Mercurial > hg > early-roguelike
annotate rogue3/rooms.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 |
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0
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1 /* |
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2 * Draw the nine rooms on the screen |
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3 * |
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4 * @(#)rooms.c 3.8 (Berkeley) 6/15/81 |
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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 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 <stdlib.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 void |
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18 do_rooms() |
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19 { |
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20 int i; |
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21 struct room *rp; |
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22 struct linked_list *item; |
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23 struct thing *tp; |
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24 int left_out; |
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25 coord top; |
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26 coord bsze; |
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27 coord mp; |
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28 |
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29 /* |
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30 * bsze is the maximum room size |
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31 */ |
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32 bsze.x = COLS/3; |
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33 bsze.y = LINES/3; |
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34 /* |
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35 * Clear things for a new level |
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36 */ |
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37 for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++) |
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38 rp->r_goldval = rp->r_nexits = rp->r_flags = 0; |
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39 /* |
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40 * Put the gone rooms, if any, on the level |
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41 */ |
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42 left_out = rnd(4); |
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43 for (i = 0; i < left_out; i++) |
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44 rooms[rnd_room()].r_flags |= ISGONE; |
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45 /* |
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46 * dig and populate all the rooms on the level |
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47 */ |
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48 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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49 { |
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50 /* |
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51 * Find upper left corner of box that this room goes in |
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52 */ |
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53 top.x = (i%3)*bsze.x + 1; |
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54 top.y = i/3*bsze.y; |
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55 if (rp->r_flags & ISGONE) |
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56 { |
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57 /* |
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58 * Place a gone room. Make certain that there is a blank line |
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59 * for passage drawing. |
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60 */ |
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61 do |
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62 { |
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63 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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64 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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65 rp->r_max.x = -COLS; |
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66 rp->r_max.y = -LINES; |
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67 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-1); |
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68 continue; |
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69 } |
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70 if (rnd(10) < level-1) |
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71 rp->r_flags |= ISDARK; |
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72 /* |
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73 * Find a place and size for a random room |
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74 */ |
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75 do |
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76 { |
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77 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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78 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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79 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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80 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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81 } until (rp->r_pos.y != 0); |
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82 /* |
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83 * Put the gold in |
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84 */ |
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85 if (rnd(100) < 50 && (!amulet || level >= max_level)) |
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86 { |
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87 rp->r_goldval = GOLDCALC; |
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88 rnd_pos(rp, &rp->r_gold); |
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89 if (roomin(&rp->r_gold) != rp) |
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90 endwin(), abort(); |
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91 } |
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92 draw_room(rp); |
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93 /* |
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94 * Put the monster in |
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95 */ |
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96 if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25)) |
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97 { |
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98 item = new_item(sizeof *tp); |
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99 tp = (struct thing *) ldata(item); |
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100 do |
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101 { |
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102 rnd_pos(rp, &mp); |
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103 } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR); |
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104 new_monster(item, randmonster(FALSE), &mp); |
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105 /* |