Mercurial > hg > early-roguelike
annotate arogue5/outside.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 |
parents | 0ed67132cf10 |
children | 56e748983fa8 |
rev | line source |
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63
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1 /* |
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2 * functions for dealing with the "outside" level |
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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 * See the file LICENSE.TXT for full copyright and licensing information. |
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9 */ |
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10 |
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11 #include "curses.h" |
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12 #include "rogue.h" |
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13 |
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14 extern char rnd_terrain(), get_terrain(); |
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15 |
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16 /* |
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17 * init_terrain: |
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18 * Get the single "outside room" set up correctly |
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19 */ |
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20 |
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21 void |
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22 init_terrain() |
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23 { |
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24 register struct room *rp; |
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25 |
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26 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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27 rp->r_flags = ISGONE; /* kill all rooms */ |
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28 rp->r_fires = NULL; /* no fires */ |
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29 } |
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30 rp = &rooms[0]; /* point to only room */ |
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31 rp->r_flags = ISDARK; /* outside is always dark */ |
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32 rp->r_pos.x = 0; /* room fills whole screen */ |
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33 rp->r_pos.y = 1; |
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34 rp->r_max.x = COLS; |
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35 rp->r_max.y = LINES - 3; |
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36 } |
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37 |
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38 |
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39 |
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40 void |
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41 do_terrain(basey, basex, deltay, deltax, fresh) |
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42 int basey, basex, deltay, deltax; |
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43 bool fresh; |
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44 { |
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45 register cury, curx; /* Current y and x positions */ |
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46 |
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47 /* Lay out the boundary */ |
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48 for (cury=1; cury<LINES-2; cury++) { /* Vertical "walls" */ |
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49 mvaddch(cury, 0, '|'); |
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50 mvaddch(cury, COLS-1, '|'); |
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51 } |
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52 for (curx=0; curx<COLS; curx++) { /* Horizontal "walls" */ |
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53 mvaddch(1, curx, '-'); |
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54 mvaddch(LINES-3, curx, '-'); |
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55 } |
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56 |
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57 /* If we are not continuing, let's start out with a line of terrain */ |
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58 if (fresh) { |
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59 char ch; /* Next char to add */ |
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60 |
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61 /* Move to the starting point (should be (1, 0)) */ |
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62 move(basey, basex); |
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63 curx = basex; |
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64 |
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65 /* Start with some random terrain */ |
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66 if (basex == 0) { |
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67 ch = rnd_terrain(); |
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68 addch(ch); |
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69 } |
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70 else ch = CCHAR( mvinch(basey, basex) ); |
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71 |
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72 curx += deltax; |
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73 |
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74 /* Fill in the rest of the line */ |
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75 while (curx > 0 && curx < COLS-1) { |
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76 /* Put in the next piece */ |
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77 ch = get_terrain(ch, '\0', '\0', '\0'); |
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78 mvaddch(basey, curx, ch); |
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79 curx += deltax; |
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80 } |
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81 |
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82 basey++; /* Advance to next line */ |
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83 } |
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84 |
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85 /* Fill in the rest of the lines */ |
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86 cury = basey; |
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87 while (cury > 1 && cury < LINES - 3) { |
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88 curx = basex; |
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89 while (curx > 0 && curx < COLS-1) { |
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90 register char left, top_left, top, top_right; |
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91 register int left_pos, top_pos; |
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92 |
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93 /* Get the surrounding terrain */ |
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94 left_pos = curx - deltax; |
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95 top_pos = cury - deltay; |
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96 |
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97 left = CCHAR( mvinch(cury, left_pos) ); |
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98 top_left = CCHAR( mvinch(top_pos, left_pos) ); |
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99 top = CCHAR( mvinch(top_pos, curx) ); |
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100 top_right = CCHAR( mvinch(top_pos, curx + deltax) ); |
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101 |
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102 /* Put the piece of terrain on the map */ |
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103 mvaddch(cury, curx, get_terrain(left, top_left, top, top_right)); |
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104 |