Mercurial > hg > early-roguelike
annotate rogue3/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 |
parents | 527e2150eaf0 |
children | d9e44e18eeec |
rev | line source |
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0
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1 /* |
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2 * Hero movement commands |
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3 * |
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4 * @(#)move.c 3.26 (Berkeley) 6/15/81 |
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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 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 "curses.h" |
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14 #include <ctype.h> |
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15 #include "rogue.h" |
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16 |
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17 /* |
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18 * Used to hold the new hero position |
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19 */ |
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20 |
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21 coord nh; |
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22 |
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23 /* |
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24 * do_run: |
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25 * Start the hero running |
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26 */ |
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27 |
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28 void |
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29 do_run(int ch) |
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30 { |
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31 running = TRUE; |
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32 after = FALSE; |
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33 runch = ch; |
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34 } |
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35 |
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36 /* |
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37 * do_move: |
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38 * Check to see that a move is legal. If it is handle the |
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39 * consequences (fighting, picking up, etc.) |
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40 */ |
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41 |
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42 void |
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43 do_move(int dy, int dx) |
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44 { |
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45 int ch; |
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46 |
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47 firstmove = FALSE; |
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48 if (no_move) |
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49 { |
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50 no_move--; |
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51 msg("You are still stuck in the bear trap"); |
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52 return; |
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53 } |
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54 /* |
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55 * Do a confused move (maybe) |
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56 */ |
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57 if (rnd(100) < 80 && on(player, ISHUH)) |
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58 nh = *rndmove(&player); |
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59 else |
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60 { |
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61 nh.y = hero.y + dy; |
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62 nh.x = hero.x + dx; |
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63 } |
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64 |
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65 /* |
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66 * Check if he tried to move off the screen or make an illegal |
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67 * diagonal move, and stop him if he did. |
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68 */ |
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69 if (nh.x < 0 || nh.x > COLS-1 || nh.y < 0 || nh.y > LINES - 1 |
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70 || !diag_ok(&hero, &nh)) |
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71 { |
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72 after = FALSE; |
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73 running = FALSE; |
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74 return; |
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75 } |
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76 if (running && ce(hero, nh)) |
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77 after = running = FALSE; |
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78 ch = winat(nh.y, nh.x); |
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79 if (on(player, ISHELD) && ch != 'F') |
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80 { |
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81 msg("You are being held"); |
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82 return; |
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83 } |
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84 switch(ch) |
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85 { |
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86 case ' ': |
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87 case '|': |
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88 case '-': |
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89 case SECRETDOOR: |
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90 after = running = FALSE; |
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91 return; |
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92 case TRAP: |
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93 ch = be_trapped(&nh); |
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94 if (ch == TRAPDOOR || ch == TELTRAP) |
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95 return; |
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96 goto move_stuff; |
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97 case GOLD: |
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98 case POTION: |
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99 case SCROLL: |
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100 case FOOD: |
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101 case WEAPON: |
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102 case ARMOR: |
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103 case RING: |
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104 case AMULET: |
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105 case STICK: |
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106 running = FALSE; |
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107 take = ch; |