view rogue4/rooms.c @ 227:696277507a2e

Rogue V4, V5: disable a cheat granting permanent monster detection. In these two games, a potion of monster detection turns on the player's SEEMONST flag. A fuse is set to call turn_see() to turn the flag back off. But the save and restore functions do not recognize turn_see() and fail to set the fuse up again. When restoring, Rogue V4 merely sets the fuse's function to NULL and leaves it burning. When it goes off, a segfault results. Rogue V5 clears all the fuse's fields, and the player retains the ability to see all monsters on the level. The save and restore code can now handle the fuse. The function used is a new wrapper, turn_see_off(), which should lead to less problems with daemons being multiple incompatible types. Also, Rogue V4 and Super-Rogue now properly clear unrecognized daemon and fuse slots when restoring a saved game.
author John "Elwin" Edwards
date Sat, 05 Mar 2016 12:10:20 -0500
parents 1b73a8641b37
children e52a8a7ad4c5
line wrap: on
line source

/*
 * Create the layout for the new level
 *
 * @(#)rooms.c	4.16 (Berkeley) 1/12/82
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include <ctype.h>
#include <curses.h>
#include "rogue.h"

#define GOLDGRP 1

void draw_room(struct room *rp);
void vert(struct room *rp, int startx);
void horiz(struct room *rp, int starty);

/*
 * do_rooms:
 *	Create rooms and corridors with a connectivity graph
 */
void
do_rooms(void)
{
    register int i;
    register struct room *rp;
    register THING *tp;
    register int left_out;
    coord top;
    coord bsze;
    coord mp;

    /*
     * bsze is the maximum room size
     */
    bsze.x = COLS/3;
    bsze.y = LINES/3;
    /*
     * Clear things for a new level
     */
    for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
	rp->r_goldval = rp->r_nexits = rp->r_flags = 0;
    /*
     * Put the gone rooms, if any, on the level
     */
    left_out = rnd(4);
    for (i = 0; i < left_out; i++)
	rooms[rnd_room()].r_flags |= ISGONE;
    /*
     * dig and populate all the rooms on the level
     */
    for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
    {
	/*
	 * Find upper left corner of box that this room goes in
	 */
	top.x = (i%3)*bsze.x + 1;
	top.y = i/3*bsze.y;
	if (rp->r_flags & ISGONE)
	{
	    /*
	     * Place a gone room.  Make certain that there is a blank line
	     * for passage drawing.
	     */
	    do
	    {
		rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
		rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
		rp->r_max.x = -COLS;
		rp->r_max.x = -LINES;
	    } until (rp->r_pos.y > 0 && rp->r_pos.y < LINES-1);
	    continue;
	}
	if (rnd(10) < level - 1)
	    rp->r_flags |= ISDARK;
	/*
	 * Find a place and size for a random room
	 */
	do
	{
	    rp->r_max.x = rnd(bsze.x - 4) + 4;
	    rp->r_max.y = rnd(bsze.y - 4) + 4;
	    rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
	    rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
	} until (rp->r_pos.y != 0);
	/*
	 * Put the gold in
	 */
	if (rnd(2) == 0 && (!amulet || level >= max_level))
	{
	    register THING *gold;

	    gold = new_item();
	    gold->o_goldval = rp->r_goldval = GOLDCALC;
	    rnd_pos(rp, &rp->r_gold);
	    gold->o_pos = rp->r_gold;
	    gold->o_flags = ISMANY;
	    gold->o_group = GOLDGRP;
	    gold->o_type = GOLD;
	    attach(lvl_obj, gold);
	}
	draw_room(rp);
	/*
	 * Put the monster in
	 */
	if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25))
	{
	    tp = new_item();
	    do
	    {
		rnd_pos(rp, &mp);
	    } until (winat(mp.y, mp.x) == FLOOR);
	    new_monster(tp, randmonster(FALSE), &mp);
	    give_pack(tp);
	}
    }
}

/*
 * draw_room:
 *	Draw a box around a room and lay down the floor
 */
void
draw_room(struct room *rp)
{
    register int y, x;

    vert(rp, rp->r_pos.x);				/* Draw left side */
    vert(rp, rp->r_pos.x + rp->r_max.x - 1);		/* Draw right side */
    horiz(rp, rp->r_pos.y);				/* Draw top */
    horiz(rp, rp->r_pos.y + rp->r_max.y - 1);		/* Draw bottom */
    /*
     * Put the floor down
     */
    for (y = rp->r_pos.y + 1; y < rp->r_pos.y + rp->r_max.y - 1; y++)
	/*strrep(&chat(rp->r_pos.y + 1, j), FLOOR, rp->r_max.y - rp->r_pos.y - 2);*/
	for (x = rp->r_pos.x + 1; x < rp->r_pos.x + rp->r_max.x - 1; x++)
	    chat(y, x) = FLOOR;
    /*
     * Put the gold there
     */
    if (rp->r_goldval)
	chat(rp->r_gold.y, rp->r_gold.x) = GOLD;
}

/*
 * vert:
 *	Draw a vertical line
 */
void
vert(struct room *rp, int startx)
{
    register int y;

    for (y = rp->r_pos.y + 1; y <= rp->r_max.y + rp->r_pos.y - 1; y++)
	chat(y, startx) = '|';
}

/*
 * horiz:
 *	Draw a horizontal line
 */
void
horiz(struct room *rp, int starty)
{
    register int x;

    for (x = rp->r_pos.x; x <= rp->r_pos.x + rp->r_max.x - 1; x++)
	chat(starty, x) = '-';
}

/*
 * rnd_pos:
 *	Pick a random spot in a room
 */
void
rnd_pos(struct room *rp, coord *cp)
{
    cp->x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1;
    cp->y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1;
}

/*
 * enter_room:
 *	Code that is executed whenver you appear in a room
 */
void
enter_room(coord *cp)
{
    register struct room *rp;
    register int y, x;
    register THING *tp;

    rp = proom = roomin(cp);
    if (rp->r_flags & ISGONE)
    {
	msg("in a gone room");
	return;
    }
    door_open(rp);
    if (!(rp->r_flags & ISDARK) && !on(player, ISBLIND))
	for (y = rp->r_pos.y; y < rp->r_max.y + rp->r_pos.y; y++)
	{
	    move(y, rp->r_pos.x);
	    for (x = rp->r_pos.x; x < rp->r_max.x + rp->r_pos.x; x++)
	    {
		tp = moat(y, x);
		if (tp == NULL || !see_monst(tp))
		    addch(chat(y, x));
		else
		    addch(tp->t_disguise);
	    }
	}
}

/*
 * leave_room:
 *	Code for when we exit a room
 */
void
leave_room(coord *cp)
{
    register int y, x;
    register struct room *rp;
    register char floor;
    register char ch;

    rp = proom;
    proom = &passages[flat(cp->y, cp->x) & F_PNUM];
    floor = ((rp->r_flags & ISDARK) && !on(player, ISBLIND)) ? ' ' : FLOOR;
    for (y = rp->r_pos.y + 1; y < rp->r_max.y + rp->r_pos.y - 1; y++)
	for (x = rp->r_pos.x + 1; x < rp->r_max.x + rp->r_pos.x - 1; x++)
	    switch (ch = mvinch(y, x))
	    {
		case ' ':
		case TRAP:
		case STAIRS:
		    break;
		case FLOOR:
		    if (floor == ' ')
			addch(' ');
		    break;
		default:
		    /*
		     * to check for monster, we have to strip out
		     * standout bit
		     */
		    if (isupper(toascii(ch)))
			if (on(player, SEEMONST))
			{
			    standout();
			    addch(ch);
			    standend();
			    break;
			}
			else
                        {
                            THING *tp = moat(y, x);

                            if (tp != NULL)
                                tp->t_oldch = floor;

#ifdef WIZARD
                            else
                                msg("couldn't find monster in leave_room at (%d,%d)", y, x);
#endif
                        }

		    addch(floor);
	    }
    door_open(rp);
}