Mercurial > hg > early-roguelike
annotate rogue5/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 |
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rev | line source |
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33
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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 4.66 (Berkeley) 08/06/83 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980-1983, 1985, 1999 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 <string.h> |
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16 #include <ctype.h> |
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17 #include "rogue.h" |
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18 |
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19 /* |
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20 * look: |
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21 * A quick glance all around the player |
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22 */ |
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23 #undef DEBUG |
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24 |
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25 |
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26 void |
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27 look(int wakeup) |
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28 { |
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29 int x, y; |
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30 chtype ch; |
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31 THING *tp; |
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32 PLACE *pp; |
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33 struct room *rp; |
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34 int ey, ex; |
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35 int passcount; |
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36 int pfl, *fp, pch; |
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37 int sy, sx, sumhero = 0, diffhero = 0; |
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38 # ifdef DEBUG |
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39 static int done = FALSE; |
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40 |
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41 if (done) |
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42 return; |
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43 done = TRUE; |
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44 # endif /* DEBUG */ |
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45 passcount = 0; |
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46 rp = proom; |
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47 if (!ce(oldpos, hero)) |
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48 { |
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49 erase_lamp(&oldpos, oldrp); |
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50 oldpos = hero; |
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51 oldrp = rp; |
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52 } |
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53 ey = hero.y + 1; |
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54 ex = hero.x + 1; |
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55 sx = hero.x - 1; |
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56 sy = hero.y - 1; |
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57 if (door_stop && !firstmove && running) |
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58 { |
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59 sumhero = hero.y + hero.x; |
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60 diffhero = hero.y - hero.x; |
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61 } |
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62 pp = INDEX(hero.y, hero.x); |
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63 pch = pp->p_ch; |
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64 pfl = pp->p_flags; |
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65 |
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66 for (y = sy; y <= ey; y++) |
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67 if (y > 0 && y < NUMLINES - 1) for (x = sx; x <= ex; x++) |
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68 { |
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69 if (x < 0 || x >= NUMCOLS) |
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70 continue; |
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71 if (!on(player, ISBLIND)) |
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72 { |
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73 if (y == hero.y && x == hero.x) |
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74 continue; |
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75 } |
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76 |
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77 pp = INDEX(y, x); |
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78 ch = pp->p_ch; |
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79 if (ch == ' ') /* nothing need be done with a ' ' */ |
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80 continue; |
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81 fp = &pp->p_flags; |
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82 if (pch != DOOR && ch != DOOR) |
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83 if ((pfl & F_PASS) != (*fp & F_PASS)) |
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84 continue; |
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85 if (((*fp & F_PASS) || ch == DOOR) && |
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86 ((pfl & F_PASS) || pch == DOOR)) |
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87 { |
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88 if (hero.x != x && hero.y != y && |
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89 !step_ok(chat(y, hero.x)) && !step_ok(chat(hero.y, x))) |
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90 continue; |
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91 } |
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92 |
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93 if ((tp = pp->p_monst) == NULL) |
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94 ch = trip_ch(y, x, ch); |
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95 else |
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96 if (on(player, SEEMONST) && on(*tp, ISINVIS)) |
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97 { |
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98 if (door_stop && !firstmove) |
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99 running = FALSE; |
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100 continue; |
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101 } |
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102 else |
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103 { |
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104 if (wakeup) |
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105 wake_monster(y, x); |
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106 if (see_monst(tp)) |
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107 { |
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108 if (on(player, ISHALU)) |
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