Mercurial > hg > early-roguelike
annotate rogue3/newlevel.c @ 87:f871cb0539d3
Don't set the player's ISRUN flag.
rogue4 and rogue5 set the player's ISRUN flag upon exit from sleep or
holding. This is apparently supposed to indicate that the player can
move again. What it actually does is make it harder for monsters to
hit the player, until the flag is reset.
As this behavior makes little sense and seems like a cheat, it has
been deemed a bug and removed.
author | John "Elwin" Edwards |
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date | Tue, 13 Aug 2013 09:19:56 -0700 |
parents | 527e2150eaf0 |
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rev | line source |
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0
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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 3.7 (Berkeley) 6/2/81 |
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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 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 |
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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 #include <string.h> |
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18 |
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19 void |
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20 new_level() |
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21 { |
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22 int rm, i; |
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23 int ch = 0; |
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24 coord stairs; |
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25 |
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26 if (level > max_level) |
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27 max_level = level; |
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28 wclear(cw); |
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29 wclear(mw); |
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30 clear(); |
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31 status(); |
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32 /* |
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33 * Free up the monsters on the last level |
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34 */ |
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35 free_list(mlist); |
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36 do_rooms(); /* Draw rooms */ |
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37 do_passages(); /* Draw passages */ |
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38 no_food++; |
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39 put_things(); /* Place objects (if any) */ |
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40 /* |
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41 * Place the staircase down. |
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42 */ |
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43 do { |
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44 rm = rnd_room(); |
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45 rnd_pos(&rooms[rm], &stairs); |
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46 } until (winat(stairs.y, stairs.x) == FLOOR); |
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47 addch(STAIRS); |
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48 /* |
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49 * Place the traps |
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50 */ |
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51 if (rnd(10) < level) |
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52 { |
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53 ntraps = rnd(level/4)+1; |
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54 if (ntraps > MAXTRAPS) |
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55 ntraps = MAXTRAPS; |
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56 i = ntraps; |
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57 while (i--) |
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58 { |
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59 do |
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60 { |
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61 rm = rnd_room(); |
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62 rnd_pos(&rooms[rm], &stairs); |
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63 } until (winat(stairs.y, stairs.x) == FLOOR); |
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64 switch(rnd(6)) |
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65 { |
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66 case 0: ch = TRAPDOOR; |
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67 when 1: ch = BEARTRAP; |
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68 when 2: ch = SLEEPTRAP; |
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69 when 3: ch = ARROWTRAP; |
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70 when 4: ch = TELTRAP; |
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71 when 5: ch = DARTTRAP; |
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72 } |
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73 addch(TRAP); |
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74 traps[i].tr_type = ch; |
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75 traps[i].tr_flags = 0; |
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76 traps[i].tr_pos = stairs; |
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77 } |
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78 } |
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79 do |
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80 { |
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81 rm = rnd_room(); |
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82 rnd_pos(&rooms[rm], &hero); |
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83 } |
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84 until(winat(hero.y, hero.x) == FLOOR); |
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85 light(&hero); |
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86 wmove(cw, hero.y, hero.x); |
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87 waddch(cw, PLAYER); |
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88 } |
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89 |
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90 /* |
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91 * Pick a room that is really there |
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92 */ |
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93 |
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94 int |
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95 rnd_room() |
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96 { |
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97 int rm; |
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98 |
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99 do |
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100 { |
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101 rm = rnd(MAXROOMS); |
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102 } while (rooms[rm].r_flags & ISGONE); |
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103 return rm; |
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104 } |
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105 |