Mercurial > hg > early-roguelike
annotate arogue5/move.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 |
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date | Tue, 13 Aug 2013 09:19:56 -0700 |
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rev | line source |
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63
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1 /* |
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2 * Hero movement commands |
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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 * Based on "Rogue: Exploring the Dungeons of Doom" |
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13 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 * All rights reserved. |
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15 * |
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16 * See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include "curses.h" |
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20 #include <ctype.h> |
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21 #include "rogue.h" |
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22 |
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23 /* |
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24 * Used to hold the new hero position |
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25 */ |
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26 |
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27 static coord nh; |
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28 |
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29 static const char Moves[3][3] = { |
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30 { 'y', 'k', 'u' }, |
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31 { 'h', '\0', 'l' }, |
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32 { 'b', 'j', 'n' } |
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33 }; |
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34 |
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35 /* |
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36 * be_trapped: |
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37 * The guy stepped on a trap.... Make him pay. |
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38 */ |
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39 |
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40 be_trapped(th, tc) |
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41 register struct thing *th; |
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42 register coord *tc; |
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43 { |
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44 register struct trap *tp; |
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45 register char ch; |
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46 register const char *mname = NULL; |
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47 register bool is_player = (th == &player), |
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48 can_see; |
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49 register struct linked_list *mitem = NULL; |
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50 |
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51 |
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52 /* Can the player see the creature? */ |
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53 can_see = (cansee(tc->y, tc->x) && (is_player || !invisible(th))); |
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54 |
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55 tp = trap_at(tc->y, tc->x); |
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56 /* |
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57 * if he's wearing boots of elvenkind, he won't set off the trap |
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58 * unless its a magic pool (they're not really traps) |
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59 */ |
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60 if (is_player && |
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61 cur_misc[WEAR_BOOTS] != NULL && |
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62 cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS && |
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63 tp->tr_type != POOL) |
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64 return '\0'; |
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65 |
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66 /* |
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67 * if the creature is flying then it won't set off the trap |
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68 */ |
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69 if (on(*th, ISFLY)) |
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70 return '\0'; |
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71 |
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72 tp->tr_flags |= ISFOUND; |
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73 |
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74 if (!is_player) { |
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75 mitem = find_mons(th->t_pos.y, th->t_pos.x); |
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76 mname = monsters[th->t_index].m_name; |
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77 } |
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78 else { |
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79 count = running = FALSE; |
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80 mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type); |
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81 } |
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82 switch (ch = tp->tr_type) { |
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83 case TRAPDOOR: |
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84 if (is_player) { |
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85 level++; |
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86 pstats.s_hpt -= roll(1, 10); |
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87 msg("You fell into a trap!"); |
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88 if (pstats.s_hpt <= 0) death(D_FALL); |
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89 new_level(NORMLEV); |
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90 } |
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91 else { |
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92 if (can_see) msg("The %s fell into a trap!", mname); |
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93 |
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94 /* See if the fall killed the monster */ |
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95 if ((th->t_stats.s_hpt -= roll(1, 10)) <= 0) { |
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96 killed(mitem, FALSE, FALSE); |
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97 } |
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98 else { /* Just move monster to next level */ |
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99 check_residue(th); |
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100 |
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101 /* Erase the monster from the old position */ |
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102 if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x))) |
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103 mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch); |
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104 mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' '); |
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105 turn_on(*th, ISELSEWHERE); |
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