Mercurial > hg > early-roguelike
annotate srogue/new_leve.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 | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
rev | line source |
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36
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1 /* |
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2 * Do anything associated with a new dungeon level |
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3 * |
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4 * @(#)new_level.c 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include "rogue.h" |
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18 #include "rogue.ext" |
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19 |
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20 /* |
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21 * new_level: |
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22 * Dig and draw a new level |
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23 */ |
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24 new_level(ltype) |
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25 int ltype; |
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26 { |
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27 register i; |
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28 register char ch; |
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29 struct coord traploc; |
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30 struct room *rp; |
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31 |
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32 if (level > max_level) |
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33 max_level = level; |
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34 |
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35 wclear(cw); |
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36 wclear(mw); |
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37 clear(); |
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38 |
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39 isfight = FALSE; |
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40 levtype = ltype; |
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41 |
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42 free_list(mlist); /* free monster list */ |
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43 |
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44 if (levtype == POSTLEV) |
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45 do_post(); |
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46 else { |
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47 lev_mon(); /* fill in monster list */ |
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48 |
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49 if (levtype == MAZELEV) |
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50 do_maze(); |
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51 else { /* normal levels */ |
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52 do_rooms(); /* Draw rooms */ |
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53 do_passages(); /* Draw passages */ |
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54 } |
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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 /* |
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59 * Place the staircase down. |
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60 */ |
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61 stairs = *rnd_pos(&rooms[rnd_room()]); |
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62 mvaddch(stairs.y, stairs.x, STAIRS); |
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63 ntraps = 0; |
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64 |
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65 if (levtype == NORMLEV) |
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66 { |
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67 struct trap *trp, *maxtrp; |
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68 |
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69 /* Place the traps for normal levels only */ |
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70 |
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71 if (rnd(10) < level) |
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72 { |
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73 ntraps = rnd(level / 4) + 1; |
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74 |
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75 if (ntraps > MAXTRAPS) |
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76 ntraps = MAXTRAPS; |
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77 |
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78 maxtrp = &traps[ntraps]; |
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79 for (trp = &traps[0]; trp < maxtrp; trp++) |
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80 { |
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81 again: |
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82 switch(rnd(TYPETRAPS + 1)) |
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83 { |
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84 case 0: |
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85 if (rnd(100) > 25) |
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86 goto again; |
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87 else |
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88 ch = POST; |
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89 |
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90 when 1: ch = TRAPDOOR; |
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91 when 2: ch = BEARTRAP; |
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92 when 3: ch = SLEEPTRAP; |
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93 when 4: ch = ARROWTRAP; |
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94 when 5: ch = TELTRAP; |
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95 when 6: ch = DARTTRAP; |
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96 when 7: ch = MAZETRAP; |
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97 when 8: |
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98 case 9: |
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99 if (rnd(100) > 80) |
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100 goto again; |
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101 else |
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102 ch = POOL; |
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103 } |
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104 trp->tr_flags = 0; |
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105 traploc = *rnd_pos(&rooms[rnd_room()]); |
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