Mercurial > hg > early-roguelike
annotate rogue4/new_level.c @ 251:e7862a021609
Fix the perpetual haste cheat.
Rogue V3 allowed the player to gain perpetual haste by quaffing a
potion of haste while already hasted. This is supposed to remove the
haste effect and cause temporary paralysis.
Super-Rogue removed haste correctly, but gave confusing messages.
author | John "Elwin" Edwards |
---|---|
date | Sat, 28 Jan 2017 11:45:36 -0500 |
parents | 1b73a8641b37 |
children | 3d4252fa2ed3 |
rev | line source |
---|---|
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) | |
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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 } |
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102 do |
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103 { |
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104 rm = rnd_room(); |
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105 rnd_pos(&rooms[rm], &hero); |
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106 index = INDEX(hero.y, hero.x); |
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107 } until (_level[index] == FLOOR && (_flags[index] & F_REAL) |
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108 && _monst[index] == NULL); |
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109 enter_room(&hero); |
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110 move(hero.y, hero.x); |
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111 addch(PLAYER); |
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112 if (on(player, SEEMONST)) |
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113 turn_see(FALSE); |
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114 } |
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115 |
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116 /* |
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117 * rnd_room: |
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118 * Pick a room that is really there |
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119 */ |
215 | 120 int |
121 rnd_room(void) | |
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122 { |
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123 register int rm; |
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124 |
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125 do |
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126 { |
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127 rm = rnd(MAXROOMS); |
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128 } while (rooms[rm].r_flags & ISGONE); |
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129 return rm; |
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130 } |
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131 |
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132 /* |
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133 * put_things: |
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134 * Put potions and scrolls on this level |
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135 */ |
215 | 136 void |
137 put_things(void) | |
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138 { |
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139 register int i; |
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140 register THING *cur; |
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141 register int rm; |
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142 coord tp; |
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143 |
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144 /* |
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145 * Once you have found the amulet, the only way to get new stuff is |
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146 * go down into the dungeon. |
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147 */ |
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148 if (amulet && level < max_level) |
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149 return; |
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150 /* |
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151 * check for treasure rooms, and if so, put it in. |
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152 */ |
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153 if (rnd(TREAS_ROOM) == 0) |
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154 treas_room(); |
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155 /* |
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156 * Do MAXOBJ attempts to put things on a level |
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157 */ |
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158 for (i = 0; i < MAXOBJ; i++) |
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159 if (rnd(100) < 35) |
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160 { |
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161 /* |
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162 * Pick a new object and link it in the list |
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163 */ |
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164 cur = new_thing(); |
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165 attach(lvl_obj, cur); |
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166 /* |
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167 * Put it somewhere |
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168 */ |
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169 do { |
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170 rm = rnd_room(); |
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171 rnd_pos(&rooms[rm], &tp); |
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172 } until (chat(tp.y, tp.x) == FLOOR); |
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173 chat(tp.y, tp.x) = cur->o_type; |
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174 cur->o_pos = tp; |
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175 } |
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176 /* |
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177 * If he is really deep in the dungeon and he hasn't found the |
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178 * amulet yet, put it somewhere on the ground |
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179 */ |
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180 if (level >= AMULETLEVEL && !amulet) |
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181 { |
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182 cur = new_item(); |
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183 attach(lvl_obj, cur); |
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184 cur->o_hplus = cur->o_dplus = 0; |
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185 strcpy(cur->o_damage,"0d0"); |
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186 strcpy(cur->o_hurldmg,"0d0"); |
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187 cur->o_ac = 11; |
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188 cur->o_type = AMULET; |
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189 /* |
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190 * Put it somewhere |
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191 */ |
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192 do { |
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193 rm = rnd_room(); |
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194 rnd_pos(&rooms[rm], &tp); |
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195 } until (winat(tp.y, tp.x) == FLOOR); |
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196 chat(tp.y, tp.x) = AMULET; |
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197 cur->o_pos = tp; |
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198 } |
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199 } |
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200 |
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201 /* |
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202 * treas_room: |
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203 * Add a treasure room |
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204 */ |
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205 #define MAXTRIES 10 /* max number of tries to put down a monster */ |
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206 |
215 | 207 void |
208 treas_room(void) | |
12
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209 { |
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210 register int nm, index; |
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211 register THING *tp; |
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212 register struct room *rp; |
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213 register int spots, num_monst; |
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214 coord mp; |
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215 |
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216 rp = &rooms[rnd_room()]; |
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217 spots = (rp->r_max.y - 2) * (rp->r_max.x - 2) - MINTREAS; |
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218 if (spots > (MAXTREAS - MINTREAS)) |
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219 spots = (MAXTREAS - MINTREAS); |
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220 num_monst = nm = rnd(spots) + MINTREAS; |
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221 while (nm--) |
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222 { |
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223 do |
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224 { |
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225 rnd_pos(rp, &mp); |
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226 index = INDEX(mp.y, mp.x); |
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227 } until (_level[index] == FLOOR); |
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228 tp = new_thing(); |
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229 tp->o_pos = mp; |
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230 attach(lvl_obj, tp); |
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231 _level[index] = tp->o_type; |
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232 } |
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233 |
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234 /* |
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235 * fill up room with monsters from the next level down |
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236 */ |
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237 |
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238 if ((nm = rnd(spots) + MINTREAS) < num_monst + 2) |
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239 nm = num_monst + 2; |
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240 spots = (rp->r_max.y - 2) * (rp->r_max.x - 2); |
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241 if (nm > spots) |
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242 nm = spots; |
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243 level++; |
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244 while (nm--) |
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245 { |
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246 spots = 0; |
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247 do |
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248 { |
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249 rnd_pos(rp, &mp); |
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250 index = INDEX(mp.y, mp.x); |
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251 spots++; |
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252 } until (_monst[index] == NULL || spots > MAXTRIES); |
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253 if (_monst[index] == NULL) |
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254 { |
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255 tp = new_item(); |
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256 new_monster(tp, randmonster(FALSE), &mp); |
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257 tp->t_flags |= ISMEAN; /* no sloughers in THIS room */ |
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258 give_pack(tp); |
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259 } |
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260 } |
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261 level--; |
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262 } |