annotate rogue4/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
date Tue, 13 Aug 2013 09:19:56 -0700
parents 9535a08ddc39
children 1b73a8641b37
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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
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19 /*
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20 * do_rooms:
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21 * Create rooms and corridors with a connectivity graph
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22 */
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23 do_rooms()
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24 {
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25 register int i;
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26 register struct room *rp;
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27 register THING *tp;
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28 register int left_out;
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29 coord top;
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30 coord bsze;
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31 coord mp;
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32
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33 /*
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34 * bsze is the maximum room size
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35 */
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36 bsze.x = COLS/3;
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37 bsze.y = LINES/3;
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38 /*
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39 * Clear things for a new level
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40 */
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41 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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42 rp->r_goldval = rp->r_nexits = rp->r_flags = 0;
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43 /*
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44 * Put the gone rooms, if any, on the level
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45 */
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46 left_out = rnd(4);
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47 for (i = 0; i < left_out; i++)
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48 rooms[rnd_room()].r_flags |= ISGONE;
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49 /*
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50 * dig and populate all the rooms on the level
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51 */
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52 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
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53 {
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54 /*
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55 * Find upper left corner of box that this room goes in
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56 */
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57 top.x = (i%3)*bsze.x + 1;
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58 top.y = i/3*bsze.y;
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59 if (rp->r_flags & ISGONE)
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60 {
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61 /*
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62 * Place a gone room. Make certain that there is a blank line
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63 * for passage drawing.
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64 */
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65 do
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66 {
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67 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
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68 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
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69 rp->r_max.x = -COLS;
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70 rp->r_max.x = -LINES;
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71 } until (rp->r_pos.y > 0 && rp->r_pos.y < LINES-1);
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72 continue;
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73 }
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74 if (rnd(10) < level - 1)
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75 rp->r_flags |= ISDARK;
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76 /*
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77 * Find a place and size for a random room
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78 */
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79 do
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80 {
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81 rp->r_max.x = rnd(bsze.x - 4) + 4;
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82 rp->r_max.y = rnd(bsze.y - 4) + 4;
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83 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
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84 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
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85 } until (rp->r_pos.y != 0);
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86 /*
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87 * Put the gold in
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88 */
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89 if (rnd(2) == 0 && (!amulet || level >= max_level))
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90 {
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91 register THING *gold;
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92
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93 gold = new_item();
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94 gold->o_goldval = rp->r_goldval = GOLDCALC;
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95 rnd_pos(rp, &rp->r_gold);
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96 gold->o_pos = rp->r_gold;
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97 gold->o_flags = ISMANY;
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98 gold->o_group = GOLDGRP;
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99 gold->o_type = GOLD;
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100 attach(lvl_obj, gold);
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101 }
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102 draw_room(rp);
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103 /*
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104 * Put the monster in
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105 */
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