Mercurial > hg > early-roguelike
annotate rogue5/new_level.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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33
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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 4.38 (Berkeley) 02/05/99 |
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6 * |
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7 * Rogue: Exploring the Dungeons of Doom |
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8 * Copyright (C) 1980-1983, 1985, 1999 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 <string.h> |
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16 #include "rogue.h" |
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17 |
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18 #define TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */ |
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19 #define MAXTREAS 10 /* maximum number of treasures in a treasure room */ |
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20 #define MINTREAS 2 /* minimum number of treasures in a treasure room */ |
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21 |
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22 void |
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23 new_level(void) |
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24 { |
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25 THING *tp; |
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26 PLACE *pp; |
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27 int *sp; |
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28 int i; |
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29 |
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30 player.t_flags &= ~ISHELD; /* unhold when you go down just in case */ |
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31 if (level > max_level) |
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32 max_level = level; |
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33 /* |
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34 * Clean things off from last level |
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35 */ |
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36 for (pp = places; pp < &places[MAXCOLS*MAXLINES]; pp++) |
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37 { |
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38 pp->p_ch = ' '; |
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39 pp->p_flags = F_REAL; |
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40 pp->p_monst = NULL; |
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41 } |
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42 clear(); |
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43 /* |
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44 * Free up the monsters on the last level |
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45 */ |
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46 for (tp = mlist; tp != NULL; tp = next(tp)) |
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47 free_list(tp->t_pack); |
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48 free_list(mlist); |
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49 /* |
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50 * Throw away stuff left on the previous level (if anything) |
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51 */ |
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52 free_list(lvl_obj); |
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53 do_rooms(); /* Draw rooms */ |
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54 do_passages(); /* Draw passages */ |
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55 no_food++; |
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56 put_things(); /* Place objects (if any) */ |
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57 /* |
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58 * Place the traps |
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59 */ |
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60 if (rnd(10) < level) |
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61 { |
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62 ntraps = rnd(level / 4) + 1; |
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63 if (ntraps > MAXTRAPS) |
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64 ntraps = MAXTRAPS; |
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65 i = ntraps; |
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66 while (i--) |
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67 { |
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68 /* |
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69 * not only wouldn't it be NICE to have traps in mazes |
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70 * (not that we care about being nice), since the trap |
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71 * number is stored where the passage number is, we |
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72 * can't actually do it. |
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73 */ |
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74 do |
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75 { |
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76 find_floor(NULL, &stairs, FALSE, FALSE); |
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77 } while ( (chat(stairs.y, stairs.x) != FLOOR) && |
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78 (flat(stairs.y, stairs.x) & F_REAL) ); |
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79 sp = &flat(stairs.y, stairs.x); |
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80 *sp &= ~(F_REAL | F_TMASK); |
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81 *sp |= rnd(NTRAPS); |
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82 } |
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83 } |
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84 /* |
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85 * Place the staircase down. |
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86 */ |
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87 find_floor(NULL, &stairs, FALSE, FALSE); |
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88 chat(stairs.y, stairs.x) = STAIRS; |
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89 seenstairs = FALSE; |
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90 |
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91 for (tp = mlist; tp != NULL; tp = next(tp)) |
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92 tp->t_room = roomin(&tp->t_pos); |
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93 |
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94 find_floor(NULL, &hero, FALSE, TRUE); |
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95 enter_room(&hero); |
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96 mvaddch(hero.y, hero.x, PLAYER); |
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97 if (on(player, SEEMONST)) |
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98 turn_see(FALSE); |
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99 if (on(player, ISHALU)) |
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100 visuals(); |
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101 } |
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102 |
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103 /* |
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104 * rnd_room: |
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105 * Pick a room that is really there |
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