annotate rogue4/passages.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 9535a08ddc39
children 1b73a8641b37
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12
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1 /*
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2 * Draw the connecting passages
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3 *
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4 * @(#)passages.c 4.8 (Berkeley) 1/27/82
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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 <curses.h>
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14 #include "rogue.h"
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15
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16 /*
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17 * do_passages:
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18 * Draw all the passages on a level.
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19 */
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20 do_passages()
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21 {
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22 register struct rdes *r1, *r2 = NULL;
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23 register int i, j;
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24 register int roomcount;
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25 static struct rdes
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26 {
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27 bool conn[MAXROOMS]; /* possible to connect to room i? */
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28 bool isconn[MAXROOMS]; /* connection been made to room i? */
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29 bool ingraph; /* this room in graph already? */
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30 } rdes[MAXROOMS] = {
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31 { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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32 { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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33 { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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34 { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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35 { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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36 { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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37 { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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38 { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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39 { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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40 };
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41
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42 /*
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43 * reinitialize room graph description
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44 */
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45 for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++)
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46 {
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47 for (j = 0; j < MAXROOMS; j++)
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48 r1->isconn[j] = FALSE;
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49 r1->ingraph = FALSE;
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50 }
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51
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52 /*
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53 * starting with one room, connect it to a random adjacent room and
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54 * then pick a new room to start with.
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55 */
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56 roomcount = 1;
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57 r1 = &rdes[rnd(MAXROOMS)];
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58 r1->ingraph = TRUE;
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59 do
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60 {
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61 /*
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62 * find a room to connect with
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63 */
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64 j = 0;
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65 for (i = 0; i < MAXROOMS; i++)
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66 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
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67 r2 = &rdes[i];
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68 /*
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69 * if no adjacent rooms are outside the graph, pick a new room
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70 * to look from
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71 */
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72 if (j == 0)
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73 {
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74 do
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75 r1 = &rdes[rnd(MAXROOMS)];
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76 until (r1->ingraph);
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77 }
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78 /*
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79 * otherwise, connect new room to the graph, and draw a tunnel
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80 * to it
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81 */
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82 else
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83 {
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84 r2->ingraph = TRUE;
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85 i = r1 - rdes;
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86 j = r2 - rdes;
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87 conn(i, j);
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88 r1->isconn[j] = TRUE;
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89 r2->isconn[i] = TRUE;
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90 roomcount++;
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91 }
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92 } while (roomcount < MAXROOMS);
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93
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94 /*
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95 * attempt to add passages to the graph a random number of times so
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96 * that there isn't always just one unique passage through it.
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97 */
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98 for (roomcount = rnd(5); roomcount > 0; roomcount--)
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99 {
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100 r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */
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101 /*
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102 * find an adjacent room not already connected
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103 */
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