コード例 #1
0
ファイル: dbc_stock_level.c プロジェクト: amoalsale/ab
int execute_stock_level(struct db_context_t *dbc, struct stock_level_t *data)
{
        int rc;
        char *  vals[2];
        int nvals=2;

        rc=stock_level(dbc, data, vals, nvals);

        if (rc == -1 )
        {
          LOG_ERROR_MESSAGE("STOCK LEVEL FINISHED WITH ERRORS \n");

          //should free memory that was allocated for nvals vars
          dbt2_free_values(vals, nvals);

          return evaluate_error_severity(dbc);
        }

        return OK;
}
コード例 #2
0
ファイル: gen1.cpp プロジェクト: B-Rich/OmegaRPG
void change_level (char fromlevel, char tolevel, char rewrite_level)
{
    struct level * thislevel = NULL;
    Player.sx = -1;
    Player.sy = -1; /* sanctuary effect dispelled */

    thislevel = findlevel(Dungeon, tolevel);
    deepest[Current_Environment] = max(deepest[Current_Environment], tolevel);
    if (!thislevel)
    {
        thislevel = (level*) checkmalloc(sizeof(levtype));
        clear_level(thislevel);
        Level = thislevel;
        Level->next = Dungeon;
        Dungeon = Level;
    }

    Level = thislevel;
    if ((!Level->generated) || rewrite_level)
    {
        initrand(Current_Environment, tolevel);
        Level->environment = Current_Environment;
        Level->depth = tolevel;
        Level->generated = true;

        switch (Current_Environment)
        {
        case E_CAVES:
            Level->level_width = CAVES_WIDTH;
            Level->level_length = CAVES_LENGTH;
            if ((0 == random_range(4)) && (tolevel < MaxDungeonLevels))
                room_level();
            else
                cavern_level();
            break;

        case E_SEWERS:
            Level->level_width = SEWERS_WIDTH;
            Level->level_length = SEWERS_LENGTH;
            if ((0 == random_range(4)) && (tolevel < MaxDungeonLevels))
                room_level();
            else
                sewer_level();
            break;

        case E_CASTLE:
            Level->level_width = CASTLE_WIDTH;
            Level->level_length = CASTLE_LENGTH;
            room_level();
            break;

        case E_PALACE: /* PGM TODO */
            Level->level_width = PALACE_WIDTH;
            Level->level_length = PALACE_LENGTH;
            room_level();
            break;

        case E_ASTRAL:
            Level->level_width = ASTRAL_WIDTH;
            Level->level_length = ASTRAL_LENGTH;
            maze_level();
            break;

        case E_VOLCANO:
            Level->level_width = VOLCANO_WIDTH;
            Level->level_length = VOLCANO_LENGTH;
            switch (random_range(3))
            {
            case 0:
                cavern_level();
                break;
            case 1:
                room_level();
                break;
            case 2:
                maze_level();
                break;
            }
            break;

        default:
            print3("This dungeon not implemented!");
            assert(false);
            break;
        }

        install_traps();
        install_specials();
        make_stairs(fromlevel);
        make_stairs(fromlevel);
        initrand(E_RESTORE, 0);
        populate_level(Current_Environment);
        stock_level();
    }

    find_stairs(fromlevel, tolevel);
    ScreenOffset = Player.y - (ScreenLength/2);
    show_screen();
    screencheck(Player.x,Player.y);
    drawvision(Player.x,Player.y);

    /* synchronize with player on level change */
    Player.click = (Tick+1)%60;
    roomcheck();
}