Mercurial > hg > early-roguelike
view srogue/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 | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
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/* * Draw the nine rooms on the screen * * @(#)rooms.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * Based on "Rogue: Exploring the Dungeons of Doom" * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "rogue.h" #include "rogue.ext" void horiz(int cnt); void vert(int cnt); /* * do_rooms: * Place the rooms in the dungeon */ void do_rooms(void) { int mloops, mchance, nummons, left_out, roomtries; bool treas = FALSE; reg int i; reg struct room *rp; reg struct linked_list *item; reg struct thing *tp; struct coord top, bsze, mp; /* * bsze is the maximum room size */ bsze.x = COLS / 3; bsze.y = (LINES - 1) / 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 (rf_on(rp,ISGONE)) { /* * Place a gone room. Make certain that there is a * blank line for passage drawing. */ roomtries = 0; 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; if (++roomtries > 250) fatal("failed to place a gone room"); } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2); continue; } if (rnd(10) < level-1) rp->r_flags |= ISDARK; /* * Find a place and size for a random room */ roomtries = 0; 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); if (++roomtries > 250) { fatal("failed to place a good room"); } } until (rp->r_pos.y != 0); if (level < max_level) mchance = 30; /* 30% when going up (all monsters) */ else mchance = 3; /* 3% when going down */ treas = FALSE; if (rnd(100) < mchance && (rp->r_max.x * rp->r_max.y) > ((bsze.x * bsze.y * 55) / 100)) { treas = TRUE; rp->r_flags |= ISTREAS; rp->r_flags |= ISDARK; } /* * Put the gold in */ if ((rnd(100) < 50 || treas) && (!amulet || level >= max_level)) { rp->r_goldval = GOLDCALC; if (treas) rp->r_goldval += 200 + (15 * (rnd(level) + 2)); rp->r_gold.y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; rp->r_gold.x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; } draw_room(rp); /* * Put the monster in */ if (treas) { mloops = rnd(level / 3) + 6; mchance = 1; } else { mloops = 1; mchance = 100; } for (nummons = 0; nummons < mloops; nummons++) { if (rnd(mchance) < (rp->r_goldval > 0 ? 80 : 25)) add_mon(rp, treas); } } } /* * add_mon: * Add a monster to a room */ void add_mon(struct room *rm, bool treas) { reg struct thing *tp; reg struct linked_list *item; struct coord mp; int chance; mp = *rnd_pos(rm); item = new_monster(rnd_mon(FALSE,FALSE), &mp, treas); tp = THINGPTR(item); chance = rnd(100); if (levtype == MAZELEV) chance = rnd(50); /* * See if monster has a treasure */ if (levtype == MAZELEV && rnd(100) < 20) { reg struct linked_list *fd; fd = new_thing(FALSE, FOOD, 0); attach(tp->t_pack, fd); } else { if (chance < monsters[tp->t_indx].m_carry) attach(tp->t_pack, new_thing(FALSE, ANYTHING)); } } /* * draw_room: * Draw a box around a room */ void draw_room(struct room *rp) { reg int j, k; move(rp->r_pos.y, rp->r_pos.x+1); vert(rp->r_max.y-2); /* Draw left side */ move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x); horiz(rp->r_max.x); /* Draw bottom */ move(rp->r_pos.y, rp->r_pos.x); horiz(rp->r_max.x); /* Draw top */ vert(rp->r_max.y-2); /* Draw right side */ /* * Put the floor down */ for (j = 1; j < rp->r_max.y - 1; j++) { move(rp->r_pos.y + j, rp->r_pos.x + 1); for (k = 1; k < rp->r_max.x - 1; k++) { addch(FLOOR); } } /* * Put the gold there */ if (rp->r_goldval > 0) mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD); } /* * horiz: * draw a horizontal line */ void horiz(int cnt) { while (cnt-- > 0) addch('-'); } /* * vert: * draw a vertical line */ void vert(int cnt) { reg int x, y; getyx(stdscr, y, x); x--; while (cnt-- > 0) { move(++y, x); addch('|'); } } /* * rnd_pos: * pick a random spot in a room */ struct coord * rnd_pos(struct room *rp) { reg int y, x, i; static struct coord spot; i = 0; do { x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; i += 1; } while(winat(y, x) != FLOOR && i < 1000); spot.x = x; spot.y = y; return &spot; } /* * rf_on: * Returns TRUE if flag is set for room stuff */ bool rf_on(struct room *rm, long bit) { return (rm->r_flags & bit); }