annotate xrogue/outside.c @ 251:e7862a021609

Fix the perpetual haste cheat. Rogue V3 allowed the player to gain perpetual haste by quaffing a potion of haste while already hasted. This is supposed to remove the haste effect and cause temporary paralysis. Super-Rogue removed haste correctly, but gave confusing messages.
author John "Elwin" Edwards
date Sat, 28 Jan 2017 11:45:36 -0500
parents f54901b9c39b
children e52a8a7ad4c5
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1 /*
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2 outside.c - functions for dealing with the "outside" level
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3
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4 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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10 All rights reserved.
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11
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12 See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include <curses.h>
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16 #include "rogue.h"
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17
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18 char rnd_terrain(void);
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19 char get_terrain(char one, char two, char three, char four);
133
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20
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21 /*
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22 * init_terrain:
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23 * Get the single "outside room" set up correctly
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24 */
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25
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26 void
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27 init_terrain(void)
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28 {
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29 register struct room *rp;
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30
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31 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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32 rp->r_flags = ISGONE; /* kill all rooms */
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33 rp->r_fires = NULL; /* no fires */
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34 }
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35 rp = &rooms[0]; /* point to only room */
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36 rp->r_flags = ISDARK; /* outside is always dark */
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37 rp->r_pos.x = 0; /* room fills whole screen */
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38 rp->r_pos.y = 1;
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39 rp->r_max.x = cols;
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40 rp->r_max.y = lines - 3;
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41 }
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42
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43 void
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44 do_terrain(int basey, int basex, int deltay, int deltax, bool fresh)
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45 {
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46 register int cury, curx; /* Current y and x positions */
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47
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48 /* Lay out the boundary */
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49 for (cury=1; cury<lines-2; cury++) { /* Vertical "walls" */
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50 mvaddch(cury, 0, VERTWALL);
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51 mvaddch(cury, cols-1, VERTWALL);
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52 }
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53 for (curx=0; curx<cols; curx++) { /* Horizontal "walls" */
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54 mvaddch(1, curx, HORZWALL);
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55 mvaddch(lines-3, curx, HORZWALL);
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56 }
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57
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58 /* If we are not continuing, let's start out with a line of terrain */
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59 if (fresh) {
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60 char ch; /* Next char to add */
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61
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62 /* Move to the starting point (should be (1, 0)) */
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63 move(basey, basex);
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64 curx = basex;
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65
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66 /* Start with some random terrain */
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67 if (basex == 0) {
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68 ch = rnd_terrain();
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69 addch(ch);
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70 }
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71 else ch = mvinch(basey, basex);
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72
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73 curx += deltax;
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74
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75 /* Fill in the rest of the line */
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76 while (curx > 0 && curx < cols-1) {
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77 /* Put in the next piece */
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78 ch = get_terrain(ch, '\0', '\0', '\0');
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79 mvaddch(basey, curx, ch);
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80 curx += deltax;
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81 }
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82
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83 basey++; /* Advance to next line */
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84 }
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85
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86 /* Fill in the rest of the lines */
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87 cury = basey;
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88 while (cury > 1 && cury < lines - 3) {
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89 curx = basex;
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90 while (curx > 0 && curx < cols-1) {
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91 register char left, top_left, top, top_right;