annotate arogue5/maze.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 0ed67132cf10
children 56e748983fa8
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1 /*
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2 * maze
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Super-Rogue"
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9 * Copyright (C) 1984 Robert D. Kindelberger
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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 <stdlib.h>
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16 #include "curses.h"
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17 #include "rogue.h"
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18
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19 struct cell {
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20 char y_pos;
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21 char x_pos;
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22 };
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23
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24 struct bordercells {
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25 char num_pos; /* number of frontier cells next to you */
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26 struct cell conn[4]; /* the y,x position of above cell */
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27 } border_cells;
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28
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29 static char *frontier,
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30 *bits;
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31 static int maze_lines,
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32 maze_cols;
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33 char *moffset(),
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34 *foffset();
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35
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36
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37 /*
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38 * crankout:
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39 * Does actual drawing of maze to window
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40 */
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41 crankout()
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42 {
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43 reg int x, y;
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44
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45 for (y = 0; y < LINES - 3; y++) {
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46 move(y + 1, 0);
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47 for (x = 0; x < COLS - 1; x++) {
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48 if (*moffset(y, x)) { /* here is a wall */
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49 if(y==0 || y==LINES-4) /* top or bottom line */
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50 addch('-');
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51 else if(x==0 || x==COLS-2) /* left | right side */
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52 addch('|');
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53 else if (y % 2 == 0 && x % 2 == 0) {
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54 if(*moffset(y, x-1) || *moffset(y, x+1))
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55 addch('-');
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56 else
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57 addch('|');
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58 }
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59 else if (y % 2 == 0)
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60 addch('-');
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61 else
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62 addch('|');
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63 }
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64 else
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65 addch(FLOOR);
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66 }
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67 }
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68 }
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69
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70 /*
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71 * domaze:
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72 * Draw the maze on this level.
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73 */
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74 do_maze()
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75 {
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76 reg int least;
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77 reg struct room *rp;
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78 reg struct linked_list *item;
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79 reg struct object *obj;
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80 int cnt;
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81 bool treas;
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82 coord tp;
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83
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84 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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85 rp->r_flags = ISGONE; /* kill all rooms */
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86 rp->r_fires = NULL; /* no fires */
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87 }
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88 rp = &rooms[0]; /* point to only room */
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89 rp->r_flags = ISDARK; /* mazes always dark */
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90 rp->r_pos.x = 0; /* room fills whole screen */
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91 rp->r_pos.y = 1;
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92 rp->r_max.x = COLS - 1;
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93 rp->r_max.y = LINES - 3;
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94 draw_maze(); /* put maze into window */
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95 /*
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96 * add some gold to make it worth looking for
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97 */
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98 item = spec_item(GOLD, NULL, NULL, NULL);
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99 obj = OBJPTR(item);
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100 obj->o_count *= (rnd(10) + 1); /* add in one large hunk */
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101 attach(lvl_obj, item);
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102 cnt = 0;
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103 do {
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104 rnd_pos(rp, &tp);
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105 } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 5000);
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106 mvaddch(tp.y, tp.x, GOLD);