
|
/* The Regions */
|
|
|
|
if ((tmppart[npart]->nreg = nreg) != 0) {
|
|
tmppart[npart]->regions = NewTab(region, nreg);
|
|
for(i=0;i<nreg;i++)
|
|
tmppart[npart]->regions[i] = tmpreg[i];
|
|
}
|
|
nreg = 0;
|
|
|
|
/* The Level Regions */
|
|
|
|
if ((tmppart[npart]->nlreg = nlreg) != 0) {
|
|
tmppart[npart]->lregions = NewTab(lev_region, nlreg);
|
|
for(i=0;i<nlreg;i++)
|
|
tmppart[npart]->lregions[i] = tmplreg[i];
|
|
}
|
|
nlreg = 0;
|
|
|
|
/* the doors */
|
|
|
|
if ((tmppart[npart]->ndoor = ndoor) != 0) {
|
|
tmppart[npart]->doors = NewTab(door, ndoor);
|
|
for(i=0;i<ndoor;i++)
|
|
tmppart[npart]->doors[i] = tmpdoor[i];
|
|
}
|
|
ndoor = 0;
|
|
|
|
/* the drawbridges */
|
|
|
|
if ((tmppart[npart]->ndrawbridge = ndb) != 0) {
|
|
tmppart[npart]->drawbridges = NewTab(drawbridge, ndb);
|
|
for(i=0;i<ndb;i++)
|
|
tmppart[npart]->drawbridges[i] = tmpdb[i];
|
|
}
|
|
ndb = 0;
|
|
|
|
/* The walkmaze directives */
|
|
|
|
if ((tmppart[npart]->nwalk = nwalk) != 0) {
|
|
tmppart[npart]->walks = NewTab(walk, nwalk);
|
|
for(i=0;i<nwalk;i++)
|
|
tmppart[npart]->walks[i] = tmpwalk[i];
|
|
}
|
|
nwalk = 0;
|
|
|
|
/* The non_diggable directives */
|
|
|
|
if ((tmppart[npart]->ndig = ndig) != 0) {
|
|
tmppart[npart]->digs = NewTab(digpos, ndig);
|
|
for(i=0;i<ndig;i++)
|
|
tmppart[npart]->digs[i] = tmpdig[i];
|
|
}
|
|
ndig = 0;
|
|
|
|
/* The non_passwall directives */
|
|
|
|
if ((tmppart[npart]->npass = npass) != 0) {
|
|
tmppart[npart]->passs = NewTab(digpos, npass);
|
|
for(i=0;i<npass;i++)
|
|
tmppart[npart]->passs[i] = tmppass[i];
|
|
}
|
|
npass = 0;
|
|
|
|
/* The ladders */
|
|
|
|
if ((tmppart[npart]->nlad = nlad) != 0) {
|
|
tmppart[npart]->lads = NewTab(lad, nlad);
|
|
for(i=0;i<nlad;i++)
|
|
tmppart[npart]->lads[i] = tmplad[i];
|
|
}
|
|
nlad = 0;
|
|
|
|
/* The stairs */
|
|
|
|
if ((tmppart[npart]->nstair = nstair) != 0) {
|
|
tmppart[npart]->stairs = NewTab(stair, nstair);
|
|
for(i=0;i<nstair;i++)
|
|
tmppart[npart]->stairs[i] = tmpstair[i];
|
|
}
|
|
nstair = 0;
|
|
|
|
/* The altars */
|
|
if ((tmppart[npart]->naltar = naltar) != 0) {
|
|
tmppart[npart]->altars = NewTab(altar, naltar);
|
|
for(i=0;i<naltar;i++)
|
|
tmppart[npart]->altars[i] = tmpaltar[i];
|
|
}
|
|
naltar = 0;
|
|
|
|
/* The fountains */
|
|
|
|
if ((tmppart[npart]->nfountain = nfountain) != 0) {
|
|
tmppart[npart]->fountains = NewTab(fountain, nfountain);
|
|
for(i=0;i<nfountain;i++)
|
|
tmppart[npart]->fountains[i] = tmpfountain[i];
|
|
}
|
|
nfountain = 0;
|
|
|
|
/* The forges */
|
|
|
|
if ((tmppart[npart]->nforge = nforge) != 0) {
|
|
tmppart[npart]->forges = NewTab(forge, nforge);
|
|
for(i=0;i<nforge;i++)
|
|
tmppart[npart]->forges[i] = tmpforge[i];
|
|
}
|
|
nforge = 0;
|
|
|
|
/* the traps */
|
|
|
|
if ((tmppart[npart]->ntrap = ntrap) != 0) {
|
|
tmppart[npart]->traps = NewTab(trap, ntrap);
|
|
for(i=0;i<ntrap;i++)
|
|
tmppart[npart]->traps[i] = tmptrap[i];
|
|
}
|
|
ntrap = 0;
|
|
|
|
/* the monsters */
|
|
|
|
if ((tmppart[npart]->nmonster = nmons) != 0) {
|
|
tmppart[npart]->monsters = NewTab(monster, nmons);
|
|
for(i=0;i<nmons;i++)
|
|
tmppart[npart]->monsters[i] = tmpmonst[i];
|
|
} else
|
|
tmppart[npart]->monsters = 0;
|
|
nmons = 0;
|
|
|
|
/* the objects */
|
|
|
|
if ((tmppart[npart]->nobject = nobj) != 0) {
|
|
tmppart[npart]->objects = NewTab(object, nobj);
|
|
for(i=0;i<nobj;i++)
|
|
tmppart[npart]->objects[i] = tmpobj[i];
|
|
} else
|
|
tmppart[npart]->objects = 0;
|
|
nobj = 0;
|
|
|
|
/* The gold piles */
|
|
|
|
if ((tmppart[npart]->ngold = ngold) != 0) {
|
|
tmppart[npart]->golds = NewTab(gold, ngold);
|
|
for(i=0;i<ngold;i++)
|
|
tmppart[npart]->golds[i] = tmpgold[i];
|
|
}
|
|
ngold = 0;
|
|
|
|
/* The engravings */
|
|
|
|
if ((tmppart[npart]->nengraving = nengraving) != 0) {
|
|
tmppart[npart]->engravings = NewTab(engraving, nengraving);
|
|
for(i=0;i<nengraving;i++)
|
|
tmppart[npart]->engravings[i] = tmpengraving[i];
|
|
} else
|
|
tmppart[npart]->engravings = 0;
|
|
nengraving = 0;
|
|
|
|
npart++;
|
|
n_plist = n_mlist = n_olist = 0;
|
|
}
|
|
|
|
/*
|
|
* Here we want to store the room part we just got.
|
|
*/
|
|
void
|
|
store_room(void)
|
|
{
|
|
register unsigned i;
|
|
|
|
/* Ok, We got the whole room, now we store it. */
|
|
|
|
/* the doors */
|
|
|
|
if ((tmproom[nrooms]->ndoor = ndoor) != 0) {
|
|
tmproom[nrooms]->doors = NewTab(room_door, ndoor);
|
|
for(i=0;i<ndoor;i++)
|
|
tmproom[nrooms]->doors[i] = tmprdoor[i];
|
|
}
|
|
ndoor = 0;
|
|
|
|
/* The stairs */
|
|
|
|
if ((tmproom[nrooms]->nstair = nstair) != 0) {
|
|
tmproom[nrooms]->stairs = NewTab(stair, nstair);
|
|
for(i=0;i<nstair;i++)
|
|
tmproom[nrooms]->stairs[i] = tmpstair[i];
|
|
}
|
|
nstair = 0;
|
|
|
|
/* The altars */
|
|
if ((tmproom[nrooms]->naltar = naltar) != 0) {
|
|
tmproom[nrooms]->altars = NewTab(altar, naltar);
|
|
for(i=0;i<naltar;i++)
|
|
tmproom[nrooms]->altars[i] = tmpaltar[i];
|
|
}
|
|
naltar = 0;
|
|
|
|
/* The fountains */
|
|
|
|
if ((tmproom[nrooms]->nfountain = nfountain) != 0) {
|
|
tmproom[nrooms]->fountains = NewTab(fountain, nfountain);
|
|
for(i=0;i<nfountain;i++)
|
|
tmproom[nrooms]->fountains[i] = tmpfountain[i];
|
|
}
|
|
nfountain = 0;
|
|
|
|
/* The forges */
|
|
|
|
if ((tmproom[nrooms]->nforge = nforge) != 0) {
|
|
tmproom[nrooms]->forges = NewTab(forge, nforge);
|
|
for(i=0;i<nforge;i++)
|
|
tmproom[nrooms]->forges[i] = tmpforge[i];
|
|
}
|
|
nforge = 0;
|
|
|
|
/* The sinks */
|
|
|
|
if ((tmproom[nrooms]->nsink = nsink) != 0) {
|
|
tmproom[nrooms]->sinks = NewTab(sink, nsink);
|
|
for(i=0;i<nsink;i++)
|
|
tmproom[nrooms]->sinks[i] = tmpsink[i];
|
|
}
|
|
nsink = 0;
|
|
|
|
/* The pools */
|
|
|
|
if ((tmproom[nrooms]->npool = npool) != 0) {
|
|
tmproom[nrooms]->pools = NewTab(pool, npool);
|
|
for(i=0;i<npool;i++)
|
|
tmproom[nrooms]->pools[i] = tmppool[i];
|
|
}
|
|
npool = 0;
|
|
|
|
/* the traps */
|
|
|
|
if ((tmproom[nrooms]->ntrap = ntrap) != 0) {
|
|
tmproom[nrooms]->traps = NewTab(trap, ntrap);
|
|
for(i=0;i<ntrap;i++)
|
|
tmproom[nrooms]->traps[i] = tmptrap[i];
|
|
}
|
|
ntrap = 0;
|
|
|
|
/* the monsters */
|
|
|
|
if ((tmproom[nrooms]->nmonster = nmons) != 0) {
|
|
tmproom[nrooms]->monsters = NewTab(monster, nmons);
|
|
for(i=0;i<nmons;i++)
|
|
tmproom[nrooms]->monsters[i] = tmpmonst[i];
|
|
} else
|
|
tmproom[nrooms]->monsters = 0;
|
|
nmons = 0;
|
|
|
|
/* the objects */
|
|
|
|
if ((tmproom[nrooms]->nobject = nobj) != 0) {
|
|
tmproom[nrooms]->objects = NewTab(object, nobj);
|
|
for(i=0;i<nobj;i++)
|
|
tmproom[nrooms]->objects[i] = tmpobj[i];
|
|
} else
|
|
tmproom[nrooms]->objects = 0;
|
|
nobj = 0;
|
|
|
|
/* The gold piles */
|
|
|
|
if ((tmproom[nrooms]->ngold = ngold) != 0) {
|
|
tmproom[nrooms]->golds = NewTab(gold, ngold);
|
|
for(i=0;i<ngold;i++)
|
|
tmproom[nrooms]->golds[i] = tmpgold[i];
|
|
}
|
|
ngold = 0;
|
|
|
|
/* The engravings */
|
|
|
|
if ((tmproom[nrooms]->nengraving = nengraving) != 0) {
|
|
tmproom[nrooms]->engravings = NewTab(engraving, nengraving);
|
|
for(i=0;i<nengraving;i++)
|
|
tmproom[nrooms]->engravings[i] = tmpengraving[i];
|
|
} else
|
|
tmproom[nrooms]->engravings = 0;
|
|
nengraving = 0;
|
|
|
|
nrooms++;
|
|
}
|
|
|
|
/*
|
|
* Output some info common to all special levels.
|
|
*/
|
|
static boolean
|
|
write_common_data(int fd, int typ, lev_init *init, long flgs)
|
|
{
|
|
char c;
|
|
uchar len;
|
|
static struct version_info version_data = {
|
|
VERSION_NUMBER, VERSION_FEATURES,
|
|
VERSION_SANITY1, VERSION_SANITY2
|
|
};
|
|
|
|
Write(fd, &version_data, sizeof version_data);
|
|
c = typ;
|
|
Write(fd, &c, sizeof(c)); /* 1 byte header */
|
|
Write(fd, init, sizeof(lev_init));
|
|
Write(fd, &flgs, sizeof flgs);
|
|
|
|
len = (uchar) strlen(tmpmessage);
|
|
Write(fd, &len, sizeof len);
|
|
if (len) Write(fd, tmpmessage, (int) len);
|
|
tmpmessage[0] = '\0';
|
|
return TRUE;
|
|
}
|
|
|
|
/*
|
|
* Output monster info, which needs string fixups, then release memory.
|
|
*/
|
|
static boolean
|
|
write_monsters(int fd, char *nmonster_p, monster ***monsters_p)
|
|
{
|
|
monster *m;
|
|
char *name, *appr;
|
|
int j, n = (int)*nmonster_p;
|
|
|
|
Write(fd, nmonster_p, sizeof *nmonster_p);
|
|
for (j = 0; j < n; j++) {
|
|
m = (*monsters_p)[j];
|
|
name = m->name.str;
|
|
appr = m->appear_as.str;
|
|
m->name.str = m->appear_as.str = 0;
|
|
m->name.len = name ? strlen(name) : 0;
|
|
m->appear_as.len = appr ? strlen(appr) : 0;
|
|
Write(fd, m, sizeof *m);
|
|
if (name) {
|
|
Write(fd, name, m->name.len);
|
|
Free(name);
|
|
}
|
|
if (appr) {
|
|
Write(fd, appr, m->appear_as.len);
|
|
Free(appr);
|
|
}
|
|
Free(m);
|
|
}
|
|
if (*monsters_p) {
|
|
Free(*monsters_p);
|
|
*monsters_p = 0;
|
|
}
|
|
*nmonster_p = 0;
|
|
return TRUE;
|
|
}
|
|
|
|
/*
|
|
* Output object info, which needs string fixup, then release memory.
|
|
*/
|
|
static boolean
|
|
write_objects(int fd, char *nobject_p, object ***objects_p)
|
|
{
|
|
object *o;
|
|
char *name;
|
|
int j, n = (int)*nobject_p;
|
|
|
|
Write(fd, nobject_p, sizeof *nobject_p);
|
|
for (j = 0; j < n; j++) {
|
|
o = (*objects_p)[j];
|
|
name = o->name.str;
|
|
o->name.str = 0; /* reset in case `len' is narrower */
|
|
o->name.len = name ? strlen(name) : 0;
|
|
Write(fd, o, sizeof *o);
|
|
if (name) {
|
|
Write(fd, name, o->name.len);
|
|
Free(name);
|
|
}
|
|
Free(o);
|
|
}
|
|
if (*objects_p) {
|
|
Free(*objects_p);
|
|
*objects_p = 0;
|
|
}
|
|
*nobject_p = 0;
|
|
return TRUE;
|
|
}
|
|
|
|
/*
|
|
* Output engraving info, which needs string fixup, then release memory.
|
|
*/
|
|
static boolean
|
|
write_engravings(int fd, char *nengraving_p, engraving ***engravings_p)
|
|
{
|
|
engraving *e;
|
|
char *engr;
|
|
int j, n = (int)*nengraving_p;
|
|
|
|
Write(fd, nengraving_p, sizeof *nengraving_p);
|
|
for (j = 0; j < n; j++) {
|
|
e = (*engravings_p)[j];
|
|
engr = e->engr.str;
|
|
e->engr.str = 0; /* reset in case `len' is narrower */
|
|
e->engr.len = strlen(engr);
|
|
Write(fd, e, sizeof *e);
|
|
Write(fd, engr, e->engr.len);
|
|
Free(engr);
|
|
Free(e);
|
|
}
|
|
if (*engravings_p) {
|
|
Free(*engravings_p);
|
|
*engravings_p = 0;
|
|
}
|
|
*nengraving_p = 0;
|
|
return TRUE;
|
|
}
|
|
|
|
/*
|
|
* Open and write maze or rooms file, based on which pointer is non-null.
|
|
* Return TRUE on success, FALSE on failure.
|
|
*/
|
|
boolean
|
|
write_level_file(char *filename, splev *room_level, specialmaze *maze_level)
|
|
{
|
|
int fout;
|
|
char lbuf[60];
|
|
|
|
lbuf[0] = '\0';
|
|
#ifdef PREFIX
|
|
Strcat(lbuf, PREFIX);
|
|
#endif
|
|
Strcat(lbuf, filename);
|
|
Strcat(lbuf, LEV_EXT);
|
|
|
|
fout = open(lbuf, O_WRONLY|O_CREAT|O_BINARY, OMASK);
|
|
if (fout < 0) return FALSE;
|
|
|
|
if (room_level) {
|
|
if (!write_rooms(fout, room_level))
|
|
return FALSE;
|
|
} else if (maze_level) {
|
|
if (!write_maze(fout, maze_level))
|
|
return FALSE;
|
|
} else
|
|
panic("write_level_file");
|
|
|
|
(void) close(fout);
|
|
return TRUE;
|
|
}
|
|
|
|
/*
|
|
* Here we write the structure of the maze in the specified file (fd).
|
|
* Also, we have to free the memory allocated via alloc().
|
|
*/
|
|
static boolean
|
|
write_maze(int fd, specialmaze *maze)
|
|
{
|
|
short i,j;
|
|
mazepart *pt;
|
|
|
|
if (!write_common_data(fd, SP_LEV_MAZE, &(maze->init_lev), maze->flags))
|
|
return FALSE;
|
|
|
|
Write(fd, &(maze->filling), sizeof(maze->filling));
|
|
Write(fd, &(maze->numpart), sizeof(maze->numpart));
|
|
/* Number of parts */
|
|
for(i=0;i<maze->numpart;i++) {
|
|
pt = maze->parts[i];
|
|
|
|
/* First, write the map */
|
|
|
|
Write(fd, &(pt->halign), sizeof(pt->halign));
|
|
Write(fd, &(pt->valign), sizeof(pt->valign));
|
|
Write(fd, &(pt->xsize), sizeof(pt->xsize));
|
|
Write(fd, &(pt->ysize), sizeof(pt->ysize));
|
|
for(j=0;j<pt->ysize;j++) {
|
|
if(!maze->init_lev.init_present ||
|
|
pt->xsize > 1 || pt->ysize > 1) {
|
|
Write(fd, pt->map[j], pt->xsize * sizeof *pt->map[j]);
|
|
}
|
|
Free(pt->map[j]);
|
|
}
|
|
Free(pt->map);
|
|
|
|
/* level region stuff */
|
|
Write(fd, &pt->nlreg, sizeof pt->nlreg);
|
|
for (j = 0; j < pt->nlreg; j++) {
|
|
lev_region *l = pt->lregions[j];
|
|
char *rname = l->rname.str;
|
|
l->rname.str = 0; /* reset in case `len' is narrower */
|
|
l->rname.len = rname ? strlen(rname) : 0;
|
|
Write(fd, l, sizeof *l);
|
|
if (rname) {
|
|
Write(fd, rname, l->rname.len);
|
|
Free(rname);
|
|
}
|
|
Free(l);
|
|
}
|
|
if (pt->nlreg > 0)
|
|
Free(pt->lregions);
|
|
|
|
/* The random registers */
|
|
Write(fd, &(pt->nrobjects), sizeof(pt->nrobjects));
|
|
if(pt->nrobjects) {
|
|
Write(fd, pt->robjects, pt->nrobjects);
|
|
Free(pt->robjects);
|
|
}
|
|
Write(fd, &(pt->nloc), sizeof(pt->nloc));
|
|
if(pt->nloc) {
|
|
Write(fd, pt->rloc_x, pt->nloc);
|
|
Write(fd, pt->rloc_y, pt->nloc);
|
|
Free(pt->rloc_x);
|
|
Free(pt->rloc_y);
|
|
}
|
|
Write(fd, &(pt->nrmonst), sizeof(pt->nrmonst));
|
|
if(pt->nrmonst) {
|
|
Write(fd, pt->rmonst, pt->nrmonst);
|
|
Free(pt->rmonst);
|
|
}
|
|
|
|
/* subrooms */
|
|
Write(fd, &(pt->nreg), sizeof(pt->nreg));
|
|
for(j=0;j<pt->nreg;j++) {
|
|
Write(fd, pt->regions[j], sizeof(region));
|
|
Free(pt->regions[j]);
|
|
}
|
|
if(pt->nreg > 0)
|
|
Free(pt->regions);
|
|
|
|
/* the doors */
|
|
Write(fd, &(pt->ndoor), sizeof(pt->ndoor));
|
|
for(j=0;j<pt->ndoor;j++) {
|
|
Write(fd, pt->doors[j], sizeof(door));
|
|
Free(pt->doors[j]);
|
|
}
|
|
if (pt->ndoor > 0)
|
|
Free(pt->doors);
|
|
|
|
/* The drawbridges */
|
|
Write(fd, &(pt->ndrawbridge), sizeof(pt->ndrawbridge));
|
|
for(j=0;j<pt->ndrawbridge;j++) {
|
|
Write(fd, pt->drawbridges[j], sizeof(drawbridge));
|
|
Free(pt->drawbridges[j]);
|
|
}
|
|
if(pt->ndrawbridge > 0)
|
|
Free(pt->drawbridges);
|
|
|
|
/* The mazewalk directives */
|
|
Write(fd, &(pt->nwalk), sizeof(pt->nwalk));
|
|
for(j=0; j<pt->nwalk; j++) {
|
|
Write(fd, pt->walks[j], sizeof(walk));
|
|
Free(pt->walks[j]);
|
|
}
|
|
if (pt->nwalk > 0)
|
|
Free(pt->walks);
|
|
|
|
/* The non_diggable directives */
|
|
Write(fd, &(pt->ndig), sizeof(pt->ndig));
|
|
for(j=0;j<pt->ndig;j++) {
|
|
Write(fd, pt->digs[j], sizeof(digpos));
|
|
Free(pt->digs[j]);
|
|
}
|
|
if (pt->ndig > 0)
|
|
Free(pt->digs);
|
|
|
|
/* The non_passwall directives */
|
|
Write(fd, &(pt->npass), sizeof(pt->npass));
|
|
for(j=0;j<pt->npass;j++) {
|
|
Write(fd, pt->passs[j], sizeof(digpos));
|
|
Free(pt->passs[j]);
|
|
}
|
|
if (pt->npass > 0)
|
|
Free(pt->passs);
|
|
|
|
/* The ladders */
|
|
Write(fd, &(pt->nlad), sizeof(pt->nlad));
|
|
for(j=0;j<pt->nlad;j++) {
|
|
Write(fd, pt->lads[j], sizeof(lad));
|
|
Free(pt->lads[j]);
|
|
}
|
|
if (pt->nlad > 0)
|
|
Free(pt->lads);
|
|
|
|
/* The stairs */
|
|
Write(fd, &(pt->nstair), sizeof(pt->nstair));
|
|
for(j=0;j<pt->nstair;j++) {
|
|
Write(fd, pt->stairs[j], sizeof(stair));
|
|
Free(pt->stairs[j]);
|
|
}
|
|
if (pt->nstair > 0)
|
|
Free(pt->stairs);
|
|
|
|
/* The altars */
|
|
Write(fd, &(pt->naltar), sizeof(pt->naltar));
|
|
for(j=0;j<pt->naltar;j++) {
|
|
Write(fd, pt->altars[j], sizeof(altar));
|
|
Free(pt->altars[j]);
|
|
}
|
|
if (pt->naltar > 0)
|
|
Free(pt->altars);
|
|
|
|
/* The fountains */
|
|
Write(fd, &(pt->nfountain), sizeof(pt->nfountain));
|
|
for(j=0;j<pt->nfountain;j++) {
|
|
Write(fd, pt->fountains[j], sizeof(fountain));
|
|
Free(pt->fountains[j]);
|
|
}
|
|
if (pt->nfountain > 0)
|
|
Free(pt->fountains);
|
|
|
|
/* The forges */
|
|
Write(fd, &(pt->nforge), sizeof(pt->nforge));
|
|
for(j=0;j<pt->nforge;j++) {
|
|
Write(fd, pt->forges[j], sizeof(forge));
|
|
Free(pt->forges[j]);
|
|
}
|
|
if (pt->nforge > 0)
|
|
Free(pt->forges);
|
|
|
|
/* The traps */
|
|
Write(fd, &(pt->ntrap), sizeof(pt->ntrap));
|
|
for(j=0;j<pt->ntrap;j++) {
|
|
Write(fd, pt->traps[j], sizeof(trap));
|
|
Free(pt->traps[j]);
|
|
}
|
|
if (pt->ntrap)
|
|
Free(pt->traps);
|
|
|
|
/* The monsters */
|
|
if (!write_monsters(fd, &pt->nmonster, &pt->monsters))
|
|
return FALSE;
|
|
|
|
/* The objects */
|
|
if (!write_objects(fd, &pt->nobject, &pt->objects))
|
|
return FALSE;
|
|
|
|
/* The gold piles */
|
|
Write(fd, &(pt->ngold), sizeof(pt->ngold));
|
|
for(j=0;j<pt->ngold;j++) {
|
|
Write(fd, pt->golds[j], sizeof(gold));
|
|
Free(pt->golds[j]);
|
|
}
|
|
if (pt->ngold > 0)
|
|
Free(pt->golds);
|
|
|
|
/* The engravings */
|
|
if (!write_engravings(fd, &pt->nengraving, &pt->engravings))
|
|
return FALSE;
|
|
|
|
Free(pt);
|
|
}
|
|
|
|
Free(maze->parts);
|
|
maze->parts = (mazepart **)0;
|
|
maze->numpart = 0;
|
|
return TRUE;
|
|
}
|
|
|
|
/*
|
|
* Here we write the structure of the room level in the specified file (fd).
|
|
*/
|
|
static boolean
|
|
write_rooms(int fd, splev *lev)
|
|
{
|
|
short i,j, size;
|
|
room *pt;
|
|
|
|
if (!write_common_data(fd, SP_LEV_ROOMS, &(lev->init_lev), lev->flags))
|
|
return FALSE;
|
|
|
|
/* Random registers */
|
|
|
|
Write(fd, &lev->nrobjects, sizeof(lev->nrobjects));
|
|
if (lev->nrobjects)
|
|
Write(fd, lev->robjects, lev->nrobjects);
|
|
Write(fd, &lev->nrmonst, sizeof(lev->nrmonst));
|
|
if (lev->nrmonst)
|
|
Write(fd, lev->rmonst, lev->nrmonst);
|
|
|
|
Write(fd, &(lev->nroom), sizeof(lev->nroom));
|
|
/* Number of rooms */
|
|
for(i=0;i<lev->nroom;i++) {
|
|
pt = lev->rooms[i];
|
|
|
|
/* Room characteristics */
|
|
|
|
size = (short) (pt->name ? strlen(pt->name) : 0);
|
|
Write(fd, &size, sizeof(size));
|
|
if (size)
|
|
Write(fd, pt->name, size);
|
|
|
|
size = (short) (pt->parent ? strlen(pt->parent) : 0);
|
|
Write(fd, &size, sizeof(size));
|
|
if (size)
|
|
Write(fd, pt->parent, size);
|
|
|
|
Write(fd, &(pt->x), sizeof(pt->x));
|
|
Write(fd, &(pt->y), sizeof(pt->y));
|
|
Write(fd, &(pt->w), sizeof(pt->w));
|
|
Write(fd, &(pt->h), sizeof(pt->h));
|
|
Write(fd, &(pt->xalign), sizeof(pt->xalign));
|
|
Write(fd, &(pt->yalign), sizeof(pt->yalign));
|
|
Write(fd, &(pt->rtype), sizeof(pt->rtype));
|
|
Write(fd, &(pt->chance), sizeof(pt->chance));
|
|
Write(fd, &(pt->rlit), sizeof(pt->rlit));
|
|
Write(fd, &(pt->filled), sizeof(pt->filled));
|
|
|
|
/* the doors */
|
|
Write(fd, &(pt->ndoor), sizeof(pt->ndoor));
|
|
for(j=0;j<pt->ndoor;j++)
|
|
Write(fd, pt->doors[j], sizeof(room_door));
|
|
|
|
/* The stairs */
|
|
Write(fd, &(pt->nstair), sizeof(pt->nstair));
|
|
for(j=0;j<pt->nstair;j++)
|
|
Write(fd, pt->stairs[j], sizeof(stair));
|
|
|
|
/* The altars */
|
|
Write(fd, &(pt->naltar), sizeof(pt->naltar));
|
|
for(j=0;j<pt->naltar;j++)
|
|
Write(fd, pt->altars[j], sizeof(altar));
|
|
|
|
/* The fountains */
|
|
Write(fd, &(pt->nfountain), sizeof(pt->nfountain));
|
|
for(j=0;j<pt->nfountain;j++)
|
|
Write(fd, pt->fountains[j], sizeof(fountain));
|
|
|
|
/* The forges */
|
|
Write(fd, &(pt->nforge), sizeof(pt->nforge));
|
|
for(j=0;j<pt->nforge;j++)
|
|
Write(fd, pt->forges[j], sizeof(forge));
|
|
|
|
/* The sinks */
|
|
Write(fd, &(pt->nsink), sizeof(pt->nsink));
|
|
for(j=0;j<pt->nsink;j++)
|
|
Write(fd, pt->sinks[j], sizeof(sink));
|
|
|
|
/* The pools */
|
|
Write(fd, &(pt->npool), sizeof(pt->npool));
|
|
for(j=0;j<pt->npool;j++)
|
|
Write(fd, pt->pools[j], sizeof(pool));
|
|
|
|
/* The traps */
|
|
Write(fd, &(pt->ntrap), sizeof(pt->ntrap));
|
|
for(j=0;j<pt->ntrap;j++)
|
|
Write(fd, pt->traps[j], sizeof(trap));
|
|
|
|
/* The monsters */
|
|
if (!write_monsters(fd, &pt->nmonster, &pt->monsters))
|
|
return FALSE;
|
|
|
|
/* The objects */
|
|
if (!write_objects(fd, &pt->nobject, &pt->objects))
|
|
return FALSE;
|
|
|
|
/* The gold piles */
|
|
Write(fd, &(pt->ngold), sizeof(pt->ngold));
|
|
for(j=0;j<pt->ngold;j++)
|
|
Write(fd, pt->golds[j], sizeof(gold));
|
|
|
|
/* The engravings */
|
|
if (!write_engravings(fd, &pt->nengraving, &pt->engravings))
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
/* The corridors */
|
|
Write(fd, &lev->ncorr, sizeof(lev->ncorr));
|
|
for (i=0; i < lev->ncorr; i++)
|
|
Write(fd, lev->corrs[i], sizeof(corridor));
|
|
return TRUE;
|
|
}
|
|
|
|
/*
|
|
* Release memory allocated to a rooms-style special level; maze-style
|
|
* levels have the fields freed as they're written; monsters, objects, and
|
|
* engravings are freed as written for both styles, so not handled here.
|
|
*/
|
|
void
|
|
free_rooms(splev *lev)
|
|
{
|
|
room *r;
|
|
int j, n = lev->nroom;
|
|
|
|
while(n--) {
|
|
r = lev->rooms[n];
|
|
Free(r->name);
|
|
Free(r->parent);
|
|
if ((j = r->ndoor) != 0) {
|
|
while(j--)
|
|
Free(r->doors[j]);
|
|
Free(r->doors);
|
|
}
|
|
if ((j = r->nstair) != 0) {
|
|
while(j--)
|
|
Free(r->stairs[j]);
|
|
Free(r->stairs);
|
|
}
|
|
if ((j = r->naltar) != 0) {
|
|
while (j--)
|
|
Free(r->altars[j]);
|
|
Free(r->altars);
|
|
}
|
|
if ((j = r->nfountain) != 0) {
|
|
while(j--)
|
|
Free(r->fountains[j]);
|
|
Free(r->fountains);
|
|
}
|
|
if ((j = r->nforge) != 0) {
|
|
while(j--)
|
|
Free(r->forges[j]);
|
|
Free(r->forges);
|
|
}
|
|
if ((j = r->nsink) != 0) {
|
|
while(j--)
|
|
Free(r->sinks[j]);
|
|
Free(r->sinks);
|
|
}
|
|
if ((j = r->npool) != 0) {
|
|
while(j--)
|
|
Free(r->pools[j]);
|
|
Free(r->pools);
|
|
}
|
|
if ((j = r->ntrap) != 0) {
|
|
while (j--)
|
|
Free(r->traps[j]);
|
|
Free(r->traps);
|
|
}
|
|
if ((j = r->ngold) != 0) {
|
|
while(j--)
|
|
Free(r->golds[j]);
|
|
Free(r->golds);
|
|
}
|
|
Free(r);
|
|
lev->rooms[n] = (room *)0;
|
|
}
|
|
Free(lev->rooms);
|
|
lev->rooms = (room **)0;
|
|
lev->nroom = 0;
|
|
|
|
for (j = 0; j < lev->ncorr; j++) {
|
|
Free(lev->corrs[j]);
|
|
lev->corrs[j] = (corridor *)0;
|
|
}
|
|
Free(lev->corrs);
|
|
lev->corrs = (corridor **)0;
|
|
lev->ncorr = 0;
|
|
|
|
Free(lev->robjects);
|
|
lev->robjects = (char *)0;
|
|
lev->nrobjects = 0;
|
|
Free(lev->rmonst);
|
|
lev->rmonst = (char *)0;
|
|
lev->nrmonst = 0;
|
|
}
|
|
|
|
#ifdef STRICT_REF_DEF
|
|
/*
|
|
* Any globals declared in hack.h and descendents which aren't defined
|
|
* in the modules linked into lev_comp should be defined here. These
|
|
* definitions can be dummies: their sizes shouldn't matter as long as
|
|
* as their types are correct; actual values are irrelevant.
|
|
*/
|
|
#define ARBITRARY_SIZE 1
|
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/* attrib.c */
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struct attribs attrmax, attrmin;
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/* files.c */
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const char *configfile;
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char lock[ARBITRARY_SIZE];
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char SAVEF[ARBITRARY_SIZE];
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/* termcap.c */
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struct tc_lcl_data tc_lcl_data;
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char *hilites[CLR_MAX];
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/* trap.c */
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const char *traps[TRAPNUM];
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/* window.c */
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struct window_procs windowprocs;
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/* xxxtty.c */
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# ifdef DEFINE_OSPEED
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short ospeed;
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# endif
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#endif /* STRICT_REF_DEF */
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/*lev_main.c*/
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