Mercurial > hg > early-roguelike
annotate rogue4/rooms.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 | e52a8a7ad4c5 |
rev | line source |
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12
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1 /* |
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2 * Create the layout for the new level |
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3 * |
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4 * @(#)rooms.c 4.16 (Berkeley) 1/12/82 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include <ctype.h> |
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14 #include <curses.h> |
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15 #include "rogue.h" |
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16 |
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17 #define GOLDGRP 1 |
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18 |
215 | 19 void draw_room(struct room *rp); |
20 void vert(struct room *rp, int startx); | |
21 void horiz(struct room *rp, int starty); | |
22 | |
12
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23 /* |
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24 * do_rooms: |
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25 * Create rooms and corridors with a connectivity graph |
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26 */ |
215 | 27 void |
28 do_rooms(void) | |
12
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29 { |
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30 register int i; |
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31 register struct room *rp; |
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32 register THING *tp; |
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33 register int left_out; |
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34 coord top; |
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35 coord bsze; |
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36 coord mp; |
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37 |
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38 /* |
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39 * bsze is the maximum room size |
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40 */ |
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41 bsze.x = COLS/3; |
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42 bsze.y = LINES/3; |
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43 /* |
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44 * Clear things for a new level |
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45 */ |
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46 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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47 rp->r_goldval = rp->r_nexits = rp->r_flags = 0; |
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48 /* |
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49 * Put the gone rooms, if any, on the level |
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50 */ |
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51 left_out = rnd(4); |
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52 for (i = 0; i < left_out; i++) |
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53 rooms[rnd_room()].r_flags |= ISGONE; |
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54 /* |
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55 * dig and populate all the rooms on the level |
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56 */ |
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57 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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58 { |
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59 /* |
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60 * Find upper left corner of box that this room goes in |
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61 */ |
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62 top.x = (i%3)*bsze.x + 1; |
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63 top.y = i/3*bsze.y; |
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64 if (rp->r_flags & ISGONE) |
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65 { |
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66 /* |
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67 * Place a gone room. Make certain that there is a blank line |
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68 * for passage drawing. |
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69 */ |
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70 do |
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71 { |
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72 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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73 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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74 rp->r_max.x = -COLS; |
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75 rp->r_max.x = -LINES; |
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76 } until (rp->r_pos.y > 0 && rp->r_pos.y < LINES-1); |
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77 continue; |
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78 } |
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79 if (rnd(10) < level - 1) |
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80 rp->r_flags |= ISDARK; |
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81 /* |
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82 * Find a place and size for a random room |
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83 */ |
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84 do |
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85 { |
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86 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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87 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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88 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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89 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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90 } until (rp->r_pos.y != 0); |
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91 /* |
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92 * Put the gold in |
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93 */ |
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94 if (rnd(2) == 0 && (!amulet || level >= max_level)) |
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95 { |
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96 register THING *gold; |
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97 |
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98 gold = new_item(); |
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99 gold->o_goldval = rp->r_goldval = GOLDCALC; |
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100 rnd_pos(rp, &rp->r_gold); |
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101 gold->o_pos = rp->r_gold; |
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102 gold->o_flags = ISMANY; |
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103 gold->o_group = GOLDGRP; |