Mercurial > hg > early-roguelike
annotate rogue4/misc.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 | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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1 /* |
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2 * All sorts of miscellaneous routines |
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3 * |
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4 * @(#)misc.c 4.30 (Berkeley) 4/6/82 |
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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, 1982 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 <stdlib.h> |
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14 #include <curses.h> |
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15 #include <ctype.h> |
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16 #include <string.h> |
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17 #include "rogue.h" |
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18 |
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19 /* |
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20 * tr_name: |
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21 * Print the name of a trap |
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22 */ |
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23 char * |
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24 tr_name(type) |
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25 char type; |
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26 { |
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27 switch (type) |
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28 { |
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29 case T_DOOR: |
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30 return terse ? "a trapdoor" : "you found a trapdoor"; |
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31 case T_BEAR: |
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32 return terse ? "a beartrap" : "you found a beartrap"; |
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33 case T_SLEEP: |
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34 return terse ? "a sleeping gas trap":"you found a sleeping gas trap"; |
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35 case T_ARROW: |
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36 return terse ? "an arrow trap" : "you found an arrow trap"; |
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37 case T_TELEP: |
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38 return terse ? "a teleport trap" : "you found a teleport trap"; |
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39 case T_DART: |
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40 return terse ? "a dart trap" : "you found a poison dart trap"; |
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41 } |
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42 msg("wierd trap: %d", type); |
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43 return NULL; |
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44 } |
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45 |
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46 /* |
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47 * look: |
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48 * A quick glance all around the player |
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49 */ |
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50 look(wakeup) |
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51 bool wakeup; |
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52 { |
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53 register int x, y; |
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54 register unsigned char ch; |
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55 register int index; |
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56 register THING *tp; |
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57 register struct room *rp; |
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58 register int ey, ex; |
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59 register int passcount = 0; |
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60 register char pfl, *fp, pch; |
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61 register int sy, sx, sumhero = 0, diffhero = 0; |
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62 register int oldx, oldy; |
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63 |
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64 getyx(stdscr, oldy, oldx); |
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65 rp = proom; |
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66 if (!ce(oldpos, hero)) |
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67 { |
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68 if ((oldrp->r_flags & (ISGONE|ISDARK)) == ISDARK && !on(player,ISBLIND)) |
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69 { |
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70 ey = oldpos.y + 1; |
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71 ex = oldpos.x + 1; |
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72 sy = oldpos.y - 1; |
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73 for (x = oldpos.x - 1; x <= ex; x++) |
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74 for (y = sy; y <= ey; y++) |
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75 { |
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76 if (y == hero.y && x == hero.x) |
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77 continue; |
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78 move(y, x); |
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79 if (inch() == FLOOR) |
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80 addch(' '); |
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81 } |
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82 } |
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83 oldpos = hero; |
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84 oldrp = rp; |
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85 } |
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86 ey = hero.y + 1; |
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87 ex = hero.x + 1; |
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88 sx = hero.x - 1; |
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89 sy = hero.y - 1; |
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90 if (door_stop && !firstmove && running) |
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91 { |
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92 sumhero = hero.y + hero.x; |
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93 diffhero = hero.y - hero.x; |
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94 } |
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95 index = INDEX(hero.y, hero.x); |
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96 pfl = _flags[index]; |
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97 pch = _level[index]; |
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98 for (y = sy; y <= ey; y++) |
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99 if (y > 0 && y < LINES - 1) for (x = sx; x <= ex; x++) |
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100 { |
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101 if (x <= 0 || x >= COLS) |
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102 continue; |
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103 if (!on(player, ISBLIND)) |
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104 { |
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105 if (y == hero.y && x == hero.x) |