view 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
date Tue, 13 Aug 2013 09:19:56 -0700
parents 2128c7dc8a40
children 94a0d9dd5ce1
line wrap: on
line source

/*
 * Do anything associated with a new dungeon level
 *
 * @(#)new_level.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"

/*
 * new_level:
 *	Dig and draw a new level 
 */
new_level(ltype)
int ltype;
{
	register i;
	register char ch;
	struct coord traploc;
	struct room *rp;

	if (level > max_level)
		max_level = level;

	wclear(cw);
	wclear(mw);
	clear();

	isfight = FALSE;
	levtype = ltype;

	free_list(mlist);			/* free monster list */

	if (levtype == POSTLEV)
		do_post();
	else {
		lev_mon();			/* fill in monster list */

		if (levtype == MAZELEV)
			do_maze();
		else {				/* normal levels */
			do_rooms();		/* Draw rooms */
			do_passages();		/* Draw passages */
		}
		no_food++;
		put_things();			/* Place objects (if any) */
	}
	/*
	 * Place the staircase down.
	 */
	stairs = *rnd_pos(&rooms[rnd_room()]);
	mvaddch(stairs.y, stairs.x, STAIRS);
	ntraps = 0;

	if (levtype == NORMLEV)
	{
		struct trap *trp, *maxtrp;

		/* Place the traps for normal levels only */

		if (rnd(10) < level)
		{
			ntraps = rnd(level / 4) + 1;

			if (ntraps > MAXTRAPS)
				ntraps = MAXTRAPS;

			maxtrp = &traps[ntraps];
			for (trp = &traps[0]; trp < maxtrp; trp++)
			{
again:
				switch(rnd(TYPETRAPS + 1))
				{
					case 0:
						if (rnd(100) > 25)
							goto again;
						else
							ch = POST;

					when 1: ch = TRAPDOOR;
					when 2: ch = BEARTRAP;
					when 3: ch = SLEEPTRAP;
					when 4: ch = ARROWTRAP;
					when 5: ch = TELTRAP;
					when 6: ch = DARTTRAP;
					when 7: ch = MAZETRAP;
					when 8:
					case 9:
						if (rnd(100) > 80)
							goto again;
						else
							ch = POOL;
				}
				trp->tr_flags = 0;
				traploc = *rnd_pos(&rooms[rnd_room()]);
				mvaddch(traploc.y,traploc.x,ch);
				trp->tr_type = ch;
				trp->tr_pos = traploc;

				if (ch == POOL || ch == POST)
					trp->tr_flags |= ISFOUND;

				if (ch==TELTRAP && rnd(100)<20 && trp<maxtrp-1)
				{
					struct coord newloc;

					newloc = *rnd_pos(&rooms[rnd_room()]);
					trp->tr_goto = newloc;
					trp++;
					trp->tr_goto = traploc;
					trp->tr_type = TELTRAP;
					trp->tr_pos = newloc;
					mvaddch(newloc.y, newloc.x, TELTRAP);
				}
				else
					trp->tr_goto = rndspot;
			}
		}
	}
	do
	{
		rp = &rooms[rnd_room()];
		hero = *rnd_pos(rp);
	} while(levtype==MAZELEV&&DISTANCE(hero.y,hero.x,stairs.y,stairs.x)<10);

	player.t_room = rp;
	player.t_oldch = mvinch(hero.y, hero.x);
	light(&hero);
	mvwaddch(cw,hero.y,hero.x,PLAYER);
	nochange = FALSE;
}


/*
 * rnd_room:
 *	Pick a room that is really there
 */
rnd_room()
{
	register rm;

	if (levtype != NORMLEV)
		rm = 0;
	else
	{
		do {
			rm = rnd(MAXROOMS);
		} while (rf_on(&rooms[rm],ISGONE));
	}
	return rm;
}


/*
 * put_things:
 *	put potions and scrolls on this level
 */

put_things()
{
	register i, cnt, rm;
	struct linked_list *item;
	struct object *cur;
	struct coord tp;

	/* Throw away stuff left on the previous level (if anything) */

	free_list(lvl_obj);

	/* The only way to get new stuff is to go down into the dungeon. */

	if (goingup())
		return;

	/* Do MAXOBJ attempts to put things on a level */

	for (i = 0; i < MAXOBJ; i++)
	{
		if (rnd(100) < 40)
		{
			item = new_thing(FALSE, ANYTHING);
			attach(lvl_obj, item);
			cur = OBJPTR(item);
			cnt = 0;
			do {
				/* skip treasure rooms */
				rm = rnd_room();
				if (++cnt > 500)
					break;
			} while(rf_on(&rooms[rm],ISTREAS) && levtype!=MAZELEV);

			tp = *rnd_pos(&rooms[rm]);
			mvaddch(tp.y, tp.x, cur->o_type);
			cur->o_pos = tp;
		}
	}
	/*
	 * If he is really deep in the dungeon and he hasn't found the
	 * amulet yet, put it somewhere on the ground
	 */
	if (level >= AMLEVEL && !amulet && rnd(100) < 70)
	{
		item = new_thing(FALSE, AMULET, 0);
		attach(lvl_obj, item);
		cur = OBJPTR(item);
		rm = rnd_room();
		tp = *rnd_pos(&rooms[rm]);
		mvaddch(tp.y, tp.x, cur->o_type);
		cur->o_pos = tp;
	}

	for (i = 0; i < MAXROOMS; i++)		/* loop through all */
	{
		if (rf_on(&rooms[i],ISTREAS))	/* treasure rooms */
		{
			int numthgs, isfood;

			numthgs = rnd(level / 3) + 6;
			while (numthgs-- >= 0)
			{
				isfood = TRUE;
				do {
					item = new_thing(TRUE, ANYTHING);
					cur = OBJPTR(item);

					/* dont create food for */
					if (cur->o_type == FOOD)
						discard(item);

					/* treasure rooms */
					else
						isfood = FALSE;

				} while (isfood);

				attach(lvl_obj, item);
				tp = *rnd_pos(&rooms[i]);
				mvaddch(tp.y, tp.x, cur->o_type);
				cur->o_pos = tp;
			}
		}
	}
}