annotate rogue4/misc.c @ 182:1fe660009fd3

rogue4: don't try to close the scorefile if it isn't open. The MSVC library uses a debug assertion to prevent closing file descriptors that are negative. This is always the case with the scoreboard file descriptor if the scoreboard has been compiled out.
author John "Elwin" Edwards
date Fri, 31 Jul 2015 20:12:33 -0400
parents 9535a08ddc39
children 1b73a8641b37
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12
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1 /*
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2 * All sorts of miscellaneous routines
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3 *
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4 * @(#)misc.c 4.30 (Berkeley) 4/6/82
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include <stdlib.h>
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14 #include <curses.h>
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15 #include <ctype.h>
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16 #include <string.h>
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17 #include "rogue.h"
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18
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19 /*
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20 * tr_name:
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21 * Print the name of a trap
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22 */
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23 char *
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24 tr_name(type)
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25 char type;
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26 {
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27 switch (type)
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28 {
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29 case T_DOOR:
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30 return terse ? "a trapdoor" : "you found a trapdoor";
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31 case T_BEAR:
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32 return terse ? "a beartrap" : "you found a beartrap";
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33 case T_SLEEP:
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34 return terse ? "a sleeping gas trap":"you found a sleeping gas trap";
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35 case T_ARROW:
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36 return terse ? "an arrow trap" : "you found an arrow trap";
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37 case T_TELEP:
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38 return terse ? "a teleport trap" : "you found a teleport trap";
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39 case T_DART:
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40 return terse ? "a dart trap" : "you found a poison dart trap";
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41 }
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42 msg("wierd trap: %d", type);
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43 return NULL;
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44 }
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45
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46 /*
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47 * look:
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48 * A quick glance all around the player
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49 */
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50 look(wakeup)
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51 bool wakeup;
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52 {
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53 register int x, y;
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54 register unsigned char ch;
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55 register int index;
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56 register THING *tp;
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57 register struct room *rp;
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58 register int ey, ex;
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59 register int passcount = 0;
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60 register char pfl, *fp, pch;
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61 register int sy, sx, sumhero = 0, diffhero = 0;
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62 register int oldx, oldy;
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63
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64 getyx(stdscr, oldy, oldx);
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65 rp = proom;
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66 if (!ce(oldpos, hero))
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67 {
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68 if ((oldrp->r_flags & (ISGONE|ISDARK)) == ISDARK && !on(player,ISBLIND))
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69 {
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70 ey = oldpos.y + 1;
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71 ex = oldpos.x + 1;
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72 sy = oldpos.y - 1;
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73 for (x = oldpos.x - 1; x <= ex; x++)
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74 for (y = sy; y <= ey; y++)
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75 {
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76 if (y == hero.y && x == hero.x)
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77 continue;
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78 move(y, x);
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79 if (inch() == FLOOR)
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80 addch(' ');
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81 }
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82 }
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83 oldpos = hero;
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84 oldrp = rp;
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85 }
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86 ey = hero.y + 1;
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87 ex = hero.x + 1;
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88 sx = hero.x - 1;
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89 sy = hero.y - 1;
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90 if (door_stop && !firstmove && running)
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91 {
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92 sumhero = hero.y + hero.x;
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93 diffhero = hero.y - hero.x;
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94 }
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95 index = INDEX(hero.y, hero.x);
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96 pfl = _flags[index];
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97 pch = _level[index];
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98 for (y = sy; y <= ey; y++)
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99 if (y > 0 && y < LINES - 1) for (x = sx; x <= ex; x++)
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100 {
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101 if (x <= 0 || x >= COLS)
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102 continue;
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103 if (!on(player, ISBLIND))
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104 {
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105 if (y == hero.y && x == hero.x)
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106 continue;