Mercurial > hg > early-roguelike
annotate rogue4/new_level.c @ 227:696277507a2e
Rogue V4, V5: disable a cheat granting permanent monster detection.
In these two games, a potion of monster detection turns on the player's
SEEMONST flag. A fuse is set to call turn_see() to turn the flag back
off. But the save and restore functions do not recognize turn_see() and
fail to set the fuse up again.
When restoring, Rogue V4 merely sets the fuse's function to NULL and
leaves it burning. When it goes off, a segfault results. Rogue V5
clears all the fuse's fields, and the player retains the ability to see
all monsters on the level.
The save and restore code can now handle the fuse. The function used is
a new wrapper, turn_see_off(), which should lead to less problems with
daemons being multiple incompatible types.
Also, Rogue V4 and Super-Rogue now properly clear unrecognized daemon
and fuse slots when restoring a saved game.
author | John "Elwin" Edwards |
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date | Sat, 05 Mar 2016 12:10:20 -0500 |
parents | 1b73a8641b37 |
children | 3d4252fa2ed3 |
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 |
215 | 14 #include <stdlib.h> |
12
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15 #include <time.h> |
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16 #include <curses.h> |
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17 #include <string.h> |
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18 #include "rogue.h" |
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19 |
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20 #define TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */ |
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21 #define MAXTREAS 10 /* maximum number of treasures in a treasure room */ |
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22 #define MINTREAS 2 /* minimum number of treasures in a treasure room */ |
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23 |
215 | 24 void put_things(void); |
25 void treas_room(void); | |
26 | |
27 void | |
28 new_level(void) | |
12
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29 { |
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30 register int rm, i; |
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31 register THING *tp; |
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32 register char *sp; |
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33 register THING **mp; |
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34 register int index; |
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35 coord stairs; |
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36 |
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37 player.t_flags &= ~ISHELD; /* unhold when you go down just in case */ |
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38 if (level > max_level) |
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39 max_level = level; |
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40 /* |
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41 * Clean things off from last level |
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42 */ |
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43 clear(); |
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44 for (sp = _level; sp < &_level[MAXCOLS*MAXLINES]; ) |
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45 *sp++ = ' '; |
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46 for (sp = _flags; sp < &_flags[MAXCOLS*MAXLINES]; ) |
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47 *sp++ = F_REAL; |
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48 for (mp = _monst; mp < &_monst[MAXCOLS*MAXLINES]; ) |
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49 *mp++ = NULL; |
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50 clear(); |
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51 /* |
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52 * Free up the monsters on the last level |
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53 */ |
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54 for (tp = mlist; tp != NULL; tp = next(tp)) |
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55 free_list(tp->t_pack); |
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56 free_list(mlist); |
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57 /* |
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58 * Throw away stuff left on the previous level (if anything) |
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59 */ |
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60 free_list(lvl_obj); |
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61 do_rooms(); /* Draw rooms */ |
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62 do_passages(); /* Draw passages */ |
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63 no_food++; |
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64 put_things(); /* Place objects (if any) */ |
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65 /* |
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66 * Place the staircase down. |
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67 */ |
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68 i = 0; |
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69 do { |
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70 rm = rnd_room(); |
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71 rnd_pos(&rooms[rm], &stairs); |
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72 index = INDEX(stairs.y, stairs.x); |
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73 if (i++ > 100) |
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74 { |
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75 i = 0; |
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76 srand(getpid() + (int) time((time_t *) NULL)); |
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77 } |
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78 } until (_level[index] == FLOOR); |
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79 _level[index] = STAIRS; |
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80 /* |
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81 * Place the traps |
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82 */ |
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83 if (rnd(10) < level) |
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84 { |
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85 ntraps = rnd(level / 4) + 1; |
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86 if (ntraps > MAXTRAPS) |
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87 ntraps = MAXTRAPS; |
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88 i = ntraps; |
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89 while (i--) |
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90 { |
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91 do |
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92 { |
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93 rm = rnd_room(); |
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94 rnd_pos(&rooms[rm], &stairs); |
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95 index = INDEX(stairs.y, stairs.x); |
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96 } until (_level[index] == FLOOR && (_flags[index] & F_REAL)); |
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97 sp = &_flags[index]; |
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98 *sp &= ~(F_REAL | F_TMASK); |
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99 *sp |= rnd(NTRAPS); |
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100 } |
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101 } |